Pathfinder Unchained's scaling items will join them in a future update. Magical Sets have been added to the site, and various ones which are tied to Deities will show up on that Deities' page. Bugs and errors have been fixed, typos corrected, goblins tickled, etc. You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
Romarra
Worlds of Adventure
Pathfinder races
Bugbear -
National Pathfinder Scholarship Fund
Humanoid (Goblinoid)
+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma
+2 natural armor
Stalker: Perception and Stealth are always class skills.
Skilled: +4 Intitimidate +4 Stealth
Centaur
Humanoid (Centaur, Human)
half strength damage as a secondary natural attack.
Mountable Combatant: A Centaur counts as having the mounted combat feat for the purpose of meeting feat prerequisites, and substitutes acrobatics for any ride skill prerequisites for feats requiring mounted combat. A Centaur can not ever benefit from the mounted combat feat. If a centaurs class skills were to give him the ride class skill he may instead opt to gain acrobatics as a class skill. A centaur with the spirited charge feat applies the charger trait bonus to all spear type weapons when making a spirited charge and deals triple damage on a melee charge attack.
Base Speed: 50 Feet
Sprinter: Centaurs gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Fleet-footed: Centaurs receive Run as a bonus feat and a +2 racial bonus on initiative checks. (Combined with their otherwise faster speed, sprinter trait, this means a centaur using the run action without outside feats or magic items runs at 300 feet per round.)
Dwarf -
Remove, Hardy, Dodge bonus against giants, and bonus against orcs and goblinoids. Replace with:
Humanoid (Dwarf)
Most alive when on the move: Dwarves gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Mountaineer: Dwarves are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Natural Armor +2
Elf -
As pathfinder except add:
Humanoid (Elf)
Mist Child: Elves who are benefiting from concealment for any reason gain an additional 5% miss chance.
Goblin -
As Pathfinder except:
Humanoid (Goblinoid)
+2 Dexterity – 2 Strength +2 Intelligence
Base Speed : 40 Feet
+2 Bonus to all Craft (Alchemy) rolls to create anything involving, fire, acids or explosive.
Gnome -
Gnomes in Romarra are originally a mix of Dwarf and Halfling.
Romarran gnomes lose the Gnomish Magic trait, their defensive bonus against giants and hatred trait and gains the followingfour traits instead:
Humanoid (Gnome, Dwarf, Halfling)
Tinkerer: Gnomes gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon or armor they have personally crafted.
Sociable: When a gnome attempts to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Kneecapper: Gnomes gain a +4 racial bonus on combat maneuver checks to trip an opponent.
Focused: Gnomes gain a +1 bonus on all concentration checks.
Half-Elf -
Humanoid (Human, Elf)
Pathfinder Natural Attack Build
As Pathfinder except add:
Focused Study: Half Elves gain Skill Focus again at 5th, 10th, 15th and 20th level.
Half-Orc -
Humanoid (Human, Orc)
As Pathfinder except add:
Half orcs gain +2 racial bonus to strength, and a +2 bonus to any other ability score. Half orcs are fearless and a gain a +2 bonus to all saving throws against fear effects. Half-Orcs may use Charisma or Strength to make intitimdate checks.
Halfling -
As Pathfinder Except:
Humanoid (Halfling)
The halfling racial bonus to saving throws is +2 due to their uncanny luck.
Hobgoblin -
As Pathfinder except:
Humanoid (Goblinoid)
Stubborn and Proud – Hobgoblins gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) and (fear) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Human -
As Pathfinder except:
Humans gain a +2 bonus to any one mental and one physical ability score.
Kitsune
As per Pathfinder except:
All kitusne gain Fox shape as a bonus feat disregarding prequisites.
Minotaur
Natural Spell Pathfinder
Type: Monstrous Humanoid (Minotaur, Giant)
Ability Scores: +2 Strength -2 Dexterity +2 Constitution -2 Intelligence +2 Wisdom -2 Charisma
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed. A minotaur who gains uncanny dodge automatically gains improved uncanny dodge. The first time a minotaur would gain improved un canny dodge her adds half half his character levels to her class levels for determining improved uncanny dodge. In addition minotaurs autoatically know their equivalent longitude and latitude on whatever spherical or flat plane they are one. This means all minotaurs are automagically aware of when they are planeshifted, teleprtoed, transported, etc. beyond their will
Languages: Common, Giant (Minotaur dont have a racial language)
Born to Sail: Profession (Sailor) is always a class skill. If a minoutaur gains this as a class skill instead she auotmatically adds half her character level to her bonus.
Powerful Build: Minotaurs take a -1 size penalty to attack rolls and armor class, and gain a +1 size bonus to CMB and CMD. In addition they can wield large sized weapons without issue as long as they are considered proficient in that weapon category in its entirety or at least two weapons from that category.
Space: Despite their larger than normal size, a Minotaur takes up only a single space in combat.
Natural Armor: +2
Natural Attack: Gore (1d6, seconday attack) On a charge the gore attack of a minotaur does 2d6 damage plus one and half its strength modifer.
Digital issues: Due to having three large digits on each hand a minotaur takes a -2 penalty on all non siege ranged weapon attacks. Due to having hooves instead of feats, a minotaur cant use boot items, but can use some hoof based magic items, boots its created to be hoof items cost 50% more.
Darkvision 60 feet
Ogre -
Giant (Orc Subtype)
Attributes: +6 Strength - 2 Intellgience, – 2 Wisdom, -2 Charisma
Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. ( Stat bonuses consolidated above)
Reach: Members of this race have a reach of 10 feet.
Darkvision: 60 feet
Carrion Sense: Ogres have a natural ability to sniff out dying and rotting flesh. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Natural Armor: +1
Speed: 40 feet
Orc -
Humanoid (Orc)
As Pathfinder Except:Carrion Sense: Orcs have a natural ability to sniff out dying and rotting flesh. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Eat anything: Orcs never get sick from eating or drinking food that is spoiled or rotten. They gain a +4 bonus to resist any effect that would sicken them, and to any check to resist the effects of alcohol.
Intimidating: Orcs receive a +4 racial bonus on Intimidate checks due to their fearsome nature. Orcs may use Strength or Charisma when making intimidate checks.
Weapon Familiarity: Orcs are proficient with all martial weapons and treat any weapon with the word “orc” in its name as a martial weapon.
Skinwalkers -
As Pathfinder except:
Natural Attacks Pathfinder
Skinwalkers gain a +2 bonus to a physical ability score whether or not they are shapechanged. This bonus stacks with the racial bonus from their shapechanging power.