pathfinder-2-sqlite-MIRROR/data/yaml/traits.yaml

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2019-11-11 21:19:12 -05:00
traittype:
- None
- Alignment
- Ancestry
- Armor
- Class
- Creature Type
- Elemental
- Energy
- Equipment
- Monster
- Poison
- Rarity
- School
- Tradition
- Weapon
# TODO NEEDS EDITING/PROOFREADING
trait:
2019-11-11 21:22:29 -05:00
- descr: 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 youre 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 youre modifying; the result is the new level of the mixture.
The mixtures item level must be no higher than your advanced alchemy level.
name: Additive
type: None
- descr: Alchemical items are powered by reactions of alchemical reagents. Alchemical
items arent magical and dont radiate a magical aura.
name: Alchemical
type: None
- descr: When you Invest an Item that has the apex trait, it improves one of your
ability scores, either increasing it by 2 or to a total of 18, whichever grants
the higher score. This gives you all the benefits of the new ability score until
the investiture ends. An apex item grants this benefit only the first time its
invested within a 24-hour period, and you can benefit from only one apex item
at a time. If you attempt to invest an apex item when you already have one invested,
you dont gain the ability score increase, though you do gain any other effects
of Investing the Item.
name: Apex
type: None
- descr: This feat belongs to an archetype.
name: Archetype
type: None
- descr: undefined
name: Artifact
type: None
- descr: 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.
name: Attack
type: None
- descr: 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 cant hear it (such as deaf targets) as long as
the effect itself makes sound.
name: Auditory
type: None
- descr: 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.
name: Aura
type: None
- descr: A spell you can cast at will that is automatically heightened to half your
level rounded up.
name: Cantrip
type: None
# TODO fix the undefined at some point
- descr: undefined
name: Charm
type: None
- descr: An item with this trait can be worn by an animal companion or similar creature.
A companion can have up to two items invested.
name: Companion
type: None
- descr: A hazard with this trait takes turns in an encounter.
name: Complex
type: None
- descr: 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.
name: Composition
type: None
- descr: An action with this trait requires a degree of mental concentration and discipline.
name: Concentrate
type: None
- descr: 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.
name: Consecration
type: None
- descr: 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.
name: Curse
type: None
- descr: 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.
name: Darkness
type: None
- descr: 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.
name: Death
type: None
- descr: You must select a feat with this trait to apply an archetype to your character.
name: Dedication
type: None
- descr: Effects with this trait attempt to determine the presence or location of
a person, object, or aura.
name: Detection
type: None
- descr: An effect with this trait applies one or more diseases. A disease is typically
an affliction.
name: Disease
type: None
- descr: An activity with this trait takes a day or more, and can be used only during
downtime.
name: Downtime
type: None
- descr: This effect alters a creatures 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.
name: Emotion
type: None
- descr: A hazard with this trait is something dangerous thats part of the natural
world, such as quicksand or harmful mold.
name: Environmental
type: None
- descr: An activity with this trait takes more than a turn to use, and can usually
be used only during exploration mode.
name: Exploration
type: None
- descr: This effect or item creates an extradimensional space. An extradimensional
effect placed inside another extradimensional space ceases to function until it
is removed.
name: Extradimensional
type: None
- descr: Fear effects evoke the emotion of fear. Effects with this trait always have
the mental and emotion traits as well.
name: Fear
type: None
- descr: 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.
name: Flourish
type: None
- descr: An item with this trait can give you an additional Focus Point. This focus
point is separate from your focus pool and doesnt 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 cant gain more than 1
Focus Point per day from focused items.
name: Focused
type: None
- descr: 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.
name: Fortune
type: None
- descr: 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.
name: General
type: None
- descr: 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 haunts unfinished
business. A haunt that hasnt been properly put to rest always returns after a
time.
name: Haunt
type: None
- descr: A healing effect restores a creatures body, typically by restoring Hit Points,
but sometimes by removing diseases or other debilitating effects.
name: Healing
type: None
- descr: An ability with this trait can take a character completely out of the fight
or even kill them, and its harder to use on a more powerful character. If a spell
has the incapacitation trait, any creature of more than twice the spells 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.
name: Incapacitation
type: None
- descr: An incorporeal creature or object has no physical form. It can pass through
solid objects, including walls. When inside an object, an incorporeal creature
cant 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 cant end their movement in its space.
name: Incorporeal
type: None
- descr: 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.
name: Infused
type: None
- descr: Instinct abilities require a specific instinct; you lose access if you perform
acts anathema to your instinct.
name: Instinct
type: None
- descr: 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.
name: Light
type: None
- descr: 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.
name: Linguistic
type: None
- descr: Litanies are special devotion spells, typically used by champions and requiring
a single action, that usually give temporary immunity to further litanies.
name: Litany
type: None
- descr: 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.
name: Magical
type: None
- descr: You must physically manipulate an item or make gestures to use an action
with this trait. Creatures without a suitable appendage cant perform actions
with this trait. Manipulate actions often trigger reactions.
name: Manipulate
type: None
- descr: A hazard with this trait is a constructed physical object.
name: Mechanical
type: None
- descr: A mental effect can alter the targets mind. It has no effect on an object
or a mindless creature.
name: Mental
type: None
- descr: 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 spells effect, not of the metamagic action itself.
name: Metamagic
type: None
- descr: Minions are creatures that directly serve another creature. A creature with
this trait can use only 2 actions per turn and cant 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 thats
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 dont
act, animals follow their instincts, and sapient minions act how they please.
name: Minion
type: None
- descr: 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.
name: Misfortune
type: None
- descr: Effects that slightly alter a creatures 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).
name: Morph
type: None
- descr: An action with this trait involves moving from one space to another.
name: Move
type: None
- descr: Archetypes with the multiclass trait represent diversifying your training
into another classs specialties. You cant select a multiclass archetypes dedication
feat if you are a member of the class of the same name.
name: Multiclass
type: None
- descr: Oaths add an additional tenet to your code. You can usually have only one
feat with this trait.
name: Oath
type: None
- descr: These maneuvers work only as the first salvo on your turn. You can use an
open only if you havent used an action with the attack or open trait yet this
turn.
name: Open
type: None
- descr: 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.
name: Plant
type: None
- descr: These effects transform the target into a new form. A target cant 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 dont 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.
name: Polymorph
type: None
- descr: Effects with this trait allow a creature to project its mind and spirit into
a target. A creature immune to mental effects cant use a possession effect. While
possessing a target, a possessors true body is unconscious (and cant 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.
name: Possession
type: None
- descr: Valuable materials with special properties have the precious trait. They
can be substituted for base materials when you Craft items.
name: Precious
type: None
- descr: Effects with this trait determine what is likely to happen in the near future.
Most predictions are divinations.
name: Prediction
type: None
- descr: 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 dont 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 cant use one when
its not your turn, even if you use the Ready activity.
name: Press
type: None
- descr: You must be raging to use abilities with the rage trait, and they end automatically
when you stop raging.
name: Rage
type: None
- descr: 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.
name: Reload
type: None
- descr: Effects with this trait see things as they truly are.
name: Revelation
type: None
- descr: 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.
name: Scrying
type: None
- descr: The GM rolls the check for this ability in secret.
name: Secret
type: None
- descr: This magic involves shadows or the energy of the Shadow Plane.
name: Shadow
type: None
- descr: 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 archetypes dedication
feat.
name: Skill
type: None
- descr: This effect can cause a creature to fall asleep or get drowsy.
name: Sleep
type: None
- descr: When you use a thrown weapon with the splash trait, you dont 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 targets weaknesses
or resistances. You dont multiply splash damage on a critical hit.
name: Splash
type: None
- descr: 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 cant use another one for 1 round. You can enter
or be in a stance only in encounter mode.
name: Stance
type: None
- descr: A creature called by a conjuration spell or effect gains the summoned trait.
A summoned creature cant 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 creatures 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.
name: Summoned
type: None
- descr: undefined
name: Telepathy
type: None
- descr: Teleportation effects allow you to instantaneously move from one point in
space to another. Teleportation does not usually trigger reactions based on movement.
name: Teleportation
type: None
- descr: A hazard or item with this trait is constructed to hinder interlopers.
name: Trap
type: None
- descr: Afflictions with the virulent trait are harder to remove. You must succeed
at two consecutive saves to reduce a virulent afflictions stage by 1. A critical
success reduces a virulent afflictions stage by only 1 instead of by 2.
name: Virulent
type: None
- descr: 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.
name: Visual
type: None
- descr: 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.
name: Chaotic
type: Alignment
- descr: 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. An ability with this trait can be selected
or used only by evil creatures.
name: Evil
type: Alignment
- descr: 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. An ability with this trait can be selected
or used only by good creatures.
name: Good
type: Alignment
- descr: 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.
name: Lawful
type: Alignment
- descr: 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.
name: Dwarf
type: Ancestry
- descr: 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.
name: Elf
type: Ancestry
- descr: 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.
name: Gnome
type: Ancestry
- descr: 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.
name: Goblin
type: Ancestry
- descr: 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.
name: Half-Elf
type: Ancestry
- descr: 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.
name: Half-Orc
type: Ancestry
- descr: 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.
name: Halfling
type: Ancestry
- descr: 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.
name: Human
type: Ancestry
- descr: 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 *fireball*,
you add a +3 modifier instead of your Dexterity modifier.
name: Bulwark
type: Armor
- descr: The armor is so comfortable that you can rest normally while wearing it.
name: Comfort
type: Armor
- descr: The armor is flexible enough that it doesnt hinder most actions. You dont
apply its check penalty to Acrobatics or Athletics checks.
name: Flexible
type: Armor
- descr: This armor is loud and likely to alert others to your presence when youre
using the Avoid Notice exploration activity.
name: Noisy
type: Armor
- descr: This indicates abilities from the alchemist class.
name: Alchemist
type: Class
- descr: This indicates abilities from the barbarian class.
name: Barbarian
type: Class
- descr: This indicates abilities from the bard class.
name: Bard
type: Class
- descr: This indicates abilities from the champion class.
name: Champion
type: Class
- descr: This indicates abilities from the cleric class.
name: Cleric
type: Class
- descr: This indicates abilities from the druid class.
name: Druid
type: Class
- descr: This indicates abilities from the fighter class.
name: Fighter
type: Class
- descr: Abilities with this trait are from the monk class. A weapon with this trait
is primarily used by monks.
name: Monk
type: Class
- descr: This indicates abilities from the ranger class.
name: Ranger
type: Class
- descr: This indicates abilities from the rogue class.
name: Rogue
type: Class
- descr: This indicates abilities from the sorcerer class.
name: Sorcerer
type: Class
- descr: This indicates abilities from the wizard class.
name: Wizard
type: Class
- descr: Aberrations are creatures from beyond the planes or corruptions of the natural
order.
name: Aberration
type: Creature Type
- descr: An animal is a creature with a relatively low intelligence. It typically
doesnt have an Intelligence ability modifier over 4, cant speak languages,
and cant be trained in Intelligence-based skills.
name: Animal
type: Creature Type
- descr: Astral creatures are native of the Astral Plane. They can survive the basic
environmental effects of the Astral Plane.
name: Astral
type: Creature Type
- descr: 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.
name: Beast
type: Creature Type
- descr: 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.
name: Celestial
type: Creature Type
- descr: 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.
name: Construct
type: Creature Type
- descr: 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.
name: Dragon
type: Creature Type
- descr: Elementals are creatures directly tied to an element and native to the Elemental
Planes. Elementals dont need to breathe.
name: Elemental
type: Creature Type
- descr: Ethereal creatures are natives of the Ethereal Plane. They can survive the
basic environmental effects of the Ethereal Plane.
name: Ethereal
type: Creature Type
- descr: Creatures of the First World are called the fey.
name: Fey
type: Creature Type
- descr: 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.
name: Fiend
type: Creature Type
- descr: Fungal creatures have the fungus trait. They are distinct from normal fungi.
name: Fungus
type: Creature Type
- descr: Giants are massive humanoid creatures.
name: Giant
type: Creature Type
- descr: Humanoid creatures reason and act much like humans. They typically stand
upright and have two arms and two legs.
name: Humanoid
type: Creature Type
- descr: 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.
name: Monitor
type: Creature Type
- descr: Oozes are creatures with simple anatomies. They tend to have low mental ability
scores and immunity to mental effects and precision damage.
name: Ooze
type: Creature Type
- descr: Vegetable creatures have the plant trait. They are distinct from normal plants.
name: Plant
type: Creature Type
- descr: Spirits are ephemeral creatures defined by their spiritual self and often
lacking a physical form.
name: Spirit
type: Creature Type
- descr: 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 dont benefit from healing effects.
name: Undead
type: Creature Type
- descr: 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.
name: Air
type: Elemental
- descr: 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.
name: Earth
type: Elemental
- descr: Effects with the fire trait 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.
name: Fire
type: Elemental
- descr: 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.
name: Water
type: Elemental
- descr: Effects with this trait deal acid damage. Creatures with this trait have
a magical connection to acid.
name: Acid
type: Energy
- descr: Effects with this trait deal cold damage. Creatures with this trait have
a connection to magical cold.
name: Cold
type: Energy
- descr: Effects with this trait deal electricity damage. A creature with this trait
has a magical connection to electricity.
name: Electricity
type: Energy
- descr: Effects with this trait deal fire damage. Creatures with this trait have
a magical connection to fire.
name: Fire
type: Energy
- descr: Effects with this trait deal force damage or create objects made of pure
magical force.
name: Force
type: Energy
- descr: Effects with this trait heal undead creatures with negative energy, deal
negative damage to living creatures, or manipulate negative energy.
name: Negative
type: Energy
- descr: Effects with this trait heal living creatures with positive energy, deal
positive energy damage to undead, or manipulate positive energy.
name: Positive
type: Energy
- descr: 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.
name: Sonic
type: Energy
- descr: An alchemical bomb combines volatile alchemical components that explode when
the bomb hits a creature or object. Most alchemical bombs deal damage, though
some produce other effects.
name: Bomb
type: Equipment
- descr: Elixirs are alchemical liquids that are used by drinking them.
name: Elixir
type: Equipment
- descr: A character can wear only 10 magical items that have the invested trait.
None of the magical effects of the item apply if the character hasnt invested
it, nor can it be activated, though the character still gains any normal benefits
from wearing the physical item (like a hat keeping rain off their head).
name: Invested
type: Equipment
- descr: An elixir with the mutagen trait temporarily transmogrifies the subjects
body and alters its mind. A mutagen always conveys one or more beneficial effects
paired with one or more detrimental effects. Mutagens are polymorph effects, meaning
you can benefit from only one at a time.
name: Mutagen
type: Equipment
- descr: Oils are magical gels, ointments, pastes, or salves that are typically applied
to an object and are used up in the process.
name: Oil
type: Equipment
- descr: A potion is a magical liquid activated when you drink it.
name: Potion
type: Equipment
- descr: A scroll contains a single spell you can cast without a spell slot.
name: Scroll
type: Equipment
- descr: Traps typically made by rangers, snares follow special rules that allow them
to be constructed quickly and used on the battlefield.
name: Snare
type: Equipment
- descr: This magic item holds spells of a particular theme and allows a spellcaster
to cast additional spells by preparing the staff.
name: Staff
type: Equipment
- descr: An item with the structure trait creates a magical building or other structure
when activated. The item must be activated on a plot of land free of other structures.
The structure adapts to the natural terrain, adopting the structural requirements
for being built there. The structure adjusts around small features such as ponds
or spires of rock, but it cant be created on water or other nonsolid surfaces.
If activated on snow, sand dunes, or other soft surfaces with a solid surface
underneath, the structures foundation (if any) reaches the solid ground. If an
item with this trait is activated on a solid but unstable surface, such as a swamp
or an area plagued by tremors, roll a DC 3 flat check each day; on a failure,
the structure begins to sink or collapse.
name: Structure
type: Equipment
- descr: A talisman is a small object affixed to armor, a shield, or a weapon (called
the affixed item). You must be wielding or wearing an item to activate a talisman
attached to it. Once activated, a talisman burns out permanently.
name: Talisman
type: Equipment
- descr: A wand contains a single spell which you can cast once per day.
name: Wand
type: Equipment
- descr: 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.
name: Aeon
type: Monster
- descr: An amphibious creature can breathe in water and in air, even outside of its
preferred environment, usually indenitely but at least for hours. These creatures
often have a swim Speed. Their bludgeoning and slashing unarmed Strikes dont
take the usual 2 penalty for being underwater.
name: Amphibious
type: Monster
- descr: 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.
name: Anadi
type: Monster
- descr: 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.
name: Angel
type: Monster
- descr: Aquatic creatures are at home underwater. Their bludgeoning and slashing
unarmed Strikes dont take the usual 2 penalty for being underwater. Aquatic
creatures can breathe water but not air.
name: Aquatic
type: Monster
- descr: Members of this family of celestials are the protectors of Heaven and are
lawful good. They have darkvision and a weakness to evil damage.
name: Archon
type: Monster
- descr: This family of celestials is native to Elysium. They are typically chaotic
good and have darkvision and a weakness to evil and cold iron.
name: Azata
type: Monster
- descr: Boggards are frog-like humanoids. They typically have darkvision.
name: Boggard
type: Monster
- descr: A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll.
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name: Brutal
type: Weapon
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- descr: These subterranean people have darkvision, and some have powers to create
darkness.
name: Caligni
type: Monster
- descr: Catfolk are humanoids with feline features.
name: Catfolk
type: Monster
- descr: These humanoids are the children of hags and members of other humanoid ancestries.
name: Changeling
type: Monster
- descr: 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.
name: Daemon
type: Monster
- descr: A family of fiends, demons hail from or trace their origins to the Abyss.
Most are irredeemably chaotic evil and have darkvision.
name: Demon
type: Monster
- descr: 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.
name: Dero
type: Monster
- descr: A family of fiends from Hell, most devils are irredeemably lawful evil. They
typically have greater darkvision, immunity to fire, and telepathy.
name: Devil
type: Monster
- descr: These humanoids are the immortal offspring of vampires and members of other
ancestries.
name: Dhampir
type: Monster
- descr: These reptiles have survived from prehistoric times.
name: Dinosaur
type: Monster
- descr: Subterranean kin of the elves, drow typically have darkvision and inborn
magical abilities.
name: Drow
type: Monster
- descr: Subterranean kin of the dwarves, duergar typically have darkvision and immunity
to poison. They are not easily fooled by illusions.
name: Duergar
type: Monster
- descr: The diverse families of genies hold positions of prominence on the Elemental
Planes. They have powerful magical abilities.
name: Genie
type: Monster
- descr: Lost souls that haunt the world as incorporeal undead are called ghosts.
name: Ghost
type: Monster
- descr: Ghouls are vile undead creatures that feast on flesh.
name: Ghoul
type: Monster
- descr: Gnolls are humanoids that resemble hyenas.
name: Gnoll
type: Monster
- descr: Golems are a special type of construct. Golems are immune to almost all magic,
but most have a weakness to certain spells.
name: Golem
type: Monster
- descr: Cruel and mischievous fey, gremlins have acclimated to life on the Material
Plane.
name: Gremlin
type: Monster
- descr: These creatures are malevolent spellcasters who form covens.
name: Hag
type: Monster
- descr: 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.
name: Inevitable
type: Monster
- descr: Kobolds are reptilian humanoids who are usually Small and typically have
darkvision.
name: Kobold
type: Monster
- descr: Leshys are small plant creatures, roughly humanoid in form.
name: Leshy
type: Monster
- descr: Lizardfolk are a family of reptilian humanoids.
name: Lizardfolk
type: Monster
- descr: These aquatic humanoids have an upper body similar to a human and a lower
body similar to a fish.
name: Merfolk
type: Monster
- descr: 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.
name: Mindless
type: Monster
- descr: A mummy is an undead creature created from a preserved corpse.
name: Mummy
type: Monster
- descr: The monster has mutated or evolved, granting it unusual benefits, drawbacks,
or both.
name: Mutant
type: Monster
- descr: undefined
name: Olfactory
type: Monster
- descr: 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.
name: Orc
type: Monster
- descr: Reincarnations of evil souls, rakshasas are fiends that live on the Material
Plane.
name: Rakshasa
type: Monster
- descr: Ratfolk are humanoids who resemble rats.
name: Ratfolk
type: Monster
- descr: Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.
name: Sea Devil
type: Monster
- descr: This undead is made by animating a dead creatures skeleton with negative
energy.
name: Skeleton
type: Monster
- descr: These constructs are mentally augmented by a fragment of a once-living creatures
soul.
name: Soulbound
type: Monster
- descr: A family of diminutive winged fey with a strong connection to primal magic.
name: Sprite
type: Monster
- descr: 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).
name: Swarm
type: Monster
- descr: Tengu are humanoids who resemble birds.
name: Tengu
type: Monster
- descr: Trolls are giant, brutish creatures and are well known for their ability
to regenerate.
name: Troll
type: Monster
- descr: Undead creatures who thirst for blood, vampires are notoriously versatile
and hard to destroy.
name: Vampire
type: Monster
- descr: 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.
name: Werecreature
type: Monster
- descr: These subterranean reptilian creatures tend to have darkvision and smell
awful.
name: Xulgath
type: Monster
- descr: These undead are mindless rotting corpses that hunger for living flesh.
name: Zombie
type: Monster
- descr: This poison is delivered by contact with the skin.
name: Contact
type: Poison
- descr: This poison is delivered when drunk or eaten.
name: Ingested
type: Poison
- descr: This poison is delivered when breathed in.
name: Inhaled
type: Poison
- descr: This poison is delivered by damaging the recipient.
name: Injury
type: Poison
- descr: An effect with this trait delivers a poison or deals poison damage. An item
with this trait is poisonous and might cause an affliction.
name: Poison
type: Poison
- descr: 'Anything that doesnt 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 '
name: Common
type: Rarity
- descr: 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 cant be summoned. The
DC of Recall Knowledge checks related to these creatures is increased by 5.
name: Rare
type: Rarity
- descr: 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 cant be summoned. The DC of Recall
Knowledge checks related to these creature is increased by 2.
name: Uncommon
type: Rarity
- descr: 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.
name: Unique
type: Rarity
- descr: Effects and magic items with this trait are associated with the abjuration
school of magic, typically involving protection or wards.
name: Abjuration
type: School
- descr: 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.
name: Conjuration
type: School
- descr: The divination school of magic typically involves obtaining or transferring
information, or predicting events.
name: Divination
type: School
- descr: 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.
name: Enchantment
type: School
- descr: Effects and magic items with this trait are associated with the evocation
school of magic, typically involving energy and elemental forces.
name: Evocation
type: School
- descr: Effects and magic items with this trait are associated with the illusion
school of magic, typically involving false sensory stimuli.
name: Illusion
type: School
- descr: Effects and magic items with this trait are associated with the necromancy
school of magic, typically involving forces of life and death.
name: Necromancy
type: School
- descr: Effects and magic items with this trait are associated with the transmutation
school of magic, typically changing somethings form.
name: Transmutation
type: School
- descr: This magic comes from the arcane tradition, which is built on logic and rationality.
Anything with this trait is magical.
name: Arcane
type: Tradition
- descr: This magic comes from the divine tradition, drawing power from deities or
similar sources. Anything with this trait is magical.
name: Divine
type: Tradition
- descr: This magic comes from the occult tradition, calling upon bizarre and ephemeral
mysteries. Anything with this trait is magical.
name: Occult
type: Tradition
- descr: This magic comes from the primal tradition, connecting to the natural world
and instinct. Anything with this trait is magical.
name: Primal
type: Tradition
- descr: 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.
name: Agile
type: Weapon
- descr: 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 youre wielding the shield.
An attached weapon is usually bolted onto or built into the item its 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.
name: Attached
type: Weapon
# TODO Fix description?
- descr: 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
name: Backstabber
type: Weapon
- descr: 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.
name: Backswing
type: Weapon
# TODO Fix deadly description?
- descr: On a critical hit, the weapon adds a weapon damage die of the listed size.
Roll this after doubling the weapons damage. This increases to two dice if the
weapon has a
name: Deadly
type: Weapon
- descr: You can use this weapon to Disarm with the Athletics skill even if you dont
have a free hand. This uses the weapons reach (if different from your own) and
adds the weapons 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.
name: Disarm
type: Weapon
- descr: Dwarves craft and use these weapons.
name: Dwarf
type: Weapon
- descr: Elves craft and use these weapons.
name: Elf
type: Weapon
- descr: The fatal trait includes a die size. On a critical hit, the weapons 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.
name: Fatal
type: Weapon
- descr: "**Player**: 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. **Creature**: This melee attack is Dexterity-based. Even if a weapon normally has the finesse trait, this trait is omittedi n the Strike entry if the monster is applying its Strength."
2019-11-11 21:22:29 -05:00
name: Finesse
type: Weapon
- descr: 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.
name: Forceful
type: Weapon
- descr: This weapon doesnt take up your hand, usually because it is built into your
armor. A free-hand weapon cant be Disarmed. You can use the hand covered by your
free-hand weapon to wield other items, perform manipulate actions, and so on.
You cant attack with a free-hand weapon if youre wielding anything in that hand
or otherwise using that hand. When youre 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.
name: Free-Hand
type: Weapon
- descr: Gnomes craft and use these weapons.
name: Gnome
type: Weapon
- descr: Goblins craft and use these weapons.
name: Goblin
type: Weapon
- descr: You can use this weapon to Grapple with the Athletics skill even if you dont
have a free hand. This uses the weapons reach (if different from your own) and
adds the weapons 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.
name: Grapple
type: Weapon
- descr: Halflings craft and use these weapons.
name: Halfling
type: Weapon
- descr: 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.
name: Jousting
type: Weapon
- descr: Many monks learn to use these weapons.
name: Monk
type: Weapon
- descr: 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.
name: Nonlethal
type: Weapon
- descr: Orcs craft and use these weapons.
name: Orc
type: Weapon
- descr: 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.
name: Parry
type: Weapon
- descr: 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.
name: Propulsive
type: Weapon
- descr: These attacks will either list a finite range or a range increment, which
follows the normal rules for range increments.
name: Range
type: Weapon
# TODO Fix descr
- descr: This weapon can be used to Trip with the
name: Ranged Trip
type: Weapon
- descr: Natural attacks with this trait can be used to attack creatures up to the
listed distance away instead of only adjacent creatures.
name: Reach
type: Weapon
- descr: You can use this weapon to Shove with the Athletics skill even if you dont
have a free hand. This uses the weapons reach (if different from your own) and
adds the weapons 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.
name: Shove
type: Weapon
- descr: 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.
name: Sweep
type: Weapon
# TODO Fix descr
- descr: 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
name: Tethered
type: Weapon
# TODO Fix descr
- descr: You can throw this weapon as a ranged attack. 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 weapons Range entry.
name: Thrown
type: Weapon
- descr: You can use this weapon to Trip with the Athletics skill even if you dont
have a free hand. This uses the weapons reach (if different from your own) and
adds the weapons 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.
name: Trip
type: Weapon
- descr: 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
weapons 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 dont need to have the same runes.
name: Twin
type: Weapon
# TODO Fix descr
- descr: 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 weapons damage dice,
such as those from
name: Two-Hand
type: Weapon
- descr: An unarmed attack uses your body rather than a manufactured weapon. An unarmed
attack isnt a weapon, though its categorized with weapons for weapon groups,
and it might have weapon traits. Since its part of your body, an unarmed attack
cant be Disarmed. It also doesnt take up a hand, though a fist or other grasping
appendage follows the same rules as a free-hand weapon.
name: Unarmed
type: Weapon
- descr: 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.
name: Versatile
type: Weapon
- descr: 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.
name: Volley
type: Weapon
- descr: 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 youre 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 youre modifying; the result is the new level of the mixture.
The mixtures item level must be no higher than your advanced alchemy level.
name: Additive 1
type: None
- descr: 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 youre 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 youre modifying; the result is the new level of the mixture.
The mixtures item level must be no higher than your advanced alchemy level.
name: Additive 2
type: None
- descr: 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 youre 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 youre modifying; the result is the new level of the mixture.
The mixtures item level must be no higher than your advanced alchemy level.
name: Additive 3
type: None
- descr: You can throw this weapon as a ranged attack. 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 weapons Range entry.
name: Thrown 10ft.
type: Weapon
- descr: You can throw this weapon as a ranged attack. 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 weapons Range entry.
name: Thrown 20ft.
type: Weapon
# TODO Fix descr
- descr: On a critical hit, the weapon adds a weapon damage die of the listed size.
Roll this after doubling the weapons damage. This increases to two dice if the
weapon has a
name: Deadly d8
type: Weapon
# TODO Fix descr
- descr: On a critical hit, the weapon adds a weapon damage die of the listed size.
Roll this after doubling the weapons damage. This increases to two dice if the
weapon has a
name: Deadly d10
type: Weapon
- descr: 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.
name: Versatile S
type: Weapon
- descr: 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.
name: Versatile P
type: Weapon
- descr: 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.
name: Versatile B
type: Weapon
# TODO Fix descr
- descr: 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 weapons damage dice,
such as those from
name: Two-Hand d8
type: Weapon
# TODO Fix descr
- descr: 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 weapons damage dice,
such as those from
name: Two-Hand d10
type: Weapon
# TODO Fix descr
- descr: 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 weapons damage dice,
such as those from
name: Two-Hand d12
type: Weapon
- descr: The fatal trait includes a die size. On a critical hit, the weapons 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.
name: Fatal d8
type: Weapon
- descr: The fatal trait includes a die size. On a critical hit, the weapons 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.
name: Fatal d10
type: Weapon
- descr: The fatal trait includes a die size. On a critical hit, the weapons 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.
name: Fatal d12
type: Weapon
- descr: 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.
name: Jousting d6
type: Weapon
- descr: 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.
name: Volley 30 ft.
type: Weapon