{
	"trait": [
		{
			"name": "Herald",
			"source": "AoE4",
			"page": 85,
			"categories": [
				"Creature"
			],
			"entries": [
				"Nearly all deities have a specific representative known as a herald; heralds are as diverse in their appearances and abilities as the gods themselves. A creature with the herald type is always {@trait unique}."
			]
		},
		{
			"name": "Flirt",
			"source": "CC0",
			"page": 11,
			"categories": [
				"Persona"
			],
			"entries": [
				"The public perceives you as the most romantic of the group, and you may be thought of as a seducer or vapid pretender who gets by on their looks and brings nothing of value to the party."
			]
		},
		{
			"name": "Guardian",
			"source": "CC0",
			"page": 12,
			"categories": [
				"Persona"
			],
			"entries": [
				"The public perceives you as the healer and protector of the group, but some may also consider you too soft-hearted and meek to be a \"true hero.\""
			]
		},
		{
			"name": "Leader",
			"source": "CC0",
			"page": 12,
			"categories": [
				"Persona"
			],
			"entries": [
				"The public perceives you as the leader of the group, but some likewise consider you too brash or even pompous."
			]
		},
		{
			"name": "Scholar",
			"source": "CC0",
			"page": 12,
			"categories": [
				"Persona"
			],
			"entries": [
				"The public considers you the problem-solver and brains of the group, though some also perceive you as arrogant or incapable of physical tasks."
			]
		},
		{
			"name": "Scoundrel",
			"source": "CC0",
			"page": 12,
			"categories": [
				"Persona"
			],
			"entries": [
				"The public is convinced you are the \"bad boy/bad girl\" of the group who gets the distasteful but necessary things done, but who is at times thought of as a criminal or potential traitor to the party."
			]
		},
		{
			"name": "Underdog",
			"source": "CC0",
			"page": 12,
			"categories": [
				"Persona"
			],
			"entries": [
				"The public perceives you as a \"fish out of water\"\u2014someone who accidentally got swept up by the group and still manages to triumph, but who is sometimes thought of as a weak link or loser."
			]
		},
		{
			"name": "Warrior",
			"source": "CC0",
			"page": 12,
			"categories": [
				"Persona"
			],
			"entries": [
				"The public believes you are the strong-arm of the group, the person who excels in a fight but is also at times considered cruel, uncouth, or even a bully."
			]
		},
		{
			"name": "Wildcard",
			"source": "CC0",
			"page": 12,
			"categories": [
				"Persona"
			],
			"entries": [
				"The public perceives you as a source of whimsy, outlandish ideas, and comedy in the group, but that reputation is a double-edged sword, as some also consider you a liability or unreliable."
			]
		},
		{
			"name": "Kami",
			"source": "B3",
			"page": 309,
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Kami are spirits of the Material Plane that bond with a specific object or place."
			]
		},
		{
			"name": "Reincarnated",
			"source": "SoG4",
			"page": 79,
			"categories": [
				"Ancestry & Heritage"
			],
			"entries": [
				"These {@trait rare} ancestry feats are available to any character who has {@ritual reincarnate|APG|reincarnated} at least once, either as part of their backstory or because of a {@ritual reincarnate|APG|reincarnation} that took place during play."
			]
		},
		{
			"name": "Div",
			"source": "B3",
			"page": 308,
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Divs are a family of fiends spawned from the spirits of evil {@trait genie||genies} within the desolation of {@place Abaddon|GMG}. Most divs are neutral evil. They typically have greater {@ability darkvision} and weakness to {@item cold iron (generic)||cold iron} and good damage."
			]
		},
		{
			"name": "Trial",
			"source": "LOTXWG",
			"remaster": true,
			"page": 51,
			"categories": [
				"Spell"
			],
			"entries": [
				"Rituals with the trial trait extend beyond the initial checks necessary when the ritual is first performed, and they typically have a following condition or set of conditions that must be met before they grant their full benefits. The particulars of the conditions are specified in each individual ritual and can vary from defeating a set number of a particular type of monster to performing some other notable deed or accomplishment."
			]
		},
		{
			"name": "Tea",
			"source": "SoG2",
			"page": 76,
			"categories": [
				"Item"
			],
			"entries": [
				"Magic tea is a type of {@trait potion}. It activates when you drink it, which uses it up. Magic tea has the potion and tea traits. When you {@action craft} a dose of magic tea, the raw materials you supply are in the form of unusual and costly tea leaves. The process of crafting magic tea includes infusing the leaves with magical reagents, purifying the water, and steeping the tea in the water, resulting in what's essentially a particularly delicious-tasting potion. You can {@action activate an item||activate} magic tea with an {@action Interact} action as you drink it or feed it to another creature, as if it were a potion. You can also activate magic tea with a 10-minute activity that requires {@item sterling artisan's tools||sterling teaware} (these artisan's tools can be shared by up to four people who take this activity simultaneously) to prepare the tea and then consume it or present it to someone during a short tea ceremony, after which the magic tea's effects begin; activating magic tea in this way enhances its effect, as detailed in each entry's Tea Ceremony.",
				"Once you drink a dose of magic tea, you're temporarily immune to that particular type of magic tea for 24 hours."
			]
		},
		{
			"name": "Nindoru",
			"source": "SoG2",
			"page": 84,
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Nindorus are chaotic evil {@trait fiend||fiends} that rise from corruptions to the cycle of reincarnating souls and live on the {@plane Material Plane}. Although they often have elements in their appearance that make them seem {@trait undead}, they're actually living beings. Most nindorus have {@ability darkvision}, are immune to {@trait death} effects, have weakness to {@item silver (generic)||silver}, and possess the power to manifest objects or creatures from their thoughts."
			]
		},
		{
			"name": "Ardande",
			"source": "RoE",
			"page": 235,
			"categories": [
				"Ancestry & Heritage"
			],
			"entries": [
				"Ardandes are planar scions descended from {@creature kizidhar|RoE} and other beings of elemental wood."
			]
		},
		{
			"name": "Bottled Breath",
			"source": "RoE",
			"page": 235,
			"categories": [
				"Equipment"
			],
			"entries": [
				"Bottles of breath are enchanted bottles of cloud and mist, first developed by the denizens of the {@place Plane of Air|GMG}. You can Activate an item with the bottled breath trait as you inhale it or cause another creature to inhale it. You can make another creature inhale bottled breath only if that creature is within reach and willing or so helpless that it can't resist. You usually need only one hand to consume a bottled breath or make another creature inhale it.",
				"The bottled breath is held in a user's lungs, and its effects last as long as the user holds its breath. This is typically a maximum number of rounds equal to 5 + its Constitution modifier, but this time can be reduced due to the creature's actions or it taking damage, or extended by abilities that increase the amount of time a creature can hold its breath.",
				"Some bottled breath consumables have a special effect when you exhale them. Since you're exhaling the breath, doing this expends the item."
			]
		},
		{
			"name": "Censer",
			"source": "RoE",
			"page": 123,
			"categories": [
				"Equipment"
			],
			"entries": [
				"An item with the censer trait must be filled with incense to Activate it, which ignites the incense and causes the censer to exude a cloud of smoke. The smoke creates an aura in an emanation from the censer's square. The smoke lasts for 1 minute but is immediately dispersed by a strong wind (ending the activation) or if you Dismiss the activation to snuff out the incense. Unless specifically noted otherwise, the smoke from a censer isn't thick enough to make creatures {@condition concealed}, and you can choose to be immune to the smoke of any censer you Activate. You must be holding a censer to Activate it, but if you Release the censer, the incense continues to burn from the censer's location.",
				"A magical censer requires incense, as noted in its activation, which can be purchased in most settlements. You can use an alchemical or magical incense item for this purpose, but the magic of the censer overwhelms the incense and negates any other magical or alchemical properties it has. You can typically use the censer without activating it to burn incense as though it were a mundane censer."
			]
		},
		{
			"name": "Composite",
			"source": "RoE",
			"page": 15,
			"categories": [
				"Action & Ability"
			],
			"entries": [
				"A composite impulse combines multiple elements. You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits."
			]
		},
		{
			"name": "Figurehead",
			"source": "RoE",
			"page": 177,
			"categories": [
				"Equipment"
			],
			"entries": [
				"While many ships are adorned with decorative carvings, daring crews sometimes procure magical figureheads for their vessels. Installing an item with the figurehead trait takes 1 hour. The item then shifts slightly to match the vessel's purpose or crew as determined by the attuned creature, such as gaining avian features on a {@ancestry tengu|RoE} vessel. A ship can have only one figurehead attached to it at a time; attaching another one suppresses all the figureheads.",
				"A figurehead can be activated only by a creature that's attuned to it, a process that takes 1 hour and can be performed while the creature is installing the figurehead. Only one creature can be attuned to the figurehead at a time unless otherwise noted. The attuned creature can activate the figurehead from anywhere aboard the vessel. Typically, the owner or captain of the vessel attunes to their vessel's figurehead.",
				"The figureheads presented here TODO assume the vehicles they attach to are sailing ships or similar aquatic vessels, but figureheads might be modified or crafted to function on other vehicles instead."
			]
		},
		{
			"name": "Focus",
			"source": "RoE",
			"page": 236,
			"categories": [],
			"entries": [
				"A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up."
			]
		},
		{
			"name": "Impulse",
			"source": "RoE",
			"page": 15,
			"categories": [
				"Action & Ability"
			],
			"entries": [
				"The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the {@trait concentrate} trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait."
			]
		},
		{
			"name": "Infusion",
			"source": "RoE",
			"page": 15,
			"categories": [
				"Action & Ability"
			],
			"entries": [
				"Actions with the infusion trait tweak your kineticist impulses. You must use an infusion action directly before the impulse action you want to alter. If you use any action (including free actions and reactions) other than an impulse action directly after, you waste the benefits of the infusion action. Any additional effects added by an infusion action are part of the impulse's effect, not of the infusion action itself."
			]
		},
		{
			"name": "Kineticist",
			"source": "RoE",
			"page": 237,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the kineticist class."
			]
		},
		{
			"name": "Metal",
			"source": "RoE",
			"page": 237,
			"categories": [
				"Energy & Element",
				"Planar"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Overflow",
			"source": "RoE",
			"page": 15,
			"categories": [
				"Action & Ability"
			],
			"entries": [
				"Powerful impulses temporarily overdraw the energy of your kinetic gate. When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with {@action Channel Elements|RoE}). Extinguishing your element this severely is taxing, and consequently, you can use only one overflow impulse per round, even if you reactivate your kinetic gate."
			]
		},
		{
			"name": "Spellshape",
			"source": "RoE",
			"page": 238,
			"categories": [
				"General"
			],
			"entries": [
				"Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself."
			]
		},
		{
			"name": "Talos",
			"source": "RoE",
			"page": 238,
			"categories": [
				"Ancestry & Heritage"
			],
			"entries": [
				"Taloses are planar scions descended from {@creature zuhra|RoE|zuhras}."
			]
		},
		{
			"name": "Vitality",
			"source": "RoE",
			"page": 238,
			"categories": [
				"Energy & Element"
			],
			"entries": [
				"Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to {@trait undead}, or manipulate vitality energy."
			]
		},
		{
			"name": "Void",
			"source": "RoE",
			"page": 238,
			"categories": [
				"Energy & Element"
			],
			"entries": [
				"Effects with this trait heal {@trait undead} creatures with void energy, deal void damage to living creatures, or manipulate void energy"
			]
		},
		{
			"name": "Wood",
			"source": "RoE",
			"page": 238,
			"categories": [
				"Energy & Element",
				"Planar"
			],
			"entries": [
				"Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood."
			]
		},
		{
			"name": "Charau-ka",
			"source": "LOME",
			"page": 296,
			"otherSources": {
				"Originally": [
					"AoA2|84"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Mandrill-like humanoids that are brutal warriors. Many charau-ka live in Usaro."
			]
		},
		{
			"name": "Inscribed",
			"source": "TV",
			"page": 8,
			"entries": [
				"The armor has been treated so it can be inscribed with magical symbols using the same method as {@action Craft||Crafting} a {@item scroll (generic)||scroll}. Inscribed attire can hold one scroll inscribed on it. You need a free hand to {@action Activate an Item||Activate} the scroll, but you don't need to {@action Interact} to draw it. You can also {@action Activate an Item||Activate} the magic to erase the scroll the armor currently contains. You can't inscribe a new scroll onto the armor if a scroll is currently inscribed on it or if the armor is broken."
			],
			"categories": [
				"Armor"
			]
		},
		{
			"name": "Ponderous",
			"source": "TV",
			"page": 8,
			"entries": [
				"The armor has moving parts or other complications that lengthen the wearer's initial reaction time. While wearing the armor, you take a \u20131 penalty to initiative checks. If you don't meet the armor's required Strength score, this penalty increases to be equal to the armor's check penalty if it's worse."
			],
			"categories": [
				"Armor"
			]
		},
		{
			"name": "Laminar",
			"source": "TV",
			"page": 8,
			"entries": [
				"The armor is made up of layered sections, so when it breaks, it isn't as much of a problem. The status penalty to AC if this armor is broken is \u20131 for broken medium armor, \u20132 for broken heavy armor, or no penalty for broken light armor."
			],
			"categories": [
				"Armor"
			]
		},
		{
			"name": "Hindering",
			"source": "TV",
			"page": 8,
			"entries": [
				"This armor is so heavy and bulky it slows you down no matter what. You take a \u20135 penalty to all your Speeds (to a minimum of a 5‑foot Speed). This is separate from and in addition to the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's Speed penalty."
			],
			"categories": [
				"Armor"
			]
		},
		{
			"name": "Entrench",
			"source": "TV",
			"variable": true,
			"page": 8,
			"entries": [
				"You can position yourself in the armor or reposition its articulated pieces to better protect against some attacks. If you're trained in this armor, while wearing it you can spend a single action to gain a +1 circumstance bonus to AC against a certain type of attack until the start of your next turn. The entrench trait lists the type of attack this bonus applies against, typically entrench melee or entrench ranged."
			],
			"categories": [
				"Armor"
			]
		},
		{
			"name": "Aquadynamic",
			"source": "TV",
			"page": 8,
			"entries": [
				"This armor is designed for use underwater, with streamlined design and buoyant materials used in strategic places. You don't apply the armor's check penalty to {@skill Acrobatics} or {@skill Athletics} checks in water or similar liquids."
			],
			"categories": [
				"Armor"
			]
		},
		{
			"name": "Adjusted",
			"variable": true,
			"source": "TV",
			"page": 8,
			"entries": [
				"The equipment comes with an adjustment described in its entry. This adjustment is built into the equipment permanently, meaning the equipment can't have another adjustment added, nor can it be swapped out for a different adjustment. If the adjustment alters the item's base statistics, such as adding the {@trait noisy} trait, that's reflected in the equipment's table entry. Armor adjustments can be found {@filter here|items||category=Adjustment}."
			],
			"categories": [
				"Armor"
			]
		},
		{
			"name": "Spellshot",
			"source": "G&G",
			"page": 140,
			"entries": [],
			"categories": [
				"Class"
			]
		},
		{
			"name": "City-state",
			"source": "LOIL",
			"page": 113,
			"entries": [],
			"categories": [
				"Settlement"
			]
		},
		{
			"name": "Vishkanya",
			"source": "LOIL",
			"page": 343,
			"entries": [
				"An ancestry with snake-like features and powerful venom."
			],
			"categories": [
				"Ancestry & Heritage"
			]
		},
		{
			"name": "Vanara",
			"source": "LOIL",
			"page": 343,
			"entries": [
				"An inquisitive ancestry with primate-like features and prehensile tails."
			],
			"categories": [
				"Ancestry & Heritage"
			]
		},
		{
			"name": "Nagaji",
			"source": "LOIL",
			"page": 347,
			"entries": [
				"A traditionalist ancestry with reptilian features and serpentine heads."
			],
			"categories": [
				"Ancestry & Heritage"
			]
		},
		{
			"name": "Kashrishi",
			"source": "LOIL",
			"page": 341,
			"entries": [
				"A stout ancestry bearing distinctive crystal horns and inherent psychic abilities."
			],
			"categories": [
				"Ancestry & Heritage"
			]
		},
		{
			"name": "Ghoran",
			"source": "LOIL",
			"page": 341,
			"entries": [
				"An intelligent plant ancestry that maintain long lives by rejuvenating themselves from seeds."
			],
			"categories": [
				"Ancestry & Heritage"
			]
		},
		{
			"name": "Amp",
			"source": "DA",
			"page": 218,
			"entries": [
				"An amp is a special thoughtform that modifies the properties of your psi cantrips. Psi cantrips each have their own amp, and feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps."
			],
			"categories": [
				"Feat",
				"Spell"
			]
		},
		{
			"name": "Deviant",
			"source": "DA",
			"page": 218,
			"entries": [
				"This trait describes strange supernatural or paranormal abilities.",
				"{@note See {@variantrule Deviant Abilities|DA} for more information.}"
			],
			"categories": [
				"Feat",
				"Class",
				"Action & Ability"
			]
		},
		{
			"name": "Aftermath",
			"source": "DA",
			"page": 218,
			"entries": [
				"This trait describes feats that represent special abilities gained after exposure to the weird and deadly.",
				"{@note See {@variantrule Aftermath Feats|DA} for more information.}"
			],
			"categories": [
				"Feat",
				"Class"
			]
		},
		{
			"name": "Esoterica",
			"source": "DA",
			"page": 220,
			"entries": [
				"The esoterica trait is present in many thaumaturge feats and class features that incorporate the various talismans, supernatural trinkets, and other objects you carry with you. Abilities that have the esoterica trait require you to be in possession of your esoterica to use them. Normally, you're assumed to always have your esoterica with you, but in some rare circumstances, you might either not have them on hand or have your gear stripped from you."
			],
			"categories": [
				"Feat",
				"Action & Ability"
			]
		},
		{
			"name": "Thaumaturge",
			"source": "DA",
			"page": 222,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class thaumaturge|da} class."
			]
		},
		{
			"name": "Psychic",
			"source": "DA",
			"page": 221,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class psychic|da} class."
			]
		},
		{
			"name": "Mindshift",
			"source": "DA",
			"page": 13,
			"categories": [
				"Action & Ability",
				"Combat"
			],
			"entries": [
				"An action with this trait can always be altered to use the raw power of your mind. When you take this action, you can choose to replace any damage it deals with mental damage, give it the mental trait, and replace any save it requires with a Will save. The action loses any traits matching damage types it no longer deals."
			]
		},
		{
			"name": "Psyche",
			"source": "DA",
			"page": 13,
			"categories": [
				"Action & Ability",
				"Combat"
			],
			"entries": [
				"Your psyche must be unleashed to use abilities that have the psyche trait, and they end automatically when your unleashed psyche subsides."
			]
		},
		{
			"name": "[Class]",
			"source": "SoM",
			"page": 219,
			"categories": [
				"Class"
			],
			"entries": [
				"When you take this feat, it gains the trait appropriate for your class {@note (replacing this one)}."
			]
		},
		{
			"name": "[Magical Tradition]",
			"source": "B1",
			"page": 342,
			"categories": [
				"Tradition"
			],
			"entries": [
				"{@note Replace this trait with another fitting magic tradition, such as {@trait Arcane}, {@trait Divine}, {@trait Primal}, or {@trait Occult}.}"
			]
		},
		{
			"name": "Reflection",
			"source": "DA",
			"page": 221,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"A creature with this trait has the reflection versatile heritage. Reflections are beings who are copies of living people, whether through cloning, planar duplication, or another mechanism. An ability with this trait can be used or selected only by reflections."
			]
		},
		{
			"name": "Aasimar",
			"source": "APG",
			"page": 266,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"A creature with this trait has the aasimar versatile heritage. Aasimars are planar scions descended from celestial beings. An ability with this trait can be used or selected only by aasimars."
			]
		},
		{
			"name": "Aberration",
			"source": "CRB",
			"page": 266,
			"otherSources": {
				"Reprinted": [
					"B1|345",
					"B2|307",
					"SoM|252"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Aberrations are creatures from beyond the planes or corruptions of the natural order."
			]
		},
		{
			"name": "Abjuration",
			"source": "CRB",
			"page": 628,
			"categories": [
				"School"
			],
			"implies": {
				"spell": {
					"_fSchool": "Abjuration"
				}
			},
			"entries": [
				"Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers."
					],
					"source": "CRB",
					"page": 297
				}
			],
			"_data": {
				"school": {
					"short": "Abj.",
					"color": "00b921"
				}
			}
		},
		{
			"name": "Academic",
			"source": "LOCG",
			"page": 132,
			"categories": [
				"General"
			],
			"entries": [
				"Academic entities are centered around study and the pursuit of knowledge. Academic organizations are often schools or groups including students, teachers, and researchers."
			]
		},
		{
			"name": "Acid",
			"source": "CRB",
			"page": 628,
			"otherSources": {
				"Reprinted": [
					"B1|345",
					"B2|307",
					"SoM|252",
					"G&G|230"
				]
			},
			"categories": [
				"Energy & Element"
			],
			"entries": [
				"Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid."
			]
		},
		{
			"name": "Additive",
			"source": "CRB",
			"variable": true,
			"page": 75,
			"entries": [
				"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 {@trait infused} {@trait alchemical} item, and some can be used only with the {@action Quick Alchemy} action. The additive trait is always followed by a level, such as {@trait 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."
			],
			"categories": [
				"Feat"
			]
		},
		{
			"name": "Adjustment",
			"source": "LOTGB",
			"page": 133,
			"otherSources": {
				"Reprinted": [
					"TV|11"
				]
			},
			"entries": [
				"Items with this trait alter existing pieces of equipment, typically armors, shields, and weapons. A given adjustment notes which type of equipment it modifies, and a piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment takes 10 minutes of work and a {@item repair kit}."
			]
		},
		{
			"name": "Aeon",
			"source": "B1",
			"page": 345,
			"otherSources": {
				"Reprinted": [
					"B2|307"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"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": "Agile",
			"source": "CRB",
			"page": 282,
			"otherSources": {
				"Reprinted": [
					"G&G|230"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"The multiple attack penalty you take with this weapon on the second attack on your turn is \u20134 instead of \u20135, and \u20138 instead of \u201310 on the third and subsequent attacks in the turn."
			]
		},
		{
			"name": "Air",
			"source": "CRB",
			"page": 628,
			"otherSources": {
				"Reprinted": [
					"B1|345",
					"B2|308",
					"G&G|230",
					"SoM|252"
				],
				"Expanded": [
					"GMG|250"
				]
			},
			"categories": [
				"Energy & Element",
				"Planar"
			],
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"source": "GMG",
					"page": 250,
					"entries": [
						"Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and {@trait earth} magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings."
					]
				}
			]
		},
		{
			"name": "Alchemical",
			"source": "CRB",
			"page": 628,
			"otherSources": {
				"Reprinted": [
					"G&G|230"
				]
			},
			"categories": [
				"Item"
			],
			"entries": [
				"Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't {@trait magical} and don't radiate a magical aura."
			]
		},
		{
			"name": "Alchemist",
			"source": "CRB",
			"page": 628,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class alchemist} class."
			]
		},
		{
			"name": "Amphibious",
			"source": "B1",
			"page": 345,
			"otherSources": {
				"Reprinted": [
					"B2|308",
					"SoM|252"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"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 {@action Strike||Strikes} don't take the usual \u20132 penalty for being underwater."
			]
		},
		{
			"name": "Anadi",
			"source": "LOME",
			"page": 308,
			"otherSources": {
				"Originally": [
					"AoA1|84"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"A reclusive people from Garund who resemble spiders and can assume human forms."
			]
		},
		{
			"name": "Android",
			"source": "LOAG",
			"page": 140,
			"categories": [
				"Ancestry & Heritage"
			],
			"entries": [
				"A synthetic humanoid ancestry created by artificial means. Most common in Numeria."
			]
		},
		{
			"name": "Angel",
			"source": "CRB",
			"page": 628,
			"otherSources": {
				"Reprinted": [
					"B1|345",
					"B2|308"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have {@ability darkvision}, and have a weakness to evil damage."
			]
		},
		{
			"name": "Animal",
			"source": "CRB",
			"page": 628,
			"otherSources": {
				"Reprinted": [
					"B1|345",
					"B1|308"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over \u20134, can't speak languages, and can't be trained in Intelligence-based skills."
			]
		},
		{
			"name": "Any",
			"source": "B1",
			"page": 345,
			"categories": [
				"Alignment",
				"_alignAbv"
			],
			"entries": [
				"Any Alignment"
			]
		},
		{
			"name": "Apex",
			"source": "CRB",
			"page": 628,
			"categories": [
				"Item"
			],
			"entries": [
				"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": "Aphorite",
			"source": "LOAG",
			"page": 140,
			"categories": [
				"Ancestry & Heritage"
			],
			"entries": [
				"A type of planar scion descended from a being from Axis, the Plane of Law."
			]
		},
		{
			"name": "Aquatic",
			"source": "B1",
			"page": 345,
			"otherSources": {
				"Reprinted": [
					"B2|308",
					"SoM|252"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed {@action Strike||Strikes} don't take the usual \u20132 penalty for being underwater. Aquatic creatures can breathe water but not air."
			]
		},
		{
			"name": "Arcane",
			"source": "CRB",
			"page": 628,
			"otherSources": {
				"Expanded": [
					"G&G|230"
				]
			},
			"categories": [
				"Tradition"
			],
			"entries": [
				"This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is {@trait magical}.",
				"A creature with this trait is primarily constituted of or has a strong connection to arcane magic."
			]
		},
		{
			"name": "Archetype",
			"source": "CRB",
			"page": 628,
			"otherSources": {
				"Reprinted": [
					"SoM|252",
					"G&G|230"
				]
			},
			"categories": [
				"Feat"
			],
			"entries": [
				"This feat belongs to an archetype."
			]
		},
		{
			"name": "Archon",
			"source": "CRB",
			"page": 628,
			"otherSources": {
				"Reprinted": [
					"B1|345",
					"B2|308"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Members of this family of celestials are the protectors of Heaven and are lawful good. They have {@ability darkvision} and a weakness to evil damage."
			]
		},
		{
			"name": "Artifact",
			"source": "GMG",
			"page": 250,
			"categories": [
				"Item"
			],
			"entries": [
				"Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always {@trait rare} or {@trait unique}."
			]
		},
		{
			"name": "Astral",
			"source": "B1",
			"page": 345,
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane."
			]
		},
		{
			"name": "Attached",
			"source": "CRB",
			"variable": true,
			"page": 282,
			"otherSources": {
				"Reprinted": [
					"G&G|230"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"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, {@item 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 {@skill 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": "Attack",
			"source": "CRB",
			"page": 629,
			"categories": [
				"Combat"
			],
			"entries": [
				"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": "Auditory",
			"source": "CRB",
			"page": 629,
			"otherSources": {
				"Reprinted": [
					"SoM|252",
					"G&G|230"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"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 {@trait sonic} effect, which still affects targets who can't hear it (such as {@condition deafened|CRB|deaf} targets) as long as the effect itself makes sound."
			]
		},
		{
			"name": "Aura",
			"source": "CRB",
			"page": 629,
			"otherSources": {
				"Expanded": [
					"G&G|230"
				]
			},
			"categories": [
				"Combat"
			],
			"entries": [
				"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 or a creature with a strong alignment."
			]
		},
		{
			"name": "Automaton",
			"source": "G&G",
			"page": 230,
			"categories": [
				"Ancestry & Heritage"
			],
			"entries": [
				"Automatons are living constructs sustained by a magical core."
			]
		},
		{
			"name": "Azarketi",
			"source": "LOAG",
			"page": 140,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti."
			]
		},
		{
			"name": "Azata",
			"source": "CRB",
			"page": 629,
			"otherSources": {
				"Reprinted": [
					"B1|345",
					"B2|308"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"This family of celestials is native to Elysium. They are typically chaotic good and have {@ability darkvision} and a weakness to evil and cold iron."
			]
		},
		{
			"name": "Backstabber",
			"source": "CRB",
			"page": 282,
			"otherSources": {
				"Reprinted": [
					"G&G|230"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"When you hit a {@condition 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 +3 weapon."
			]
		},
		{
			"name": "Backswing",
			"source": "CRB",
			"page": 282,
			"otherSources": {
				"Reprinted": [
					"G&G|230"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"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": "Barbarian",
			"source": "CRB",
			"page": 629,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class barbarian|CRB} class."
			]
		},
		{
			"name": "Bard",
			"source": "CRB",
			"page": 629,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class bard|CRB} class."
			]
		},
		{
			"name": "Beast",
			"source": "CRB",
			"page": 629,
			"otherSources": {
				"Reprinted": [
					"B1|345",
					"B2|308",
					"SoM|252"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"A creature similar to an animal but with an Intelligence modifier of \u20133 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason."
			]
		},
		{
			"name": "Beastkin",
			"source": "LOAG",
			"page": 140,
			"categories": [
				"Ancestry & Heritage"
			],
			"entries": [
				"Humanoids that can partially or fully transform into animal forms."
			]
		},
		{
			"name": "Boggard",
			"source": "B1",
			"page": 345,
			"categories": [
				"Creature"
			],
			"entries": [
				"Boggards are frog-like humanoids. They typically have {@ability darkvision}."
			]
		},
		{
			"name": "Bomb",
			"source": "CRB",
			"page": 629,
			"otherSources": {
				"Reprinted": [
					"G&G|230"
				]
			},
			"categories": [
				"Item",
				"Weapon"
			],
			"entries": [
				"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.",
				"Bombs are martial {@trait thrown} weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, {@action Strike|CRB|Strikes} to throw alchemical bombs gain the {@trait manipulate} trait. The bomb is activated when thrown as a {@action Strike}\u2014you don't have to activate it separately."
			]
		},
		{
			"name": "Brutal",
			"source": "B2",
			"page": 310,
			"categories": [
				"Weapon"
			],
			"entries": [
				"A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll."
			]
		},
		{
			"name": "Bulwark",
			"source": "CRB",
			"page": 274,
			"categories": [
				"Armor"
			],
			"entries": [
				"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 {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier."
			]
		},
		{
			"name": "Caligni",
			"source": "B1",
			"page": 345,
			"otherSources": {
				"Reprinted": [
					"B2|308"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"These subterranean people have {@ability darkvision}, and some have powers to create darkness."
			]
		},
		{
			"name": "Cantrip",
			"source": "CRB",
			"page": 629,
			"categories": [
				"Spell"
			],
			"entries": [
				"A spell you can cast at will that is automatically heightened to half your level rounded up."
			]
		},
		{
			"name": "Range Increment",
			"alias": [
				"Range"
			],
			"source": "CRB",
			"variable": true,
			"page": 279,
			"categories": [
				"Weapon"
			],
			"entries": [
				"{@note While not an official trait but instead a weapon statistic, this is used in the traits entry of many creatures attacks. You can find the rules for range increments {@quickref here|CRB|1|range|0}.}"
			]
		},
		{
			"name": "Reload",
			"source": "CRB",
			"variable": true,
			"page": 279,
			"categories": [
				"Weapon"
			],
			"entries": [
				"{@note While not an official trait but instead a weapon statistic, this is used in the traits entry of many creatures attacks. You can find the rules for reloading {@quickref here|CRB|1|reload|0}.}"
			]
		},
		{
			"name": "Missive",
			"source": "TV",
			"page": 220,
			"categories": [
				"Item"
			],
			"entries": [
				"A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and {@trait consumable} traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic."
			]
		},
		{
			"name": "Relic",
			"source": "TV",
			"page": 204,
			"categories": [
				"Item"
			],
			"entries": []
		},
		{
			"name": "Capacity",
			"source": "TV",
			"otherSources": {
				"Originally": [
					"G&G|150"
				]
			},
			"variable": true,
			"page": 24,
			"categories": [
				"Weapon"
			],
			"entries": [
				"Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an {@action Interact} action that doesn't require a free hand. You can use abilities that let or require you to {@action Interact} to reload to switch barrels or chambers of a capacity weapon instead. Each barrel or chamber can be reloaded after it's fired as a separate {@action Interact} action."
			]
		},
		{
			"name": "Catalyst",
			"source": "SoM",
			"page": 168,
			"categories": [
				"Item"
			],
			"entries": [
				"Items with the catalyst trait are consumable material spell components that alter or magnify specific spells. {@action Activate an Item||Activating} a catalyst is part of {@action Cast a Spell||Casting the Spell}. The catalyst might increase the number of actions required to {@action Cast a Spell||Cast the Spell}, as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of {@action Cast a Spell||Casting the Spell}."
			]
		},
		{
			"name": "Catfolk",
			"source": "B1",
			"page": 345,
			"otherSources": {
				"Reprinted": [
					"APG|266"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"Catfolk are humanoids with feline features.",
				{
					"type": "entriesOtherSource",
					"source": "APG",
					"page": 266,
					"entries": [
						"A creature with this trait is a member of the catfolk ancestry. Catfolk are humanoids with feline features. An ability with this trait can be used or selected only by catfolk. An item with this trait is created and used by catfolk."
					]
				}
			]
		},
		{
			"name": "CE",
			"source": "B1",
			"page": 345,
			"categories": [
				"Alignment",
				"_alignAbv"
			],
			"entries": [
				"{@trait Chaotic} and {@trait evil}"
			]
		},
		{
			"name": "Celestial",
			"source": "CRB",
			"page": 629,
			"otherSources": {
				"Reprinted": [
					"B1|345",
					"B1|308",
					"SoM|252"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"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": "Certain Kill",
			"source": "FRP3",
			"page": 51,
			"categories": [
				"Combat"
			],
			"entries": [
				"The party has faced the Lightkeepers before, but never somewhere the villains could exhibit their full power. When Syndara chose these four fighters as his champions, he granted each a limited sovereignty over the planar laws of the {@i Glass Lighthouse}. {@creature Syu Tak-nwa|FRP3} received control over space, {@creature Shino Hakusa|FRP3|Hakusa} over life, {@creature Ran-to|FRP3} over gravity, and {@creature Blue Viper|FRP3} over time. The Lightkeepers trained to integrate these planar abilities into their unique fighting styles, and now that they're fighting in the Lighthouse itself, they can use the fullest extent of their power. Each of their members can use a Certain Kill Art as long as they are within the {@i Glass Lighthouse}\u2014these abilities, which have the certain kill trait, cause obvious distortions in the Lighthouse's fabric as the user calls upon their technique. However, as each technique requires one of the Lightkeepers to temporarily take command of the demiplane from the rest of their team, only one Certain Kill Art can be used by any of the Lightkeepers in a given round."
			]
		},
		{
			"name": "CG",
			"source": "B1",
			"page": 345,
			"categories": [
				"Alignment",
				"_alignAbv"
			],
			"entries": [
				"{@trait Chaotic} and {@trait good}"
			]
		},
		{
			"name": "Champion",
			"source": "CRB",
			"page": 629,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class champion|CRB} class."
			]
		},
		{
			"name": "Changeling",
			"source": "B1",
			"page": 123,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"These humanoids are the children of hags and members of other humanoid ancestries.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"A creature with this trait has the changeling versatile heritage. Changelings are the children of {@trait hag|hags} and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings."
					]
				}
			]
		},
		{
			"name": "Chaotic",
			"source": "CRB",
			"page": 629,
			"otherSources": {
				"Reprinted": [
					"G&G|231"
				]
			},
			"categories": [
				"Alignment",
				"Planar"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Charm",
			"source": "B1",
			"page": 77,
			"entries": [
				"{@note No entries available.}"
			]
		},
		{
			"name": "Saggorak",
			"source": "AoA4",
			"page": 73,
			"entries": [
				"Ancient dwarven blacksmiths in Saggorak designed a series of spectacularly powerful runes. Only someone with legendary proficiency in {@skill Crafting}, or a well-versed dwarven crafter from the city of Kovlar, can apply, transfer, or remove a rune with the Saggorak trait.",
				"Because of their considerable power, all Saggorak runes take up two property rune slots, and consequently they can be applied only to armor and weapons with at least a +2 potency rune."
			]
		},
		{
			"name": "City",
			"source": "GMG",
			"page": 250,
			"categories": [
				"Settlement"
			],
			"entries": [
				"Settlements with this trait tend to be relatively large, with levels typically ranging from 5 to 7."
			]
		},
		{
			"name": "Class",
			"source": "SoM",
			"page": 193,
			"categories": [
				"Class"
			],
			"entries": [
				"Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class.",
				"You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer.",
				"It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype."
			]
		},
		{
			"name": "Cleric",
			"source": "CRB",
			"page": 629,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class cleric|CRB} class."
			]
		},
		{
			"name": "Climbing",
			"source": "AAWS",
			"page": 1,
			"categories": [
				"Weapon"
			],
			"entries": [
				"The hand holding this weapon is freely available to {@action Climb}."
			]
		},
		{
			"name": "Clockwork",
			"source": "G&G",
			"page": 231,
			"otherSources": {
				"Expanded": [
					"LOTGB|133"
				]
			},
			"entries": [
				"Clockworks are intricate, complex constructs that can be programmed to perform specific functions.",
				{
					"type": "entriesOtherSource",
					"source": "LOTGB",
					"page": 133,
					"entries": [
						"Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks."
					]
				}
			]
		},
		{
			"name": "CN",
			"source": "B1",
			"page": 345,
			"categories": [
				"Alignment",
				"_alignAbv"
			],
			"entries": [
				"{@trait Chaotic} and neutral"
			]
		},
		{
			"name": "Cobbled",
			"source": "G&G",
			"page": 231,
			"categories": [
				"Weapon"
			],
			"entries": [
				"This firearm is cobbled together and likely to misfire. No matter how well you upkeep it, on a failed attack roll, the attack misses and you must roll a DC {@flatDC 5} flat check. If you fail this check, the weapon misfires."
			]
		},
		{
			"name": "Cold",
			"source": "CRB",
			"page": 629,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|308",
					"SoM|252",
					"G&G|231"
				]
			},
			"categories": [
				"Energy & Element"
			],
			"entries": [
				"Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold."
			]
		},
		{
			"name": "Combination",
			"source": "TV",
			"page": 24,
			"otherSources": {
				"Originally": [
					"G&G|159"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"Combination weapons combine the functionality of melee weapons and ranged weapons in unique or unusual ways. A combination weapon has a ranged form or usage and a melee weapon form or usage. The weapons table lists the ranged weapon statistics first and the melee weapon statistics indented beneath, just above the ammunition. You can {@action Interact} to swap between the melee weapon usage and the ranged weapon usage. However, if your last action was a successful melee {@action Strike} against a foe using a combination weapon, you can make a ranged {@action Strike} with the combination weapon against that foe without fully swapping to the ranged weapon usage, firing the ranged weapon just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the ranged weapon {@action Strike}.",
				"Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a {@runeItem axe musket|G&G|vorpal|} only applies the {@item vorpal} property rune when you are using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a {@item bayonet|G&G} or {@item reinforced stock|G&G}, attached to them."
			]
		},
		{
			"name": "Comfort",
			"source": "CRB",
			"page": 275,
			"categories": [
				"Armor"
			],
			"entries": [
				"The armor is so comfortable that you can rest normally while wearing it."
			]
		},
		{
			"name": "Common",
			"source": "CRB",
			"page": 629,
			"otherSources": {
				"Expanded": [
					"B1|344"
				]
			},
			"categories": [
				"Rarity"
			],
			"entries": [
				"Anything that doesn't list another rarity trait ({@trait uncommon}, {@trait rare}, or {@trait 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.",
				{
					"type": "entriesOtherSource",
					"source": "B1",
					"page": 344,
					"entries": [
						"A creature of this rarity is generally known and can be summoned with the appropriate summon spell."
					]
				}
			]
		},
		{
			"name": "Companion",
			"source": "CRB",
			"page": 629,
			"categories": [
				"Item"
			],
			"entries": [
				"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": "Complex",
			"source": "CRB",
			"page": 629,
			"otherSources": {
				"Reprinted": [
					"G&G|231"
				]
			},
			"categories": [
				"Hazard"
			],
			"entries": [
				"A hazard with this trait takes turns in an encounter."
			]
		},
		{
			"name": "Composition",
			"source": "CRB",
			"page": 629,
			"categories": [
				"Spell"
			],
			"entries": [
				"To cast a composition cantrip or focus spell, you usually use a type of {@skill Performance}. If the spell includes a verbal component, you must use an {@trait auditory} performance, and if it includes a somatic component, you must use a {@trait 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": "Concealable",
			"source": "G&G",
			"page": 231,
			"categories": [
				"Weapon"
			],
			"entries": [
				"This weapon is designed to be inconspicuous or easily {@condition concealed}. You gain a +2 circumstance bonus to {@skill Stealth} checks and DCs to hide or conceal a weapon with this trait."
			]
		},
		{
			"name": "Concentrate",
			"source": "CRB",
			"page": 630,
			"otherSources": {
				"Reprinted": [
					"SoM|252",
					"G&G|231"
				]
			},
			"categories": [
				"Combat",
				"Action & Ability"
			],
			"entries": [
				"An action with this trait requires a degree of mental concentration and discipline."
			]
		},
		{
			"name": "Concussive",
			"source": "G&G",
			"page": 231,
			"categories": [
				"Weapon"
			],
			"entries": [
				"These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal."
			]
		},
		{
			"name": "Conjuration",
			"source": "CRB",
			"page": 630,
			"otherSources": {
				"Reprinted": [
					"G&G|231"
				]
			},
			"categories": [
				"School"
			],
			"implies": {
				"spell": {
					"_fSchool": "Conjuration"
				}
			},
			"entries": [
				"Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, {@trait teleportation}, or moving things from place to place.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands.",
						"Conjuration spells often have the {@trait teleportation} trait, and the creatures summoned by conjuration spells have the {@trait summoned} trait."
					],
					"source": "CRB",
					"page": 297
				}
			],
			"_data": {
				"school": {
					"short": "Conj.",
					"color": "bd0044"
				}
			}
		},
		{
			"name": "Conrasu",
			"source": "LOAG",
			"page": 138,
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Conrasus craft and use these weapons."
			]
		},
		{
			"name": "Consecration",
			"source": "CRB",
			"page": 630,
			"categories": [
				"Spell",
				"Effect"
			],
			"entries": [
				"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": "Construct",
			"source": "CRB",
			"page": 630,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|308",
					"SoM|252"
				],
				"Expanded": [
					"G&G|231"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"A construct is an artificial creature empowered by a force other than necromancy. Constructs are often {@trait mindless}; they are immune to disease, the {@condition 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": "Consumable",
			"source": "CRB",
			"page": 630,
			"otherSources": {
				"Reprinted": [
					"G&G|231"
				]
			},
			"categories": [
				"Item"
			],
			"entries": [
				"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. When a character creates consumable items, they can make them in batches of four."
			]
		},
		{
			"name": "Contact",
			"source": "CRB",
			"page": 550,
			"categories": [
				"Item"
			],
			"entries": [
				"A contact poison is activated by applying it to an item or directly onto a living creature's skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute."
			]
		},
		{
			"name": "Contingency",
			"source": "SoM",
			"page": 252,
			"categories": [
				"Spell"
			],
			"entries": [
				"Spells with this trait grant you an action during the spell's effects, typically a reaction with a special trigger. They typically have a long duration, such as 24 hours. You can have only one spell with the contingency trait, or one {@spell contingency} spell, active at a time. If you cast another spell with the contingency trait or {@spell contingency}, the newer casting supersedes the older."
			]
		},
		{
			"name": "Contract",
			"source": "LOL",
			"page": 126,
			"categories": [
				"Item"
			],
			"entries": [
				"A contract is a type of item that magically establishes an agreement between multiple parties and typically grants magical benefits."
			]
		},
		{
			"name": "Couatl",
			"source": "B2",
			"page": 308,
			"categories": [
				"Creature"
			],
			"entries": [
				"A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities."
			]
		},
		{
			"name": "Critical Fusion",
			"source": "TV",
			"page": 24,
			"otherSources": {
				"Originally": [
					"G&G|159"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"Critical fusion is a trait for {@trait combination} weapons that grants you two additional options for the critical specialization effect when using the {@trait combination} weapon's melee version to make a melee attack while the ranged weapon is loaded. If you choose to use one of them, they replace the melee usage's normal critical specialization effect.",
				"First, if the ranged weapon is a {@group firearm|G&G}, you can discharge it to create a loud bang and concussion, using the critical specialization effect for {@group firearm|G&G|firearms} instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the ranged weapon to increase the critical hit's momentum or shoot the foe as you attack them in melee, dealing 2 additional damage per weapon damage die. Both of these options discharge the ranged weapon, which typically means you have to reload it before firing it again."
			]
		},
		{
			"name": "Curse",
			"source": "CRB",
			"page": 630,
			"otherSources": {
				"Expanded": [
					"GMG|251"
				],
				"Reprinted": [
					"SoM|252"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"page": 251,
					"source": "GMG",
					"entries": [
						"Afflictions with this trait are manifestations of potent ill will. A curse either lasts a specified amount of time or can be removed only by certain actions a character must perform or conditions they must meet. A curse with stages follows the rules for afflictions."
					]
				}
			]
		},
		{
			"name": "Cursebound",
			"source": "APG",
			"page": 267,
			"categories": [
				"Spell"
			],
			"entries": [
				"Spells with this trait increase the severity of your oracular curse when cast. Usually only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse."
			]
		},
		{
			"name": "Cursed",
			"source": "GMG",
			"page": 251,
			"otherSources": {
				"Reprinted": [
					"G&G|231"
				]
			},
			"categories": [
				"Item"
			],
			"entries": [
				"An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed."
			]
		},
		{
			"name": "Daemon",
			"source": "B1",
			"page": 346,
			"otherSources": {
				"Reprinted": [
					"B2|308"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have {@ability darkvision} and weakness to good damage."
			]
		},
		{
			"name": "Darkness",
			"source": "CRB",
			"page": 630,
			"categories": [
				"Effect"
			],
			"entries": [
				"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": "Deadly",
			"source": "CRB",
			"variable": true,
			"page": 282,
			"otherSources": {
				"Reprinted": [
					"G&G|232"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"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 {@item greater striking||greater striking rune} and three dice if the weapon has a {@item major striking||major striking rune}. For instance, a rapier with a {@item greater striking||greater striking rune} deals {@damage 2d8} extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die."
			]
		},
		{
			"name": "Death",
			"source": "CRB",
			"page": 630,
			"categories": [
				"Effect"
			],
			"entries": [
				"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": "Dedication",
			"source": "CRB",
			"page": 630,
			"otherSources": {
				"Reprinted": [
					"G&G|232"
				]
			},
			"categories": [
				"Feat"
			],
			"entries": [
				"You must select a feat with this trait to apply an archetype to your character."
			]
		},
		{
			"name": "Demon",
			"source": "CRB",
			"page": 630,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|308",
					"SoM|252"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have {@ability darkvision}."
			]
		},
		{
			"name": "Dero",
			"source": "B1",
			"page": 346,
			"categories": [
				"Creature"
			],
			"entries": [
				"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": "Detection",
			"source": "CRB",
			"page": 630,
			"categories": [
				"Effect"
			],
			"entries": [
				"Effects with this trait attempt to determine the presence or location of a person, object, or aura."
			]
		},
		{
			"name": "Devil",
			"source": "CRB",
			"page": 630,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|308",
					"SoM|252"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater {@ability darkvision}, immunity to fire, and telepathy."
			]
		},
		{
			"name": "Dhampir",
			"source": "B1",
			"page": 346,
			"otherSources": {
				"Expanded": [
					"APG|267"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"These humanoids are the immortal offspring of vampires and members of other ancestries.",
				{
					"type": "entriesOtherSource",
					"source": "APG",
					"page": 267,
					"entries": [
						"A creature with this trait has the dhampir versatile heritage. These humanoids are the immortal offspring of vampires and members of other ancestries."
					]
				}
			]
		},
		{
			"name": "Dinosaur",
			"source": "CRB",
			"page": 630,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|308"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"These reptiles have survived from prehistoric times."
			]
		},
		{
			"name": "Disarm",
			"source": "CRB",
			"page": 282,
			"otherSources": {
				"Reprinted": [
					"G&G|232"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"You can use this weapon to {@action Disarm} with the {@skill 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 {@skill 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": "Disease",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"GMG|251"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"An effect with this trait applies one or more diseases. A disease is typically an affliction."
			]
		},
		{
			"name": "Divination",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"SoM|252",
					"G&G|232"
				]
			},
			"categories": [
				"School"
			],
			"implies": {
				"spell": {
					"_fSchool": "Divination"
				}
			},
			"entries": [
				"The divination school of magic typically involves obtaining or transferring information, or predicting events.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge.",
						"Divinations often have the detection trait if they find something, the {@trait prediction} trait if they grant you insight about what might happen in the future, the {@trait revelation} trait if they show things as they truly are, or the {@trait scrying} trait if they let you perceive another location."
					],
					"source": "CRB",
					"page": 297
				}
			],
			"_data": {
				"school": {
					"short": "Divin.",
					"color": "00adb3"
				}
			}
		},
		{
			"name": "Divine",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"G&G|232"
				]
			},
			"categories": [
				"Tradition"
			],
			"entries": [
				"This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is {@trait magical}."
			]
		},
		{
			"name": "Double Barrel",
			"source": "G&G",
			"page": 232,
			"categories": [
				"Weapon"
			],
			"entries": [
				"This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single {@action Strike} to increase the weapon damage die by one step. If the weapon has the {@trait fatal} trait, this increases the fatal die by one step."
			]
		},
		{
			"name": "Downtime",
			"source": "CRB",
			"page": 631,
			"categories": [
				"Action & Ability"
			],
			"entries": [
				"An activity with this trait takes a day or more, and can be used only during downtime."
			]
		},
		{
			"name": "Dragon",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|308"
				],
				"Expanded": [
					"SoM|252"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to {@trait sleep} and {@condition paralyzed|CRB|paralysis}."
			]
		},
		{
			"name": "Dream",
			"source": "B2",
			"page": 308,
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm's freezing temperatures."
			]
		},
		{
			"name": "Drow",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"B1|346"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Subterranean kin of the elves, drow typically have {@ability darkvision} and inborn magical abilities."
			]
		},
		{
			"name": "Drug",
			"source": "GMG",
			"page": 251,
			"categories": [
				"Item"
			],
			"entries": [
				"An item with this trait is a drug, a poison that conveys short-term benefits in addition to harmful side effects and long-term consequences. Each time a creature uses a given drug it must also attempt a saving throw against addiction to that drug."
			]
		},
		{
			"name": "Druid",
			"source": "CRB",
			"page": 631,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class druid|CRB} class."
			]
		},
		{
			"name": "Duergar",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"B1|346"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Subterranean kin of the dwarves, duergar typically have {@ability darkvision} and immunity to poison. They are not easily fooled by illusions."
			]
		},
		{
			"name": "Duskwalker",
			"source": "APG",
			"page": 267,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"A creature with this trait has the duskwalker versatile heritage. Duskwalkers are planar scions infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers."
			]
		},
		{
			"name": "Dwarf",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"G&G|232"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have {@ability 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": "Earth",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|308"
				],
				"Expanded": [
					"GMG|251",
					"SoM|253"
				]
			},
			"categories": [
				"Energy & Element",
				"Planar"
			],
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"source": "GMG",
					"page": 251,
					"entries": [
						"These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and {@trait air} magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens."
					]
				},
				{
					"type": "entriesOtherSource",
					"entries": [
						"Effects with the earth trait either manipulate or conjure earth."
					],
					"source": "SoM",
					"page": 253
				}
			]
		},
		{
			"name": "Eidolon",
			"source": "SoM",
			"page": 57,
			"categories": [
				"Creature Type"
			],
			"entries": [
				"A creature with this trait is an eidolon. An action or spell with this trait can be performed by an eidolon only. An item with this trait can be used or worn by an eidolon only, and an eidolon can't use items that don't have this trait. (An eidolon can have up to two items invested.)"
			]
		},
		{
			"name": "Electricity",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|308",
					"G&G|232"
				]
			},
			"categories": [
				"Energy & Element"
			],
			"entries": [
				"Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity."
			]
		},
		{
			"name": "Elemental",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|308",
					"SoM|253"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe."
			]
		},
		{
			"name": "Elf",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"B1|346"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"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 {@ability 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": "Elixir",
			"source": "CRB",
			"page": 631,
			"categories": [
				"Item"
			],
			"entries": [
				"Elixirs are alchemical liquids that are used by drinking them."
			]
		},
		{
			"name": "Emotion",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"SoM|253"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"This effect alters a creature's emotions. Effects with this trait always have the {@trait mental} trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to {@trait emotion} effects."
			]
		},
		{
			"name": "Enchantment",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"G&G|232"
				]
			},
			"categories": [
				"School"
			],
			"implies": {
				"spell": {
					"_fSchool": "Enchantment"
				}
			},
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"Enchantments affect the minds and emotions of other creatures\u2014sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the {@trait mental} trait, and many have the {@trait emotion} trait or the {@trait fear} trait."
					],
					"source": "CRB",
					"page": 297
				}
			],
			"_data": {
				"school": {
					"short": "Ench.",
					"color": "b30083"
				}
			}
		},
		{
			"name": "Energy",
			"source": "LOAG",
			"page": 139,
			"categories": [
				"Energy & Element"
			],
			"entries": [
				"{@note No entries available.}"
			]
		},
		{
			"name": "Environmental",
			"source": "CRB",
			"page": 631,
			"categories": [
				"Hazard"
			],
			"entries": [
				"A hazard with this trait is something dangerous that's part of the natural world, such as quicksand or harmful mold."
			]
		},
		{
			"name": "Erratic",
			"source": "GMG",
			"page": 251,
			"categories": [
				"Planar",
				"Time"
			],
			"entries": [
				"Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a {@dc 11} flat check. Creatures that leave an erratic time plane together share the same result.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "Time passed normally on the erratic time plane.",
						"Failure": "For each hour spent on the erratic time plane, 1 day passed on the normal time plane.",
						"Critical Failure": "For each round spent on the erratic time plane, 1 day passed on the normal time plane."
					}
				}
			]
		},
		{
			"name": "Ethereal",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|308",
					"SoM|253"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane."
			]
		},
		{
			"name": "Evil",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Expanded": [
					"G&G|232"
				]
			},
			"categories": [
				"Alignment",
				"Planar"
			],
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"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."
					],
					"source": "G&G",
					"page": 232
				}
			]
		},
		{
			"name": "Evocation",
			"source": "CRB",
			"page": 634,
			"otherSources": {
				"Reprinted": [
					"SoM|253",
					"G&G|232"
				]
			},
			"categories": [
				"School"
			],
			"implies": {
				"spell": {
					"_fSchool": "Evocation"
				}
			},
			"entries": [
				"Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as {@trait acid}, {@trait cold}, {@trait fire}, {@trait force}, or {@trait sonic}."
					],
					"source": "CRB",
					"page": 298
				}
			],
			"_data": {
				"school": {
					"short": "Evoc.",
					"color": "bb0100"
				}
			}
		},
		{
			"name": "Evolution",
			"source": "SoM",
			"page": 57,
			"categories": [
				"Feat"
			],
			"entries": [
				"Feats with this trait affect your eidolon instead of you, typically by granting it additional physical capabilities."
			]
		},
		{
			"name": "Exploration",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"G&G|232"
				]
			},
			"categories": [
				"Action & Ability"
			],
			"entries": [
				"An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode."
			]
		},
		{
			"name": "Extradimensional",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"SoM|253"
				]
			},
			"categories": [
				"Effect",
				"Item"
			],
			"entries": [
				"This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed."
			]
		},
		{
			"name": "Fatal",
			"variable": true,
			"source": "CRB",
			"page": 282,
			"categories": [
				"Weapon"
			],
			"entries": [
				"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 Aim",
			"source": "G&G",
			"variable": true,
			"page": 150,
			"categories": [
				"Weapon"
			],
			"entries": [
				"It's possible to hold the stock of this weapon under one arm so you can fire it with a single hand as long as the other hand isn't holding a weapon, shield, or anything else you would need to move and position, to ensure the weapon doesn't slip out from under your arm. However, if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the {@trait fatal} trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an {@action Interact} action rather than {@action Release||Releasing} or as part of reloading."
			]
		},
		{
			"name": "Fear",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"SoM|253"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"Fear effects evoke the emotion of fear. Effects with this trait always have the {@trait mental} and {@trait emotion} traits as well."
			]
		},
		{
			"name": "Fetchling",
			"source": "B2",
			"page": 308,
			"otherSources": {
				"Expanded": [
					"LOAG|141"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life on the Shadow Plane have transformed them.",
				{
					"type": "entriesOtherSource",
					"source": "LOAG",
					"page": 141,
					"entries": [
						"A humanoid ancestry that fled to and has been shaped by the Shadow Plane. Typically refer to themselves as kayals."
					]
				}
			]
		},
		{
			"name": "Fey",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|309"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Creatures of the First World are called the fey."
			]
		},
		{
			"name": "Fiend",
			"source": "CRB",
			"page": 631,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|309",
					"SoM|253"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"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": "Fighter",
			"source": "CRB",
			"page": 632,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class fighter|CRB} class."
			]
		},
		{
			"name": "Finesse",
			"source": "CRB",
			"page": 282,
			"otherSources": {
				"Reprinted": [
					"B2|310",
					"G&G|232"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage."
			]
		},
		{
			"name": "Finisher",
			"source": "APG",
			"page": 267,
			"categories": [
				"Combat"
			],
			"entries": [
				"Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use any actions that have the attack trait for the rest of your turn.",
				"Some actions that have the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance."
			]
		},
		{
			"name": "Finite",
			"source": "GMG",
			"page": 251,
			"categories": [
				"Planar",
				"Scope"
			],
			"entries": [
				"Planes with this trait consist of a limited amount of space."
			]
		},
		{
			"name": "Fire",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|309",
					"G&G|232"
				],
				"Expanded": [
					"GMG|251"
				]
			},
			"categories": [
				"Energy & Element",
				"Planar"
			],
			"entries": [
				"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 magical connection to that element.",
				{
					"type": "entriesOtherSource",
					"source": "GMG",
					"page": 251,
					"entries": [
						"Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.",
						"Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking {@damage 1d6} {@condition persistent damage||persistent fire damage}. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and {@trait cold} and {@trait water} magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn't function against this environmental fire damage."
					]
				}
			]
		},
		{
			"name": "Fleshwarp",
			"source": "LOAG",
			"page": 141,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"A humanoid transformed so completely by outside forces that they are now a unique ancestry."
			]
		},
		{
			"name": "Flexible",
			"source": "CRB",
			"page": 275,
			"categories": [
				"Armor"
			],
			"entries": [
				"The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks."
			]
		},
		{
			"name": "Flourish",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Reprinted": [
					"G&G|232"
				]
			},
			"categories": [
				"Combat"
			],
			"entries": [
				"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": "Flowing",
			"source": "GMG",
			"page": 251,
			"categories": [
				"Planar",
				"Time"
			],
			"entries": [
				"The flow of time is consistently faster or slower. A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane."
			]
		},
		{
			"name": "Focused",
			"source": "CRB",
			"page": 632,
			"categories": [
				"Item"
			],
			"entries": [
				"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": "Force",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Reprinted": [
					"SoM|253",
					"G&G|232"
				]
			},
			"categories": [
				"Energy & Element"
			],
			"entries": [
				"Effects with this trait deal force damage or create objects made of pure magical force."
			]
		},
		{
			"name": "Forceful",
			"source": "CRB",
			"page": 282,
			"otherSources": {
				"Reprinted": [
					"G&G|232"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"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": "Fortune",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Reprinted": [
					"G&G|233"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"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 {@trait misfortune} effect would apply to the same roll, the two cancel each other out, and you roll normally."
			]
		},
		{
			"name": "Free-Hand",
			"source": "CRB",
			"page": 282,
			"otherSources": {
				"Expanded": [
					"G&G|233"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be {@action Disarm|CRB|Disarmed}. You can use the hand covered by your free hand weapon to wield other items, perform {@trait 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.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"This weapon doesn't take up your hand, usually because it's built into your armor."
					],
					"source": "G&G",
					"page": 233
				}
			]
		},
		{
			"name": "Fulu",
			"source": "SoM",
			"page": 253,
			"categories": [
				"Item"
			],
			"entries": [
				"Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper.",
				"All fulus have the fulu and consumable traits. Fulus also have a tradition trait\u2014either arcane, divine, occult or primal\u2014determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon.",
				"Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the {@action Affix a Talisman||Affixing the Talisman} action instead if the fulu is also a talisman."
			]
		},
		{
			"name": "Fungus",
			"source": "B1",
			"page": 345,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Fungal creatures have the fungus trait. They are distinct from normal fungi."
			]
		},
		{
			"name": "Gadget",
			"source": "G&G",
			"page": 233,
			"entries": [
				"Gadgets are consumable technological inventions with innovative uses."
			]
		},
		{
			"name": "Ganzi",
			"source": "LOAG",
			"page": 141,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"A planar scion descended from a chaotic being of the Maelstrom, such as a protean."
			]
		},
		{
			"name": "Gargantuan",
			"source": "B1",
			"page": 345,
			"categories": [
				"Size"
			],
			"entries": [
				"This size of creature takes up a space of at least 20 feet by 20 feet (16 squares on the grid), but can be much larger. Gargantuan creatures typically have a reach of 20 feet if they are tall, or 15 feet if they are long, but larger ones could have a much longer reach."
			]
		},
		{
			"name": "General",
			"source": "CRB",
			"page": 632,
			"categories": [
				"Feat"
			],
			"entries": [
				"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": "Genie",
			"source": "B1",
			"page": 346,
			"categories": [
				"Creature"
			],
			"entries": [
				"The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities."
			]
		},
		{
			"name": "Geniekin",
			"source": "LOAG",
			"page": 138,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"Geniekin craft and use these weapons."
			]
		},
		{
			"name": "Ghost",
			"source": "B1",
			"page": 346,
			"categories": [
				"Creature"
			],
			"entries": [
				"Lost souls that haunt the world as incorporeal undead are called ghosts."
			]
		},
		{
			"name": "Ghoul",
			"source": "B1",
			"page": 346,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Ghouls are vile undead creatures that feast on flesh."
			]
		},
		{
			"name": "Giant",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|309"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Giants are massive humanoid creatures."
			]
		},
		{
			"name": "Gnoll",
			"source": "B1",
			"page": 346,
			"otherSources": {
				"Reprinted": [
					"LOME|309"
				]
			},
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Gnolls are humanoids that resemble hyenas."
			]
		},
		{
			"name": "Gnome",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"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 {@ability 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": "Goblin",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Reprinted": [
					"B1|346"
				],
				"Expanded": [
					"G&G|233"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have {@ability 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.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"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."
					],
					"source": "G&G",
					"page": 233
				}
			]
		},
		{
			"name": "Golem",
			"source": "B1",
			"page": 346,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells."
			]
		},
		{
			"name": "Goloma",
			"source": "LOME",
			"page": 309,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"Insular humanoids that bear countless eyes."
			]
		},
		{
			"name": "Good",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Expanded": [
					"SoM|253"
				],
				"Reprinted": [
					"G&G|233"
				]
			},
			"categories": [
				"Alignment",
				"Planar"
			],
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"An ability with this trait can be selected or used only by good creatures."
					],
					"source": "SoM",
					"page": 253
				}
			]
		},
		{
			"name": "Grapple",
			"source": "CRB",
			"page": 283,
			"categories": [
				"Weapon"
			],
			"entries": [
				"You can use this weapon to {@action Grapple} with the {@skill 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 {@skill 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": "Gremlin",
			"source": "B1",
			"page": 346,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane."
			]
		},
		{
			"name": "Grimoire",
			"source": "SoM",
			"page": 162,
			"categories": [
				"Item"
			],
			"entries": [
				"Most grimoires can hold up to 100 spells, like any spellbook, but allow spellcasters to erase spells written by a book's previous owner in favor of spells that employ their own magical formulas. If a spellcaster wants to transfer their spells from one of their spellbooks to a grimoire, they can conduct a simple, 1-minute ritual with the two books to cause the spells to vanish from their spellbook and appear in the grimoire."
			]
		},
		{
			"name": "Grippli",
			"source": "B2",
			"page": 309,
			"otherSources": {
				"Expanded": [
					"LOAG|138",
					"LOME|309"
				]
			},
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Gripplis are a family of froglike humanoids.",
				{
					"type": "entriesOtherSource",
					"source": "LOAG",
					"page": 138,
					"entries": [
						"Grippli craft and use these weapons."
					]
				}
			]
		},
		{
			"name": "Gunslinger",
			"source": "G&G",
			"page": 108,
			"categories": [
				"Class"
			],
			"entries": []
		},
		{
			"name": "Hag",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Reprinted": [
					"B1|346"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"These creatures are malevolent spellcasters who form covens."
			]
		},
		{
			"name": "Half-Elf",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Expanded": [
					"LOCG|133"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"source": "LOCG",
					"page": 133,
					"entries": [
						"A prominent heritage in the Inner Sea region, half-elves share characteristics with both elves and humans."
					]
				}
			]
		},
		{
			"name": "Half-Orc",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Expanded": [
					"LOCG|133"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"source": "LOCG",
					"page": 133,
					"entries": [
						"A prominent heritage in the Inner Sea region, half-orcs share characteristics with both humans and orcs."
					]
				}
			]
		},
		{
			"name": "Halfling",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Reprinted": [
					"B1|346"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"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": "Hampering",
			"source": "LOAG",
			"page": 139,
			"categories": [
				"Weapon"
			],
			"entries": [
				"A weapon with the hampering trait is designed to be shaken, cast outward, or whipped about to control space on the battlefield. After you hit with the weapon, you can use an {@action Interact} action to give the target a \u201310-foot circumstance penalty to all Speeds. The penalty ends after the target takes a move action, at the start of your next turn, if you attack with the weapon, or if you move out of reach of the target, whichever comes first."
			]
		},
		{
			"name": "Haunt",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Reprinted": [
					"G&G|233"
				]
			},
			"categories": [
				"Hazard"
			],
			"entries": [
				"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": "Healing",
			"source": "CRB",
			"page": 632,
			"otherSources": {
				"Reprinted": [
					"SoM|253",
					"G&G|233"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing {@trait disease|diseases} or other debilitating effects."
			]
		},
		{
			"name": "Hellknight",
			"source": "LOCG",
			"page": 133,
			"categories": [],
			"entries": [
				"The Hellknights are a collection of knightly orders focused on maintaining order and upholding the law."
			]
		},
		{
			"name": "Hex",
			"source": "APG",
			"page": 101,
			"categories": [
				"Combat"
			],
			"entries": [
				"A hex is a short-term effect generated on the fly from your patron's magic, requiring your familiar to draw from your patron. As such, you can cast only one spell with the hex trait each turn; attempts to cast a second hex spell on the same turn fail and the spellcasting actions are lost."
			]
		},
		{
			"name": "High Gravity",
			"source": "GMG",
			"page": 252,
			"categories": [
				"Gravity",
				"Planar"
			],
			"entries": [
				"As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell."
			]
		},
		{
			"name": "Hobgoblin",
			"source": "LOCG",
			"page": 133,
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Hobgoblins are a sturdy, clever people with a propensity for militaristic order."
			]
		},
		{
			"name": "Huge",
			"source": "B1",
			"page": 345,
			"categories": [
				"Size"
			],
			"entries": [
				"A Huge creature takes up a 15-foot-by-15-foot space (9 squares on the grid). It typically has a reach of 15 feet if the creature is tall or 10 feet if the creature is long."
			]
		},
		{
			"name": "Human",
			"source": "CRB",
			"page": 633,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|309"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"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": "Humanoid",
			"source": "CRB",
			"page": 633,
			"otherSources": {
				"Reprinted": [
					"B1|346",
					"B2|309",
					"SoM|253"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs."
			]
		},
		{
			"name": "Ifrit",
			"source": "B2",
			"page": 308,
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Ifrits are planar scions descended from efreet."
			]
		},
		{
			"name": "Illusion",
			"source": "CRB",
			"page": 633,
			"otherSources": {
				"Reprinted": [
					"SoM|253",
					"G&G|233"
				]
			},
			"categories": [
				"School"
			],
			"implies": {
				"spell": {
					"_fSchool": "Illusion"
				}
			},
			"entries": [
				"Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the {@trait mental} trait, and depending on how the illusion is perceived, they might also have the {@trait auditory} or {@trait visual} trait."
					],
					"source": "CRB",
					"page": 298
				}
			],
			"_data": {
				"school": {
					"short": "Illu.",
					"color": "006dbd"
				}
			}
		},
		{
			"name": "Immeasurable",
			"source": "GMG",
			"page": 252,
			"categories": [
				"Planar",
				"Scope"
			],
			"entries": [
				"Planes with this trait are immeasurably large, perhaps infinite."
			]
		},
		{
			"name": "Incapacitation",
			"source": "CRB",
			"page": 633,
			"otherSources": {
				"Reprinted": [
					"G&G|233"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"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": "Incarnate",
			"source": "SoM",
			"page": 132,
			"categories": [
				"Spell"
			],
			"entries": [
				"A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish {@action Cast a Spell||Casting the Spell}. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word \"Arrive\" or \"Depart\" respectively, along with any traits.",
				"A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings.",
				"The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by {@action Strike||Strikes}, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier."
			]
		},
		{
			"name": "Incorporeal",
			"source": "B1",
			"page": 346,
			"otherSources": {
				"Reprinted": [
					"B2|309",
					"SoM|253"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"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 {@condition slowed|crb} 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.",
				"An incorporeal creature can't attempt Strength-based checks against physical creatures or objects\u2014only against incorporeal ones\u2014unless those objects have the {@item ghost touch} property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.",
				"Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from {@action Strike||Strikes} with the {@item ghost touch} property rune), with double the resistance against non-magical damage."
			]
		},
		{
			"name": "Inevitable",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"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": "Infused",
			"source": "CRB",
			"page": 75,
			"otherSources": {
				"Reprinted": [
					"G&G|233"
				]
			},
			"categories": [
				"Item"
			],
			"entries": [
				"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": "Ingested",
			"source": "CRB",
			"page": 550,
			"categories": [
				"Item"
			],
			"entries": [
				"An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creature's mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day."
			]
		},
		{
			"name": "Inhaled",
			"source": "CRB",
			"page": 550,
			"categories": [
				"Item"
			],
			"entries": [
				"An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round."
			]
		},
		{
			"name": "Injection",
			"source": "G&G",
			"page": 233,
			"categories": [
				"Weapon"
			],
			"entries": [
				"This weapon can be filled with an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded poison with a single {@action Interact} action. Refilling the weapon with a new substance requires three {@action Interact} actions and uses both hands."
			]
		},
		{
			"name": "Injury",
			"source": "CRB",
			"page": 550,
			"categories": [
				"Item"
			],
			"entries": [
				"An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected."
			]
		},
		{
			"name": "Instinct",
			"source": "CRB",
			"page": 87,
			"categories": [
				"Action & Ability"
			],
			"entries": [
				"Instinct abilities require a specific instinct; you lose access if you perform acts anathema to your instinct."
			]
		},
		{
			"name": "Intelligent",
			"source": "GMG",
			"page": 252,
			"otherSources": {
				"Reprinted": [
					"G&G|233"
				]
			},
			"categories": [
				"Item"
			],
			"entries": [
				"An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don't have. Intelligent items can't be crafted by normal means, and they are always rare or unique."
			]
		},
		{
			"name": "Inventor",
			"source": "G&G",
			"page": 16,
			"categories": [
				"Class"
			],
			"entries": []
		},
		{
			"name": "Invested",
			"source": "CRB",
			"page": 633,
			"otherSources": {
				"Reprinted": [
					"G&G|233"
				]
			},
			"categories": [
				"Item"
			],
			"entries": [
				"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": "Investigator",
			"source": "APG",
			"page": 268,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class investigator|apg} class."
			]
		},
		{
			"name": "Jousting",
			"source": "CRB",
			"page": 283,
			"variable": true,
			"categories": [
				"Weapon"
			],
			"entries": [
				"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": "Kaiju",
			"source": "FRP2",
			"page": 89,
			"entries": [
				"{@note No entries available.}"
			]
		},
		{
			"name": "Kickback",
			"source": "G&G",
			"page": 234,
			"categories": [
				"Weapon"
			],
			"entries": [
				"A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a \u20132 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to a deployed bipod, tripod, or other stabilizer can lower or negate this penalty."
			]
		},
		{
			"name": "Kitsune",
			"source": "LOAG",
			"page": 141,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"Shapeshifting humanoids whose true forms resemble foxes."
			]
		},
		{
			"name": "Kobold",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Expanded": [
					"APG|268",
					"LOAG|139"
				]
			},
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Kobolds are reptilian humanoids who are usually Small and typically have {@ability darkvision}.",
				{
					"type": "entriesOtherSource",
					"source": "APG",
					"page": 268,
					"entries": [
						"A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually {@trait Small} and typically have {@ability darkvision}. An ability with this trait can be used or selected only by kobolds."
					]
				},
				{
					"type": "entriesOtherSource",
					"source": "LOAG",
					"page": 139,
					"entries": [
						"A small, reptilian {@trait humanoid} ancestry proud of their kinship to {@filter dragons|bestiary||creature=dragon}."
					]
				}
			]
		},
		{
			"name": "Large",
			"source": "B1",
			"page": 345,
			"categories": [
				"Size"
			],
			"entries": [
				"A Large creature takes up a 10-foot-by-10-foot space (4 squares on the grid). It typically has a reach of 10 feet if the creature is tall or 5 feet if the creature is long."
			]
		},
		{
			"name": "Lawful",
			"source": "CRB",
			"page": 633,
			"otherSources": {
				"Expanded": [
					"SoM|253"
				]
			},
			"categories": [
				"Alignment",
				"Planar"
			],
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"An ability with this trait can be selected or used by lawful creatures only."
					],
					"source": "SoM",
					"page": 253
				}
			]
		},
		{
			"name": "LE",
			"source": "B1",
			"page": 345,
			"categories": [
				"Alignment",
				"_alignAbv"
			],
			"entries": [
				"{@trait Lawful} and {@trait evil}"
			]
		},
		{
			"name": "Leshy",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				],
				"Expanded": [
					"LOCG|133"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"Leshys are small plant creatures, roughly humanoid in form.",
				{
					"type": "entriesOtherSource",
					"source": "LOCG",
					"page": 133,
					"entries": [
						"Leshies are living plants animated by {@trait primal} magic."
					]
				}
			]
		},
		{
			"name": "LG",
			"source": "B1",
			"page": 345,
			"categories": [
				"Alignment",
				"_alignAbv"
			],
			"entries": [
				"{@trait Lawful} and {@trait good}"
			]
		},
		{
			"name": "Light",
			"source": "CRB",
			"page": 633,
			"otherSources": {
				"Reprinted": [
					"G&G|234"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"Light effects overcome non-magical darkness in the area, and can counteract magical {@trait 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": "Lineage",
			"source": "APG",
			"page": 268,
			"categories": [],
			"entries": [
				"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."
			]
		},
		{
			"name": "Linguistic",
			"source": "CRB",
			"page": 633,
			"otherSources": {
				"Reprinted": [
					"SoM|253",
					"G&G|234"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"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": "Litany",
			"source": "CRB",
			"page": 633,
			"categories": [
				"Spell"
			],
			"entries": [
				"Litanies are special devotion spells, typically used by {@class champion|CRB|champions} and requiring a single action, that usually give temporary immunity to further litanies."
			]
		},
		{
			"name": "Lizardfolk",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Expanded": [
					"LOCG|133"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"Lizardfolk are a family of reptilian humanoids.",
				{
					"type": "entriesOtherSource",
					"source": "LOCG",
					"page": 133,
					"entries": [
						"These reptilian humanoids, also known as iruxi, are extremely adaptable and patient."
					]
				}
			]
		},
		{
			"name": "LN",
			"source": "B1",
			"page": 345,
			"categories": [
				"Alignment",
				"_alignAbv"
			],
			"entries": [
				"{@trait Lawful} and neutral"
			]
		},
		{
			"name": "Low Gravity",
			"source": "GMG",
			"page": 252,
			"categories": [
				"Gravity",
				"Planar"
			],
			"entries": [
				"As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell."
			]
		},
		{
			"name": "Magical",
			"source": "CRB",
			"page": 633,
			"otherSources": {
				"Reprinted": [
					"B1|347",
					"B2|309"
				],
				"Expanded": [
					"G&G|234"
				]
			},
			"categories": [
				"Item"
			],
			"entries": [
				"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.",
				"Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the {@trait arcane}, {@trait divine}, {@trait occult}, or {@trait primal} trait instead of the magical trait. Any of these traits indicate that the item is magical.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"Something with the {@trait 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."
					],
					"source": "G&G",
					"page": 234
				}
			]
		},
		{
			"name": "Magus",
			"source": "SoM",
			"page": 253,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class magus|SoM} class."
			]
		},
		{
			"name": "Manipulate",
			"source": "CRB",
			"page": 633,
			"otherSources": {
				"Reprinted": [
					"G&G|234"
				]
			},
			"categories": [
				"General"
			],
			"entries": [
				"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": "Mechanical",
			"source": "CRB",
			"page": 634,
			"otherSources": {
				"Reprinted": [
					"G&G|234"
				]
			},
			"categories": [
				"Hazard"
			],
			"entries": [
				"A hazard with this trait is a constructed physical object."
			]
		},
		{
			"name": "Medium",
			"source": "B1",
			"page": 345,
			"categories": [
				"Size"
			],
			"entries": [
				"A Medium creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet."
			]
		},
		{
			"name": "Mental",
			"source": "CRB",
			"page": 634,
			"otherSources": {
				"Reprinted": [
					"SoM|253",
					"G&G|234"
				]
			},
			"categories": [
				"Effect"
			],
			"implies": {
				"creature": {
					"_fimmunities": [
						"emotion",
						"fear",
						"possession"
					]
				}
			},
			"entries": [
				"A mental effect can alter the target's mind. It has no effect on an object or a mindless creature."
			]
		},
		{
			"name": "Merfolk",
			"source": "B1",
			"page": 347,
			"categories": [
				"Creature"
			],
			"entries": [
				"These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish."
			]
		},
		{
			"name": "Metamagic",
			"source": "CRB",
			"page": 634,
			"categories": [
				"General"
			],
			"entries": [
				"Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before {@action Cast a Spell||Casting the Spell} you want to alter. If you use any action (including free actions and reactions) other than {@action 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": "Metamorphic",
			"source": "GMG",
			"page": 253,
			"categories": [
				"Gravity",
				"Morphic"
			],
			"entries": [
				"On planes with this trait, the plane's physical nature can be changed by things other than physical force or magic."
			]
		},
		{
			"name": "Metropolis",
			"source": "GMG",
			"page": 253,
			"categories": [
				"Settlement"
			],
			"entries": [
				"Settlements with this trait are the largest of cities, often with a level of 8 or higher."
			]
		},
		{
			"name": "Microgravity",
			"source": "GMG",
			"page": 253,
			"categories": [
				"Planar",
				"Gravity"
			],
			"entries": [
				"There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane."
			]
		},
		{
			"name": "Militaristic",
			"source": "LOCG",
			"page": 133,
			"categories": [
				"General"
			],
			"entries": [
				"Militaristic entities have a command structure and an emphasis on armed combat in organized groups; militaristic organizations are often armies or law enforcement agencies."
			]
		},
		{
			"name": "Mindless",
			"source": "CRB",
			"page": 634,
			"otherSources": {
				"Reprinted": [
					"B1|347",
					"B2|309",
					"SoM|253"
				]
			},
			"categories": [
				"Creature"
			],
			"implies": {
				"creature": {
					"_fimmunities": [
						"emotion",
						"fear",
						"mental",
						"possession"
					]
				}
			},
			"entries": [
				"A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are \u20135. They are immune to all mental effects."
			]
		},
		{
			"name": "Minion",
			"source": "CRB",
			"page": 634,
			"otherSources": {
				"Reprinted": [
					"SoM|253"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. 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 {@action Command an Animal}; for a minion that's a spell or magic item effect, like a summoned minion, you {@action Sustain a Spell} or {@action Sustain an Activation}; if not otherwise specified, you issue a verbal command as a single action with the {@trait auditory} and {@trait 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, {@trait mindless} minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures."
			]
		},
		{
			"name": "Misfortune",
			"source": "CRB",
			"page": 634,
			"categories": [
				"Effect"
			],
			"entries": [
				"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 {@trait fortune} effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."
			]
		},
		{
			"name": "Modification",
			"source": "G&G",
			"page": 234,
			"categories": [
				"Feat"
			],
			"entries": [
				"A feat with this trait alters the construction of your innovation. If you have the {@classFeature reconfigure|inventor|g&g|3} class feature, you can retrain such a feat more easily."
			]
		},
		{
			"name": "Modular",
			"source": "LOGM",
			"variable": true,
			"page": 120,
			"otherSources": {
				"Reprinted": [
					"LOAG|139",
					"G&G|234"
				],
				"Expanded": [
					"LOTGB|106"
				]
			},
			"categories": [
				"Weapon"
			],
			"implies": {
				"item": {
					"_fDamageType": {
						"regex": "\\b(B|P|S)\\b",
						"flags": "g",
						"value": "$1"
					}
				}
			},
			"entries": [
				"The weapon has multiple configurations that you can switch between using an {@action Interact} action. This typically changes the type of damage the weapon deals (listed in the trait, such as \"modular B, P, or S\"). However, it can also change the weapon's traits. For example, a {@item switchscythe|LOTGB|switchscythe's} \"modular (P and {@trait grapple}, or S and {@trait sweep})\" means that the {@item switchscythe|lotgb} can either deal piercing damage and gain the {@trait grapple} trait, or it can deal slashing damage and gain the {@trait sweep} trait."
			]
		},
		{
			"name": "Monitor",
			"source": "CRB",
			"page": 634,
			"otherSources": {
				"Reprinted": [
					"B1|347",
					"B2|309",
					"SoM|254"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"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": "Monk",
			"source": "CRB",
			"page": 634,
			"otherSources": {
				"Expanded": [
					"G&G|234"
				]
			},
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class monk|CRB} class.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"Abilities with this trait are from the monk class. Weapons with this trait are primarily used by monks. CR."
					],
					"source": "G&G",
					"page": 234
				}
			]
		},
		{
			"name": "Morlock",
			"source": "B2",
			"page": 308,
			"categories": [
				"Creature"
			],
			"entries": [
				"Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans."
			]
		},
		{
			"name": "Morph",
			"source": "CRB",
			"page": 634,
			"categories": [
				"Effect"
			],
			"entries": [
				"Effects that slightly alter a creature's form have the morph trait. Any {@action Strike||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 {@trait polymorph} effects, described in that trait).",
				"Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't."
			]
		},
		{
			"name": "Mounted",
			"source": "G&G",
			"page": 234,
			"categories": [
				"Weapon"
			],
			"entries": [
				"Mounted siege weapons take up a certain size and space, and typically have statistics to allow them to be attacked. They're used for large-scale warfare. 72."
			]
		},
		{
			"name": "Move",
			"source": "CRB",
			"page": 634,
			"categories": [
				"Combat"
			],
			"entries": [
				"An action with this trait involves moving from one space to another."
			]
		},
		{
			"name": "Multiclass",
			"source": "CRB",
			"page": 635,
			"categories": [
				"Feat"
			],
			"entries": [
				"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": "Mummy",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"A mummy is an undead creature created from a preserved corpse."
			]
		},
		{
			"name": "Mutagen",
			"source": "CRB",
			"page": 634,
			"categories": [
				"Item"
			],
			"entries": [
				"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": "Mutant",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both."
			]
		},
		{
			"name": "N",
			"source": "B1",
			"page": 345,
			"categories": [
				"Alignment",
				"_alignAbv"
			],
			"entries": [
				"Neutral"
			]
		},
		{
			"name": "NE",
			"source": "B1",
			"page": 345,
			"categories": [
				"Alignment",
				"_alignAbv"
			],
			"entries": [
				"Neutral and {@trait evil}"
			]
		},
		{
			"name": "Necromancy",
			"source": "CRB",
			"page": 634,
			"otherSources": {
				"Reprinted": [
					"SoM|254",
					"G&G|234"
				]
			},
			"categories": [
				"School"
			],
			"implies": {
				"spell": {
					"_fSchool": "Necromancy"
				}
			},
			"entries": [
				"Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"Necromancy spells harness the power of life and death.",
						"They can sap life essence or sustain creatures with life-saving healing. Necromancy spells often have the {@trait curse}, {@trait death}, {@trait healing}, {@trait negative}, or {@trait positive} traits."
					],
					"source": "CRB",
					"page": 298
				}
			],
			"_data": {
				"school": {
					"short": "Necr.",
					"color": "6c00cc"
				}
			}
		},
		{
			"name": "Negative",
			"source": "CRB",
			"page": 630,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				],
				"Expanded": [
					"GMG|253",
					"SoM|254"
				]
			},
			"categories": [
				"Energy & Element"
			],
			"entries": [
				"Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Creatures with this trait are natives of the Negative Energy Plane. They can survive the basic environmental effects of the Negative Energy Plane.",
				{
					"type": "entriesOtherSource",
					"source": "GMG",
					"page": 253,
					"entries": [
						"Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the {@trait death} trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a {@creature wraith}. Negative magic is enhanced, and {@trait positive} magic is impeded."
					]
				},
				{
					"type": "entriesOtherSource",
					"entries": [
						"Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy."
					],
					"source": "SoM",
					"page": 254
				}
			]
		},
		{
			"name": "NG",
			"source": "B1",
			"page": 345,
			"categories": [
				"Alignment",
				"_alignAbv"
			],
			"entries": [
				"Neutral and {@trait good}"
			]
		},
		{
			"name": "Noisy",
			"source": "CRB",
			"page": 275,
			"categories": [
				"Armor"
			],
			"entries": [
				"This armor is loud and likely to alert others to your presence. The armor's check penalty applies to {@skill Stealth} checks even if you meet the required Strength score."
			]
		},
		{
			"name": "Nonlethal",
			"source": "CRB",
			"page": 283,
			"otherSources": {
				"Reprinted": [
					"SoM|254"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"An effect with this trait is nonlethal. Damage from a nonlethal effect knocks a creature out rather than killing it.",
				"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 \u20132 circumstance penalty."
			]
		},
		{
			"name": "Nymph",
			"source": "B1",
			"page": 347,
			"categories": [
				"Creature"
			],
			"entries": [
				"This family of beautiful fey creatures has strong ties to natural locations."
			]
		},
		{
			"name": "Oath",
			"source": "CRB",
			"page": 109,
			"categories": [
				"Feat"
			],
			"entries": [
				"Oaths add an additional tenet to your code. You can usually have only one feat with this trait."
			]
		},
		{
			"name": "Occult",
			"source": "CRB",
			"page": 634,
			"otherSources": {
				"Reprinted": [
					"G&G|234"
				]
			},
			"categories": [
				"Tradition"
			],
			"entries": [
				"This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is {@trait magical}."
			]
		},
		{
			"name": "Oil",
			"source": "CRB",
			"page": 634,
			"categories": [
				"Item"
			],
			"entries": [
				"Oils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process."
			]
		},
		{
			"name": "Olfactory",
			"source": "B1",
			"page": 168,
			"categories": [
				"Effect"
			],
			"entries": [
				"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."
			]
		},
		{
			"name": "Oni",
			"source": "B2",
			"page": 309,
			"categories": [
				"Creature"
			],
			"entries": [
				"Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes."
			]
		},
		{
			"name": "Ooze",
			"source": "CRB",
			"page": 634,
			"otherSources": {
				"Reprinted": [
					"B1|347",
					"B2|309",
					"SoM|254"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage."
			]
		},
		{
			"name": "Open",
			"source": "CRB",
			"page": 634,
			"categories": [
				"Combat"
			],
			"entries": [
				"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": "Oracle",
			"source": "APG",
			"page": 269,
			"categories": [
				"Class"
			],
			"entries": [
				"This trait indicates abilities from the oracle class."
			]
		},
		{
			"name": "Orc",
			"source": "CRB",
			"page": 634,
			"otherSources": {
				"Reprinted": [
					"B1|347"
				]
			},
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have {@ability 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": "Oread",
			"source": "B2",
			"page": 309,
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Oreads are planar scions descended from shaitans."
			]
		},
		{
			"name": "Parry",
			"source": "CRB",
			"page": 283,
			"otherSources": {
				"Reprinted": [
					"G&G|234"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"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 a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn."
			]
		},
		{
			"name": "Pervasive Magic",
			"source": "SoM",
			"page": 218,
			"categories": [
				"General"
			],
			"entries": [
				"{@note For more information read the {@variantrule pervasive magic|som} variant rule.}"
			]
		},
		{
			"name": "Petitioner",
			"source": "B2",
			"page": 309,
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Petitioners are mortal souls who have been judged and then transformed into creatures native to other planes. Petitioners can survive the basic environmental effects of their home plane."
			]
		},
		{
			"name": "Phantom",
			"source": "SoM",
			"page": 254,
			"categories": [
				"Creature"
			],
			"entries": [
				"A phantom is a soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead."
			]
		},
		{
			"name": "Plant",
			"source": "CRB",
			"page": 635,
			"otherSources": {
				"Reprinted": [
					"B1|347",
					"B2|309",
					"SoM|254"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"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. Those that manipulate plants have no effect in an area with no plants."
			]
		},
		{
			"name": "Poison",
			"source": "CRB",
			"page": 635,
			"otherSources": {
				"Reprinted": [
					"GMG|253"
				]
			},
			"categories": [
				"Effect",
				"Item"
			],
			"entries": [
				"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": "Polymorph",
			"source": "CRB",
			"page": 635,
			"otherSources": {
				"Expanded": [
					"G&G|235"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"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 {@action Strike||Strikes} specifically granted by a polymorph effect are {@trait 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 General 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 {@trait 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."
			]
		},
		{
			"name": "Poppet",
			"source": "LOTGB",
			"page": 134,
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Small constructs originally designed to serve as companions or servants. They occasionally gain a greater spark of life, transforming them into independent, sapient creatures."
			]
		},
		{
			"name": "Portable",
			"source": "G&G",
			"page": 235,
			"categories": [
				"Weapon"
			],
			"entries": [
				"Portable siege weapons, such as battering rams, can be more easily carried and have a role in both warfare and smaller conflicts or exploration. 73."
			]
		},
		{
			"name": "Positive",
			"source": "CRB",
			"page": 635,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				],
				"Expanded": [
					"GMG|253"
				]
			},
			"categories": [
				"Energy & Element"
			],
			"entries": [
				"Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.",
				{
					"type": "entriesOtherSource",
					"source": "GMG",
					"page": 253,
					"entries": [
						"These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and {@trait negative} magic is impeded."
					]
				}
			]
		},
		{
			"name": "Possession",
			"source": "CRB",
			"page": 635,
			"categories": [
				"Effect"
			],
			"entries": [
				"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 roll, 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."
			]
		},
		{
			"name": "Potion",
			"source": "CRB",
			"page": 635,
			"categories": [
				"Item"
			],
			"entries": [
				"A potion is a magical liquid activated when you drink it."
			]
		},
		{
			"name": "Precious",
			"source": "CRB",
			"page": 635,
			"categories": [
				"Item"
			],
			"entries": [
				"Valuable materials with special properties have the precious trait. They can be substituted for base materials when you Craft items."
			]
		},
		{
			"name": "Prediction",
			"source": "CRB",
			"page": 635,
			"otherSources": {
				"Reprinted": [
					"SoM|254"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"Effects with this trait determine what is likely to happen in the near future. Most predictions are {@trait divination|divinations}."
			]
		},
		{
			"name": "Press",
			"source": "CRB",
			"page": 635,
			"categories": [
				"Combat"
			],
			"entries": [
				"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": "Primal",
			"source": "CRB",
			"page": 635,
			"otherSources": {
				"Reprinted": [
					"G&G|235"
				]
			},
			"categories": [
				"Tradition"
			],
			"entries": [
				"This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is {@trait magical}."
			]
		},
		{
			"name": "Propulsive",
			"source": "CRB",
			"page": 283,
			"categories": [
				"Weapon"
			],
			"entries": [
				"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": "Protean",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have {@ability darkvision}, an amorphous anatomy, and a weakness to lawful damage."
			]
		},
		{
			"name": "Psychopomp",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have {@ability darkvision}, lifesense, and spirit touch, and they are immune to death effects."
			]
		},
		{
			"name": "Qlippoth",
			"source": "B2",
			"page": 309,
			"categories": [
				"Creature"
			],
			"entries": [
				"A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them."
			]
		},
		{
			"name": "Rage",
			"source": "CRB",
			"page": 87,
			"categories": [
				"Combat"
			],
			"entries": [
				"You must be raging to use abilities with the rage trait, and they end automatically when you stop raging."
			]
		},
		{
			"name": "Rakshasa",
			"source": "B1",
			"page": 347,
			"categories": [
				"Creature"
			],
			"entries": [
				"Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane."
			]
		},
		{
			"name": "Ranged Trip",
			"source": "B1",
			"page": 85,
			"otherSources": {
				"Reprinted": [
					"LOGM|120",
					"APG|269",
					"G&G|235"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"The weapon can be used to {@action Trip} with the {@skill Athletics} skill at a distance up to the weapon's first range increment. The skill check is attempted with a \u20132 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to {@action Trip}, a ranged trip weapon doesn't deal any damage when used to {@action Trip}. This trait usually appears only on a {@trait thrown} weapon."
			]
		},
		{
			"name": "Ranger",
			"source": "CRB",
			"page": 635,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class ranger|CRB} class."
			]
		},
		{
			"name": "Rare",
			"source": "CRB",
			"page": 635,
			"otherSources": {
				"Expanded": [
					"B1|344"
				],
				"Reprinted": [
					"G&G|235"
				]
			},
			"categories": [
				"Rarity"
			],
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"source": "B1",
					"page": 344,
					"entries": [
						"Creatures with this trait are rare. They typically can't be summoned. The DC of {@action Recall Knowledge} checks related to these creatures is increased by 5."
					]
				}
			]
		},
		{
			"name": "Ratfolk",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Expanded": [
					"APG|269"
				]
			},
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Ratfolk are humanoids who resemble rats.",
				{
					"type": "entriesOtherSource",
					"source": "APG",
					"page": 269,
					"entries": [
						"A creature with this trait is a member of the ratfolk ancestry. Ratfolk are humanoids who resemble rats. An ability with this trait can be used or selected only by ratfolk."
					]
				}
			]
		},
		{
			"name": "Reach",
			"source": "CRB",
			"page": 283,
			"otherSources": {
				"Reprinted": [
					"G&G|235"
				]
			},
			"variable": true,
			"categories": [
				"Weapon"
			],
			"entries": [
				"This weapon is long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet."
			]
		},
		{
			"name": "Reckless",
			"source": "GMG",
			"page": 254,
			"otherSources": {
				"Reprinted": [
					"G&G|235"
				]
			},
			"categories": [
				"Action & Ability"
			],
			"entries": [
				"Actions that have the reckless trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The action occurs as described.",
						"Failure": "The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled."
					}
				}
			]
		},
		{
			"name": "Repeating",
			"source": "G&G",
			"page": 62,
			"categories": [
				"Weapon"
			],
			"entries": [
				"These weapons can't be loaded with individual bolts or bullets like other crossbows and firearms; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition loads automatically each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0). When the ammunition runs out, a new magazine must be loaded, which requires a free hand and 3 {@action Interact} actions (to remove the old magazine, retrieve the new magazine, and slot the new magazine in place). These actions don't need to be consecutive. The {@action Interact} actions to replace a magazine are the same as {@action Interact||Interacting} to reload."
			]
		},
		{
			"name": "Resonant",
			"source": "LOAG",
			"page": 139,
			"categories": [
				"Weapon"
			],
			"entries": [
				"This weapon can channel energy damage. You gain the {@action Conduct Energy|LOAG} free action while wielding a resonant weapon.",
				{
					"type": "data",
					"tag": "action",
					"name": "Conduct Energy",
					"source": "LOAG"
				}
			]
		},
		{
			"name": "Revelation",
			"source": "CRB",
			"page": 635,
			"otherSources": {
				"Reprinted": [
					"SoM|254"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"Effects with this trait see things as they truly are."
			]
		},
		{
			"name": "Revolutionary",
			"source": "LOCG",
			"page": 134,
			"categories": [
				"General"
			],
			"entries": [
				"Revolutionary entities use armed conflict to oppose authority. A revolutionary organization often has a loose structure of agents with loyalty to charismatic individuals."
			]
		},
		{
			"name": "Rogue",
			"source": "CRB",
			"page": 635,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class rogue|CRB} class."
			]
		},
		{
			"name": "Scatter",
			"source": "TV",
			"page": 26,
			"otherSources": {
				"Originally": [
					"G&G|152"
				]
			},
			"variable": true,
			"categories": [
				"Weapon"
			],
			"entries": [
				"This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon takes the listed damage, and the target and all other creatures within the listed radius around it take 1 point of {@trait splash} damage per weapon damage die, of the same type as the initial attack."
			]
		},
		{
			"name": "Scroll",
			"source": "CRB",
			"page": 636,
			"categories": [
				"Item"
			],
			"entries": [
				"A scroll contains a single spell you can cast without a spell slot."
			]
		},
		{
			"name": "Scrying",
			"source": "CRB",
			"page": 636,
			"otherSources": {
				"Reprinted": [
					"SoM|254"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"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": "Sea Devil",
			"source": "B1",
			"page": 347,
			"categories": [
				"Creature"
			],
			"entries": [
				"Evil ocean-dwelling humanoids, sea devils usually have {@ability darkvision} and wavesense."
			]
		},
		{
			"name": "Secret",
			"source": "CRB",
			"page": 636,
			"categories": [
				"General"
			],
			"entries": [
				"The GM rolls the check for this ability in secret."
			]
		},
		{
			"name": "Sentient",
			"source": "GMG",
			"page": 254,
			"categories": [
				"Planar",
				"Morphic"
			],
			"entries": [
				"Planes with this trait can change their physical nature according to the plane's own whim."
			]
		},
		{
			"name": "Serpentfolk",
			"source": "B2",
			"page": 309,
			"categories": [
				"Creature"
			],
			"entries": [
				"Serpentfolk are a family of serpentine humanoids."
			]
		},
		{
			"name": "Shadow",
			"source": "CRB",
			"page": 636,
			"otherSources": {
				"Expanded": [
					"GMG|254",
					"B2|309"
				]
			},
			"categories": [
				"General"
			],
			"entries": [
				"This magic involves shadows or the energy of the Shadow Plane.",
				{
					"type": "entriesOtherSource",
					"source": "B2",
					"page": 309,
					"entries": [
						"Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane."
					]
				},
				{
					"type": "entriesOtherSource",
					"source": "GMG",
					"page": 254,
					"entries": [
						"Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and {@trait light} magic is impeded."
					]
				}
			]
		},
		{
			"name": "Barding",
			"source": "TV",
			"page": 216,
			"categories": [
				"Item"
			],
			"entries": [
				"You can purchase special armor for animals, called barding. All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available."
			]
		},
		{
			"name": "Spellgun",
			"source": "TV",
			"page": 221,
			"categories": [
				"Item"
			],
			"entries": [
				"The spellgun trait appears on items that can generate a magical effect that flies out like a bullet. You can make either a spell attack roll with a spellgun or a ranged attack roll using your proficiency with simple firearms. Spellguns have a range increment, which applies regardless of which type of attack roll you make. Though you can use your modifier for simple firearms, a spellgun isn't actually a firearm. You don't get the damage of a firearm {@action Strike}, nor other benefits like critical specialization. Similarly, you can't load or reload a spellgun, {@action affix a talisman||affix talismans} to one, make a spellgun {@action Strike} as part of an action that lets you make a firearm {@action Strike}, and so on."
			]
		},
		{
			"name": "Foldaway",
			"source": "TV",
			"page": 218,
			"categories": [
				"Item"
			],
			"entries": [
				"This shield can collapse into a smaller form attached to a {@item gauntlet} for stability and easy travel. You can use an {@action Interact} action to deploy or stow the shield. While it's deployed, you can {@action Raise the Shield} as long as you have that hand free or are holding an object of light Bulk that's not a weapon in that hand. The shield impedes the use of your hand while it's deployed. Though you can still hold items in that hand, you can't wield weapons in that hand, operate anything that takes two hands, or attack with the {@item gauntlet}.",
				"A foldaway shield must be attached to a {@item gauntlet} for stability. It can be affixed to an item with 10 minutes of work and a successful DC 10 {@skill Crafting} check; this includes the time needed to remove the shield from a previous {@item gauntlet}, if necessary. If the {@item gauntlet} is destroyed, the foldaway shield can usually be salvaged. The collapsible nature of the shield makes it impossible to affix an attached weapon to it."
			]
		},
		{
			"name": "Harnessed",
			"source": "TV",
			"page": 219,
			"categories": [
				"Item"
			],
			"entries": [
				"This shield features a special brace or opening designed to hold lances or other jousting weapons. Jousters often use these shields as a backup in narrow passages and other places where they're unable to ride a mount. You can Interact to lock a weapon with the jousting trait in place in the shield, enabling you to use two hands to wield the shield and weapon simultaneously. If you're not wielding the combined unit with both hands, you can use neither the weapon nor the shield.",
				"While you have the shield raised, you can gain the jousting benefit of a weapon as if you were mounted. Because a significant portion of the weapon needs to be braced behind the shield, the weapon's reach is reduced by 5 feet if it is greater than 5 feet."
			]
		},
		{
			"name": "Coda",
			"source": "TV",
			"page": 217,
			"categories": [
				"Item"
			],
			"entries": [
				"Instruments with the coda trait work mostly like staves and have the {@trait staff} trait. There are two differences: Coda instruments are in the form of musical instruments, and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument, nor can you etch it with weapon runes.",
				"The process of preparing a coda instrument involves playing significant portions of songs related to the spells within the instrument\u2014either old standards or ones of your own creation. This leaves magical reverberations within the instrument that allow you to complete the songs by playing their coda later in the day."
			]
		},
		{
			"name": "Hefty",
			"source": "TV",
			"page": 219,
			"variable": true,
			"categories": [
				"Item"
			],
			"entries": [
				"A hefty shield is so heavy that raising it takes more effort. Raising a Shield with the hefty trait is a two-action activity unless your Strength score equals or exceeds the number with the trait."
			]
		},
		{
			"name": "Launching",
			"source": "TV",
			"page": 220,
			"variable": true,
			"categories": [
				"Item"
			],
			"entries": [
				"A mechanism within this shield can shoot projectiles, causing the shield to also function as a ranged weapon. The trait lists the type of weapon, such as \"launching dart.\" Striking with the launcher requires the same number of hands as normal, except that the hand holding the shield counts toward this total, so a one-handed ranged weapon would require only one hand. Reloading takes the normal number of {@action Interact} actions, to a minimum of 1 action, and you can't use the hand holding your shield to reload."
			]
		},
		{
			"name": "Shield Throw",
			"source": "TV",
			"page": 219,
			"variable": true,
			"categories": [
				"Item"
			],
			"entries": [
				"A shield with this trait is designed to be thrown as a ranged attack. When thrown, the shield is a martial {@trait thrown} ranged weapon. Its damage dice and type are the same as its shield bash attack, but if the shield includes an attached weapon or integrated weapon, you can choose to attack with it instead when you throw the shield. You add your Strength modifier to damage, as typical of a {@trait thrown} weapon. The trait also includes the range increment."
			]
		},
		{
			"name": "Integrated",
			"source": "TV",
			"page": 219,
			"variable": true,
			"categories": [
				"Item"
			],
			"entries": [
				"This shield has been created to include a weapon in its construction, which works like an attached weapon but can't be removed from the shield. This also prevents other attached weapons from being added to the shield. The integrated weapon's damage is listed alongside the trait, such as \"integrated d6 S,\" with any traits in parentheses. Unless otherwise noted in the shield's description, an integrated weapon is a martial weapon in the shield weapon group and requires one hand to attack with. The attached weapon can have runes etched onto it like other attached weapons. You can continue fighting normally with the integrated weapon if the shield is broken, but if the shield is destroyed, so is the weapon."
			]
		},
		{
			"name": "Deflecting",
			"source": "TV",
			"page": 20,
			"variable": true,
			"categories": [
				"Item"
			],
			"entries": [
				"This shield is designed to block or divert certain types of attacks or weapons. Increase the shield's Hardness against the listed type of attack by 2."
			]
		},
		{
			"name": "Expandable",
			"source": "TV",
			"page": 56,
			"categories": [
				"Item"
			],
			"entries": [
				"An item with the expandable trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a consumable or shrinks back to its normal size if it's not a consumable."
			]
		},
		{
			"name": "Processed",
			"source": "TV",
			"page": 46,
			"categories": [
				"Item"
			],
			"entries": [
				"An alchemical consumable with the processed trait can be created with {@action Quick Alchemy} but is too complex to create in a single action. Using {@action Quick Alchemy} to create a processed item takes 1 minute. If the item would take more than 3 actions to Activate, the time the item remains potent after you create it is equal to its activation time. For instance, a processed item that takes 10 minutes to Activate would remain potent for 10 minutes when created with {@action Quick Alchemy} instead of remaining potent only until the start of your next turn. This trait doesn't change other specifics of {@action Quick Alchemy}. You could, for example, use double brew to create two of the same processed item over the course of 1 minute."
			]
		},
		{
			"name": "Lozenge",
			"source": "TV",
			"page": 46,
			"categories": [
				"Item"
			],
			"entries": [
				"You {@action Activate an Item||Activate} an alchemical lozenge by putting it in your mouth. It stays there, slowly dissolving and releasing its ingredients over time. You can bite a lozenge for a secondary effect. The action this takes is noted in the item under the Secondary Effect heading. As soon as this secondary effect is over, the lozenge is used up and its benefits for you end. You can drink elixirs, potions, and beverages with a lozenge in your mouth, but you can't benefit from more than one lozenge at a time. If you have two lozenges in your mouth at the same time, both become inert. You can also spit out a lozenge as a single action to end its effect and make it inert. A lozenge dissolves due to its alchemical ingredients, so it typically still works even if you don't have saliva."
			]
		},
		{
			"name": "Training",
			"source": "TV",
			"page": 26,
			"categories": [
				"Weapon"
			],
			"entries": [
				"A training weapon is designed to be used when training an animal to participate in combat by identifying the target for the animal to attack. {@action Strike||Striking} a creature with a training weapon gives your animal companion or your bonded animal a +1 circumstance bonus to its next attack roll against that target."
			]
		},
		{
			"name": "Razing",
			"source": "TV",
			"page": 26,
			"categories": [
				"Weapon"
			],
			"entries": [
				"Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice."
			]
		},
		{
			"name": "Vehicular",
			"source": "TV",
			"page": 26,
			"categories": [
				"Weapon"
			],
			"entries": [
				"A vehicular weapon is attached to a vehicle or worn by a mount and can typically only be wielded by the driver of the vehicle or the mount's primary rider. The driver or rider can control a vehicular weapon with the same hands they use to steer the vehicle or guide the mount. A vehicular weapon can be {@action Disarm||Disarmed} by knocking the controls (typically reins for a mount or a steering device for a vehicle) out of the wielder's hands."
			]
		},
		{
			"name": "Recovery",
			"source": "TV",
			"page": 26,
			"categories": [
				"Weapon"
			],
			"entries": [
				"Recovery weapons are thrown weapons designed to return to the thrower when they miss the target. When you make an unsuccessful thrown Strike with this weapon, it flies back to your hand after the Strike is complete, allowing you to try again. If your hands are full when the weapon returns, it falls to the ground in your space."
			]
		},
		{
			"name": "Brace",
			"source": "TV",
			"page": 24,
			"categories": [
				"Weapon"
			],
			"entries": [
				"A brace weapon is effective at damaging moving opponents. When you {@action Ready} to {@action Strike} an opponent that moves within your reach, until the start of your next turn {@action Strike||Strikes} with the brace weapon deal an additional 2 precision damage for each weapon damage die it has."
			]
		},
		{
			"name": "Shisk",
			"source": "LOME",
			"page": 310,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"Secretive humanoids covered in bony plumage that reside underground."
			]
		},
		{
			"name": "Shoony",
			"source": "EC3",
			"page": 82,
			"categories": [
				"Ancestry & Heritage",
				"Creature"
			],
			"entries": [
				"Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes."
			]
		},
		{
			"name": "Shove",
			"source": "CRB",
			"page": 283,
			"otherSources": {
				"Reprinted": [
					"G&G|235"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"You can use this weapon to {@action Shove} with the {@skill 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 {@skill Athletics} check. If you critically fail a check to {@action Shove} using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure."
			]
		},
		{
			"name": "Skeleton",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"BotD|220"
				]
			},
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"This undead is made by animating a dead creature's skeleton with negative energy."
			]
		},
		{
			"name": "Skill",
			"source": "CRB",
			"page": 636,
			"categories": [
				"Feat"
			],
			"entries": [
				"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": "Skulk",
			"source": "B2",
			"page": 309,
			"categories": [
				"Creature"
			],
			"entries": [
				"Skulks are a family of humanoids whose skin can shift coloration to aid in stealth."
			]
		},
		{
			"name": "Sleep",
			"source": "CRB",
			"page": 636,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"This effect can cause a creature to fall asleep or get drowsy."
			]
		},
		{
			"name": "Small",
			"source": "B1",
			"page": 345,
			"categories": [
				"Size"
			],
			"entries": [
				"A Small creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet."
			]
		},
		{
			"name": "Snare",
			"source": "CRB",
			"page": 636,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Item"
			],
			"entries": [
				"Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield."
			]
		},
		{
			"name": "Sonic",
			"source": "CRB",
			"page": 636,
			"otherSources": {
				"Reprinted": [
					"B2|309",
					"SoM|254"
				]
			},
			"categories": [
				"Energy & Element"
			],
			"entries": [
				"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. A creature with this trait has a magical connection to powerful sound."
			]
		},
		{
			"name": "Sorcerer",
			"source": "CRB",
			"page": 636,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class sorcerer|CRB} class."
			]
		},
		{
			"name": "Soulbound",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"B2|309"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"These constructs are mentally augmented by a fragment of a once-living creature's soul."
			]
		},
		{
			"name": "Spellheart",
			"source": "SoM",
			"page": 170,
			"categories": [
				"Equipment"
			],
			"entries": [
				"Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to {@action Affix a Talisman||Affixing the Talisman}. The limit of one talisman per item remains\u2014an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. {@action Craft||Crafting} a spellheart requires the spells the spellheart can cast. For example, a {@item major five-feather wreath|som} requires {@spell air walk}, {@spell gale blast}, and {@spell wall of wind}."
			]
		},
		{
			"name": "Spirit",
			"source": "CRB",
			"page": 636,
			"otherSources": {
				"Reprinted": [
					"B1|347",
					"B2|309"
				]
			},
			"categories": [
				"Creature",
				"Creature Type"
			],
			"entries": [
				"Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form."
			]
		},
		{
			"name": "Splash",
			"source": "CRB",
			"page": 637,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"Most bombs also have the splash trait. 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 critical failure, the bomb misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit.",
				"For example, if you throw a {@item lesser acid flask} and hit your target, that creature takes 1 acid damage, {@damage 1d6} {@condition persistent damage||persistent acid damage}, and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and {@damage 2d6} {@condition persistent damage||persistent acid damage}, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage."
			]
		},
		{
			"name": "Spriggan",
			"source": "B2",
			"page": 310,
			"categories": [
				"Creature"
			],
			"entries": [
				"Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants."
			]
		},
		{
			"name": "Sprite",
			"source": "B1",
			"page": 347,
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"A family of diminutive winged fey with a strong connection to primal magic."
			]
		},
		{
			"name": "Staff",
			"source": "CRB",
			"page": 637,
			"categories": [
				"Item"
			],
			"entries": [
				"This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff."
			]
		},
		{
			"name": "Stance",
			"source": "CRB",
			"page": 637,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Combat"
			],
			"entries": [
				"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": "Static",
			"source": "GMG",
			"page": 254,
			"categories": [
				"Planar"
			],
			"entries": [
				"The physical nature of a plane with this trait can't be changed in any way."
			]
		},
		{
			"name": "Steam",
			"source": "G&G",
			"page": 236,
			"entries": [
				"Items with this trait are powered by engines that boil water to produce steam and move their components."
			]
		},
		{
			"name": "Strange Gravity",
			"source": "GMG",
			"page": 254,
			"categories": [
				"Planar",
				"Gravity"
			],
			"entries": [
				"All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself."
			]
		},
		{
			"name": "Strix",
			"source": "LOAG",
			"page": 142,
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Winged humanoids, most of whom live in and around Cheliax."
			]
		},
		{
			"name": "Structure",
			"source": "CRB",
			"page": 596,
			"categories": [
				"General"
			],
			"entries": [
				"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 {@flatDC 3} flat check each day; on a failure, the structure begins to sink or collapse.",
				"The structure doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when the item is activated ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the activation ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure."
			]
		},
		{
			"name": "Subjective Gravity",
			"source": "GMG",
			"page": 254,
			"categories": [
				"Planar",
				"Gravity"
			],
			"entries": [
				"All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and {@trait mindless} creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining \"down\" near their feet. Designating this downward direction is a free action that has the {@trait concentrate} trait. If suspended in midair, a creature can replicate flight by choosing a \"down\" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the {@action Fly} action."
			]
		},
		{
			"name": "Suli",
			"source": "B2",
			"page": 310,
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Sulis are planar scions descended from jann."
			]
		},
		{
			"name": "Summon",
			"source": "PC1",
			"page": 360,
			"categories": [
				"Spell"
			],
			"entries": [
				"Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in Monster Core or similar books. Unless noted otherwise, the creature must be common, it gains the {@trait summoned} trait (page 301), and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply on to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like {@spell summon instrument|pc1}, work as explained in the spell.",
				{
					"type": "table",
					"source": "PC1",
					"page": 360,
					"labelRowIdx": [
						0
					],
					"colStyles": [
						"text-center",
						"text-center"
					],
					"rows": [
						[
							"Spell Rank",
							"Maximum Creature Level"
						],
						[
							"1st",
							"\u22121"
						],
						[
							"2nd",
							"1"
						],
						[
							"3rd",
							"2"
						],
						[
							"4th",
							"3"
						],
						[
							"5th",
							"5"
						],
						[
							"6th",
							"7"
						],
						[
							"7th",
							"9"
						],
						[
							"8th",
							"11"
						],
						[
							"9th",
							"13"
						],
						[
							"10th",
							"15"
						]
					]
				}
			]
		},
		{
			"name": "Summoned",
			"source": "CRB",
			"page": 637,
			"otherSources": {
				"Reprinted": [
					"SoM|254",
					"PC1|301"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"A creature called by a 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 {@trait minion} trait. If it tries to {@action Cast a Spell} of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own 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 ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.",
				"Immediately when you finish {@action Cast a Spell||Casting the Spell}, the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends."
			]
		},
		{
			"name": "Summoner",
			"source": "SoM",
			"page": 254,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class summoner|som} class."
			]
		},
		{
			"name": "Swarm",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"B2|310"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"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). Swarms are immune to the grappled, prone, and restrained conditions."
			]
		},
		{
			"name": "Swashbuckler",
			"source": "APG",
			"page": 270,
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class swashbuckler|apg} class."
			]
		},
		{
			"name": "Sweep",
			"source": "CRB",
			"page": 283,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"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": "Sylph",
			"source": "B2",
			"page": 309,
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Sylphs are planar scions descended from djinn."
			]
		},
		{
			"name": "Talisman",
			"source": "CRB",
			"page": 637,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Item"
			],
			"entries": [
				"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": "Tandem",
			"source": "SoM",
			"page": 57,
			"categories": [
				"Action & Ability"
			],
			"entries": [
				"Actions with this trait involve you and your eidolon acting in concert. You can't use a tandem action if either you or your eidolon can't act, if you haven't {@action Manifest Eidolon|SoM|Manifested your Eidolon}, or if you've {@action Manifest Eidolon|SoM|Manifested your Eidolon} in a way where it isn't a separate entity (such as with the {@feat Meld into Eidolon|SoM} feat). Tandem actions often let both you and your eidolon take separate actions, but these must be actions taken separately by you and your eidolon; you can't use a tandem action to take another tandem action."
			]
		},
		{
			"name": "Tane",
			"source": "B2",
			"page": 310,
			"categories": [
				"Creature"
			],
			"entries": [
				"The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane."
			]
		},
		{
			"name": "Tattoo",
			"source": "LOWG",
			"otherSources": {
				"Reprinted": [
					"LOTGB|135"
				]
			},
			"page": 124,
			"categories": [
				"Item"
			],
			"entries": [
				"A tattoo is a type of item that is drawn or cut into a creature's skin and usually takes the form of images or symbols."
			]
		},
		{
			"name": "Teleportation",
			"source": "CRB",
			"page": 637,
			"otherSources": {
				"Reprinted": [
					"SoM|254"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement."
			]
		},
		{
			"name": "Tengu",
			"source": "B1",
			"page": 270,
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"A creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble birds. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus."
			]
		},
		{
			"name": "Tethered",
			"source": "B1",
			"page": 85,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"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 {@action Interact} action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been {@action disarm|crb|disarmed} (unless it is being held by another creature)."
			]
		},
		{
			"name": "Thrown",
			"variable": true,
			"source": "CRB",
			"page": 283,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon's Range entry."
			]
		},
		{
			"name": "Tiefling",
			"source": "B1",
			"page": 270,
			"categories": [
				"Ancestry & Heritage"
			],
			"entries": [
				"A creature with this trait has the tiefling versatile heritage. Tieflings are planar scions descended from {@trait fiend|fiends}. An ability with this trait can be used or selected only by tieflings."
			]
		},
		{
			"name": "Time",
			"source": "B2",
			"page": 310,
			"categories": [
				"Creature Type"
			],
			"entries": [
				"Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time."
			]
		},
		{
			"name": "Timeless",
			"source": "GMG",
			"page": 254,
			"categories": [
				"Planar",
				"Time"
			],
			"entries": [
				"Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another time trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the timeless trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age."
			]
		},
		{
			"name": "Tiny",
			"source": "B1",
			"page": 345,
			"categories": [
				"Size"
			],
			"entries": [
				"A creature of this size takes up less than a 5-foot-by-5-foot space (1 square on the grid), and multiple Tiny creatures can occupy the same square on the grid. At least four Tiny creatures can occupy the same square, and even more can occupy the same square, at the GM's discretion. They can also occupy the same space as larger creatures, and if their reach is 0 feet, they must do so in order to attack."
			]
		},
		{
			"name": "Town",
			"source": "GMG",
			"page": 254,
			"categories": [
				"Settlement"
			],
			"entries": [
				"Settlements with this trait are modest in size, with a level usually ranging from 2\u20134."
			]
		},
		{
			"name": "Transmutation",
			"source": "CRB",
			"page": 637,
			"otherSources": {
				"Reprinted": [
					"SoM|254",
					"G&G|236"
				]
			},
			"categories": [
				"School"
			],
			"implies": {
				"spell": {
					"_fSchool": "Transmutation"
				}
			},
			"entries": [
				"Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.",
				{
					"type": "entriesOtherSource",
					"entries": [
						"Transmutation spells make alterations to or transform the physical form of a creature or object. The {@trait morph} and {@trait polymorph} traits appear primarily in transmutation spells."
					],
					"source": "CRB",
					"page": 298
				}
			],
			"_data": {
				"school": {
					"short": "Trans.",
					"color": "ccbe00"
				}
			}
		},
		{
			"name": "Trap",
			"source": "CRB",
			"page": 637,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Hazard"
			],
			"entries": [
				"A hazard or item with this trait is constructed to hinder interlopers."
			]
		},
		{
			"name": "Trip",
			"source": "CRB",
			"page": 283,
			"categories": [
				"Weapon"
			],
			"entries": [
				"You can use this weapon to {@action Trip} with the {@skill 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 {@skill 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": "Troll",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"B2|310"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Trolls are giant, brutish creatures and are well known for their ability to regenerate."
			]
		},
		{
			"name": "True Name",
			"source": "SoM",
			"page": 244,
			"categories": [
				"General"
			],
			"entries": [
				"Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks.",
				{
					"type": "list",
					"items": [
						"Checks to {@action Recall Knowledge} about the creature",
						"{@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} checks relating to the creature, such as {@action Decipher Writing||Deciphering its Writing}, {@action Identify Magic||Identifying its Magic}, or {@action Learn a Spell||Learning its Spells}",
						"{@skill Deception}, {@skill Diplomacy}, and {@skill Intimidation} checks used on or related to the creature, such as to {@action Coerce} it, {@action Gather Information} on it, or {@action Impersonate} it"
					]
				}
			]
		},
		{
			"name": "Twin",
			"source": "CRB",
			"page": 283,
			"categories": [
				"Weapon"
			],
			"entries": [
				"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": "Two-Hand",
			"alias": [
				"Two-Handed"
			],
			"source": "CRB",
			"variable": true,
			"page": 283,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"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 {@i striking} runes."
			]
		},
		{
			"name": "Unarmed",
			"source": "CRB",
			"page": 283,
			"categories": [
				"Weapon"
			],
			"entries": [
				"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 {@action Disarm|CRB|Disarmed}. It also doesn't take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon."
			]
		},
		{
			"name": "Unbounded",
			"source": "GMG",
			"page": 255,
			"categories": [
				"Planar"
			],
			"entries": [
				"Planes with this trait loop back on themselves when a creature reaches the plane's \"edge\"."
			]
		},
		{
			"name": "Uncommon",
			"source": "CRB",
			"page": 637,
			"otherSources": {
				"Expanded": [
					"B1|344"
				],
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Rarity"
			],
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"source": "B1",
					"page": 344,
					"entries": [
						"Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of {@action Recall Knowledge} checks related to these creature is increased by 2."
					]
				}
			]
		},
		{
			"name": "Undead",
			"source": "CRB",
			"page": 283,
			"otherSources": {
				"Reprinted": [
					"B1|344",
					"B2|310",
					"SoM|254"
				]
			},
			"categories": [
				"Creature Type"
			],
			"entries": [
				"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": "Undine",
			"source": "B2",
			"page": 310,
			"categories": [
				"Creature",
				"Ancestry & Heritage"
			],
			"entries": [
				"Undines are planar scions descended from marids."
			]
		},
		{
			"name": "Unique",
			"source": "CRB",
			"page": 637,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Rarity"
			],
			"entries": [
				"A rules element with this trait is one-of-a-kind.",
				{
					"type": "entriesOtherSource",
					"source": "B1",
					"page": 345,
					"entries": [
						"A creature with this rarity is one of a kind. The DC of Recall Knowledge checks related to this creature is increased by 10."
					]
				}
			]
		},
		{
			"name": "Unstable",
			"source": "G&G",
			"page": 236,
			"entries": [
				"Unstable actions rely on experimental functions of your innovation that even you can't fully predict. After an unstable action is used on an innovation, using another one is dangerous."
			]
		},
		{
			"name": "Urdefhan",
			"source": "B2",
			"page": 310,
			"categories": [
				"Creature"
			],
			"entries": [
				"Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood."
			]
		},
		{
			"name": "Vampire",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"B2|310"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy."
			]
		},
		{
			"name": "Velstrac",
			"source": "B2",
			"page": 310,
			"categories": [
				"Creature"
			],
			"entries": [
				"A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze."
			]
		},
		{
			"name": "Versatile",
			"source": "CRB",
			"variable": true,
			"page": 283,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Weapon"
			],
			"implies": {
				"item": {
					"_fDamageType": {
						"regex": "\\b(B|P|S)\\b",
						"flags": "g",
						"value": "$1"
					}
				}
			},
			"entries": [
				"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": "Social",
			"source": "APG",
			"page": 270,
			"categories": [
				"Feat"
			],
			"entries": [
				"Actions and abilities with the social trait can be used only while a {@archetype vigilante|APG} is in their social identity."
			]
		},
		{
			"name": "Vigilante",
			"source": "APG",
			"page": 271,
			"categories": [
				"Feat"
			],
			"entries": [
				"Using actions and abilities with the vigilante trait while in your social identity risks exposing you as a {@archetype vigilante|APG}."
			]
		},
		{
			"name": "Village",
			"source": "GMG",
			"page": 255,
			"categories": [
				"Settlement"
			],
			"entries": [
				"Settlements with this trait tend to be small and usually have a level no higher than 1."
			]
		},
		{
			"name": "Virulent",
			"source": "CRB",
			"page": 638,
			"otherSources": {
				"Reprinted": [
					"GMG|255"
				]
			},
			"categories": [
				"Item"
			],
			"entries": [
				"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": "Visual",
			"source": "CRB",
			"page": 638,
			"otherSources": {
				"Reprinted": [
					"SoM|254",
					"G&G|236"
				]
			},
			"categories": [
				"Effect"
			],
			"entries": [
				"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": "Volley",
			"source": "CRB",
			"variable": true,
			"page": 283,
			"otherSources": {
				"Reprinted": [
					"G&G|236"
				]
			},
			"categories": [
				"Weapon"
			],
			"entries": [
				"This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a \u20132 penalty."
			]
		},
		{
			"name": "Wand",
			"source": "CRB",
			"page": 638,
			"categories": [
				"Item"
			],
			"entries": [
				"A wand contains a single spell which you can cast once per day."
			]
		},
		{
			"name": "Water",
			"source": "CRB",
			"page": 638,
			"otherSources": {
				"Reprinted": [
					"B2|310",
					"G&G|236"
				],
				"Expanded": [
					"GMG|255"
				]
			},
			"categories": [
				"Energy & Element",
				"Planar"
			],
			"entries": [
				"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.",
				{
					"type": "entriesOtherSource",
					"source": "B1",
					"page": 344,
					"entries": [
						"These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and {@trait fire} magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round."
					]
				}
			]
		},
		{
			"name": "Wayfaring",
			"source": "LOCG",
			"page": 135,
			"categories": [
				"General"
			],
			"entries": [
				"Wayfaring entities are focused on exploration and discovery."
			]
		},
		{
			"name": "Werecreature",
			"source": "B1",
			"page": 347,
			"otherSources": {
				"Reprinted": [
					"B2|310"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"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": "Wight",
			"source": "B1",
			"page": 332,
			"otherSources": {
				"Reprinted": [
					"B2|310"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"A wight is an undead creature that drains life and stands vigil over its burial site."
			]
		},
		{
			"name": "Witch",
			"source": "APG",
			"page": 271,
			"categories": [
				"Class"
			],
			"entries": [
				"This trait indicates abilities from the witch class."
			]
		},
		{
			"name": "Wizard",
			"source": "CRB",
			"page": 638,
			"otherSources": {
				"Expanded": [
					"SoM|254"
				]
			},
			"categories": [
				"Class"
			],
			"entries": [
				"This indicates abilities from the {@class wizard|CRB} class."
			]
		},
		{
			"name": "Wraith",
			"source": "B1",
			"page": 335,
			"otherSources": {
				"Reprinted": [
					"B2|310"
				]
			},
			"categories": [
				"Creature"
			],
			"entries": [
				"A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life."
			]
		},
		{
			"name": "Xulgath",
			"source": "B1",
			"page": 347,
			"categories": [
				"Creature"
			],
			"entries": [
				"These subterranean reptilian creatures tend to have {@ability darkvision} and smell awful."
			]
		},
		{
			"name": "Zombie",
			"source": "B1",
			"page": 347,
			"categories": [
				"Creature"
			],
			"entries": [
				"These undead are mindless rotting corpses that hunger for living flesh."
			]
		}
	]
}
