domenica 22 giugno 2025

Android Favored Class Bonuses

For a class that still hadn’t any.

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Androids

Alchemist: Add +⅙ to the alchemist’s Intelligence bonus gained for the use of a cognatogen.

Arcanist: Add ¼ to the arcanist’s effective class level when determining the effects of the energy shield and force strike exploits.

Barbarian: Add +¼ use per rage of the clear mind, moment of clarity, or ultimate clarity rage powers.

Bard: Add one spell known from the wizard’s spell list that can affect constructs or technology. This spell must be at least one level below the highest spell level the bard can cast. The spell is treated as being one level higher, unless it is also on the bard spell list.

Bloodrager: Add ¼ to the bloodrager’s effective class level when determining the power of her bloodrager bloodline powers.

Brawler: Add ½ to the brawler’s limit of cybertech implantation points. She can allocate these points between his Intelligence and Constitution scores as she chooses. If the brawler has the improved implantation ability, the bonuses stack.

Cavalier: The cavalier’s mount gains a +½ bonus on saving throws against mind-affecting effects. If the cavalier ever replaces his mount, the new mount gains this bonus.

Cleric: Add +⅓ to the cleric’s level when determining the effects of one power from the Artifice, Destruction, Knowledge, Law, or Strength domain.

Druid: Add +1 hit point to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.

Fighter: Add ½ to the fighter’s limit of cybertech implantation points. He can allocate these points between his Intelligence and Constitution scores as he chooses. If the fighter has the improved implantation ability, the bonuses stack.

Gunslinger: Add a +¼ bonus on attack rolls when using one of the following deeds: deadeye, utility shot, dead shot, or targeting.

Hunter: Add +1 hit point to the hunter’s animal companion. If the hunter ever replaces her animal companion, the new animal companion gains these bonus hit points.

Inquisitor: Add +⅙ to the number of times per day the inquisitor can use the judgment class feature.

Investigator: Add ⅙ rounds to the duration of the investigator’s studied combat.

Kineticist: Add +¼ point to the maximum burn that the kineticist can accept.

Magus: Add one of the following to the magus’ list of arcane pool weapon special abilities: breaking, catalytic, conductive, corrosive, corrosive burst, grounding, ki focus, rusting, shattering, smashing. Once selected, it cannot be changed.

Monk: Gain ⅙ of a new ki power.

Ninja: Add +¼ point to the ninja’s ki pool.

Medium: When channeling self, the medium can use spirit surge without reducing influence ¼ time per day.

Mesmerist: Choose one mind-affecting mesmerist trick that the mesmerist knows. The mesmerist can affect intelligent construct creatures with that trick as if they weren’t immune to mind-affecting effects.

Occultist: Add 1 point of mental focus per day, but these additional points can be invested only inside implements which are technological items.

Omdura: Add ½ to the omdura’s level when determining the effect of the divine might ability.

Oracle: Add one spell known from the wizard’s spell list that can affect constructs or technology. This spell must be at least one level below the highest spell level the oracle can cast. The spell is treated as being one level higher, unless it is also on the oracle spell list.

Paladin: Add ½ to the paladin’s level when determining the effect of the smite construct ability.

Psychic: Gain ⅙ of a new phrenic amplification or psi–tech discovery.

Ranger: Add ⅕ to the ranger’s favored enemy bonus against constructs. The ranger must have favored enemy (construct) to select this option.

Rogue: Add a +½ bonus on Disable Device checks regarding mechanical traps.

Samurai: The samurai’s mount gains a +½ bonus on saving throws against mind-affecting effects. If the samurai ever replaces his mount, the new mount gains this bonus.

Shifter: Increase the AC bonus from defensive instinct by ¼ against constructs.

Skald: Add ½ to the skald’s bardic knowledge bonus.

Slayer: Add ¼ to the studied target bonus on Knowledge and Perception checks. When the slayer gains the stalker class feature, he also adds this amount to the studied target bonus on Intimidate checks.

Sorcerer: Add +½ to the number of times per day a sorcerer can use the nanite strike bloodline power. The sorcerer must possess the applicable power to select this bonus.

Spiritualist: While the spiritualist’s phantom is confined in her consciousness, add +½ bonus on the skills enhanced by the emotionless class ability.

Summoner: Add +¼ evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on evolutions that alter the eidolon’s physical form (like flight, hooves, or pincers).

Swashbuckler: Gain a +⅓ bonus on all critical hit confirmation rolls made while using the precise strike deed (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects.

Vampire Hunter: Gain a +½ bonus on Fort saves made to avoid fatigue when using the relentless ability.

Vigilante: Add ½ to the DC increase from unshakable.

Warpriest: Add ½ to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Artifice, Destruction, Knowledge, Law, or Strength domains.

Witch: The witch’s familiar adds +¼ point of bonus to saves vs. mind–affecting spells.

Wizard: The wizard gains ⅙ of a bonus item creation, metamagic, or spell mastery feat.

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