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Race Builder / Creating a New Race / Step 3: Racial Traits

Weakness Racial Traits

Source Advanced Race Guide pg. 236
The following racial traits apply weaknesses to members of the race. All weakness racial traits cost negative RP, which means they subtract from a race’s total RP spent for the purposes of meeting the race’s power level restrictions.

Standard Weakness Traits

Source Advanced Race Guide pg. 237
Light Blindness (–2 RP): Prerequisite: Darkvision or see in darkness trait; Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Light Sensitivity (–1 RP): Prerequisite: Darkvision; Weakness: Members of this race are dazzled as long as they remain in an area of bright light.

Negative Energy Affinity (–1 RP): Prerequisites: None; Weakness: A member of this race is alive, but reacts to positive and negative energy as if it were undead— positive energy harms it, while negative energy heals it.

Resurrection Vulnerability (–1 RP): Prerequisite: Halfundead subtype or undead type; Weakness: A raise dead spell cast on a member of this race can destroy it (Will negates). Using the spell in this way does not require a material component.

Vulnerable to Sunlight (–2 RP): Prerequisite: Native to the Darklands or the Plane of Shadow; Weakness: Members of this race take 1 point of Constitution damage after every hour they are exposed to sunlight.

Advanced Weakness Traits

Source Advanced Race Guide pg. 237


Elemental Vulnerability (–2 RP): Prerequisite: Outsider (native) with ties to an elemental plane; Weakness: Pick one of the following energy types: acid, cold, electricity, or fire. Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type. Special: This trait can be taken multiple times. Each time it is taken, choose a different energy type. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.

Sunlight Powerlessness (–2 RP): Prerequisite: Halfundead subtype or undead type; Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). A member of this race caught in natural sunlight cannot attack and is staggered.