The following racial traits add to the base ability score modifiers chosen in the ability score modifier quality.
The following racial traits augment the defenses of members of the race.
Feat and skill racial traits typically grant bonuses on particular skills or grant bonus feats.
The following racial traits augment a race's ability to use magic or grant spell-like abilities.
The following racial traits augment a race's ability to move about the world.
The following racial traits augment a race's fighting prowess.
All races start with normal vision. The following traits augment their vision or otherwise enhance their senses.
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.
This category covers various traits that other categories do not, which can augment your race in a number of different ways.
Creating a race with more than two legs adversely affects that race's ability to use standard feet slot magic items. The best way to deal with this is to create variant magic item versions of the various boots, shoes, and slippers that can be worn by this race. Allow members of these races to find ankle bracelets of speed or horseshoes of spider climb that act just like their traditional magic item counterparts, but fit the new race's form.