|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
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.