RACE BUILDER
Sometimes players may decide to play a race not native to Estai. This is acceptable so long as the race builder is used to craft the racial abilities of the custom race. There are rules to designing your custom race, please read them carefully before continuing on.
No robots/cyborgs/androids/etc.. - While playing one of these sounds fun, this is a medieval fantasy setting with minor technological advancements. Later updates may allow for playable clockwork beings, but not at this time.
The race can be anything you can imagine, however you have to purchase the abilities in order to craft your race. You receive 20 Racial Points (RP) to purchase these abilities with. Some abilities cost RP to purchase, and some give you RP to purchase. Once you have used your 20 RP points, name your race, then pick a class and abilities.
Note: You cannot go over the 20 RP allotment, failure to create a race with 20 or less RP will result in being unable to attend channel events. Repeat offenses can and will be met with a channel ban.
ADVANCED ATTRIBUTES
Advanced Strength (4 RP):
Prerequisites: None
Benefit: Members of this race receive a +2 racial bonus to Strength based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
Advanced Constitution (4 RP):
Prerequisites: None
Benefit: Members of this race receive a +2 racial bonus to Constitution based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
Advanced Dexterity (4 RP):
Prerequisites: None
Benefit: Members of this race receive a +2 racial bonus to Dexterity based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
Advanced Intelligence (4 RP):
Prerequisites: None
Benefit: Members of this race receive a +2 racial bonus to Intelligence based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
Advanced Wisdom (4 RP):
Prerequisites: None
Benefit: Members of this race receive a +2 racial bonus to Wisdom based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
Advanced Charisma (4 RP):
Prerequisites: None
Benefit: Members of this race receive a +2 racial bonus to Charisma based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
DEFENSE ABILITIES
Battle-Hardened (4 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus to attack rolls and + 2 to AC.
Bond to the Land (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus to AC when in a specific terrain type selected from the list of favored terrains. This choice is made at character creation, and cannot be changed.
Breeze-Kissed (4 RP):
Prerequisite: None
Benefit: Members of this race are surrounded by swirling winds, gaining a +2 bonus to AC against nonmagical ranged attacks. Once per day, a member of this race can channel
this wind into a single gust, making a non lethal attack against one target. Doing so exhausts the user's breeze-kissed ability for 24 hours. This is a supernatural ability.
Cat's Luck (4 RP):
Prerequisite: Advanced Dexterity
Benefit: Members of this race gain
the following extraordinary ability: Once per day, when a member of this race makes a Dexterity based skill check, it can roll the skill check twice and take the better result. It must
decide to use this ability before attempting the skill check.
Cornered Fury (4 RP):
Prerequisites: None
Benefit: Whenever a member of this race is in combat and has no conscious ally in the area, it gains a +2 bonus on melee attack rolls and +2 to AC.
Crystalline Form (4 RP):
Prerequisite: Advanced Constitution
Benefit: Members of this race have
reflective, crystalline skin that grants them a +3 racial bonus to AC. Once per day, they can deflect a single ranged attack targeted at them as if they were using the Deflect Arrows ability.
Deathless Spirit (3 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus to AC vs spells or spell-like abilities of the necromancy school.
Defensive Training, Greater (4 RP):
Prerequisites: None
Benefit: Members of this race gain a +4 bonus to AC and a +2 to attack rolls when fighting defensively.
Defensive Training, Lesser (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus to AC and +1 to attack rolls when fighting defensively.
Dual-Minded (3 RP):
Prerequisite: Advanced Intelligence, Advanced Wisdom
Benefit: Members of this race gain a +4 bonus on all Arcane and Divine based spell rolls. They also gain a +2 to all Intelligence and Wisdom based skill checks.
Magical Immunities (4 RP):
Prerequisites: None
Benefit: Members of this race are immune to two magical effects of your choice. They also gain a +2 racial bonus to AC against spells and spell-like abilities.
Special: Magical effects may include fear, poison, sleep, stun, dispair, paralysis, etc. This ability does not protect against effects of natural origin.
Eternal Hope (6 RP):
Prerequisites: None
Benefit: Members of this race gain a +4 racial bonus vs fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
Exalted Resistance (8 RP):
Prerequisite: None
Benefit: Members of this race gain +10 to AC vs arcane spells and spell-like abilities.
Fearless (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 racial bonus against fear effects.
Fire in the Blood (3 RP):
Prerequisite: None
Benefit: Members of this race gain lesser regeneration when they take fire damage. This effect lasts for 1d4 rounds.
Hardy (3 RP):
Prerequisite: Advanced Constitution
Benefit: Members of this race gain a +2 bonus vs poison, spells, and spell-like abilities.
Healthy (4 RP):
Prerequisite: Advanced Constitution
Benefit: Members of this race gain a +4 bonus vs disease and poison, including magical diseases.
Hydrated Vitality (3 RP):
Prerequisite: None
Benefit: Members of this race gain lesser regeneration when they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. This effect lasts up to 1d4 rounds.
Illusion Resistance (1 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 racial bonus vs illusion spells or effects.
Lucky, Lesser (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +1 bonus on all skill checks.
Natural Armor (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +1 bonus to their Armor Class.
Special: This ability can be taken up to 5 times. Its effects stack.
Plagueborn (3 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus vs disease, ingested poisons, and becoming nauseated or sickened.
Poison Resistance (1 RP):
Prerequisites: None
Benefit: Members of this race gain a +1 bonus vs poison effects.
Resistant (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus vs mind-affecting effects and poison.
Shadow Blending (2 RP):
Prerequisite: None
Benefit: Members of this race gain +3 AC while they are within areas of dim light.
Spell Resistance, Greater (4 RP):
Prerequisites: None
Benefit: Members of this race gain +4 AC vs spells and spell-like abilities.
Spell Resistance, Lesser (2 RP):
Prerequisites: None
Benefit: Members of this race gain +2 AC vs spells and spell-like abilities.
Stability (3 RP):
Prerequisites: None
Benefit: Members of this race receive a +4 bonus to AC vs bull rush or trip attempts while standing on the ground.
Stone in the Blood (3 RP):
Prerequisite: None
Benefit: Members of this race gain lesser regeneration when they take earth damage. This effect lasts for 1d4 rounds.
Storm in the Blood (3 RP):
Prerequisite: None
Benefit: Members of this race gain lesser regeneration when they take electricity damage. This effect lasts for 1d4 rounds.
Stubborn (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 AC bonus vs spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools.
Undead Resistance (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus vs disease and mind-affecting effects.
Unnatural (2 RP):
Prerequisites: None
Benefit: Members of this race unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a -4 penalty on all
Charisma-based skill checks to affect creatures of the animal type, and receive a +4 bonus to AC against animals.
Improved Natural Armor (3 RP):
Prerequisite: Natural Armor
Benefit: Members of this race gain a +4 natural armor bonus.
Special: This racial trait can be taken multiple times. Each additional time you take this trait, increase its cost by 1 RP. Its effects stack.
Energy Resistance (4 RP):
Prerequisite: None
Benefit: Members of this race receive +5 AC vs any one energy type.
Special: This racial ability can be taken multiple times. Each additional time you select this ability choose another energy type.
Lucky, Greater (4 RP):
Prerequisites: None
Benefit: Members of this race gain a +1 bonus on all rolls.
Special: This includes attack rolls, skill checks and resistance checks.
Damage Reduction (4 RP):
Prerequisites: None
Benefit: Once per combat scenario, members of this race may take critical damage as major damage, major damage as minor damage or minor damage as non-lethal damage.
Elemental Immunity (5 RP):
Prerequisite: None
Benefit: Pick one of the following energy types: earth, water, electricity, air, or fire. Members of this race are immune to the chosen energy type. Special: This ability can be taken more than once. Each additional time you
take this ability, increase its cost by 1 RP. Each time it is taken, select another energy type.
Regeneration (6 RP):
Prerequisites: None
Benefit: Members of this race live longer than others by naturally healing wounds. Any damage dealt during combat heals in 1d4+1 rounds. If a member of this race has already taken critical damage, further damage will kill them, ending the effects of Regeneration.
Regeneration, Lesser(3 RP):
Prerequisites: None
Benefit: Members of this race live longer than others by naturally healing wounds. Any damage dealt during combat heals in 1d6+2 rounds. If a member of this race has already taken critical damage, further damage will kill them, ending the effects of Regeneration.
SKILL ABILITIES
Beguiling Liar (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
Camouflage (3 RP):
Prerequisites: None
Benefit: Choose a terrain type. Members of this race gain a +4 bonus on Stealth checks while within that terrain type.
Cave Dweller (1 RP):
Prerequisites: None
Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
Craftsman (2 RP):
Prerequisites: None
Benefit: Member of this race gain a +2 racial bonus on all Profession checks to create objects from metal or stone.
Curiosity (4 RP):
Prerequisites: None
Benefit: Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, Knowledge (history) and Knowledge (local).
Emissary (4 RP):
Prerequisites: None
Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.
Gifted Linguist (2 RP):
Prerequisite: None
Benefit: Members of this race gain a +4 racial bonus on Linguistics checks.
Greed (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Integrated (1 RP):
Prerequisites: None
Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Master Tinker (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
Nimble Faller (2 RP):
Prerequisite: Advanced Dexterity
Benefit: Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their AC against trip attempts.
Scavenger (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Shards of the Past (4 RP):
Prerequisites: None
Benefit: Members of this race have past lives that grant them two particular Knowledge skills. Each member of this race picks two Knowledge skills. The member of this race gains a +2 bonus to both of these skills.
Silent Hunter (4 RP):
Prerequisites: None
Benefit: Members of this race take no penalty for using Stealth while running.
Silver Tongued (3 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks.
Skill Bonus (2 RP):
Prerequisites: None
Benefits: Pick a single skill. Members of this race gain a +2 bonus on skill checks made with this skill. Alternatively, pick two related skills. Each member of this race gains a +1 bonus on these skills during character creation.
Special: This trait can be taken up to three times. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of character's choice).
Sneaky (5 RP):
Prerequisites: None
Benefit: Members of this race gain a +4 racial bonus on Stealth checks.
Stonecunning (2 RP):
Prerequisites: None
Benefit: Members of this race receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Underground Sneak (5 RP):
Prerequisite: None
Benefit: Members of this race gain a +2 bonus on Profession (alchemist), Perception, and Stealth checks. The bonus on Stealth checks increases to a +4 bonus while underground.
Urbanite (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 racial bonus on Diplomacy checks
made to gather information and Sense Motive checks made to get a hunch about a social situation.
Water Child (4 RP):
Prerequisites: None
Benefit: Members of this race gain a +4 racial bonus on Swim checks.
MAGIC ABILITIES
Arcane Focus (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Change Shape (6 RP):
Prerequisite: None
Benefit: Members of this race gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes.
Elemental Affinity (3 RP):
Prerequisite: None
Benefit: Choose one of the following elemental subtypes: air, electricity, earth, fire, or water. Members of this race are skilled with spells or spell-like abilities of the chosen elemental type and gain a +2 spell attack bonus for spells of the chosen elemental type. They also receive a +3 bonus to Spell Research checks to learn a new spell of the chosen elemental type.
Fell Magic (3 RP):
Prerequisites: None
Benefit: Members of this race gain +2 to attack rolls for necromancy spells that they cast.
Hypnotic (4 RP):
Prerequisites: None
Benefit: Members of this race gain +2 to attack rolls involving spells or effects they cast that inflict the fascinated condition. Once per day, when a creature attacks a member of this race the member of the race can force that creature to reroll the attack roll and use the second result, even if it is worse. This must be declared before combat rolls are made.
Hypnotic Gaze (3 RP):
Prerequisites: None
Benefit: Members of this race gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism. The effects of the hypnotic gaze last only 1 round.
Nereid Fascination (3 RP):
Prerequisite: None
Benefit: Members of this race gain the following supernatural ability: Once per day, a member of this race can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user.
Object of Desire (1 RP):
Prerequisites: None
Benefit: Members of this race add +1 to attack rolls when casting charm person and charm monster.
Seducer (2 RP):
Prerequisite: Advanced Charisma
Benefit: Members of this race add +1 to attack rolls for their spells and spell-like abilities of the enchantment school.
Spell-Like Ability (Variable, see Special):
Prerequisites: None
Benefit: Choose an arcane or divine spell. Members of this race can use this spell as a spell-like ability once per day.
Special: This trait costs as many RP as it does in CP. This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.
Constant Spell-Like Divination (3 RP): Prerequisites: None
Benefit: Choose one of the following spells: detect magic, detect poison, detect secret doors, detect undead. Members of this race can use this spell as a constant spell-like ability.
Shadow Travel (3 RP):
Prerequisite: None
Benefit: Members of this race gain the ability to use shadow walk (self only) as a spell-like ability once per day.
MOVEMENT ABILITIES
Climb (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +8 bonus on Climb checks.
Gliding Wings (3 RP):
Prerequisites: None
Benefit: Members of this race take no damage from falling (as if subject to a constant nonmagical feather fall spell). A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected
to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
Swim (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +8 bonus on Swim checks.
Vestigial Wings (0 RP):
Prerequisites: None
Benefit: Members of this race have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method.
Burrow (3 RP):
Prerequisite: None
Benefit: Members of this race have the ability to burrow through the dirt.
Flight (4 RP):
Prerequisites: None
Benefit: Members of this race have a means of flight. This can be either flight capablewings or another form of flight.
Expert Climber (6 RP):
Prerequisite: Climb
Benefit: Members of this race can cling to cave walls and even ceilings as long as thesurface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a nonmagical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with Climb (to a total +16 bonus).
OFFENSIVE ABILITIES
Bite (1 RP):
Prerequisites: None
Benefit: Members of this race gain a natural bite attack, providing a +2 to attack rolls.
Ferocity (4 RP):
Prerequisites: None
Benefit: Members of this race gain the following extraordinary ability: If the member of this race takes critical damage, it can continue to fight. If it does, it will die in 1d2 rounds. It still dies if it takes further damage.
Poison Use (2 RP):
Prerequisites: None
Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Relentless (2 RP):
Prerequisites: None
Benefit: Members of this race gain a +2 bonus to attack rolls to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Slapping Tail (3 RP):
Prerequisites: None
Benefit: Members of this race have a tail they can use to make attacks. The tail is a natural attack that deals non-lethal damage.
Toxic (5 RP):
Prerequisite: None
Benefit: Members of this race gain the following extraordinary ability: Once per combat scenario, a member of this race can envenom a weapon, or natural attack, that it wields with its toxic saliva or blood. When you take this trait, choose one of the following venoms.
-
Life-Stealing Venom: This venom causes the victim to slowly perish. The victim can still act as normal but will die after 1d4 rounds.
-
Paralytic Venom: This venom causes the victim to become immobile, losing it's AC bonus.
-
Weakening Venom: This venom causes the victim to suffer -3 to attack rolls and AC for 1d4 rounds.
Claws (2 RP):
Prerequisites: None
Benefit: Members of this race receive two claw attacks.
Frenzy (2 RP):
Prerequisites: None
Benefit: Once per day, whenever a member of this race takes damage, it flies into a frenzy for 2 rounds, gaining a +2 bonus to attack rolls but a -2 penalty to AC.
Frightful Gaze (6 RP):
Prerequisites: None
Benefit: Members of this race gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed a Fear check or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect.
Natural Attack (1 RP):
Prerequisites: None
Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has wings). Members of this race receive one natural attack of the chosen type.
Special: This trait can be taken multiple times. Each time, pick a different natural attack.
Tripping Tail (3 RP):
Prerequisite: Slapping Tail
Benefit: When a member of this race hits with its slapping tail, it can make a trip attack as a free action.
Elemental Weapons (6 RP):
Prerequisite: None
Benefit: Pick one of the following energy types: earth, water, electricity, air, or fire. Members of this race deal energy damage of the selected type whenever they strike a foe with a natural attack, unarmed strike, or melee weapon.
Powerful Charge (3 RP):
Prerequisite: Natural Attack
Benefit: Select one of the race's natural attacks. Whenever a member of this race attacks using the selected natural attack, they receive +4 to attacks rolls with the selected natural attack.
SENSES ABILITIES
Scent (4 RP):
Prerequisites: None
Benefit: Members of this race gain the ability to track targets without the need to follow tracks. They gain a +5 bonus to Tracking checks.
See in Darkness (4 RP):
Prerequisites: None
Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
All-Around Vision (4 RP):
Prerequisites: None
Benefit: Members of this race have some way of seeing all around them, granting them a +4 racial bonus on Perception checks and making them immune to attacks from behind.
Blindsense (4 RP):
Prerequisites: None
Benefit: Using nonvisual senses such as acute smell or hearing, members of this racenotice things they cannot see. Members of this race usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that members of this race cannot see still has total concealment against individuals with blindsense. Members of this race are denied bonuses to AC against attacks from creatures they cannot see.
Carrion Sense (1 RP):
Prerequisites: None
Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures.
Darkvision (2 RP):
Prerequisites: None
Benefit: Members of this race can see in the dark.
Deepsight (2 RP):
Prerequisite: Gills racial ability
Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark while underwater, but do not gain this benefit out of water.
Low-Light Vision (1 RP):
Prerequisites: None
Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Water Sense (2 RP):
Prerequisite: Gills racial ability
Benefit: Members of this race can sense vibrations in water, granting them against creatures that are touching the same body of water.
ORGANIC ABILITIES
Treespeech (2 RP):
Prerequisite: None
Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.
Grabbing Appendages (3 RP):
Prerequisites: None
Benefit: Members of this race have a small group of appendages that are useful for little more than to aid in grappling. Members of this race can maintain a grapple and still make attacks with their main appendages.
Multi-Armed (5 RP):
Prerequisites: None
Benefit: Members of this race possess three arms. A member of this race can wield multiple weapons, gaining an extra melee attack per round. It can also use its hands for other purposes that require free hands.
Special: The number of arms can be increased by 1 for each additional 5 RP spent. Each such increase grants an additional melee attack per round.
Quadruped (5 RP):
Prerequisites: None
Benefit: Members of this race possess four legs and two arms, granting them a +4 AC bonus vs trip attempts.
Special: The number of legs can be increased by 2 for each additional 2 RP spent. Each such increase grants an additional +2 AC bonus vs trip attempts.
Gills (2 RP):
Prerequisite: Swim racial ability
Benefit: Members of this race are amphibious and can breathe both air and water.
Heroic (4 RP):
Prerequisites: None
Benefit: Members of this race gain 1 extra CP per event.
Special: If it takes the Blood of Heroes class ability it gains 2 extra CP.
Hold Breath (2 RP):
Prerequisites: None
Benefit: Members of this race can hold their breath for 1d4+2 rounds before risking drowning or suffocating.
Multitalented (3 RP):
Prerequisites: None
Benefit: Members of this race may multiclass once without paying the multiclass penalty. Any multiclassing beyond the first is subjected to the normal 5 CP penalty per class.
Prehensile Tail (2 RP):
Prerequisites: None
Benefit: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons.
WEAKNESSES
Weakened Intelligence (-2 RP):
Prerequisites: None
Benefit: Members of this race receive a -2 racial penalty to Intelligence based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
Weakened Wisdom (-2 RP):
Prerequisites: None
Benefit: Members of this race receive a -2 racial penalty to Wisdom based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
Weakened Charisma (-2 RP):
Prerequisites: None
Benefit: Members of this race receive a -2 racial penalty to Charisma based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
Elemental Vulnerability (-2 RP):
Prerequisite: None
Weakness: Pick one of the following energy types: air, electricity, earth, water 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.
Sunlight Powerlessness (-2 RP):
Prerequisite: None
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.
Weakened Strength (-2 RP):
Prerequisites: None
Benefit: Members of this race receive a -2 racial penalty to Strength based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
Weakened Constitution (-2 RP):
Prerequisites: None
Benefit: Members of this race receive a -2 racial penalty to Constitution based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
Weakened Dexterity (-2 RP):
Prerequisites: None
Benefit: Members of this race receive a -2 racial penalty to Dexterity based skills.
Special: This ability can be taken up to 5 times. Its effects stack.
Light Blindness (-2 RP):
Prerequisite: Darkvision
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.
Resurrection Vulnerability (-10 RP):
Prerequisite: None
Weakness: A raise dead spell cast on a member of this race can destroy it.
Vulnerable to Sunlight (-2 RP):
Prerequisite: None
Weakness: Members of this race receive -1 to AC and attack rolls each round they are in direct sunlight.