Adding Traits

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title: Aberration
tags: pf2e/trait
draft: true
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# Aberration
#pf2e/trait
*Source* Core Rulebook pg. 628 3.0
Aberrations are creatures from beyond the planes or corruptions of the natural order.

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title: Abjuration
tags: pf2e/trait
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# Abjuration
#pf2e/trait
*Source* Core Rulebook pg. 628 3.0
Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

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title: Air
tags: pf2e/trait
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# Air
#pf2e/trait
*Source* Core Rulebook pg. 628 3.0
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.

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title: Amphibious
tags: pf2e/trait
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# Amphibious
#pf2e/trait
*Source* Bestiary pg. 345
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual 2 penalty for being underwater.

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title: Angel
tags: pf2e/trait
draft: true
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# Angel
#pf2e/trait
*Source* Core Rulebook pg. 628 3.0
This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have darkvision, and have a weakness to evil damage.

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title: Animal
tags: pf2e/trait
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# Animal
#pf2e/trait
*Source* Core Rulebook pg. 628 3.0
An animal is a creature with a relatively low intelligence. It typically doesnt have an Intelligence ability modifier over 4, cant speak languages, and cant be trained in Intelligence-based skills.

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title: Arcane
tags: pf2e/trait
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# Arcane
#pf2e/trait
*Source* Core Rulebook pg. 628
This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is [Magical](Magical.md).

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title: Artifact
tags: pf2e/trait
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# Artifact
#pf2e/trait
*Source* Gamemastery Guide pg. 250
Items with this trait are artifacts. These magic items cant be crafted by normal means, and they cant be damaged by normal means. Artifacts are always rare or unique.

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title: Astral
tags: pf2e/trait
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# Astral
#pf2e/trait
*Source* Core Rulebook pg. 628 3.0
Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.

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title: Attack
tags: pf2e/trait
draft: true
---
# Attack
#pf2e/trait
*Source* Core Rulebook pg. 629
---

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title: Auditory
tags: pf2e/trait
draft: true
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# Auditory
#pf2e/trait
*Source* Core Rulebook pg. 629
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.

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title: Aura
tags: pf2e/trait
draft: true
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# Aura
#pf2e/trait
*Source* Core Rulebook pg. 629 3.0
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.

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title: Backswing
tags: pf2e/trait
draft: true
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# Backswing
#pf2e/trait
*Source* Core Rulebook pg. 282 3.0
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.

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title: Bard
tags: pf2e/trait
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# Bard
#pf2e/trait
*Source* Core Rulebook pg. 629 3.0
This indicates abilities from the bard class.

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title: Beast
tags: pf2e/trait
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# Beast
#pf2e/trait
*Source* Core Rulebook pg. 629 3.0
A creature similar to an animal but with an Intelligence modifier of 3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

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aliases: Cantrip
tags: pf2e/trait
draft: true
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# Cantrip

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title: Celestial
tags: pf2e/trait
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# Celestial
#pf2e/trait
*Source* Core Rulebook pg. 629 3.0
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.

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title: Champion
tags: pf2e/trait
draft: true
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# Champion
#pf2e/trait
*Source* Core Rulebook pg. 629 3.0
This indicates abilities from the champion class.

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title: Cleric
tags: pf2e/trait
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# Cleric
#pf2e/trait
*Source* Core Rulebook pg. 629 3.0
This indicates abilities from the cleric class.

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title: Composition
tags: pf2e/trait
draft: true
---
# Composition
#pf2e/trait
*Source* Core Rulebook pg. 629 3.0
To cast a composition cantrip or focus spell, you usually use a type of Performance. If the spell includes a verbal component, you must use an [Auditory](Auditory.md) performance, and if it includes a somatic component, you must use a visual one. The spell gains all the traits of the performance you used.

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title: Concentrate
tags: pf2e/trait
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# Concentrate
#pf2e/trait
*Source* Core Rulebook pg. 630
An action with this trait requires a degree of mental concentration and discipline.

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title: Construct
tags: pf2e/trait
draft: true
---
# Construct
#pf2e/trait
*Source* Bestiary 2 pg. 346 2.0
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the [Doomed](../Conditions/Doomed.md), [Drained](../Conditions/Drained.md), [Fatigued](../Conditions/Fatigued.md), [Paralyzed](../Conditions/Paralyzed.md), [Sickened](../Conditions/Sickened.md), and [Unconscious](../Conditions/Unconscious.md) conditions; and they may have Hardness based on the materials used to construct their bodies.

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title: Contingency
tags: pf2e/trait
draft: true
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# Contingency
#pf2e/trait
*Source* Secrets of Magic pg. 252 1.1
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 contingency spell, active at a time. If you cast another spell with the contingency trait or contingency, the newer casting supersedes the older.

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title: Curse
tags: pf2e/trait
draft: true
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# Curse
#pf2e/trait
*Source* Core Rulebook pg. 630
An item with this trait is cursed to cause trouble for its owner. A curse isnt detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items cant be discarded once theyve been triggered or invested the first time. The item can be removed only if the curse is removed.

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title: Cursebound
tags: pf2e/trait
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# Cursebound
#pf2e/trait
*Source* Advanced Player's Guide pg. 267 2.0
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.

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title: Daemon
tags: pf2e/trait
draft: true
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# Daemon
#pf2e/trait
*Source* Bestiary pg. 346
A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.

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---
aliases: ["Darkness"]
---
---
title: Darkness
tags: pf2e/trait
draft: true
---
# Darkness
#pf2e/trait
*Source* Core Rulebook pg. 630
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.

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title: Deadly
tags: pf2e/trait
draft: true
---
# Deadly
#pf2e/trait
*Source* Core Rulebook pg. 282 3.0
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 greater striking rune and three dice if the weapon has a major striking rune.

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title: Death
tags: pf2e/trait
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# Death
#pf2e/trait
*Source* Core Rulebook pg. 630 3.0
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.

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title: Demon
tags: pf2e/trait
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# Demon
#pf2e/trait
*Source* Core Rulebook pg. 630 3.0
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.

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title: Detection
tags: pf2e/trait
draft: true
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# Detection
#pf2e/trait
*Source* Core Rulebook pg. 630
Effects with this trait attempt to determine the presence or location of a person, object, or aura.

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title: Dinosaur
tags: pf2e/trait
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# Dinosaur
#pf2e/trait
*Source* Core Rulebook pg. 630 3.0
These reptiles have survived from prehistoric times.

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title: Disease
tags: pf2e/trait
draft: true
---
# Disease
#pf2e/trait
*Source* Core Rulebook pg. 631 3.0
An effect with this trait applies one or more diseases. A disease is typically an affliction.

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---
alias: Divination
tags: pf2e/trait
draft: true
---
# Divination

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