Rules

Enchanted Realms Rulebook

 
 Game Starter 
 Character Creation 
 Traits

Traits

Traits are natural and native abilities and properties that exist within a category of creatures, a species or an individual. Many of these are explained in the Species subsection; however, this is a full index of these traits, as some may exist for other beings that are not a playable species. Certain monsters will have traits that are not part of the playable set. Unless otherwise state, traits are passive conditions which constantly exist and do not require an action or stated intent to use.

Amphibious
An amphibious creature is one that is able to move and breathe both in water and on land. However, the hydration requirements for an amphibious being are double of those in similar shape and form. Thus, for a human-sized creature, this would be roughly one gallon of water per day. Swimming is granted to amphibious creatures. If the rate is not specified, then it will be equal to one’s walking speed.
Anaerobic
Very simply, this trait indicates that the being does not breath. Anaerobic creatures cannot be affected by asphyxiation or gas-attacks unless explicitly stated to affect such.
Ancestral Memory
This ability is when someone has access to the memories of one’s direct ancestors -- or in the case of some vampyric creatures, the victims from whom the lifesong is taken. Whether this is passive or requires active mental engagement, along with the vagueness of the recall will be detailed in the specific description for the group or individual.
Animal Empathy
This trait permits one to communicate with animals or perhaps a specific type of animal. The range of this trait will be defined in the specific description as it may merely indicate understanding the motivation and desires of the animal or might permit full speaking and listening abilities. This will not charm or control the animal, however.
Armor Encumbrance
Armor Encumbrance indicates one has a structure designed for burdening armor. This will directly affect the effective weight for the rules of encumbrance. Regardless of the full weight of a donned armor, only the “armor maximum” is calculated. Should an armor weigh less than the maximum, then the real weight is used. Unless specified differently, the default “armor maximum” is ten pounds.
Blindsight
Blindsight is a general term for being aware of the surrounding even without vision. In some cases this is due to hearing, air pressure or even magnetism from the ground. In other cases it is a bit more mystical. Constructs are a common example of this trait, having the ability to distinguish between objects and creatures as if having vision. This sensation will work regardless of the amount of light avail and is unaffected by magical darkness. Those with blindsight cannot be blinded nor can deafness alter their perception of things around them. Beings using blindsight as a primary sense cannot typically see through walls (see pervasive vision); however, they are unaffected by glamour-type illusions. A creature using blindsight rolls its Perception check as if the DC were modified 4 points lower.
Burrowing
This trait is a method of movement. Earth elementals and rock moles are examples of creatures with burrowing. It in implies the ability to tunnel through solid ground. However, the density of the materials traversed may alter the movement rate.
Cargo/Payload
This trait means the ability to carry cargo or occupants. Horses and other mounts are an example of this trait; however, there are other types which permit a creature to haul items or persons “inside” one’s body: a kangaroo is a simple example while a gelatinous mass a more threatening version.
Chance
Those with the chance trait are allowed to immediately re-roll any d20 that was used personally and scored a natural 1. Certain restrictions to the amount of usage will likely be stated in the description of the one who has it. However, if the die is chosed to be re-rolled, the next die value will be the effective roll for the action or feat, regardless of the score -- this is true even when rolling with advantage, making the re-rolled score used even if the other d20 is higher.
Cold Damage
This is a broad trait which covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability.
• Protection: The character’s AC against cold-type damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same.
• Advantage: When a save, feat or roll is used which will alter the damage or effect from the cold, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores.
• Resistance: This buffers incoming damage based on the cold-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise.
• Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it.
• Absorption: When struck by cold damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down.
• Vulnerability: Cold damage inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage.
Combat Reflexes
The natural ability of combat reflexes grants a bonus of +1 to one’s initiative roll. This works atop of Ability, skill and magical modifiers. It will also be applied last. Therefore, if penalties from encumbrance or a weapon type reduce the score below a mathematical 1, which means a 1 is used for initiative, this trait will bring the score up to a value of 2. Lastly, movement penalties for picking up an item, unsheathing a weapon, standing up or even activating a blink ring will have the penalty reduced by 10 feet. If someone with this trait also has quickness or other skill that act similarly, then those other calculations should be factored and finalized first before adjusting the initiative or movement; however, combinations can never allow movement rate to exceed the max or enhanced-max movement rate.
Corrosive Damage
Six possible conditions exist for being inflicted by acids, caustic burns and other corrosive damage: protection, advantage, resistance, immunity, absorption and vulnerability.
• Protection: The character’s AC against corrosive-type damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same.
• Advantage: When a save, feat or roll is used which will alter the damage or effect from the corrosion, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores.
• Resistance: This buffers incoming damage based on the corrosive-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise.
• Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it.
• Absorption: When struck by corrosive damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down.
• Vulnerability: Corrosive damage inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage.
Darkvision
Darkvision is unique eyesight adapted by subterranean and nocturnal creatures. It allows one to perform combat in darkness up to a specific distance as if having normal visual. Therefore, no penalties for fighting in the dark against threats within the range of the darkvision. Unless stated explicitly, there are no penalties for regular lighting (see sunlight sensitivity). The detail of darkvision is not as precise as using vision in the light spectrum; instead most of what is seen is a monochromatic grayscale, and reading is not possible with darkvision alone. A creature using darkvision rolls its Perception check in dim light as it would in normal light, and the DC modifier for darkness is only +1 rather than the standard +4 modifier.
Devil Sight
Devil sight is a power form of vision. This allows not only grants all the same abilities as darkvision but it also grants the perception as if the area were illuminated; thus, reading and color distinction in the dark can be be performed with this trait. Further, a being with devil sight is not hampered by magical darkness. This method is used often by imps and lesser fiends of the devil phylum to endanger their victims. A creature using devil sight rolls its Perception check as if the DC was determined in normal light.
Diversity
This trait is what is granted to starting characters of the human species. First, it gives a +1 bonus to a sub-attribute of the player’s choice. Secondly, it means a human can choose from any cultural skill and at the minimum cultural point cost.
Echolocation
Those with echolocation use sound to produce a radar-like vision, effectively allowing one to “see” sound as if having synesthesia. Echolocation works in darkness, even magical darkness. However, the need for sound, whether having to produce it or using ambient and subtle air motion, will be detailed by the species or individual having it. A creature using echolocation rolls its Perception check as if the DC were determined in normal light.
Enhanced Hearing
This trait grants a bonus to Perception checks when sound is involved. It does not grant any additional ability for the discrimination and identification of the sound, merely the awareness of something in a direction.
Enhanced Olfactory
This trait grants a bonus to Perception checks when smell or taste is involved. It does not grant any additional ability for specific identification of the scent or taste.
Enhanced Tactility
This trait grants a bonus to Perception checks when touch is involved.
Fall Protection
This grants the ability to fall from a specified height without incurring damage. The method will vary by individual. Some may be due to padding of the feet and a special skeletal structure. Others could be because of an ability to float or glide. Yet still, one might have a mystic ability to slow the effects of gravity. The specific height of the protection will be provided in the description of the one with this trait. If falling from heights greater than the protection, simply subtract the protected height from the total height, using that value to determine damage suffered. Fall damage is typically blunt but could vary depending on the surface upon which is landed.
Filtered Breathing
The respiratory system of the one with this trait can filter out ordinary contaminants, such as dust, pollen, smoke, and even magical gas. This essentially translates to having advantage on any saves, feats or other rolls for determining the impact from such things. All damage types are considered by this trait. However, if having damage-advantage from another trait while using filtered breathing against that type of damage, then the overall effect becomes as if having resistance (half damage) with advantage on the rolls. If being resistant or immune, no effect change happens. If having absorption, then that feature is lost and the effect result is equal to having only immunity. Lastly, if one is vulnerable but using filtered breathing against that damage type, then this causes the effect to act as normal rather than having a vulnerability.
Fire Damage
This is a broad trait which covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability.
• Protection: The character’s AC against fire damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same.
• Advantage: When a save, feat or roll is used which will alter the damage or effect from fire, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores.
• Resistance: This buffers incoming damage based on the fire-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise.
• Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it.
• Absorption: When struck by fire damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down.
• Vulnerability: Fire damage inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage.
Food Indifference
One with the food Indifference trait does not require food. Creatures of the construct kingdom are examples.
Food Provision
This is a requirement to eat a specific type of food for sustenance. This is typically measured as a requirement of meals within a duration, such as fruit batfolk must eat fruit for three meals per week. Failure to consume the requirement will have effects similar to starvation if not detailed in the description.
Gormandizer
This trait is a natural ability of hospitality and food-preparation. A gormandizer can prepare food that is clean and free of contaminants. The specifics of how much food and how often will be explained in the description for the beings or species.
Innate Magic
There are creatures and persons who can produce magical abilities without having a skill of sorcery or other the like. However, these effects cannot be interrupted by inflicting damage , breaking concentration or using a reaction for counterspell; however, the effects can be canceled by anti-magic areas and disrupt magic.
Incorporeal
Those with the incorporeal trait are truly formless and without a physical body. This is not like being in a gaseous form but rather actually having no form at all. Incorporeal are also invisible unless explicitly stated otherwise. It is possible to inflict damage to the presence of an incorporeal being with a magical weapon; however, the damage will be as if the formless entity were resistant to it, suffering only half damage, rounded down. However, there is an artificing enhancement known as “spirit edge” which can permit a weapon to inflict full damage.
Invisibility
Something that is invisible cannot be seen by normal vision, nightvision, darkvision, spirit sight or even devil sight. Not even detect magic will discover it. Using these senses would place one at disadvantage for a Perception check, which would typically be a DC:14 using two d20s and using the lower of the two rolls. However, it is still possible to pinpoint the location of someone invisible due to footprints, sound and other methods, but it is not easy. Other senses may allow varying degrees of detection. Those with blindsight, tremorsense or true sight would make a normal Perception check to we aware of an invisible beings precise location. Echolocation would also be use a normal Perception check, unless in an area of silence or if the being had some sort of sound dampening effect; in such cases, echolocation would also be at disadvantage. This trait, combined with a stealth skill can make one extremely difficult to detect.
Lightning Damage
This trait could manifest in six different ways: protection, advantage, resistance, immunity, absorption and vulnerability.
• Protection: The character’s AC against lightning is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same.
• Advantage: When a save, feat or roll is used which will alter the damage or effect from lightning, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores.
• Resistance: This buffers incoming damage based on the lightning-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise.
• Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it.
• Absorption: When struck by lightning damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down.
• Vulnerability: Lightning inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage.
Luminescent
With this trait, the entity radiates normal light. The brightness, distance, frequency and control of the illumination will be explained for the specific creature.
Magical Dampening
This trait has a few variations, but it essentially the lessening of the effects of magic. It might be against only sorcery or all forms of magic. It could be against only certain effect-based spells. Those details would be in the explanation of the ones having this trait. However, by default, the effect is of magical dampening is like being resistant to that specific spell. Thus, it either inflicts half the damage, lasts only half the duration or grants advantage on a roll to avoid. Even recipient-effecting spells that have no save would be granted a normal save to avoid. Most often this trait is personal, only applied to the individual having it. However, there are a few beings with an extending range that covers those in the area as if they too were under the same trait. However, if not explicitly stated, then personal will be assumed.
Marginal Flyer
This is the ability to fly for short durations or with other restrictions that prevent it from being a natural movement type. It is possible that a marginal flyer could not take off from the ground but rather would need to be launched or fall into aerodynamicy.
Mindless
Despite how it sounds, those with the mindless trait are not necessarily stupid but rather are not able to be affected by mind-influencing magic, making them immune to the effects of sleep magic or other supernatural magic that uses a Logic, Perception or Judgment save. Primeval animals are an example of this trait.
Morph
This trait is a general and broad term for something that can naturally alter its physical form. This could be from minor contortion to slip through a small opening or to a complete shapechange ability. Because of this wide variance, the description of the individual will provide the details. of a morph trait.
Natural Brachiator
Should a person or species be a natural brachiator, then that individual can travel by swinging on vines, tree branches, ropes, chandeliers, etc. This grants a +2 bonus to all rolls involving climbing as well. Further, one can move at half the normal movement rate while brachiating.
Natural Climber
This trait grants the recipient with the same ability as if having a climbing skill. Should a natural climber choose to become trained with a climbing skill in addition, then all climbing maneuvers are made with advantage on the die roll for success.
Natural Fighter
Someone with the natural fighter trait gains a free combat skill without the need to train it. This is often explained in the description of the one having the trait; however, if it is not, then the default is a choice of either melee fighting or ranged fighting, but not both. With this trait, all requirements act as if the combat skill existed as an actual trained-skill.
Natural Flyer
Birds, hippogryph and pixies are examples of natural flyer. This trait means that the creature can use flight as a normal method of movement.
Natural Psionics
Typically, psionics are trained through mental disciplines and skills; however, someone with natural psionics has one or more psionic ability as part of its natural abilities. As such, the exact details of the psionic effects will be explained in the description of the one possessing the trait.
Natural Swimmer
This trait means that the creature can swim as a normal method of movement. It does not grant the ability to breathe underwater nor does it dismiss the penalties for armor and encumbrance.
Necrotic Damage
This trait covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability.
• Protection: The character’s AC against cold-type damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same.
• Advantage: When a save, feat or roll is used which will alter the damage or effect from necrotic, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores.
• Resistance: This buffers incoming damage based on the necrotic-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise.
• Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it.
• Absorption: When struck by necrotic damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down.
• Vulnerability: Necrotic inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage.
Nightvision
Nightvision is an above-ground sight relying on the absorption of light waves in materials from sunlight. Even though the material is no longer reflecting current light, there is a shedding of the radiation, partly based on heat and partly based on the subtle glow of the planet’s ring. Creatures with night vision have a special sensitivity to be able to see in the dim light of a double-moonless night; however, if being hidden from the atmosphere, either by going subterranean or inside a windowless structure, those with night vision become as blind as normal vision. Inside structures, assuming solar light could get in earlier, still permits nightvision but only at half the standard range. A creature using nightvision where it is effective would roll its Perception check in dim, above-ground light as it would for normal light.
Nimble
Someone with the nimble trait can move through an occupied space of a friendly creature up to two size-categories larger without treating the space as rough terrain. Normally, if someone passes through the same hex space as an occupied ally, that movement is calculated at double the cost for movement. Further, unfriendly creatures may attempt to block passage into the hex, which requires an Agility competition to move through and also acts like crawling speed even if successful. However, a nimble being is at advantage for the competition and moves with normal speed on success. Further, the nimble trait grants better protection against flee attacks. Normally, if one retreats from an enemy in melee, using more than 15 feet of movement on its turn, then that enemy is granted the option to use a reaction for to attack with a free melee action. Further, moving at a high rate of speed can reduce any flee attack taken. However, someone with the nimble trait can use up to 20 feet of movement without the opponent gaining the option and can lessen flee attack taken as a lower movement rate than normal.
Orkane Blood
Despite the fact that most species are unable to interbreed, orcs are an exception. Cross-breeding with an orc and virtually any other species in the anthropoid kingdom is possible. Because of the vile and aggressive methods of the orcs, sometimes victims become pregnant and the offspring is a sub-orc. Orkane blood not only allows fertilization but also causes an orc dominance of hereditary to be passed along disproportionately. Thus, if a sub-orc mates with another sub-orc, the offspring will be considered a full-blooded orc. Should the sub-orc mate with a human or other anthropoid, the offspring will be another sub-orc.
Pervasive Vision
Pervasive vision allows one to see through solid objects. The depth of thickness which can block the site varies and will be described for the possessor of the trait, but the defaults are two feet of wood&sol/dirt, one foot of stone and three inches of metal. Lead often acts as a shielding against this trait. Unless otherwise stated, a mere half-inch of lead is all one can see through. An outline of the substance being looked through is barely visible -– not enough to impair vision in any way. Pervasive vision automatically works in conjunction with any other vision traits.
Plant Empathy
This innate mental communication allows one to converse with plants which are within a 10-foot range. Thoughts shared by plants could be about events in the immediate area from the past day, gaining information about creatures that have passed, weather, and similar circumstances.
Poison Damage
This trait covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability.
• Protection: The character’s AC against poison-delivery by wounding is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same.
• Advantage: When a save, feat or roll is used which will alter the damage or effect from poison, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores. If the save is missed on both dice, the full effect of the poison still occurs
• Resistance: This buffers incoming effect of a poison. If requiring a save, it will be at advantage; however, poison does not always deliver damage, and successful deliver of a poison places the victim under the poison restriction. For one who is resistant to poison, any damage received would be halved; however, the length of time for the effectiveness and poison restriction is drastically reduced. If the duration is measured in rounds or turns of combat, then the time length will be half, rounded down. Should the poison effect last in units of minutes, then those are converted down to rounds (10-seconds equals a round). If the poison is long-lasting and measured in hours, then the unit of time for duration becomes a quarter-hour (or 15 minutes). Thus, a 4-round effect becomes 2 rounds; a 3-minute duration becomes 3 rounds/turns; and a 2-hour poison restriction is downgraded to 30 minutes.
• Immunity: Should one be immune to a poison, that individual cannot be harmed or affect by it.
• Absorption: If one has poison absorption and a damage-based poison is delivered, then that recipient is healed half the points the poison should have inflicted. If there is an effect/restriction in conjuction with or instead of damage, then the would-be effect grants the recipient advantage for combat on its next turn.
• Vulnerability: Anyone with who is vulnerable to poisons must roll saves with disadvantage against the damage and effect; however, the results will be as normal if failing.
Prowler
This trait is when an entity is naturally sneaky, has guile and is lucky at nefarious or delinquent actions. Anytime someone with this trait performs actions of backstab, climbing, lock-picking, sleight of hand or stealth, then a bonus of +2 on each die rolled is added.
Savage Form
This trait implies that the recipient has some sort of natural body weapons: claws, horns, tail, etc. This trait does not automatically grant the fighting skill with these natural weapons, but it does permit access to the savage fighting skill. Sometimes, when explicitly written in the description, the savage fighting is granted as part of the trait or due to the natural fighter trait had as well. The details of fighting with natural weapons and how the “savage” die pool combines with other fighting skills will be described among the combat skills, later in the book.
Schlimazel
Whenever someone rolls a “natural 20,” as the result of an attack or as a save, if the roll is against or due to the direct action of someone with this trait, then sometimes that roll is cursed instantly to be at disadvantage. This, of course, means a second roll must be made and the lower of the two scores must be used. The details of when the cursing instance happens, how often and the cooldown recovery rate will be described explicitly for the one having the trait.
Short Sleeper
Elves are short sleepers, requiring only four hours of meditative rest for a day. They are the most commonly known of the short sleepers, but they are not alone. When anyone has this trait, the required amount of daily sleep is reduced and the hours of usable activity is increased. The specifics by how much will be detailed in the description of the creature.
Silent Lifesong
Someone with this trait has a lifesong that is virtually undetectable. This results in scrying, divinations, lie detection, magical detections, telepathy and similar methods to fail against the recipient. This protection is in constant effect and completely passive, including when sleeping or rendered unconscious. Against any effect which attacks the Mind and allows a save, the save is at advantage and each of the d20-rolls gain a +5 bonus. Any form of thought-reading, mental communication, detection or other divinations which do not typically allow a save used upon the effected target, a special Judgment save against DC:9 is made. If successful, the target is fully protected from mental intrusion, including even knowing its existence is confirmed. For example, if someone tried to detect magic upon someone with silent lifesong and the recipient made the special Judgment save, the response would simple be “no magic is detected.”
Sleepless
Something with this trait does not require sleep.
Slippery
This is a trait of one being difficult to hold. Perhaps due to being slimy, one’s skin being ridiculously slick and smooth, or surrounded by some sort of repelling force. However, for whatever the explanation, the member with this trait gains bonuses on grappling competitions, feats to escape being tied up, squeezing through a tight space or similar maneuvers. If the bonus value is not explicitly stated in the description of the individual person or class of creature, then the bonus value is +3.
Smite Damage
This is a broad trait which covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability.
• Protection: The character’s AC against cold-type damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same.
• Advantage: When a save, feat or roll is used which will alter the damage or effect of the power of smiting, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores.
• Resistance: This buffers incoming damage based on the smite-damage type. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise.
• Immunity: Should one be immune to a damage type, that individual cannot be harmed and is impervious to wounds from it.
• Absorption: When struck by smite damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down.
• Vulnerability: Smite damage inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage.
Soulless
Similar to the mindless trait, this prevents being affected by spirit-based magic, making them immune to the effects of charm, fear or other influences that require a Will, Faith or Muse save. Again, primeval animals are an example of this trait
Spider Crawl
This is the ability to scale vertical, even very smooth surfaces. The details of the movement rate should be in the species or monster description; however, if it is not specified, then the default movement rate for this method of motion is 20 feet. Scaling vertical surfaces is automatic; however, there is a good chance of traversing upside down on surfaces such as a ceiling or the underside of a balcony. Using the spider crawl trait for this condition requires an Agility feat (not save) for every 20 feet traversed. The base DC is 11; however, the same modifiers delineated in the climbing could apply at the GM's discretion. Obviously, “overhang” would not be used as a modifier. If the check is successful, the distance is crossed; otherwise, no movement occurs. Should the being with this trait also have training in climbing or have the natural climber trait, then the check is rolled with advantage.
Spirit Sight
Spirit sight is a special sensation for creatures that do not rely on vision. Most of the walking dead and “unliving” creatures, known as feratu, find their prey like this because many feratu do not have functioning eyes. Spirit sight is the detection of another’s lifesong. It can be best thought of similar to radar, only it is usually mystical in nature rather than technological. Of course, this means those with spirit sight are not affected by light conditions; however, if one can mask himself, perhaps having the silent lifesong trait or using the mask spirit incantation, then one using spirit sight could not know he was there. Of course, this will not work for all feratu, for example vampires, as they make use of normal vision as well (and possibly even darkvision for a dwarven vampire). A creature using spirit sight rolls its Perception check as if the DC were modified 2 points lower.
Stone Camouflage
Gargoyles have this trait. One can hide in a rocky or cavernous terrain using whatever stealth skills the possessor of this trait may have. Hiding and moving unobtrusively is explained under the stealth skill; however, the dice rolled to set the difficulty to be detected will be rolled at advantage for the previously explained environment and having this trait.
Sub-Attribute Bonus
This trait is applied with creating a playable character and determining his or her sub-attribute scores. This could be one of any of the nine values. An example would be the equirda species who gain an additional point in Agility during character creation.
Sunlight Sensitivity
It is common for subterranean creatures to have the sunlight sensitivity trait, which basically means sunlight and other bright light affects their ability to perform in combat as well as any action which relies on vision. When exposed to strong sunlight, the light produced a midday with no cloud coverage and no shade, those with sunlight sensitivity are at disadvantage in combat, on Perception checks, casting spells which require line of sight and even attempting to be stealthy. Being in normal light, which would be in the daylight with cloud covering the sun or in the daylight under a large shadow, or the luminescence of indoor light during the day, then the standard Perception check DC is increased by +3 points: all d20s for combat suffer a -3 penalty to hit, and if the creature is attempting stealth, the final score is also lowered by 3 points. If finding a location with dim light, the penalties will cease.
Sure-Footed
Most anyone can climb a tree, scale a five-foot wall or climb a secured rope next to a surface up to 20 feet tall; however, navigating a slope at 45° or greater which is over 10 feet is the game-defined limit of where normal actions go unchecked. In most case, inclines which rise up to 30° are considered difficult terrain, while those between 30° and 45° are possible to traverse, sometimes requiring tools, but are considered as a “crawling” movement rate at best. What the sure-footed trait empowers is making that “crawling” range from 45° up to 60° while making those lower bands improved by one.
Surround Vision
This trait indicates that the field of vision is 360° rather than the standard 120°. If penalties are thrown against a Perception check due to being in a blind spot, then this trait would cancel those. Further, the standard Perception check used to determine awareness of a sneak attack or a backstab is rolled with advantage.
Terrain Adaptation
Similar to being sure-footed, this trait allows one to navigate what would normally be difficult terrain in a particular domain like forest, hills, or even urban. While inclines are included, this trait is unlike the sure-footed one due to what is considered difficult terrain is not limited to inclines but could be any hazardous footing, such as loose rocks, dense forest, swamp mud, or even frost. Further, anything considered to require a crawling speed (other than literal crawling) would only cost movement points as difficult terrain normally would.
Terrain Connection
When in a specific terrain, such as forest, hills, plains or even subterranean, someone with this trait will always know the direction of true north. It should be noted that not all planes of existence have cardinal directions, thus, it is only guarantied to work when on the material plane.
Tremorsense
Tremorsense is the faculty to notice changes due to the vibrations in the ground or other solid surfaces with which one is in contact. Similar to vision traits, the distance and sensitivity can vary. If those are not specified, the default is 30 feet to gain a +1 to Perception checks when vibrations could matter.
True Sight
This type of vision grants the ability to see in normal and magical darkness, see invisible creatures and objects, automatically detect glamour-type and shroud illusions. Further, if those types of illusions force an additional save, that save is automatically made. Finally, with true sight, one will perceive the original form of a someone with morph or a creature that has been transformed by magic. Unless stated explicitly otherwise, a creature using true sight will use DC:8 on a Perception check for every condition.
Water Reliance
Fish are the perfect example of the water reliance trait, as they cannot survive without being in it. There are lesser penalties than those of fish for other creatures who have this trait. However, if those details are not explicitly stated, the default is like the requirement aquatic elves, where one must be immersed in water once every 72 hours or risk a sickness like hygroscopic fever. This ailment reduces a point of Body from the Max score and continues to repeat the mulct every six hours until corrected.
Weapon Intuition
This trait implies an intuitive ability to use a weapon or group of weapons without having been trained. It means one will not suffer untrained penalties for those. However, this does not grant the actual skill -- only allows the penalty-free use of the weapon(s) as if having either melee fighting or ranged fighting as appropriate. One cannot gain a specialty skill without first being trained in the true skill.
Weather Omen
This trait is an innate connection with weather kami, usually at a subconscious level. It typically can only be used once per day but it may vary for different individuals. Further, it is almost never a passive trait but rather one that has to be meditated and concentrated to obtain the forecast.
Wound Damage
This is a broad trait which covers six possible conditions: protection, advantage, resistance, immunity, absorption and vulnerability. Further, this may be separated or lumped together based on the different types of physical damage: blunt, edged and piercing
• Protection: The character’s AC against a type or types of physical damage is naturally higher than normal. This protection will act cumulatively with armors that provide protection against the same.
• Advantage: When a save, feat or roll is used which will alter the damage or effect from the specified type of physical damage, then that roll is made at advantage. This is typically rolling two d20s and using the better of the scores.
• Resistance: This buffers incoming physical and weapon damage from one or any of blunt, edged or piercing damage types. Half of the inflicted amount, rounded down, is actually received. Those with resistance also have the advantage trait, unless the description explicitly states otherwise.
• Immunity: Should one be immune to any of the three physical damage types, that individual cannot be harmed and is impervious to wounds from those.
• Absorption: When struck by physical damage, the creature actually receives healing from what would normally harm another. The exact ratio will be provided in the individual description but the default is half, rounded down.
• Vulnerability: One or any of blunt, edged, or piercing damage inflicts twice the normal amount to a creature with a vulnerability trait. If a save is involved, it is rolled at disadvantage.