diff --git a/data/yaml/sql-to-traits.py b/data/yaml/sql-to-traits.py new file mode 100644 index 0000000..91bceb6 --- /dev/null +++ b/data/yaml/sql-to-traits.py @@ -0,0 +1,34 @@ +import sqlite3 +import yaml + +def main(): + q = """ +select traits.short_name, traits.description, traittypes.name FROM traits INNER JOIN traittypes ON traits.traittype=traittypes.traittype_id; + """ + + conn = sqlite3.connect('../../pf2.db') + + c = conn.cursor() + + c.execute(q) + data = c.fetchall() + + # transform tuples into list of dicts + + datalist = [] + + for i in data: + print(i) + d = { 'type': i[2], 'name': i[0], 'descr': i[1]} + datalist.append(d) + + tmpd = { 'trait': datalist } + + # now dump to yaml + final = yaml.safe_dump(tmpd, allow_unicode=True) + with open('tmp-traits.yaml', 'w') as f: + f.write(final) + + +if __name__ == "__main__": + main() diff --git a/data/yaml/traits.yaml b/data/yaml/traits.yaml new file mode 100644 index 0000000..43c6208 --- /dev/null +++ b/data/yaml/traits.yaml @@ -0,0 +1,1328 @@ +traittype: + - None + - Alignment + - Ancestry + - Armor + - Class + - Creature Type + - Elemental + - Energy + - Equipment + - Monster + - Poison + - Rarity + - School + - Tradition + - Weapon +# TODO NEEDS EDITING/PROOFREADING +trait: +- 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 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. + name: Additive + type: None +- descr: Alchemical items are powered by reactions of alchemical reagents. Alchemical + items aren’t magical and don’t 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 it’s + 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 don’t 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 can’t 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 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. + name: Emotion + type: None +- descr: A hazard with this trait is something dangerous that’s 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 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. + 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 haunt’s unfinished + business. A haunt that hasn’t been properly put to rest always returns after a + time. + name: Haunt + type: None +- descr: A healing effect restores a creature’s 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 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. + 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 + 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. + 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 can’t 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 target’s 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 spell’s 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 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. + 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 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). + 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 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. + 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 haven’t 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 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. + 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 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. + 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 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. + 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 archetype’s 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 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. + 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 can’t 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 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. + 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 affliction’s stage by 1. A critical + success reduces a virulent affliction’s 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 doesn’t hinder most actions. You don’t + 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 you’re + 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 + doesn’t have an Intelligence ability modifier over –4, can’t speak languages, + and can’t 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 don’t 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 don’t 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 hasn’t 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 subject’s + 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 can’t be created on water or other nonsolid surfaces. + If activated on snow, sand dunes, or other soft surfaces with a solid surface + underneath, the structure’s 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 don’t + 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 don’t 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: undefined + name: Brutal + type: Monster +- 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 creature’s skeleton with negative + energy. + name: Skeleton + type: Monster +- descr: These constructs are mentally augmented by a fragment of a once-living creature’s + 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 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 ' + 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 can’t 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 can’t 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 something’s 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 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. + 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 weapon’s 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 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. + 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 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. + name: Fatal + type: Weapon +- descr: 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. + 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 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. + 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 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. + 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 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. + 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 weapon’s Range entry. + name: Thrown + type: Weapon +- descr: 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. + 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 + 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. + 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 weapon’s 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 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. + 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 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. + 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 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. + 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 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. + 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 weapon’s 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 weapon’s 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 weapon’s 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 weapon’s 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 weapon’s 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 weapon’s 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 weapon’s 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 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. + name: Fatal d8 + type: Weapon +- descr: 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. + name: Fatal d10 + type: Weapon +- descr: 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. + 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