diff --git a/data/yaml/traits.yaml b/data/yaml/traits.yaml index 43c6208..77eda3a 100644 --- a/data/yaml/traits.yaml +++ b/data/yaml/traits.yaml @@ -16,1313 +16,1313 @@ traittype: - 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 + - 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