So here are the dhampir favored class bonuses for all classes from Spheres of Power, Spheres of Might, and Champions of the Spheres! This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!
Dhampir Sphere Classes Favored Bonuses
Armiger: Gain +⅙ of a granted talent for 1 customized weapon. This must be a piercing weapon or a natural attack..
Armorist: Gain + ⅙th of an arsenal trick.
Blacksmith: Weapons you craft yourself deal +¼ points of negative energy damage while you wield them.
Commander: Gain +½ bonus to Intimidate checks made to influence an opponent’s attitude.
Conscript: Add a +2 bonus on rolls to stabilize when dying.
Elementalist: All destructive blasts deal an additional +¼ negative energy damage. This extra negative energy damage has no effect on undead, or other targets normally healed by negative energy.
Eliciter: Gain a +¼ bonus to your effective class level when determining the effects of all abilities associated with the aversion, enmity, fear, grief, or rage emotion.
Fey Adept: Add +¼ to the fey adept’s shadow pool.
Hedgewitch: Gain ⅕ of a Blood or Death sphere talent.
Incanter: Gain ⅕ of a Blood or Death sphere talent.
Mageknight: Increase the mageknight’s effective level by +⅕ when determining the potency of mystic combat abilities.
Prodigy: Gain ⅕ of a Blood or Death sphere magic talent.
Sage: Add +½ to combat maneuvers checks to initiate or maintain a grapple, or to the Ref save DC of an opponent when using the infuser package ability.
Scholar: Gain +⅛ of a material imposition.
Sentinel: Gain +⅓ channel resistance.
Shifter: Add +1 minute to duration when taking the form of an undead.
Soul Weaver: Add +½ to the damage dealt with channel energy.
Striker: Gain +¼ to your CMB to grapple.
Symbiat: Add 1 to the total number of rounds the symbiat may use psionics in a day.
Technician: Increase the benefit of your danger sense class feature by +⅓.
Thaumaturge: Increase the DC of the Channel Punishment invocation by ⅓.
Troubadour: Add ⅙ of an extra quirk to the troubadour’s monster or villain personas. If either persona is dismissed, the other one gains the extra quirk.
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