traittype:
  - None
  - Alignment
  - Ancestry
  - Armor
  - Class
  - Creature Type
  - Elemental
  - Energy
  - Equipment
  - Monster
  - Poison
  - Rarity
  - School
  - Tradition
  - Weapon
# TODO NEEDS EDITING/PROOFREADING
trait:
  - descr: Feats with the additive trait allow you to spend actions to add special substances
      to bombs or elixirs. You can add only one additive to a single alchemical item,
      and attempting to add another spoils the item. You can typically use actions with
      the additive trait only when you’re creating an infused alchemical item, and some
      can be used only with the Quick Alchemy action. The additive trait is always followed
      by a level, such as additive 2. An additive adds its level to the level of the
      alchemical item you’re modifying; the result is the new level of the mixture.
      The mixture’s item level must be no higher than your advanced alchemy level.
    name: Additive
    type: None
  - descr: Alchemical items are powered by reactions of alchemical reagents. Alchemical
      items aren’t magical and don’t radiate a magical aura.
    name: Alchemical
    type: None
  - descr: When you Invest an Item that has the apex trait, it improves one of your
      ability scores, either increasing it by 2 or to a total of 18, whichever grants
      the higher score. This gives you all the benefits of the new ability score until
      the investiture ends. An apex item grants this benefit only the first time it’s
      invested within a 24-hour period, and you can benefit from only one apex item
      at a time. If you attempt to invest an apex item when you already have one invested,
      you don’t gain the ability score increase, though you do gain any other effects
      of Investing the Item.
    name: Apex
    type: None
  - descr: This feat belongs to an archetype.
    name: Archetype
    type: None
  - descr: undefined
    name: Artifact
    type: None
  - descr: An ability with this trait involves an attack. For each attack you make beyond
      the first on your turn, you take a multiple attack penalty.
    name: Attack
    type: None
  - descr: Auditory actions and effects rely on sound. An action with the auditory trait
      can be successfully performed only if the creature using the action can speak
      or otherwise produce the required sounds. A spell or effect with the auditory
      trait has its effect only if the target can hear it. This applies only to sound-based
      parts of the effect, as determined by the GM. This is different from a sonic effect,
      which still affects targets who can’t hear it (such as deaf targets) as long as
      the effect itself makes sound.
    name: Auditory
    type: None
  - descr: An aura is an emanation that continually ebbs out from you, af ecting creatures
      within a certain radius. Aura can also refer to the magical signature of an item
      or a creature with a strong alignment.
    name: Aura
    type: None
  - descr: A spell you can cast at will that is automatically heightened to half your
      level rounded up.
    name: Cantrip
    type: None
  # TODO fix the undefined at some point
  - descr: undefined
    name: Charm
    type: None
  - descr: An item with this trait can be worn by an animal companion or similar creature.
      A companion can have up to two items invested.
    name: Companion
    type: None
  - descr: A hazard with this trait takes turns in an encounter.
    name: Complex
    type: None
  - descr: To cast a composition cantrip or focus spell, you usually use a type of Performance.
      If the spell includes a verbal component, you must use an auditory performance,
      and if it includes a somatic component, you must use a visual one. The spell gains
      all the traits of the performance you used. You can cast only one composition
      spell each turn, and you can have only one active at a time. If you cast a new
      composition spell, any ongoing effects from your previous composition spell end
      immediately.
    name: Composition
    type: None
  - descr: An action with this trait requires a degree of mental concentration and discipline.
    name: Concentrate
    type: None
  - descr: A consecration spell enhances an area for an extended period of time. A given
      area can have only a single consecration effect at a time. The new effect attempts
      to counteract any existing one in areas of overlap.
    name: Consecration
    type: None
  - descr: A curse is an effect that places some long-term affliction on a creature.
      Curses are always magical and are typically the result of a spell or trap.
    name: Curse
    type: None
  - descr: Darkness effects extinguish non-magical light in the area, and can counteract
      less powerful magical light. You must usually target light magic with your darkness
      magic directly to counteract the light, but some darkness spells automatically
      attempt to counteract light.
    name: Darkness
    type: None
  - descr: An effect with the death trait kills you immediately if it reduces you to
      0 HP. Some death effects can bring you closer to death or slay you outright without
      reducing you to 0 HP.
    name: Death
    type: None
  - descr: You must select a feat with this trait to apply an archetype to your character.
    name: Dedication
    type: None
  - descr: Effects with this trait attempt to determine the presence or location of
      a person, object, or aura.
    name: Detection
    type: None
  - descr: An effect with this trait applies one or more diseases. A disease is typically
      an affliction.
    name: Disease
    type: None
  - descr: An activity with this trait takes a day or more, and can be used only during
      downtime.
    name: Downtime
    type: None
  - descr: This effect alters a creature’s emotions. Effects with this trait always
      have the mental trait as well. Creatures with special training or that have mechanical
      or artificial intelligence are immune to emotion effects.
    name: Emotion
    type: None
  - descr: A hazard with this trait is something dangerous that’s part of the natural
      world, such as quicksand or harmful mold.
    name: Environmental
    type: None
  - descr: An activity with this trait takes more than a turn to use, and can usually
      be used only during exploration mode.
    name: Exploration
    type: None
  - descr: This effect or item creates an extradimensional space. An extradimensional
      effect placed inside another extradimensional space ceases to function until it
      is removed.
    name: Extradimensional
    type: None
  - descr: Fear effects evoke the emotion of fear. Effects with this trait always have
      the mental and emotion traits as well.
    name: Fear
    type: None
  - descr: Flourish actions are actions that require too much exertion to perform a
      large number in a row. You can use only 1 action with the flourish trait per turn.
    name: Flourish
    type: None
  - descr: An item with this trait can give you an additional Focus Point. This focus
      point is separate from your focus pool and doesn’t count toward the cap on your
      focus pool. You can gain this benefit only if you have a focus pool, and there
      might be restrictions on how the point can be used. You can’t gain more than 1
      Focus Point per day from focused items.
    name: Focused
    type: None
  - descr: A fortune effect beneficially alters how you roll your dice. You can never
      have more than one fortune effect alter a single roll. If multiple fortune effects
      would apply, you have to pick which to use. If a fortune effect and a misfortune
      effect would apply to the same roll, the two cancel each other out, and you roll
      normally.
    name: Fortune
    type: None
  - descr: A type of feat that any character can select, regardless of ancestry and
      class, as long as they meet the prerequisites. You can select a feat with this
      trait when your class grants a general feat.
    name: General
    type: None
  - descr: A hazard with this trait is a spiritual echo, often of someone with a tragic
      death. Putting a haunt to rest often involves resolving the haunt’s unfinished
      business. A haunt that hasn’t been properly put to rest always returns after a
      time.
    name: Haunt
    type: None
  - descr: A healing effect restores a creature’s body, typically by restoring Hit Points,
      but sometimes by removing diseases or other debilitating effects.
    name: Healing
    type: None
  - descr: An ability with this trait can take a character completely out of the fight
      or even kill them, and it’s harder to use on a more powerful character. If a spell
      has the incapacitation trait, any creature of more than twice the spell’s level
      treats the result of their check to prevent being incapacitated by the spell as
      one degree of success better, or the result of any check the spellcaster made
      to incapacitate them as one degree of success worse. If any other effect has the
      incapacitation trait, a creature of higher level than the item, creature, or hazard
      generating the effect gains the same benefits.
    name: Incapacitation
    type: None
  - descr: An incorporeal creature or object has no physical form. It can pass through
      solid objects, including walls. When inside an object, an incorporeal creature
      can’t perceive, attack, or interact with anything outside the object, and if it
      starts its turn in an object, it is slowed 1. Corporeal creatures can pass through
      an incorporeal creature, but they can’t end their movement in its space.
    name: Incorporeal
    type: None
  - descr: You created an alchemical item with the infused trait using your infused
      reagents, and it has a limited time before it becomes inert. Any nonpermanent
      effects from your infused alchemical items, with the exception of afflictions
      such as slow-acting poisons, end when you make your daily preparations again.
    name: Infused
    type: None
  - descr: Instinct abilities require a specific instinct; you lose access if you perform
      acts anathema to your instinct.
    name: Instinct
    type: None
  - descr: Light effects overcome non-magical darkness in the area, and can counteract
      magical darkness. You must usually target darkness magic with your light magic
      directly to counteract the darkness, but some light spells automatically attempt
      to counteract darkness.
    name: Light
    type: None
  - descr: An effect with this trait depends on language comprehension. A linguistic
      effect that targets a creature works only if the target understands the language
      you are using.
    name: Linguistic
    type: None
  - descr: Litanies are special devotion spells, typically used by champions and requiring
      a single action, that usually give temporary immunity to further litanies.
    name: Litany
    type: None
  - descr: Something with the magical trait is imbued with magical energies not tied
      to a specific tradition of magic. A magical item radiates a magic aura infused
      with its dominant school of magic.
    name: Magical
    type: None
  - descr: You must physically manipulate an item or make gestures to use an action
      with this trait. Creatures without a suitable appendage can’t perform actions
      with this trait. Manipulate actions often trigger reactions.
    name: Manipulate
    type: None
  - descr: A hazard with this trait is a constructed physical object.
    name: Mechanical
    type: None
  - descr: A mental effect can alter the target’s mind. It has no effect on an object
      or a mindless creature.
    name: Mental
    type: None
  - descr: Actions with the metamagic trait, usually from metamagic feats, tweak the
      properties of your spells. You must use a metamagic action directly before Casting
      the Spell you want to alter. If you use any action (including free actions and
      reactions) other than Cast a Spell directly after, you waste the benefits of the
      metamagic action. Any additional effects added by a metamagic action are part
      of the spell’s effect, not of the metamagic action itself.
    name: Metamagic
    type: None
  - descr: Minions are creatures that directly serve another creature. A creature with
      this trait can use only 2 actions per turn and can’t use reactions. Your minion
      acts on your turn in combat, once per turn, when you spend an action to issue
      it commands. For an animal companion, you Command an Animal; for a minion that’s
      a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain
      an Activation; if not otherwise specified, you issue a verbal command, a single
      action with the auditory and concentrate traits. If given no commands, minions
      use no actions except to defend themselves or to escape obvious harm. If left
      unattended for long enough, typically 1 minute, mindless minions usually don’t
      act, animals follow their instincts, and sapient minions act how they please.
    name: Minion
    type: None
  - descr: A misfortune effect detrimentally alters how you roll your dice. You can
      never have more than one misfortune effect alter a single roll. If multiple misfortune
      effects would apply, the GM decides which is worse and applies it. If a fortune
      effect and a misfortune effect would apply to the same roll, the two cancel each
      other out, and you roll normally.
    name: Misfortune
    type: None
  - descr: Effects that slightly alter a creature’s form have the morph trait. Any Strikes
      specifically granted by a morph effect are magical. You can be affected by multiple
      morph spells at once, but if you morph the same body part more than once, the
      second morph effect attempts to counteract the first (in the same manner as two
      polymorph effects, described in that trait).
    name: Morph
    type: None
  - descr: An action with this trait involves moving from one space to another.
    name: Move
    type: None
  - descr: Archetypes with the multiclass trait represent diversifying your training
      into another class’s specialties. You can’t select a multiclass archetype’s dedication
      feat if you are a member of the class of the same name.
    name: Multiclass
    type: None
  - descr: Oaths add an additional tenet to your code. You can usually have only one
      feat with this trait.
    name: Oath
    type: None
  - descr: These maneuvers work only as the first salvo on your turn. You can use an
      open only if you haven’t used an action with the attack or open trait yet this
      turn.
    name: Open
    type: None
  - descr: Magical effects with this trait manipulate or conjure plants or plant matter
      in some way. Those that manipulate plants have no effect in an area with no plants.
    name: Plant
    type: None
  - descr: These effects transform the target into a new form. A target can’t be under
      the effect of more than one polymorph effect at a time. If it comes under the
      effect of a second polymorph effect, the second polymorph effect attempts to counteract
      the first. If it succeeds, it takes effect, and if it fails, the spell has no
      effect on that target. Any Strikes specifically granted by a polymorph effect
      are magical. Unless otherwise stated, polymorph spells don’t allow the target
      to take on the appearance of a specific individual creature, but rather just a
      generic creature of a general type or ancestry.
    name: Polymorph
    type: None
  - descr: Effects with this trait allow a creature to project its mind and spirit into
      a target. A creature immune to mental effects can’t use a possession effect. While
      possessing a target, a possessor’s true body is unconscious (and can’t wake up
      normally), unless the possession effect allows the creature to physically enter
      the target. Whenever the target takes damage, the possessor takes half that amount
      of damage as mental damage.
    name: Possession
    type: None
  - descr: Valuable materials with special properties have the precious trait. They
      can be substituted for base materials when you Craft items.
    name: Precious
    type: None
  - descr: Effects with this trait determine what is likely to happen in the near future.
      Most predictions are divinations.
    name: Prediction
    type: None
  - descr: Actions with this trait allow you to follow up earlier attacks. An action
      with the press trait can be used only if you are currently affected by a multiple
      attack penalty. Some actions with the press trait also grant an effect on a failure.
      The effects that are added on a failure don’t apply on a critical failure. If
      your press action succeeds, you can choose to apply the failure effect instead.
      (For example, you may wish to do this when an attack deals no damage due to resistance.)
      Because a press action requires a multiple attack penalty, you can’t use one when
      it’s not your turn, even if you use the Ready activity.
    name: Press
    type: None
  - descr: You must be raging to use abilities with the rage trait, and they end automatically
      when you stop raging.
    name: Rage
    type: None
  - descr: While all weapons need some amount of time to get into position, many ranged
      weapons also need to be loaded and reloaded. This entry indicates how many Interact
      actions it takes to reload such weapons. This can be 0 if drawing ammunition and
      firing the weapon are part of the same action. If an item takes 2 or more actions
      to reload, the GM determines whether they must be performed together as an activity,
      or you can spend some of those actions during one turn and the rest during your
      next turn.
    name: Reload
    type: None
  - descr: Effects with this trait see things as they truly are.
    name: Revelation
    type: None
  - descr: A scrying effect lets you see, hear, or otherwise get sensory information
      from a distance using a sensor or apparatus, rather than your own eyes and ears.
    name: Scrying
    type: None
  - descr: The GM rolls the check for this ability in secret.
    name: Secret
    type: None
  - descr: This magic involves shadows or the energy of the Shadow Plane.
    name: Shadow
    type: None
  - descr: A general feat with the skill trait improves your skills and their actions
      or gives you new actions for a skill. A feat with this trait can be selected when
      a class grants a skill feat or general feat. Archetype feats with the skill trait
      can be selected in place of a skill feat if you have that archetype’s dedication
      feat.
    name: Skill
    type: None
  - descr: This effect can cause a creature to fall asleep or get drowsy.
    name: Sleep
    type: None
  - descr: When you use a thrown weapon with the splash trait, you don’t add your Strength
      modifier to the damage roll. If an attack with a splash weapon fails, succeeds,
      or critically succeeds, all creatures within 5 feet of the target (including the
      target) take the listed splash damage. On a failure (but not a critical failure),
      the target of the attack still takes the splash damage. Add splash damage together
      with the initial damage against the target before applying the target’s weaknesses
      or resistances. You don’t multiply splash damage on a critical hit.
    name: Splash
    type: None
  - descr: A stance is a general combat strategy that you enter by using an action with
      the stance trait, and that you remain in for some time. A stance lasts until you
      get knocked out, until its requirements (if any) are violated, until the encounter
      ends, or until you enter a new stance, whichever comes first. After you use an
      action with the stance trait, you can’t use another one for 1 round. You can enter
      or be in a stance only in encounter mode.
    name: Stance
    type: None
  - descr: A creature called by a conjuration spell or effect gains the summoned trait.
      A summoned creature can’t summon other creatures, create things of value, or cast
      spells that require a cost. It has the minion trait. If it tries to cast a spell
      of equal or higher level than the spell that summoned it, it overpowers the summoning
      magic, causing the summoned creature’s spell to fail and the summon spell to end.
      Otherwise, the summoned creature uses the standard abilities for a creature of
      its kind. It generally attacks your enemies to the best of its abilities. If you
      can communicate with it, you can attempt to command it, but the GM determines
      the degree to which it follows your commands.
    name: Summoned
    type: None
  - descr: undefined
    name: Telepathy
    type: None
  - descr: Teleportation effects allow you to instantaneously move from one point in
      space to another. Teleportation does not usually trigger reactions based on movement.
    name: Teleportation
    type: None
  - descr: A hazard or item with this trait is constructed to hinder interlopers.
    name: Trap
    type: None
  - descr: Afflictions with the virulent trait are harder to remove. You must succeed
      at two consecutive saves to reduce a virulent affliction’s stage by 1. A critical
      success reduces a virulent affliction’s stage by only 1 instead of by 2.
    name: Virulent
    type: None
  - descr: A visual effect can affect only creatures that can see it. This applies only
      to visible parts of the effect, as determined by the GM.
    name: Visual
    type: None
  - descr: Chaotic effects often manipulate energy from chaos-aligned Outer Planes and
      are anathema to lawful divine servants or divine servants of lawful deities. A
      creature with this trait is chaotic in alignment. An ability with this trait can
      be selected or used only by chaotic creatures.
    name: Chaotic
    type: Alignment
  - descr: Evil effects often manipulate energy from evil-aligned Outer Planes and are
      antithetical to good divine servants or divine servants of good deities. A creature
      with this trait is evil in alignment. An ability with this trait can be selected
      or used only by evil creatures.
    name: Evil
    type: Alignment
  - descr: Good effects often manipulate energy from good-aligned Outer Planes and are
      antithetical to evil divine servants or divine servants of evil deities. A creature
      with this trait is good in alignment. An ability with this trait can be selected
      or used only by good creatures.
    name: Good
    type: Alignment
  - descr: Lawful effects often manipulate energy from law-aligned Outer Planes and
      are antithetical to chaotic divine servants or divine servants of chaotic deities.
      A creature with this trait is lawful in alignment. An ability with this trait
      can be selected or used by lawful creatures only.
    name: Lawful
    type: Alignment
  - descr: A creature with this trait is a member of the dwarf ancestry. Dwarves are
      stout folk who often live underground and typically have darkvision. An ability
      with this trait can be used or selected only by dwarves. An item with this trait
      is created and used by dwarves.
    name: Dwarf
    type: Ancestry
  - descr: A creature with this trait is a member of the elf ancestry. Elves are mysterious
      people with rich traditions of magic and scholarship who typically have low-light
      vision. An ability with this trait can be used or selected only by elves. A weapon
      with this trait is created and used by elves.
    name: Elf
    type: Ancestry
  - descr: A creature with this trait is a member of the gnome ancestry. Gnomes are
      small people skilled at magic who seek out new experiences and usually have low-light
      vision. An ability with this trait can be used or selected only by gnomes. A weapon
      with this trait is created and used by gnomes.
    name: Gnome
    type: Ancestry
  - descr: A creature with this trait can come from multiple tribes of creatures, including
      goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability
      with this trait can be used or chosen only by goblins. A weapon with this trait
      is created and used by goblins.
    name: Goblin
    type: Ancestry
  - descr: A creature with this trait is part human and part elf. An ability with this
      trait can be used or selected only by half-elves.
    name: Half-Elf
    type: Ancestry
  - descr: A creature with this trait is part human and part orc. An ability with this
      trait can be used or selected only by half-orcs.
    name: Half-Orc
    type: Ancestry
  - descr: A creature with this trait is a member of the halfling ancestry. These small
      people are friendly wanderers considered to be lucky. An ability with this trait
      can be used or selected only by halflings. A weapon with this trait is created
      and used by halflings.
    name: Halfling
    type: Ancestry
  - descr: A creature with this trait is a member of the human ancestry. Humans are
      a diverse array of people known for their adaptability. An ability with this trait
      can be used or selected only by humans.
    name: Human
    type: Ancestry
  - descr: The armor covers you so completely that it provides benefits against some
      damaging effects. On Reflex saves to avoid a damaging effect, such as a *fireball*,
      you add a +3 modifier instead of your Dexterity modifier.
    name: Bulwark
    type: Armor
  - descr: The armor is so comfortable that you can rest normally while wearing it.
    name: Comfort
    type: Armor
  - descr: The armor is flexible enough that it doesn’t hinder most actions. You don’t
      apply its check penalty to Acrobatics or Athletics checks.
    name: Flexible
    type: Armor
  - descr: This armor is loud and likely to alert others to your presence when you’re
      using the Avoid Notice exploration activity.
    name: Noisy
    type: Armor
  - descr: This indicates abilities from the alchemist class.
    name: Alchemist
    type: Class
  - descr: This indicates abilities from the barbarian class.
    name: Barbarian
    type: Class
  - descr: This indicates abilities from the bard class.
    name: Bard
    type: Class
  - descr: This indicates abilities from the champion class.
    name: Champion
    type: Class
  - descr: This indicates abilities from the cleric class.
    name: Cleric
    type: Class
  - descr: This indicates abilities from the druid class.
    name: Druid
    type: Class
  - descr: This indicates abilities from the fighter class.
    name: Fighter
    type: Class
  - descr: Abilities with this trait are from the monk class. A weapon with this trait
      is primarily used by monks.
    name: Monk
    type: Class
  - descr: This indicates abilities from the ranger class.
    name: Ranger
    type: Class
  - descr: This indicates abilities from the rogue class.
    name: Rogue
    type: Class
  - descr: This indicates abilities from the sorcerer class.
    name: Sorcerer
    type: Class
  - descr: This indicates abilities from the wizard class.
    name: Wizard
    type: Class
  - descr: Aberrations are creatures from beyond the planes or corruptions of the natural
      order.
    name: Aberration
    type: Creature Type
  - descr: An animal is a creature with a relatively low intelligence. It typically
      doesn’t have an Intelligence ability modifier over –4, can’t speak languages,
      and can’t be trained in Intelligence-based skills.
    name: Animal
    type: Creature Type
  - descr: Astral creatures are native of the Astral Plane. They can survive the basic
      environmental effects of the Astral Plane.
    name: Astral
    type: Creature Type
  - descr: A creature similar to an animal but with an Intelligence modifier of –3 or
      higher is usually a beast. Unlike an animal, a beast might be able to speak and
      reason.
    name: Beast
    type: Creature Type
  - descr: Creatures that hail from or have a strong connection to the good-aligned
      planes are called celestials. Celestials can survive the basic environmental effects
      of planes in the Outer Sphere.
    name: Celestial
    type: Creature Type
  - descr: A construct is an artificial creature empowered by a force other than necromancy.
      Constructs are often mindless; they are immune to disease, the paralyzed condition,
      and poison; and they may have Hardness based on the materials used to construct
      their bodies. Constructs are not living creatures, nor are they undead. When reduced
      to 0 Hit Points, a construct creature is destroyed.
    name: Construct
    type: Creature Type
  - descr: Dragons are reptilian creatures, often winged or with the power of flight.
      Most are able to use a breath weapon and are immune to sleep and paralysis.
    name: Dragon
    type: Creature Type
  - descr: Elementals are creatures directly tied to an element and native to the Elemental
      Planes. Elementals don’t need to breathe.
    name: Elemental
    type: Creature Type
  - descr: Ethereal creatures are natives of the Ethereal Plane. They can survive the
      basic environmental effects of the Ethereal Plane.
    name: Ethereal
    type: Creature Type
  - descr: Creatures of the First World are called the fey.
    name: Fey
    type: Creature Type
  - descr: Creatures that hail from or have a strong connection to the evil-aligned
      planes are called fiends. Fiends can survive the basic environmental effects of
      planes in the Outer Sphere.
    name: Fiend
    type: Creature Type
  - descr: Fungal creatures have the fungus trait. They are distinct from normal fungi.
    name: Fungus
    type: Creature Type
  - descr: Giants are massive humanoid creatures.
    name: Giant
    type: Creature Type
  - descr: Humanoid creatures reason and act much like humans. They typically stand
      upright and have two arms and two legs.
    name: Humanoid
    type: Creature Type
  - descr: Creatures that hail from or have a strong connection to the neutrally aligned
      planes are called monitors. Monitors can survive the basic environmental effects
      of planes in the Outer Sphere.
    name: Monitor
    type: Creature Type
  - descr: Oozes are creatures with simple anatomies. They tend to have low mental ability
      scores and immunity to mental effects and precision damage.
    name: Ooze
    type: Creature Type
  - descr: Vegetable creatures have the plant trait. They are distinct from normal plants.
    name: Plant
    type: Creature Type
  - descr: Spirits are ephemeral creatures defined by their spiritual self and often
      lacking a physical form.
    name: Spirit
    type: Creature Type
  - descr: Once living, these creatures were infused after death with negative energy
      and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature
      is destroyed. Undead creatures are damaged by positive energy, are healed by negative
      energy, and don’t benefit from healing effects.
    name: Undead
    type: Creature Type
  - descr: Effects with the air trait either manipulate or conjure air. Those that manipulate
      air have no effect in a vacuum or an area without air. Creatures with this trait
      consist primarily of air or have a magical connection to that element.
    name: Air
    type: Elemental
  - descr: Effects with the earth trait either manipulate or conjure earth. Those that
      manipulate earth have no effect in an area without earth. Creatures with this
      trait consist primarily of earth or have a magical connection to that element.
    name: Earth
    type: Elemental
  - descr: Effects with the fire trait either conjure or manipulate fire. Those that
      manipulate fire have no effect in an area without fire. Creatures with this trait
      consist primarily of fire or have a magical connection to that element.
    name: Fire
    type: Elemental
  - descr: Effects with the water trait either manipulate or conjure water. Those that
      manipulate water have no effect in an area without water. Creatures with this
      trait consist primarily of water or have a magical connection to the element.
    name: Water
    type: Elemental
  - descr: Effects with this trait deal acid damage. Creatures with this trait have
      a magical connection to acid.
    name: Acid
    type: Energy
  - descr: Effects with this trait deal cold damage. Creatures with this trait have
      a connection to magical cold.
    name: Cold
    type: Energy
  - descr: Effects with this trait deal electricity damage. A creature with this trait
      has a magical connection to electricity.
    name: Electricity
    type: Energy
  - descr: Effects with this trait deal fire damage. Creatures with this trait have
      a magical connection to fire.
    name: Fire
    type: Energy
  - descr: Effects with this trait deal force damage or create objects made of pure
      magical force.
    name: Force
    type: Energy
  - descr: Effects with this trait heal undead creatures with negative energy, deal
      negative damage to living creatures, or manipulate negative energy.
    name: Negative
    type: Energy
  - descr: Effects with this trait heal living creatures with positive energy, deal
      positive energy damage to undead, or manipulate positive energy.
    name: Positive
    type: Energy
  - descr: An effect with the sonic trait functions only if it makes sound, meaning
      it has no effect in an area of silence or in a vacuum. This is different from
      an auditory spell, which is effective only if the target can hear it. A sonic
      effect might deal sonic damage.
    name: Sonic
    type: Energy
  - descr: An alchemical bomb combines volatile alchemical components that explode when
      the bomb hits a creature or object. Most alchemical bombs deal damage, though
      some produce other effects.
    name: Bomb
    type: Equipment
  - descr: Elixirs are alchemical liquids that are used by drinking them.
    name: Elixir
    type: Equipment
  - descr: A character can wear only 10 magical items that have the invested trait.
      None of the magical effects of the item apply if the character hasn’t invested
      it, nor can it be activated, though the character still gains any normal benefits
      from wearing the physical item (like a hat keeping rain off their head).
    name: Invested
    type: Equipment
  - descr: An elixir with the mutagen trait temporarily transmogrifies the subject’s
      body and alters its mind. A mutagen always conveys one or more beneficial effects
      paired with one or more detrimental effects. Mutagens are polymorph effects, meaning
      you can benefit from only one at a time.
    name: Mutagen
    type: Equipment
  - descr: Oils are magical gels, ointments, pastes, or salves that are typically applied
      to an object and are used up in the process.
    name: Oil
    type: Equipment
  - descr: A potion is a magical liquid activated when you drink it.
    name: Potion
    type: Equipment
  - descr: A scroll contains a single spell you can cast without a spell slot.
    name: Scroll
    type: Equipment
  - descr: Traps typically made by rangers, snares follow special rules that allow them
      to be constructed quickly and used on the battlefield.
    name: Snare
    type: Equipment
  - descr: This magic item holds spells of a particular theme and allows a spellcaster
      to cast additional spells by preparing the staff.
    name: Staff
    type: Equipment
  - descr: An item with the structure trait creates a magical building or other structure
      when activated. The item must be activated on a plot of land free of other structures.
      The structure adapts to the natural terrain, adopting the structural requirements
      for being built there. The structure adjusts around small features such as ponds
      or spires of rock, but it can’t be created on water or other nonsolid surfaces.
      If activated on snow, sand dunes, or other soft surfaces with a solid surface
      underneath, the structure’s foundation (if any) reaches the solid ground. If an
      item with this trait is activated on a solid but unstable surface, such as a swamp
      or an area plagued by tremors, roll a DC 3 flat check each day; on a failure,
      the structure begins to sink or collapse.
    name: Structure
    type: Equipment
  - descr: A talisman is a small object affixed to armor, a shield, or a weapon (called
      the affixed item). You must be wielding or wearing an item to activate a talisman
      attached to it. Once activated, a talisman burns out permanently.
    name: Talisman
    type: Equipment
  - descr: A wand contains a single spell which you can cast once per day.
    name: Wand
    type: Equipment
  - descr: These monitors are the self-styled defenders of reality. Traditional aeons
      have dualistic natures and forms, and they hold a dichotomy of interests, though
      axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate
      via a strange telepathic hodgepodge of sensory sending called envisioning.
    name: Aeon
    type: Monster
  - descr: An amphibious creature can breathe in water and in air, even outside of its
      preferred environment, usually indenitely but at least for hours. These creatures
      often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don’t
      take the usual –2 penalty for being underwater.
    name: Amphibious
    type: Monster
  - descr: Anadis are peaceful, reclusive humanoids who live deep within woodlands,
      jungles, and other untamed areas of wilderness. Their natural forms resemble humanoid
      spiders covered in beautiful and distinctive markings of varying colors.
    name: Anadi
    type: Monster
  - descr: This family of celestials is native to the plane of Nirvana. Most angels
      are neutral good, have darkvision, and have a weakness to evil damage.
    name: Angel
    type: Monster
  - descr: Aquatic creatures are at home underwater. Their bludgeoning and slashing
      unarmed Strikes don’t take the usual –2 penalty for being underwater. Aquatic
      creatures can breathe water but not air.
    name: Aquatic
    type: Monster
  - descr: Members of this family of celestials are the protectors of Heaven and are
      lawful good. They have darkvision and a weakness to evil damage.
    name: Archon
    type: Monster
  - descr: This family of celestials is native to Elysium. They are typically chaotic
      good and have darkvision and a weakness to evil and cold iron.
    name: Azata
    type: Monster
  - descr: Boggards are frog-like humanoids. They typically have darkvision.
    name: Boggard
    type: Monster
  - descr: 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
  # TODO Fix description?
  - descr: When you hit a flat-footed creature, this weapon deals 1 precision damage
      in addition to its normal damage. The precision damage increases to 2 if the weapon
      is a 
    name: Backstabber
    type: Weapon
  - descr: You can use the momentum from a missed attack with this weapon to lead into
      your next attack. After missing with this weapon on your turn, you gain a +1 circumstance
      bonus to your next attack with this weapon before the end of your turn.
    name: Backswing
    type: Weapon
  # TODO Fix deadly description?
  - descr: On a critical hit, the weapon adds a weapon damage die of the listed size.
      Roll this after doubling the weapon’s damage. This increases to two dice if the
      weapon has a 
    name: Deadly
    type: Weapon
  - descr: You can use this weapon to Disarm with the Athletics skill even if you don’t
      have a free hand. This uses the weapon’s reach (if different from your own) and
      adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the
      Athletics check. If you critically fail a check to Disarm using the weapon, you
      can drop the weapon to take the effects of a failure instead of a critical failure.
      On a critical success, you still need a free hand if you want to take the item.
    name: Disarm
    type: Weapon
  - descr: Dwarves craft and use these weapons.
    name: Dwarf
    type: Weapon
  - descr: Elves craft and use these weapons.
    name: Elf
    type: Weapon
  - descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage
      die increases to that die size instead of the normal die size, and the weapon
      adds one additional damage die of the listed size.
    name: Fatal
    type: Weapon
  - descr: "**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
  # TODO Fix descr
  - descr: This weapon can be used to Trip with the 
    name: Ranged Trip
    type: Weapon
  - descr: Natural attacks with this trait can be used to attack creatures up to the
      listed distance away instead of only adjacent creatures.
    name: Reach
    type: Weapon
  - descr: You can use this weapon to Shove with the Athletics skill even if you don’t
      have a free hand. This uses the weapon’s reach (if different from your own) and
      adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics
      check. If you critically fail a check to Shove using the weapon, you can drop
      the weapon to take the effects of a failure instead of a critical failure.
    name: Shove
    type: Weapon
  - descr: This weapon makes wide sweeping or spinning attacks, making it easier to
      attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance
      bonus to your attack roll if you already attempted to attack a different target
      this turn using this weapon.
    name: Sweep
    type: Weapon
  # TODO Fix descr
  - descr: This weapon is attached to a length of rope or chain that allows you to
      retrieve it after it has left your hand. If you have a free hand while wielding
      this weapon, you can use an 
    name: Tethered
    type: Weapon
  # TODO Fix descr
  - descr: You can throw this weapon as a ranged attack. A thrown weapon adds your
       Strength modifier to damage just like a melee weapon does. When this trait appears
       on a melee weapon, it also includes the range increment. Ranged weapons with
       this trait use the range increment specified in the weapon’s Range entry.
    name: Thrown
    type: Weapon
  - descr: You can use this weapon to Trip with the Athletics skill even if you don’t
      have a free hand. This uses the weapon’s reach (if different from your own) and
      adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics
      check. If you critically fail a check to Trip using the weapon, you can drop the
      weapon to take the effects of a failure instead of a critical failure.
    name: Trip
    type: Weapon
  - descr: These weapons are used as a pair, complementing each other. When you attack
      with a twin weapon, you add a circumstance bonus to the damage roll equal to the
      weapon’s number of damage dice if you have previously attacked with a different
      weapon of the same type this turn. The weapons must be of the same type to benefit
      from this trait, but they don’t need to have the same runes.
    name: Twin
    type: Weapon
  # TODO Fix descr
  - descr: This weapon can be wielded with two hands. Doing so changes its weapon damage
      die to the indicated value. This change applies to all the weapon’s damage dice,
      such as those from 
    name: Two-Hand
    type: Weapon
  - descr: An unarmed attack uses your body rather than a manufactured weapon. An unarmed
      attack isn’t a weapon, though it’s categorized with weapons for weapon groups,
      and it might have weapon traits. Since it’s part of your body, an unarmed attack
      can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping
      appendage follows the same rules as a free-hand weapon.
    name: Unarmed
    type: Weapon
  - descr: A versatile weapon can be used to deal a different type of damage than that
      listed in the Damage entry. This trait indicates the alternate damage type. For
      instance, a piercing weapon that is versatile S can be used to deal piercing or
      slashing damage. You choose the damage type each time you make an attack.
    name: Versatile
    type: Weapon
  - descr: This ranged weapon is less effective at close distances. Your attacks against
      targets that are at a distance within the range listed take a –2 penalty.
    name: Volley
    type: Weapon
  - descr: Feats with the additive trait allow you to spend actions to add special substances
      to bombs or elixirs. You can add only one additive to a single alchemical item,
      and attempting to add another spoils the item. You can typically use actions with
      the additive trait only when you’re creating an infused alchemical item, and some
      can be used only with the Quick Alchemy action. The additive trait is always followed
      by a level, such as additive 2. An additive adds its level to the level of the
      alchemical item you’re modifying; the result is the new level of the mixture.
      The mixture’s item level must be no higher than your advanced alchemy level.
    name: Additive 1
    type: None
  - descr: Feats with the additive trait allow you to spend actions to add special substances
      to bombs or elixirs. You can add only one additive to a single alchemical item,
      and attempting to add another spoils the item. You can typically use actions with
      the additive trait only when you’re creating an infused alchemical item, and some
      can be used only with the Quick Alchemy action. The additive trait is always followed
      by a level, such as additive 2. An additive adds its level to the level of the
      alchemical item you’re modifying; the result is the new level of the mixture.
      The mixture’s item level must be no higher than your advanced alchemy level.
    name: Additive 2
    type: None
  - descr: Feats with the additive trait allow you to spend actions to add special substances
      to bombs or elixirs. You can add only one additive to a single alchemical item,
      and attempting to add another spoils the item. You can typically use actions with
      the additive trait only when you’re creating an infused alchemical item, and some
      can be used only with the Quick Alchemy action. The additive trait is always followed
      by a level, such as additive 2. An additive adds its level to the level of the
      alchemical item you’re modifying; the result is the new level of the mixture.
      The mixture’s item level must be no higher than your advanced alchemy level.
    name: Additive 3
    type: None
  - descr: You can throw this weapon as a ranged attack. A thrown weapon adds your
       Strength modifier to damage just like a melee weapon does. When this trait appears
       on a melee weapon, it also includes the range increment. Ranged weapons with
       this trait use the range increment specified in the weapon’s Range entry.
    name: Thrown 10ft.
    type: Weapon
  - descr: You can throw this weapon as a ranged attack. A thrown weapon adds your
      Strength modifier to damage just like a melee weapon does. When this trait appears
      on a melee weapon, it also includes the range increment. Ranged weapons with
      this trait use the range increment specified in the weapon’s Range entry.
    name: Thrown 20ft.
    type: Weapon
  # TODO Fix descr
  - descr: On a critical hit, the weapon adds a weapon damage die of the listed size.
      Roll this after doubling the weapon’s damage. This increases to two dice if the
      weapon has a 
    name: Deadly d8
    type: Weapon
  # TODO Fix descr
  - descr: On a critical hit, the weapon adds a weapon damage die of the listed size.
      Roll this after doubling the weapon’s damage. This increases to two dice if the
      weapon has a 
    name: Deadly d10
    type: Weapon
  - descr: A versatile weapon can be used to deal a different type of damage than that
      listed in the Damage entry. This trait indicates the alternate damage type. For
      instance, a piercing weapon that is versatile S can be used to deal piercing or
      slashing damage. You choose the damage type each time you make an attack.
    name: Versatile S
    type: Weapon
  - descr: A versatile weapon can be used to deal a different type of damage than that
      listed in the Damage entry. This trait indicates the alternate damage type. For
      instance, a piercing weapon that is versatile S can be used to deal piercing or
      slashing damage. You choose the damage type each time you make an attack.
    name: Versatile P
    type: Weapon
  - descr: A versatile weapon can be used to deal a different type of damage than that
      listed in the Damage entry. This trait indicates the alternate damage type. For
      instance, a piercing weapon that is versatile S can be used to deal piercing or
      slashing damage. You choose the damage type each time you make an attack.
    name: Versatile B
    type: Weapon
  # TODO Fix descr
  - descr: This weapon can be wielded with two hands. Doing so changes its weapon damage
      die to the indicated value. This change applies to all the weapon’s damage dice,
      such as those from 
    name: Two-Hand d8
    type: Weapon
  # TODO Fix descr
  - descr: This weapon can be wielded with two hands. Doing so changes its weapon damage
      die to the indicated value. This change applies to all the weapon’s damage dice,
      such as those from 
    name: Two-Hand d10
    type: Weapon
  # TODO Fix descr
  - descr: This weapon can be wielded with two hands. Doing so changes its weapon damage
      die to the indicated value. This change applies to all the weapon’s damage dice,
      such as those from 
    name: Two-Hand d12
    type: Weapon
  - descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage
      die increases to that die size instead of the normal die size, and the weapon
      adds one additional damage die of the listed size.
    name: Fatal d8
    type: Weapon
  - descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage
      die increases to that die size instead of the normal die size, and the weapon
      adds one additional damage die of the listed size.
    name: Fatal d10
    type: Weapon
  - descr: The fatal trait includes a die size. On a critical hit, the weapon’s damage
      die increases to that die size instead of the normal die size, and the weapon
      adds one additional damage die of the listed size.
    name: Fatal d12
    type: Weapon
  - descr: The weapon is suited for mounted combat with a harness or similar means.
      When mounted, if you moved at least 10 feet on the action before your attack,
      add a circumstance bonus to damage for that attack equal to the number of damage
      dice for the weapon. In addition, while mounted, you can wield the weapon in one
      hand, changing the damage die to the listed value.
    name: Jousting d6
    type: Weapon
  - descr: This ranged weapon is less effective at close distances. Your attacks against
      targets that are at a distance within the range listed take a –2 penalty.
    name: Volley 30 ft.
    type: Weapon
