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Aberration

Source: Pathfinder Player Core, pg. 452

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Acid

Source: Pathfinder Player Core, pg. 452

Effects with this trait deal acid damage. Creatures with this trait have a connection to magical acid.

Air

Source: Pathfinder Player Core, pg. 452

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 connection to magical air.

Aiuvarin

Source: Pathfinder Player Core, pg. 452

A creature with this trait has the aiuvarin versatile heritage. Aiuvarins are of mixed ancestry, including elves or other aiuvarins. An ability with this trait can be used or selected only by aiuvarins.

Alchemical

Source: Pathfinder Player Core, pg. 452

Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren’t magical and don’t radiate a magical aura.

Amphibious

Source: Pathfinder Player Core, pg. 452

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely 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.

Angel

Source: Pathfinder Player Core, pg. 452

This family of celestials is native to the plane of Nirvana.

Animal

Source: Pathfinder Player Core, pg. 452

An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence attribute modifier over –4, can’t speak languages, and can’t be trained in Intelligence-based skills.

Apex

Source: Pathfinder GM Core, pg. 270

When you Invest an Item that has the apex trait, it improves one of your attributes, either increasing the attribute’s modifier by 1 or to a total of +4, whichever would give you a higher score. This gives you all the benefits of the new attribute modifier until the investiture runs out: increasing Intelligence lets you become trained in an additional skill and learn a new language, increasing Constitution gives you more Hit Points, and so on.

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 attribute modifier increase, though you do gain any other effects of Investing the Item.

Aquatic

Source: Pathfinder Player Core, pg. 452

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.

Arcane

Source: Pathfinder Player Core, pg. 452

This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.

Archetype

Source: Pathfinder Player Core, pg. 452

This feat belongs to an archetype.

Archon

Source: Pathfinder Player Core, pg. 452

This family of celestials protect Heaven.

Attack

Source: Pathfinder Player Core, pg. 452

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.

Auditory

Source: Pathfinder Player Core, pg. 453

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.

Aura

Source: Pathfinder Player Core, pg. 453

An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.

Azata

Source: Pathfinder Player Core, pg. 453

This family of celestials is native to Elysium.

Azata

Source: Pathfinder Player Core, pg. 453

This family of celestials is native to Elysium.

Bard

Source: Pathfinder Player Core, pg. 453

This indicates abilities from the bard class.

Beast

Source: Pathfinder Player Core, pg. 453

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.

Bomb

Source: Pathfinder Player Core, pg. 453

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.

Cantrip

Source: Pathfinder Player Core, pg. 453

A spell you can cast at will that is automatically heightened to half your level rounded up.

Celestial

Source: Pathfinder Player Core, pg. 453

Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.

Changeling

Source: Pathfinder Player Core, pg. 453

A creature with this trait has the changeling versatile heritage. Changelings are the children of hags and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings.

Cleric

Source: Pathfinder Player Core, pg. 454

This indicates abilities from the cleric class.

Cold

Source: Pathfinder Player Core, pg. 454

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Common

Source: Pathfinder Player Core, pg. 454

Composition

Source: Pathfinder Player Core, pg. 454

Bard focus spell

Concentrate

Source: Pathfinder Player Core, pg. 454

An action with this trait requires a degree of mental concentration and discipline.

Consecration

Source: Pathfinder Player Core, pg. 454

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.

Construct

Source: Pathfinder Player Core, pg. 454

A construct is an artificial creature empowered by a force other than vitality or void.

Consumable

Source: Pathfinder Player Core, pg. 454

An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.

Contact

Source: Pathfinder Player Core, pg. 454

This poison is delivered by contact with the skin.

Curse

Source: Pathfinder Player Core, pg. 454

A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.

Daemon

Source: Pathfinder Player Core, pg. 454

A family of fiends from Abaddon.

Darkness

Source: Pathfinder Player Core, pg. 454

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 it, but some darkness spells automatically attempt to counteract light.

Death

Source: Pathfinder Player Core, pg. 454

An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.

Dedication

Source: Pathfinder Player Core, pg. 454

Demon

Source: Pathfinder Player Core, pg. 455

A family of sinful fiends from the Outer Rifts.

Detection

Source: Pathfinder Player Core, pg. 455

Effects with this trait attempt to determine the presence or location of a person, object, or aura.

Devil

Source: Pathfinder Player Core, pg. 455

A family of regimented fiends from Hell.

Dinosaur

Source: Pathfinder Player Core, pg. 455

These reptiles have survived from prehistoric times.

Disease

Source: Pathfinder Player Core, pg. 455

An effect with this trait applies one or more diseases. A disease is typically an affliction.

Downtime

Source: Pathfinder Player Core, pg. 455

An activity with this trait takes a day or more, and can be used only during downtime.

Dragon

Source: Pathfinder Player Core, pg. 455

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.

Dromaar

Source: Pathfinder Player Core, pg. 455

A creature with this trait has the dromaar versatile heritage. Dromaars are of mixed ancestry, including orcs or other dromaars. An ability with this trait can be used or selected only by dromaars.

Druid

Source: Pathfinder Player Core, pg. 455

This indicates abilities from the druid class.

Dwarf

Source: Pathfinder Player Core, pg. 455

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.

Earth

Source: Pathfinder Player Core, pg. 455

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 connection to magical earth.

Electricity

Source: Pathfinder Player Core, pg. 455

Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.

Elemental

Source: Pathfinder Player Core, pg. 455

Elementals are creatures directly tied to an element and native to the elemental planes. Elementals don’t need to breathe.

Elf

Source: Pathfinder Player Core, pg. 455

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.

Elixir

Source: Pathfinder Player Core, pg. 455

Elixirs are alchemical liquids that are used by drinking them.

Emotion

Source: Pathfinder Player Core, pg. 455

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.

Ethereal

Source: Pathfinder Player Core, pg. 456

Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.

Exploration

Source: Pathfinder Player Core, pg. 456

An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.

Extradimensional

Source: Pathfinder Player Core, pg. 456

This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.

Fear

Source: Pathfinder Player Core, pg. 456

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Fey

Source: Pathfinder Player Core, pg. 456

Creatures of the First World are called the fey.

Fiend

Source: Pathfinder Player Core, pg. 456

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Fighter

Source: Pathfinder Player Core, pg. 456

This indicates abilities from the fighter class.

Fire

Source: Pathfinder Player Core, pg. 456

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Flourish

Source: Pathfinder Player Core, pg. 139

Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.

Focus

Source: Pathfinder Player Core, pg. 456

A spell you can cast by spending 1 Focus Point that is automatically heightened to half your level rounded up.

Force

Source: Pathfinder Player Core, pg. 456

Effects with this trait deal force damage or create objects made of pure magical force.

Fortune

Source: Pathfinder Player Core, pg. 456

Fungus

Source: Pathfinder Player Core, pg. 456

Fungal creatures have the fungus trait. They are distinct from normal fungi.

General

Source: Pathfinder Player Core, pg. 456

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.

Giant

Source: Pathfinder Player Core, pg. 456

Giants are massive humanoid creatures.

Gnome

Source: Pathfinder Player Core, pg. 456

A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.

Goblin

Source: Pathfinder Player Core, pg. 456

A creature with this trait can be one of several kinds of creature, 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.

Hag

Source: Pathfinder Player Core, pg. 457

These malevolent spellcasters form covens.

Halfling

Source: Pathfinder Player Core, pg. 457

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.

Haunt

Source: Pathfinder Player Core, pg. 457

A hazard with this trait is a spiritual echo, often of someone with a tragic death.

Healing

Source: Pathfinder Player Core, pg. 457

A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

Hex

Source: Pathfinder Player Core, pg. 457

Holy

Source: Pathfinder Player Core, pg. 457

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.

Human

Source: Pathfinder Player Core, pg. 457

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.

Humanoid

Source: Pathfinder Player Core, pg. 457

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Hyngar

Source: Pathfinder Player Core, pg. 457

Subterranean kin of the dwarves, hryngars typically have darkvision, resist poison, and recoil from bright light.

Illusion

Source: Pathfinder Player Core, pg. 301

Magic with the illusion trait creates false sensory stimuli. Sometimes illusions allow creatures a chance to disbelieve the spell, which lets the creature ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks, Interacts, or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or save the GM chooses) to the caster’s spell DC. Mental illusions typically provide rules in the spell’s description for disbelieving the effect (usually via a Will save).

If a creature engages with an illusion in a way that would prove it’s not what it seems, the creature might know that an illusion is present, but it still can’t ignore the illusion without successfully disbelieving it. Disbelieving a visual illusion makes it and those things it blocks seem hazy and indistinct, which might block vision enough to leave the other side concealed.

Incapacitation

Source: Pathfinder Player Core, pg. 457

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 rank 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.

Inhaled

Source: Pathfinder Player Core, pg. 457

This poison is delivered when breathed in.

Injury

Source: Pathfinder Player Core, pg. 457

This poison is delivered by damaging the recipient.

Leshy

Source: Pathfinder Player Core, pg. 458

A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form. An ability with this trait can be used or selected only by leshies. A weapon with this trait is created and used by leshies.

Light

Source: Pathfinder Player Core, pg. 458

Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.

Lineage

Source: Pathfinder Player Core, pg. 458

A feat with this trait indicates a character’s descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can’t retrain into or out of these feats.

Linguistic

Source: Pathfinder Player Core, pg. 458

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.

Magical

Source: Pathfinder Player Core, pg. 458

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Manipulate

Source: Pathfinder Player Core, pg. 458

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

Mechanical

Source: Pathfinder Player Core, pg. 458

A hazard with this trait is a constructed physical object.

Mental

Source: Pathfinder Player Core, pg. 458

A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

Metal

Source: Pathfinder Player Core, pg. 458

Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.

Mindless

Source: Pathfinder Player Core, pg. 458

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Minion

Source: Pathfinder Player Core, pg. 301

Minions are creatures that directly serve another creature. 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 the effect (page 419); if not otherwise specified, you issue a verbal command as 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.

A minion has only 2 actions and 0 reactions per turn, though certain conditions (such as slowed or quickened) or abilities might give them a reaction that they can use. Alterations to a minion’s actions occur when they gain their actions for the round. A minion can’t control other creatures.

Misfortune

Source: Pathfinder Player Core, pg. 458

Monitor

Source: Pathfinder Player Core, pg. 458

Creatures that hail from or have a strong connection to Axis, the Boneyard, or the Maelstrom are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.

Monk

Source: Pathfinder Player Core, pg. 282

Many monks learn to use these weapons. The monk class appears in Player Core 2.

Monk

Source: Pathfinder Player Core, pg. 460

Morph

Source: Pathfinder Player Core, pg. 301

Spells that slightly alter a creature’s form have the morph trait. Any Strikes specifically granted by a magical morph effect also gain the magical trait. 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 below). Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you’d keep the wings from your morph). The GM determines which morph effects can be used together and which can’t.

Move

Source: Pathfinder Player Core, pg. 458

An action with this trait involves moving from one space to another.

Multiclass

Source: Pathfinder Player Core, pg. 459

Nephilim

Source: Pathfinder Player Core, pg. 459

A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.

Nonlethal

Source: Pathfinder Player Core, pg. 407

You can make a nonlethal attack to knock someone out instead of killing them (see Knocked Out and Dying on page 410). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon or unarmed attack that doesn’t have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon. Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them.

Occult

Source: Pathfinder Player Core, pg. 459

This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.

Oil

Source: Pathfinder Player Core, pg. 459

Oils are consumable magical gels, ointments, pastes, or salves that are typically applied to an object.

Olfactory

Source: Pathfinder Player Core, pg. 459

An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.

Ooze

Source: Pathfinder Player Core, pg. 459

Oozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.

Orc

Source: Pathfinder Player Core, pg. 459

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.

Plant

Source: Pathfinder Player Core, pg. 459

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.

Poison

Source: Pathfinder Player Core, pg. 459

An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

Polymorph

Source: Pathfinder Player Core, pg. 301

These effects completely transform the target into a new form. A target can’t be under the effect of more than one polymorph at a time. If it comes under the effect of another, the second 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 granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don’t allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.

If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there’s doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items. If a polymorph effect causes you to increase in size, you must have space to expand into or the effect is disrupted.

Possession

Source: Pathfinder Player Core, pg. 459

Effects with this trait allow a creature to project its mind and spirit into a target. A creature immune to mental effects can’t use a possession effect. While possessing a target, a possessor’s true body is unconscious (and can’t wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage.

A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target’s active spells and abilities that affect their body. A possessor can use any of the target’s abilities that are purely physical, and it can’t use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target’s attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills, spell attack modifier, and spell DC; benefits of invested items apply where relevant (the possessor’s invested items apply when using its own values, and the target’s invested items apply when using the target’s values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn’t in its own body.

The possessor must use its own actions to make the possessed creature act.

If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately, and the possessor is stunned for 1 minute.

Potion

Source: Pathfinder Player Core, pg. 459

A potion is a consumable magical liquid activated when you drink it.