1319 lines
63 KiB
YAML
1319 lines
63 KiB
YAML
trait:
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- descr: Feats with the additive trait allow you to spend actions to add special substances
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to bombs or elixirs. You can add only one additive to a single alchemical item,
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and attempting to add another spoils the item. You can typically use actions with
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the additive trait only when you’re creating an infused alchemical item, and some
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can be used only with the Quick Alchemy action. The additive trait is always followed
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by a level, such as additive 2. An additive adds its level to the level of the
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alchemical item you’re modifying; the result is the new level of the mixture.
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The mixture’s item level must be no higher than your advanced alchemy level.
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name: Additive
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type: None
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- descr: Alchemical items are powered by reactions of alchemical reagents. Alchemical
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items aren’t magical and don’t radiate a magical aura.
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name: Alchemical
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type: None
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- descr: When you Invest an Item that has the apex trait, it improves one of your
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ability scores, either increasing it by 2 or to a total of 18, whichever grants
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the higher score. This gives you all the benefits of the new ability score until
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the investiture ends. An apex item grants this benefit only the first time it’s
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invested within a 24-hour period, and you can benefit from only one apex item
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at a time. If you attempt to invest an apex item when you already have one invested,
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you don’t gain the ability score increase, though you do gain any other effects
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of Investing the Item.
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name: Apex
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type: None
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- descr: This feat belongs to an archetype.
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name: Archetype
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type: None
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- descr: undefined
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name: Artifact
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type: None
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- descr: An ability with this trait involves an attack. For each attack you make beyond
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the first on your turn, you take a multiple attack penalty.
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name: Attack
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type: None
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- descr: Auditory actions and effects rely on sound. An action with the auditory trait
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can be successfully performed only if the creature using the action can speak
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or otherwise produce the required sounds. A spell or effect with the auditory
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trait has its effect only if the target can hear it. This applies only to sound-based
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parts of the effect, as determined by the GM. This is different from a sonic effect,
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which still affects targets who can’t hear it (such as deaf targets) as long as
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the effect itself makes sound.
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name: Auditory
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type: None
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- descr: An aura is an emanation that continually ebbs out from you, af ecting creatures
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within a certain radius. Aura can also refer to the magical signature of an item
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or a creature with a strong alignment.
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name: Aura
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type: None
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- descr: A spell you can cast at will that is automatically heightened to half your
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level rounded up.
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name: Cantrip
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type: None
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- descr: undefined
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name: Charm
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type: None
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- descr: An item with this trait can be worn by an animal companion or similar creature.
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A companion can have up to two items invested.
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name: Companion
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type: None
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- descr: A hazard with this trait takes turns in an encounter.
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name: Complex
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type: None
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- descr: To cast a composition cantrip or focus spell, you usually use a type of Performance.
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If the spell includes a verbal component, you must use an auditory performance,
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and if it includes a somatic component, you must use a visual one. The spell gains
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all the traits of the performance you used. You can cast only one composition
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spell each turn, and you can have only one active at a time. If you cast a new
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composition spell, any ongoing effects from your previous composition spell end
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immediately.
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name: Composition
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type: None
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- descr: An action with this trait requires a degree of mental concentration and discipline.
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name: Concentrate
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type: None
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- descr: A consecration spell enhances an area for an extended period of time. A given
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area can have only a single consecration effect at a time. The new effect attempts
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to counteract any existing one in areas of overlap.
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name: Consecration
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type: None
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- descr: A curse is an effect that places some long-term affliction on a creature.
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Curses are always magical and are typically the result of a spell or trap.
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name: Curse
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type: None
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- descr: Darkness effects extinguish non-magical light in the area, and can counteract
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less powerful magical light. You must usually target light magic with your darkness
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magic directly to counteract the light, but some darkness spells automatically
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attempt to counteract light.
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name: Darkness
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type: None
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- descr: An effect with the death trait kills you immediately if it reduces you to
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0 HP. Some death effects can bring you closer to death or slay you outright without
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reducing you to 0 HP.
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name: Death
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type: None
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- descr: You must select a feat with this trait to apply an archetype to your character.
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name: Dedication
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type: None
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- descr: Effects with this trait attempt to determine the presence or location of
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a person, object, or aura.
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name: Detection
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type: None
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- descr: An effect with this trait applies one or more diseases. A disease is typically
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an affliction.
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name: Disease
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type: None
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- descr: An activity with this trait takes a day or more, and can be used only during
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downtime.
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name: Downtime
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type: None
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- descr: This effect alters a creature’s emotions. Effects with this trait always
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have the mental trait as well. Creatures with special training or that have mechanical
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or artificial intelligence are immune to emotion effects.
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name: Emotion
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type: None
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- descr: A hazard with this trait is something dangerous that’s part of the natural
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world, such as quicksand or harmful mold.
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name: Environmental
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type: None
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- descr: An activity with this trait takes more than a turn to use, and can usually
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be used only during exploration mode.
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name: Exploration
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type: None
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- descr: This effect or item creates an extradimensional space. An extradimensional
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effect placed inside another extradimensional space ceases to function until it
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is removed.
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name: Extradimensional
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type: None
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- descr: Fear effects evoke the emotion of fear. Effects with this trait always have
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the mental and emotion traits as well.
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name: Fear
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type: None
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- descr: Flourish actions are actions that require too much exertion to perform a
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large number in a row. You can use only 1 action with the flourish trait per turn.
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name: Flourish
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type: None
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- descr: An item with this trait can give you an additional Focus Point. This focus
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point is separate from your focus pool and doesn’t count toward the cap on your
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focus pool. You can gain this benefit only if you have a focus pool, and there
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might be restrictions on how the point can be used. You can’t gain more than 1
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Focus Point per day from focused items.
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name: Focused
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type: None
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- descr: A fortune effect beneficially alters how you roll your dice. You can never
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have more than one fortune effect alter a single roll. If multiple fortune effects
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would apply, you have to pick which to use. If a fortune effect and a misfortune
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effect would apply to the same roll, the two cancel each other out, and you roll
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normally.
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name: Fortune
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type: None
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- descr: A type of feat that any character can select, regardless of ancestry and
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class, as long as they meet the prerequisites. You can select a feat with this
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trait when your class grants a general feat.
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name: General
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type: None
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- descr: A hazard with this trait is a spiritual echo, often of someone with a tragic
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death. Putting a haunt to rest often involves resolving the haunt’s unfinished
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business. A haunt that hasn’t been properly put to rest always returns after a
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time.
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name: Haunt
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type: None
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- descr: A healing effect restores a creature’s body, typically by restoring Hit Points,
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but sometimes by removing diseases or other debilitating effects.
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name: Healing
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type: None
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- descr: An ability with this trait can take a character completely out of the fight
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or even kill them, and it’s harder to use on a more powerful character. If a spell
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has the incapacitation trait, any creature of more than twice the spell’s level
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treats the result of their check to prevent being incapacitated by the spell as
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one degree of success better, or the result of any check the spellcaster made
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to incapacitate them as one degree of success worse. If any other effect has the
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incapacitation trait, a creature of higher level than the item, creature, or hazard
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generating the effect gains the same benefits.
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name: Incapacitation
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type: None
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- descr: An incorporeal creature or object has no physical form. It can pass through
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solid objects, including walls. When inside an object, an incorporeal creature
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can’t perceive, attack, or interact with anything outside the object, and if it
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starts its turn in an object, it is slowed 1. Corporeal creatures can pass through
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an incorporeal creature, but they can’t end their movement in its space.
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name: Incorporeal
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type: None
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- descr: You created an alchemical item with the infused trait using your infused
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reagents, and it has a limited time before it becomes inert. Any nonpermanent
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effects from your infused alchemical items, with the exception of afflictions
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such as slow-acting poisons, end when you make your daily preparations again.
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name: Infused
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type: None
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- descr: Instinct abilities require a specific instinct; you lose access if you perform
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acts anathema to your instinct.
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name: Instinct
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type: None
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- descr: Light effects overcome non-magical darkness in the area, and can counteract
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magical darkness. You must usually target darkness magic with your light magic
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directly to counteract the darkness, but some light spells automatically attempt
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to counteract darkness.
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name: Light
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type: None
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- descr: An effect with this trait depends on language comprehension. A linguistic
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effect that targets a creature works only if the target understands the language
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you are using.
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name: Linguistic
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type: None
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- descr: Litanies are special devotion spells, typically used by champions and requiring
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a single action, that usually give temporary immunity to further litanies.
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name: Litany
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type: None
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- descr: Something with the magical trait is imbued with magical energies not tied
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to a specific tradition of magic. A magical item radiates a magic aura infused
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with its dominant school of magic.
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name: Magical
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type: None
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- descr: You must physically manipulate an item or make gestures to use an action
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with this trait. Creatures without a suitable appendage can’t perform actions
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with this trait. Manipulate actions often trigger reactions.
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name: Manipulate
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type: None
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- descr: A hazard with this trait is a constructed physical object.
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name: Mechanical
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type: None
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- descr: A mental effect can alter the target’s mind. It has no effect on an object
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or a mindless creature.
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name: Mental
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type: None
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- descr: Actions with the metamagic trait, usually from metamagic feats, tweak the
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properties of your spells. You must use a metamagic action directly before Casting
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the Spell you want to alter. If you use any action (including free actions and
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reactions) other than Cast a Spell directly after, you waste the benefits of the
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metamagic action. Any additional effects added by a metamagic action are part
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of the spell’s effect, not of the metamagic action itself.
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name: Metamagic
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type: None
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- descr: Minions are creatures that directly serve another creature. A creature with
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this trait can use only 2 actions per turn and can’t use reactions. Your minion
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acts on your turn in combat, once per turn, when you spend an action to issue
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it commands. For an animal companion, you Command an Animal; for a minion that’s
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a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain
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an Activation; if not otherwise specified, you issue a verbal command, a single
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action with the auditory and concentrate traits. If given no commands, minions
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use no actions except to defend themselves or to escape obvious harm. If left
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unattended for long enough, typically 1 minute, mindless minions usually don’t
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act, animals follow their instincts, and sapient minions act how they please.
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name: Minion
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type: None
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- descr: A misfortune effect detrimentally alters how you roll your dice. You can
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never have more than one misfortune effect alter a single roll. If multiple misfortune
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effects would apply, the GM decides which is worse and applies it. If a fortune
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effect and a misfortune effect would apply to the same roll, the two cancel each
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other out, and you roll normally.
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name: Misfortune
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type: None
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- descr: Effects that slightly alter a creature’s form have the morph trait. Any Strikes
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specifically granted by a morph effect are magical. You can be affected by multiple
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morph spells at once, but if you morph the same body part more than once, the
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second morph effect attempts to counteract the first (in the same manner as two
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polymorph effects, described in that trait).
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name: Morph
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type: None
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- descr: An action with this trait involves moving from one space to another.
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name: Move
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type: None
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- descr: Archetypes with the multiclass trait represent diversifying your training
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into another class’s specialties. You can’t select a multiclass archetype’s dedication
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feat if you are a member of the class of the same name.
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name: Multiclass
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type: None
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- descr: Oaths add an additional tenet to your code. You can usually have only one
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feat with this trait.
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name: Oath
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type: None
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- descr: These maneuvers work only as the first salvo on your turn. You can use an
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open only if you haven’t used an action with the attack or open trait yet this
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turn.
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name: Open
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type: None
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- descr: Magical effects with this trait manipulate or conjure plants or plant matter
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in some way. Those that manipulate plants have no effect in an area with no plants.
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name: Plant
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type: None
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- descr: These effects transform the target into a new form. A target can’t be under
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the effect of more than one polymorph effect at a time. If it comes under the
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effect of a second polymorph effect, the second polymorph effect attempts to counteract
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the first. If it succeeds, it takes effect, and if it fails, the spell has no
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effect on that target. Any Strikes specifically granted by a polymorph effect
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are magical. Unless otherwise stated, polymorph spells don’t allow the target
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to take on the appearance of a specific individual creature, but rather just a
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generic creature of a general type or ancestry.
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name: Polymorph
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type: None
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- descr: Effects with this trait allow a creature to project its mind and spirit into
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a target. A creature immune to mental effects can’t use a possession effect. While
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possessing a target, a possessor’s true body is unconscious (and can’t wake up
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normally), unless the possession effect allows the creature to physically enter
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the target. Whenever the target takes damage, the possessor takes half that amount
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of damage as mental damage.
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name: Possession
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type: None
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- descr: Valuable materials with special properties have the precious trait. They
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can be substituted for base materials when you Craft items.
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name: Precious
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type: None
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- descr: Effects with this trait determine what is likely to happen in the near future.
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Most predictions are divinations.
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name: Prediction
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type: None
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- descr: Actions with this trait allow you to follow up earlier attacks. An action
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with the press trait can be used only if you are currently affected by a multiple
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attack penalty. Some actions with the press trait also grant an effect on a failure.
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The effects that are added on a failure don’t apply on a critical failure. If
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your press action succeeds, you can choose to apply the failure effect instead.
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(For example, you may wish to do this when an attack deals no damage due to resistance.)
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Because a press action requires a multiple attack penalty, you can’t use one when
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it’s not your turn, even if you use the Ready activity.
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name: Press
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type: None
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- descr: You must be raging to use abilities with the rage trait, and they end automatically
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when you stop raging.
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name: Rage
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type: None
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- descr: While all weapons need some amount of time to get into position, many ranged
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weapons also need to be loaded and reloaded. This entry indicates how many Interact
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actions it takes to reload such weapons. This can be 0 if drawing ammunition and
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firing the weapon are part of the same action. If an item takes 2 or more actions
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to reload, the GM determines whether they must be performed together as an activity,
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or you can spend some of those actions during one turn and the rest during your
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next turn.
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name: Reload
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type: None
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- descr: Effects with this trait see things as they truly are.
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name: Revelation
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type: None
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- descr: A scrying effect lets you see, hear, or otherwise get sensory information
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from a distance using a sensor or apparatus, rather than your own eyes and ears.
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name: Scrying
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type: None
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- descr: The GM rolls the check for this ability in secret.
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name: Secret
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type: None
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- descr: This magic involves shadows or the energy of the Shadow Plane.
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name: Shadow
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type: None
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- descr: A general feat with the skill trait improves your skills and their actions
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or gives you new actions for a skill. A feat with this trait can be selected when
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a class grants a skill feat or general feat. Archetype feats with the skill trait
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can be selected in place of a skill feat if you have that archetype’s dedication
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||
feat.
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name: Skill
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||
type: None
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||
- descr: This effect can cause a creature to fall asleep or get drowsy.
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name: Sleep
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||
type: None
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||
- descr: When you use a thrown weapon with the splash trait, you don’t add your Strength
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||
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.
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||
name: Splash
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type: None
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- descr: A stance is a general combat strategy that you enter by using an action with
|
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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
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ends, or until you enter a new stance, whichever comes first. After you use an
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action with the stance trait, you can’t use another one for 1 round. You can enter
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||
or be in a stance only in encounter mode.
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||
name: Stance
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||
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.
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||
name: Summoned
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||
type: None
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||
- 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
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||
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
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||
are anathema to lawful divine servants or divine servants of lawful deities. A
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||
creature with this trait is chaotic in alignment. An ability with this trait can
|
||
be selected or used only by chaotic creatures.
|
||
name: Chaotic
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||
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
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||
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.
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||
name: Good
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||
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: A ranged attack with this trait uses its Strength modifier instead of Dexterity
|
||
on the attack roll.
|
||
name: Brutal
|
||
type: Weapon
|
||
- 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
|
||
- 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
|
||
- 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: '**Player**: You can use your Dexterity modifier instead of your Strength
|
||
modifier on attack rolls using this melee weapon. You still use your Strength
|
||
modifier when calculating damage. **Creature**: This melee attack is Dexterity-based.
|
||
Even if a weapon normally has the finesse trait, this trait is omittedi n the
|
||
Strike entry if the monster is applying its Strength.'
|
||
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
|
||
- 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
|
||
- 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
|
||
- 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
|
||
- 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
|
||
- 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
|
||
- 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
|
||
- 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
|
||
- 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
|
||
- 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
|
||
traittype:
|
||
- None
|
||
- Alignment
|
||
- Ancestry
|
||
- Armor
|
||
- Class
|
||
- Creature Type
|
||
- Elemental
|
||
- Energy
|
||
- Equipment
|
||
- Monster
|
||
- Poison
|
||
- Rarity
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- School
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- Tradition
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- Weapon
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