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Traits

A trait is a keyword that conveys additional information about a rules element, such as a school of magic or rarity. Often, a trait indicates how other rules interact with an ability, creature, item, or another rules element that has that trait.

TraitDescription
Additive Feats with the Additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an Infused alchemical item, and some can be used only with the Quick Alchemy action. The additive trait is always followed by a level, such as additive 2. An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level.
Archetype This feat belongs to an archetype.
Attack An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Aura An aura is an emanation that continually ebbs out from you, af ecting creatures within a certain radius. Aura can also refer to the magical signature of an item or a creature with a strong alignment.
Cantrip A spell you can cast at will that is automatically heightened to half your level rounded up.
Charm Note: This trait was not listed in the Glossary, its only use is as a Trait for some monster abilities.
Companion An item with this trait can be worn by an Animal Companion or similar creature. A companion can have up to two items invested.
Complex A hazard with this trait takes turns in an encounter.
Composition To cast a Composition cantrip or focus spell, you usually use a type of Performance. If the spell includes a verbal component, you must use an auditory performance, and if it includes a somatic component, you must use a visual one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate An action with this trait requires a degree of mental concentration and discipline.
Consecration A consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap.
Curse A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.

Afflictions with this trait are manifestations of potent ill will. A curse either lasts a specified amount of time or can be removed only by certain actions a character must Perform or conditions they must meet. A curse with stages follows the rules for afflictions.
Cursebound Spells with this trait increase the severity of your oracular curse when cast. Usually only revelation spells have this trait. You can't cast a Cursebound spell if you don't have an oracular curse.
Darkness Darkness effects extinguish non-magical light in the area, and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract the light, but some darkness spells automatically attempt to counteract light.
Death An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
Dedication You must select a feat with this trait to apply an archetype to your character.
Detection Effects with this trait attempt to determine the presence or location of a person, object, or aura.
Disease An effect with this trait applies one or more diseases. A disease is typically an affliction.
Downtime An activity with this trait takes a day or more, and can be used only during downtime.
Emotion This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Environmental A hazard with this trait is something dangerous that's part of the natural world, such as quicksand or harmful mold.
Exploration An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Extradimensional This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
Fear Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Finisher Finishers are spectacular finishing moves that use your Panache. You can use a finisher only if you have panache, and you lose your panache immediately after Performing a finisher. Once you use a finisher, you can't use any actions that have the attack trait for the rest of your turn.

Some actions that have the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.
Flourish Flourish actions are actions that require too much exertion to Perform a large number in a row. You can use only 1 action with the flourish trait per turn.
Focused An item with this trait can give you an additional Focus Point.This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items.
Fortune A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
General A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Haunt A hazard with this trait is a spiritual echo, often of someone with a tragic death. Putting a haunt to rest often involves resolving the haunt's unfinished business. A haunt that hasn't been properly put to rest always returns after a time.
Healing A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Herald Nearly all deities have a specific representative known as a herald; heralds are as diverse in their appearances and abilities as the gods themselves. A creature with the herald type is always unique.
Hex A Hex is a short-term effect generated on the fly from your Patron's magic, requiring your familiar to draw from your patron. As such, you can cast only one spell with the hex trait each turn; attempts to cast a second hex spell on the same turn fail, and the spellcasting actions are lost.
Incapacitation An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Infused You created an alchemical item with the Infused trait using your infused reagents, and it has a limited time before it becomes inert. Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again.
Instinct Instinct abilities require a specific instinct; you lose access if you Perform acts anathema to your instinct.
Legacy Once you've played through the listed Adventure Path, these rare backgrounds can become available in your future campaigns after the events of this Adventure Path.
Light Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
Lineage A feat with this trait indicates a character's descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can't retrain into or out of these feats.
Linguistic An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
Litany Litanies are special devotion spells, typically used by champions and requiring a single action, that usually give temporary immunity to further litanies.
Magical Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a Magic Aura Infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Manipulate You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't Perform actions with this trait. Manipulate actions often trigger reactions.
Mechanical A hazard with this trait is a constructed physical object.
Mental A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
Metamagic Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting The Spell you want to alter. If you use any action (including free actions and reactions) other than Cast A Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.
Minion Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can't use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an Animal Companion, you Command An Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain A Spell or Sustain An Activation; if not otherwise specified, you issue a verbal command, a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please.
Misfortune A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
Morph Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described in that trait).Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
Move An action with this trait involves moving from one space to another.
Multiclass Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name.
Oath Oaths add an additional tenet to your code. You can usually have only one feat with this trait.
Open These maneuvers work only as the first salvo on your turn. You can use an open only if you haven't used an action with the attack or open trait yet this turn.
Polymorph These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.
Possession Effects with this trait allow a creature to project its mind and spirit into a target. A creature immune to mental effects can't use a possession effect. While possessing a target, a possessor's true body is Unconscious (and can't wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage. A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target's active spells and abilities that affect their body. A possessor can use any of the target's abilities that are purely physical, and it can't use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target's attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills, spell attack roll, and spell DC; benefits of invested items apply where relevant (the possessor's invested items apply when using its own values, and the target's invested items apply when using the target's values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn't in its own body. The possessor must use its own actions to make the possessed creature act. If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately and the possessor is Stunned for 1 minute.
Precious Valuable materials with special properties have the precious trait. They can be substituted for base materials when you Craft items.
Prediction Effects with this trait determine what is likely to happen in the near future. Most predictions are divinations.
Press Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.) Because a press action requires a multiple attack penalty, you can't use one when it's not your turn, even if you use the Ready activity.
Rage You must be Raging to use abilities with the Rage trait, and they end automatically when you stop raging.
Reckless Actions with the reckless trait run the risk of the pilot losing control of a vehicle. When Performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle.
Reload While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.
Revelation Effects with this trait see things as they truly are.
Sahkil Note: no description was provided for this trait
Scrying A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.
Secret The GM rolls the check for this ability in secret.
Skill A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.
Sleep This effect can cause a creature to fall asleep or get drowsy.
Social Actions and abilities with the social trait can be used only while a Vigilante is in their social identity.
Splash When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target's weaknesses or resistances. You don't multiply splash damage on a critical hit.
Stamina This trait was created by the Archives of Nethys to assist in grouping like mechanics. It is not from a published source. Available for use in games using the Stamina Rules Variant.
Stance A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Summoned A creature called by a conjuration spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to Cast A Spell of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing the summoned creature's spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands. Immediately when you finish Casting The Spell, the summoned creature uses its 2 actions for that turn. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.
Telepathy Note: This trait was not listed in the Glossary, its only use is as a Trait for some monster abilities.
Teleportation Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.
Trap A hazard or item with this trait is constructed to hinder interlopers.
Vigilante Using actions and abilities with the Vigilante trait while in your social identity risks exposing you as a vigilante.
Virulent Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2.
Vocal Note: no description was provided for this trait
TraitDescription
Chaotic Chaotic effects often manipulate energy from chaos-aligned Outer Planes and are anathema to lawful divine servants or divine servants of lawful deities. A creature with this trait is chaotic in alignment. An ability with this trait can be selected or used only by chaotic creatures.
Evil Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment.
Good Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment.
Lawful Lawful effects often manipulate energy from law-aligned Outer Planes and are antithetical to chaotic divine servants or divine servants of chaotic deities. A creature with this trait is lawful in alignment. An ability with this trait can be selected or used by lawful creatures only.
TraitDescription
Catfolk Catfolk are humanoids with feline features.
Dwarf A creature with this trait is a member of the Dwarf ancestry. Dwarves are stout folk who often live underground and typically have Darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Elf A creature with this trait is a member of the Elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have Low-Light Vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Gnome A creature with this trait is a member of the Gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have Low-Light Vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Goblin A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have Darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Half-Elf A creature with this trait is part Human and part Elf. An ability with this trait can be used or selected only by half-elves.
Half-Orc A creature with this trait is part Human and part orc. An ability with this trait can be used or selected only by half-orcs.
Halfling A creature with this trait is a member of the Halfling ancestry. These small people are Friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Hobgoblin Hobgoblins are a sturdy, clever people with a propensity for militaristic order
Human A creature with this trait is a member of the Human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Kobold Kobolds are reptilian humanoids who are usually Small and typically have Darkvision.
Leshy Leshys are small plant creatures, roughly humanoid in form.
Lizardfolk Lizardfolk are a family of reptilian humanoids.
Orc A creature with this trait is a member of the Orc ancestry. These green-skinned people tend to have Darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Ratfolk Ratfolk are humanoids who resemble rats.
Shoony Note: no description was provided for this trait
Tengu Tengu are humanoids who resemble birds.
TraitDescription
Bulwark The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a , you add a +3 modifier instead of your Dexterity modifier.
Comfort The armor is so comfortable that you can rest normally while wearing it.
Flexible The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to Acrobatics or Athletics checks.
Noisy This armor is loud and likely to alert others to your presence. The armor's check penalty applies to Stealth checks even if you meet the required Strength score.
TraitDescription
Alchemist This indicates abilities from the alchemist class.
Barbarian This indicates abilities from the barbarian class.
Bard This indicates abilities from the bard class.
Champion This indicates abilities from the champion class.
Cleric This indicates abilities from the cleric class.
Druid This indicates abilities from the druid class.
Fighter This indicates abilities from the fighter class.
Investigator This trait indicates abilities from the investigator class.
Monk Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Oracle This trait indicates abilities from the oracle class.
Ranger This indicates abilities from the ranger class.
Rogue This indicates abilities from the rogue class.
Sorcerer This indicates abilities from the sorcerer class.
Swashbuckler This trait indicates abilities from the swashbuckler class.
Witch This trait indicates abilities from the witch class.
Wizard This indicates abilities from the wizard class.
TraitDescription
Aberration Aberrations are creatures from beyond the planes or corruptions of the natural order.
Animal An animal is a creature with a relatively low Intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Astral Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.
Beast A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Celestial Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Construct A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to disease, the Paralyzed condition, and poison; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Dragon Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Dream Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm's freezing temperatures.
Elemental Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Ethereal Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.
Fey Creatures of the First World are called the fey.
Fiend Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Fungus Fungal creatures have the fungus trait. They are distinct from normal fungi.
Giant Giants are massive humanoid creatures.
Humanoid Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Monitor Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
Negative Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy.
Ooze Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.
Petitioner Petitioners are mortal souls who have been judged and then transformed into creatures native to other planes. Petitioners can survive the basic environmental effects of their home plane.
Plant Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.
Positive Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.
Spirit Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Time Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time.
Undead Once living, these creatures were Infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
TraitDescription
Air Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.
Earth Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.
Fire Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.
Water Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.
TraitDescription
Acid Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
Cold Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Electricity Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Fire Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.
Force Effects with this trait deal force damage or create objects made of pure magical force.
Negative Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy.
Positive Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.
Sonic An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.
TraitDescription
Aasimar A creature with this trait has the Aasimar versatile heritage. Aasimars are planar scions descended from celestial beings. An ability with this trait can be used or selected only by aasimars.
Acid Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
Aeon These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.
Aesir Aesir are often-bellicose monitors of the chaotic planes, honing their skill in battle and preparing for a final confrontation at the end of the multiverse.
Agathion This family of animal-featured celestials is native to the plane of Nirvana. Most agathions are neutral good, have Darkvision, and have a weakness to evil damage.
Air Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.
Alchemical Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't magical and don't radiate a magical aura.
Amphibious An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually inde nitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Anadi Anadis are peaceful, reclusive humanoids who live deep within woodlands, jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid spiders covered in beautiful and distinctive markings of varying colors.
Angel This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have Darkvision, and have a weakness to evil damage.
Aquatic Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Archon Members of this family of celestials are the protectors of Heaven and are lawful good. They have Darkvision and a weakness to evil damage.
Asura These lawful fiends are physical manifestations of divine accidents. Asuras typically have Darkvision, immunity to curses, and a weakness to good.
Azata This family of celestials is native to Elysium. They are typically chaotic good and have Darkvision and a weakness to evil and cold iron.
Boggard Boggards are frog-like humanoids. They typically have Darkvision.
Caligni These subterranean people have Darkvision, and some have powers to create darkness.
Catfolk Catfolk are humanoids with feline features.
Changeling These humanoids are the children of hags and members of other humanoid ancestries.
Charau-ka Note: no description was provided for this trait
Clockwork Clockworks are intricate, complex constructs that can be programmed to Perform specific functions. A clockwork creature must be wound regularly to function.
Cold Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Couatl A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities.
Daemon A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have Darkvision and weakness to good damage.
Demon A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have Darkvision.
Dero This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and Vulnerable To Sunlight.
Devil A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater Darkvision, immunity to fire, and telepathy.
Dhampir These humanoids are the immortal offspring of vampires and members of other ancestries.
Dinosaur These reptiles have survived from prehistoric times.
Div Divs are a family of fiends spawned from the spirits of evil genies within the desolation of Abaddon. Most divs are neutral evil. They typically have greater Darkvision and weakness to cold iron and good damage.
Drow Subterranean kin of the elves, drow typically have Darkvision and inborn magical abilities.
Duergar Subterranean kin of the dwarves, duergar typically have Darkvision and immunity to poison. They are not easily fooled by illusions.
Duskwalker A creature with this trait has the Duskwalker versatile heritage. Duskwalkers are planar scions Infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers.
Dwarf A creature with this trait is a member of the Dwarf ancestry. Dwarves are stout folk who often live underground and typically have Darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
Earth Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.
Electricity Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Fetchling A creature with this trait is a member of the fetchling ancestry. Fetchlings were once Human, but generations of life on the Shadow Plane have transformed them.
Fire Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.
Genie The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.
Ghoran Ghorans are sapient plants grown in the shape of humanoids with floral faces.
Ghost Lost souls that haunt the world as incorporeal undead are called ghosts.
Ghoul Ghouls are vile undead creatures that feast on flesh.
Gnoll Gnolls are humanoids that resemble hyenas.
Golem Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.
Gremlin Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.
Grioth A grioth is a batlike alien that wields occult powers and can exist in the dark vacuum of space. They have Darkvision and echolocation.
Grippli Note: no description was provided for this trait
Hag These creatures are malevolent spellcasters who form covens.
Ifrit Ifrits are planar scions descended from efreet.
Incorporeal An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or Interact with anything outside the object, and if it starts its turn in an object, it is Slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects - only against incorporeal ones - unless those objects have the property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the property rune), with double the resistance against non-magical damage.
Inevitable These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage.
Kami Kami are spirits of the Material Plane that bond with a specific object or place.
Kobold Kobolds are reptilian humanoids who are usually Small and typically have Darkvision.
Kovintus Reclusive humanoids with an inborn talent for geomancy, kovintus have an intrinsic tie to Nature and magic alike.
Leshy Leshys are small plant creatures, roughly humanoid in form.
Lizardfolk Lizardfolk are a family of reptilian humanoids.
Locathah Locathahs are fishlike aquatic humanoids.
Merfolk These aquatic Humanoids have an upper body similar to a human and a lower body similar to a fish.
Mindless A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Morlock Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans.
Mortic Mortics are living humanoids with close ties to undeath. They have Darkvision, Negative Healing, and vulnerabilities to sacred ground, and they can become undead by holding their breath.
Mummy A mummy is an undead creature created from a preserved corpse.
Munavri Amicable humanoids living in the Darklands, munavris have powerful telekinetic and psychic abilities.
Mutant The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.
Nagaji Nagaji are brawny humanoids with scaled skin and serpentine heads, many of whom serve or respect nagas.
Nymph This family of beautiful fey creatures has strong ties to natural locations.
Oni Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes.
Orc A creature with this trait is a member of the Orc ancestry. These green-skinned people tend to have Darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Oread Oreads are planar scions descended from shaitans.
Paaridar A paaridar is a humanoid who has gained physical aspects and abilities of a powerful beast through corrupted magical rituals.
Phantom A phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead.
Protean A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have Darkvision, an amorphous anatomy, and a weakness to lawful damage.
Psychopomp A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have Darkvision, Lifesense, and spirit touch, and they are immune to death effects.
Qlippoth A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them.
Rakshasa Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.
Ratfolk Ratfolk are humanoids who resemble rats.
Sahkil Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have Darkvision, immunity to fear, and weakness to good.
Samsaran Samsarans are humanoids whose souls Reincarnate into new bodies upon their death.
Sea Devil Evil ocean-dwelling humanoids, sea devils usually have Darkvision and Wavesense.
Serpentfolk Serpentfolk are a family of serpentine humanoids.
Seugathi Note: no description was provided for this trait
Shabti A shabti is a constructed humanoid originally meant to face judgment for a living creature's sins after death.
Siktempora Note: no description was provided for this trait
Skeleton This undead is made by animating a dead creature's skeleton with negative energy.
Skelm These creatures are monstrous, wrathful misanthropes who seek to control others through anger and spite.
Skulk Skulks are a family of humanoids whose skin can shift coloration to Aid in Stealth.
Sonic An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.
Soulbound These constructs are mentally augmented by a fragment of a once-living creature's soul.
Spriggan Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants.
Sprite A family of diminutive winged fey with a strong connection to primal magic.
Stheno Stheno are humanoids related to medusas, with snakes for hair.
Suli Sulis are planar scions descended from jann.
Swarm A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons).
Sylph Sylphs are planar scions descended from djinn.
Tane The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.
Tanggal This family of cannibalistic aberrations consists of various humanoid-shaped creatures that can separate their body into two pieces while hunting.
Tengu Tengu are humanoids who resemble birds.
Tiefling A creature with this trait has the Tiefling versatile heritage. Tieflings are planar scions descended from fiends. An ability with this trait can be used or selected only by tieflings.
Titan Note: no description was provided for this trait
Troll Trolls are giant, brutish creatures and are well known for their ability to regenerate.
Troop A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can't be summoned.
Undine Undines are planar scions descended from marids.
Urdefhan Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.
Vampire Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.
Vanara Vanaras are monkeylike humanoids who share a devotion to monastic training.
Velstrac Note: no description was provided for this trait
Vishkanya These faintly ophidian humanoids have venomous blood and saliva.
Water Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.
Wayang Small humanoids who emigrated from the Shadow Plane long ago, wayangs still wield shadow magic.
Werecreature These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
Wight Note: This trait was not listed in the Glossary, its only use is as a Trait for some monsters.
Wraith Note: This trait was not listed in the Glossary, its only use is as a Trait for some monsters.
Wyrwood A wyrwood is a small, sapient living construct crafted of wood and powered with an Aeon Stone or a similar magical stone.
Xulgath These subterranean reptilian creatures tend to have Darkvision and smell awful.
Zombie These undead are mindless rotting corpses that hunger for living flesh.
TraitDescription
Air Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.
Earth Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.
Electricity Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Erratic Planes with this trait have a flow of time that slows down or speeds up relative to other planes.
Finite Planes with this trait consist of a limited amount of space.
Fire Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.
Flowing Planes with this trait have a flow of time that is consistently faster or slower than that of other planes.
High Gravity Planes with this trait have gravitational forces much stronger than those on the Material Plane.
Immeasurable Planes with this trait are immeasurably large, perhaps infinite.
Low Gravity Planes with this trait have gravitational forces much weaker than those on the Material Plane.
Metamorphic On planes with this trait, the plane's physical Nature can be changed by things other than physical force or magic.
Microgravity Planes with this trait have little to no gravity.
Negative Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy.
Positive Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.
Sentient Planes with this trait can change their physical Nature according to the plane's own whim.
Shadow This magic involves shadows or the energy of the Shadow Plane.
Static The physical Nature of a plane with this trait can't be changed in any way.
Strange Gravity On planes with this trait, all bodies of mass, regardless of size, are centers of gravity with roughly the same amount of force.
Subjective Gravity On planes with this trait, all bodies of mass can be centers of gravity with the same amount of force, but only if a non-mindless creature wills it.
Timeless On planes with this trait, time still passes but its effects are diminished.
Unbounded Planes with this trait loop back on themselves when a creature reaches the plane's edge.
Water Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.
TraitDescription
Contract This poison is delivered by contact with the skin.
Ingested This poison is delivered when drunk or eaten.
Inhaled This poison is delivered when breathed in.
Injury This poison is delivered by damaging the recipient.
Poison An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
TraitDescription
Common Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate spell.
Rare This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
Uncommon Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Unique A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
TraitDescription
Abjuration Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.
Conjuration Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.
Divination The divination school of magic typically involves obtaining or transferring information, or predicting events.
Enchantment Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.
Evocation Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.
Illusion Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.
Necromancy Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.
Transmutation Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.
TraitDescription
Auditory Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
Olfactory An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.
Visual A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
TraitDescription
City Settlements with this trait tend to be relatively large, with levels typically ranging from 5 to 7.
Metropolis Settlements with this trait are the largest of cities, often with a level of 8 or higher.
Town Settlements with this trait are modest in size, with a level usually ranging from 2-4.
Village Settlements with this trait tend to be small and usually have a level no higher than 1.
TraitDescription
Arcane This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.
Divine This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
Occult This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.
Primal This magic comes from the primal tradition, connecting to the natural world and Instinct. Anything with this trait is magical.
TraitDescription
Aasimar A creature with this trait has the Aasimar versatile heritage. Aasimars are planar scions descended from celestial beings. An ability with this trait can be used or selected only by aasimars.
Changeling These humanoids are the children of hags and members of other humanoid ancestries.
Dhampir These humanoids are the immortal offspring of vampires and members of other ancestries.
Duskwalker A creature with this trait has the Duskwalker versatile heritage. Duskwalkers are planar scions Infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers.
Tiefling A creature with this trait has the Tiefling versatile heritage. Tieflings are planar scions descended from fiends. An ability with this trait can be used or selected only by tieflings.
TraitDescription
Agile The multiple attack penalty you take with this weapon on the second attack on your turn is -4 instead of -5, and -8 instead of -10 on the third and subsequent attacks in the turn.
Attached An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, Shield Spikes are attached to a shield, allowing you to attack with the spikes instead of a Shield Bash, but only if you're wielding the shield. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.
Backstabber When you hit a Flat-Footed creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a .
Backswing You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Brutal A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll.
Concealable This weapon is designed to be inconspicuous or easily Concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to Hide or conceal a weapon with this trait.
Deadly On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a and three dice if the weapon has a . For instance, a Rapier with a deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.
Disarm You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Elf A creature with this trait is a member of the Elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have Low-Light Vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Fatal The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Finesse You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
Forceful This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Free-Hand This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, Perform manipulate actions, and so on. You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Gnome A creature with this trait is a member of the Gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have Low-Light Vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Goblin A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have Darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Grapple You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Halfling A creature with this trait is a member of the Halfling ancestry. These small people are Friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Jousting The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value.
Modular The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as "modular B, P, or S"), though it's possible for a modular weapon's description to list more complicated configurations.
Monk Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Nonlethal Attacks with this weapon are nonlethal, and are used to knock creatures Unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.
Parry This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend an Interact action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Propulsive You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.
Range These attacks will either list a finite range or a range increment, which follows the normal rules for range increments.
Ranged Trip This weapon can be used to Trip with the skill at a distance up to the weapon's first range increment. The skill check takes a -2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to trip, a ranged trip doesn't deal any damage when used to Trip. This trait usually only appears on a thrown weapon.
Reach Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures.Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.
Shove You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Sweep This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
Tethered This weapon is attached to a length of rope or chain that allows you to retrieve it after it has left your hand. If you have a free hand while wielding this weapon, you can use an action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been disarmed (unless it is being held by another creature).
Thrown You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon's Range entry.
Trip You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Twin These weapons are used as a pair, complementing each other. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon's number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type to benefit from this trait, but they don't need to have the same runes.
Two-Hand This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from runes.
Unarmed An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be Disarmed. It also doesn't take up a hand, though a fist or other grasping appendage follows the same rules as a free-hand weapon.
Versatile A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.
Volley This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a -2 penalty.