Adventuring Gear
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Assistive Items
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Contracts (4)
Cursed Items
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Customizations (5)
Intelligent Items
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Services (6)
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Shields (3)
Siege Weapons
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Wands (3)
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Worn Items (5)
Archives of Nethys


Source Core Rulebook pg. 633 2.0
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.


Administer First Aid, Affix a Fulu, Affix a Talisman, Conceal an Object, Craft, Disable a Device, Explode, Feast on the Fallen, Grab an Edge, Impersonate, Interact, Manifest Eidolon, Overdrive, Palm an Object, Pick a Lock, Point Out, Prove Peace, Quick Alchemy, Quick Tincture, Release, Repair, Steal, Stop, Take Control, Treat Disease, Treat Poison, Treat Wounds


Affix a Talisman


Accompany, Advanced First Aid, Anoint Ally, Battle Medicine, Bond Conservation, Boost Modulation, Can't Fall Here, Ceremony of Protection, Clockwork Celerity, Collapse Armor, Collapse Construct, Conceal Spell, Deep Freeze, Dig Quickly, Distracting Explosion, Elaborate Flourish, Electrify Armor, Emergency Medical Assistance, Ferocious Gust, Flame Jump, Focused Juggler, Forcible Energy, Form Control, Friendly Toss, Harmonize, Helpful Tinkering, Hydraulic Maneuvers, Improvised Crafting, Instinctive Strike, Juggle, Leyline Conduit, Megavolt, Melodious Spell, Nonlethal Spell, Ostentatious Arrival, Overdrive Ally, Overwhelming Energy, Poison Weapon, Portentous Spell, Quaking Stomp, Quick Stow (Swordmaster), Reactive Distraction, Reflexive Catch, Reloading Trick, Resuscitate, Searing Restoration, Slice and Swipe, Spark Fist, Surging Might, Surprise Snare, Tamper, Target of Opportunity, Touch Focus, Train Animal, Transpose, Treat Condition, Trick Magic Item, Unusual Composition, Widen Spell, Wild Winds Gust


Administer First Aid, Conceal an Object, Craft, Disable a Device, Impersonate, Palm an Object, Pick a Lock, Repair, Steal, Treat Disease, Treat Poison, Treat Wounds