Visualizzazione post con etichetta Favored Class Bonuses. Mostra tutti i post
Visualizzazione post con etichetta Favored Class Bonuses. Mostra tutti i post

sabato 27 settembre 2025

More Dhampir Sphere Favored Class Bonuses

Here are the favored class bonuses for dhampirs choosing classes from Spheres of Guile, Legends of the Spheres, or The Warden.

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More Dhampir Sphere Favored Class Bonuses


Agent: Add +½ to discerning strike damage with natural bite attacks.

BravoLotS: Add +⅓ round of a skill-based emotion effect’s duration that is consumed during one round of that effect thanks to the bravo’s moxie ability. No more than three rounds of duration can be consumed in one real time round.

Courser: Add +½ to the harrying assault ability’s save DC.

DissidentLotS: Add +½ to the dissident’s level when determining his light and darkness strife abilities and nuances. This doesn’t grant abilities at earlier levels, it only enhances existing abilities.

Envoy: Add +½ to the dispiriting words ability’s save DC.

Mastermind: Gain ⅙ of a skill talent from the mastermind’s conspiracy sphere.

Professional: The professional adds +½ to her level when determining her first method abilities if her first method is ambush, assassination, bluster, body control, cleverness, infiltration, sciencesDSI&I, subterfuge, or surveillance. This doesn’t grant abilities at earlier levels, it only enhances existing abilities.

Theorist: Gain ⅕ of a Blood or Subterfuge sphere talent.

WardenWa: The warden’s guarded allies gain +⅓ on saving throws against blood and death effects. 

mercoledì 4 giugno 2025

New Ninja Favored Class Bonuses

For the races that didn’t already have them.

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Ninja Favored Class Bonuses


Aasimar: Add +½ to sneak attack damage dealt to creatures with the outsider type.

Aphorite: Gain a +¼ bonus on damage rolls for critical hits made while using sneak attack.

Aquatic Elf: Choose a weapon from the following list: rapier, short sword, trident, or any weapon with “elven” in its name. Gain a +½ bonus on critical hit confirmation rolls made while using that type of weapon (maximum bonus +4). This bonus does not stack with those gained through Critical Focus and similar effects.

Boggard: Add a +½ bonus on Acrobatics checks to jump and a +½ bonus on Stealth checks.

Catfolk: Add ½ to the ninja’s damage rolls with claw attacks and claw blades. 

Changeling: Add ⅓ to the ninja’s effective caster level when using a ninja trick that functions as a spell.

Dhampir: Add a +½ bonus on Stealth checks and Perception checks made in dim light or darkness.

Drow: Add ⅓ to the ninja’s effective caster level when using a ninja trick that functions as a spell.

Duergar: Add +1 to the ninja’s CMD when resisting a bull rush or trip.

Duskwalker: Add +½ to sneak attack damage dealt to undead.

Dwarf: Add a +½ bonus on Stealth checks while in underground environments.

Elf: Add ⅓ to the ninja’s effective caster level when using a ninja trick that functions as a spell.

Fetchling: Add a +½ bonus on the ninja’s no trace ability when in dim light or darkness.

Ganzi: Add a +½ bonus on Stealth checks while on a plane other than the Material Plane.

Gathlain: Add +⅓ to the number of times per day the ninja can use one of her racial spell-like abilities.

Ghoran: Choose one type of ranger favored enemy (or one subtype in case of either humanoid or outsider). The ninja adds ½ to her sneak attack damage when using sneak attack against creatures of the chosen type (maximum +3).

Gillman: The ninja gains ⅙ of a new ninja trick.

Gnome: Add ⅓ to the ninja’s effective caster level when using a ninja trick that functions as a spell.

Goblin: Add a +1 bonus on the ninja’s sneak attack damage rolls during the surprise round or before the target has acted in combat.

Grippli: Add a +½ bonus on Perception checks while in a forest or swamp.

Half-Elf: Add a +½ bonus on Bluff checks to feint and Diplomacy checks to gather information.

Halfling: Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its name. Add a +½ bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.

Half-Orc: Add +⅓ on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.

Hobgoblin: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.

Human: The ninja gains ⅙ of a new ninja trick.

Ifrit: Add a +½ bonus on Acrobatics checks to jump and a +½ bonus on Intimidate checks to demoralize enemies.

Kitsune: The ninja gains ⅙ of a new ninja trick.

Kobold: Add a +⅓ bonus on the ninja’s no trace ability.

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

Merfolk: Add a +¼ bonus on combat maneuver checks to grapple or trip.

Nagaji: Add a +⅓ bonus to the ninja’s saving throws against poison.

Naiad: Add +⅓ to the ninja’s bonus on either armor class or saving throws while using her water bond racial ability.

Orc: Add +⅓ on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.

Oread: Add +1 to the ninja’s CMD when resisting a bull rush or trip.

Ratfolk: Add a +½ bonus on Escape Artist checks.

Samsaran: The ninja gains ⅙ of a new ninja trick.

Shabti: The ninja gains ⅙ of a new ninja trick that functions as a spell.

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

Suli: Add +1/2 point of damage to elemental assault.

Svirfneblin: Add +⅓ to the number of times per day the ninja can use one of her racial spell-like abilities.

Sylph: Add a +½ bonus on Acrobatics checks to jump and a +½ bonus on Sense Motive checks.

Tengu: Choose a weapon from those listed under the tengu’s swordtrained ability. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.

Tiefling: Add +½ to sneak attack damage dealt to creatures with the outsider type.

Triton: Add a +½ bonus on Escape Artist and Stealth checks made underwater.

Undine: Add a +½ bonus on Swim and Sense Motive checks.

Vanara: Add a +1 bonus on Acrobatics checks made to jump.

Vine Leshy: Add a +½ bonus to Climb checks and on Stealth checks in forests.

Vishkanya: Add +1 to the ninja’s CMD when resisting a grapple or reposition attempt.

Wayang: Add +⅓ to the number of times per day the ninja can use one of her racial spell-like abilities.

Wyrwood: The ninja gains ⅙ of a new ninja trick.

Wyvaran: Add a +½ bonus to Stealth and Sleight of Hand checks to hide objects.

domenica 24 marzo 2024

New Aelf Favored Class Bonuses

Savie and her brother Mastom (you’ll meet him in the next posts) needed tailored favored class bonuses.

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New Aelf Favored Class Bonuses

Cavalier: Add +1 foot to the cavalier's mount's base speed. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the cavalier ever replaces his mount, the new companion gains this base speed bonus.

Witch: The witch gains ⅙ of a new witch hex.

mercoledì 28 febbraio 2024

Omdura Favored Class Bonuses

And here’s another gap filled!

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Omdura Favored Class Bonuses

Dwarf: Add +½ to the omdura’s level for the purpose of determining the effects of one type of invocation.

Elf/Galemren: Add +1 round/day to the duration of the omdura’s invocation ability.

Esufey: Add on spell from the druid spell list with a descriptor matching the esufey’s elemental affinity to the omdura’s known spells. This spell must be at least 1 level below the highest spell level the omdura can cast.

Gnome: Add +½ hit point to the omdura’s divine touch ability (whether using it to heal or harm).

Half-Elf/Sin-Galemren: Add +⅙ of a new divine infusion.

Halfling: Add +½ hit point to the omdura’s divine touch ability (whether using it to heal or harm).

Half-Orc/Grachukk: Add +⅓ on critical hit confirmation rolls made while using divine might (maximum bonus of +5). This bonus does not stack with Critical Focus.

Human: Add one spell from the paladin or antipaladin spell list that isn’t on the omdura spell list to the omdura’s known spells. This spell must be at least 1 level below the highest spell level the omdura can cast. An omdura who is good or serves a good deity selects spells from the paladin’s list; an omdura who is evil or serves an evil deity selects spells from the antipaladin’s list. An omdura who is neutral and serves a neutral deity must select either list when she first uses this bonus. Once made, the choice is set.

domenica 25 febbraio 2024

Vampire Hunter Favored Class Bonuses

The vampire hunter needed these too… and of course, dhampirs should be included.

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Vampire Hunter Favored Class Bonuses

Dhampir: Add +½ to the vampire hunter’s level for the purpose of determining the effects of one vampiric focus.

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

Elf: Add 1 foot to the vampire hunter’s  base speed. In combat, this has an effect only for every five increases in the vampire hunter’s base speed.

Gnome: Add +½ to Bluff, Diplomacy, Intimidate, and Sense Motive skill checks against vampires.

Half-Elf: Add +1 round/day to the duration of the vampiric focus ability.

Halfling: Add a +¼ dodge bonus to Armor Class against vampires.

Half-Orc: Add +1 round/day to the duration of the vampiric focus ability.

Human: Gain ⅙ of a new technique feat.

domenica 25 aprile 2021

Samurai Favored Class Bonuses

 Of course, Elysee will use these. Alternate classes should use favored class bonuses of their related base class, but these don't always fit... and in addition, elven samurai should be able to specialize in the elven curve blade, and dwarf samurai in the waraxe!
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Samurai Favored Class Bonuses

Aasimar: Add +⅓ to the cavalier’s challenge bonus on damage against evil outsiders who are targets of his challenge.

Dwarf: Add ½ to the samurai’s damage rolls with one weapon granted by the weapon familiarity racial trait. A samurai who selects this bonus at 1st level also adds the selected weapon to the weapon eligible for use with the samurai’s class abilities (such as Weapon Expertise).

Elf: Add ½ to the samurai’s damage rolls with one weapon granted by the weapon familiarity racial trait. A samurai who selects this bonus at 1st level also adds the selected weapon to the weapon eligible for use with the samurai’s class abilities (such as Weapon Expertise).

Gnome: Add ½ to the samurai’s damage rolls with one weapon granted by the weapon familiarity racial trait. A samurai who selects this bonus at 1st level also adds the selected weapon to the weapon eligible for use with the samurai’s class abilities (such as Weapon Expertise).

Half-Elf: Add +⅓ to the samurai’s banner bonus granted to humans or elves.

Halfling: Add ½ to the samurai’s damage rolls with one weapon granted by the weapon familiarity racial trait. A samurai who selects this bonus at 1st level also adds the selected weapon to the weapon eligible for use with the samurai’s class abilities (such as Weapon Expertise).

Half-Orc: Add ½ to the samurai’s damage rolls with one weapon granted by the weapon familiarity racial trait. A samurai who selects this bonus at 1st level also adds the selected weapon to the weapon eligible for use with the samurai’s class abilities (such as Weapon Expertise).

Human: Gain a +1 bonus to the samurai’s  CMD when resisting two combat maneuvers of the samurai’s choice.

sabato 9 maggio 2020

Duskwalker Favored Class Bonuses, Corrected

When I made my first post on Duskwalker FCBs, the official Paizo ones weren’t out yet. When they did come out, some of them (prevedibly) covered the same classes I had chosen...
So I made this new version! If you want, though, you can surely keep my earlier FCBs as alternatives to Paizo FCBs for the classes I removed.
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Cavalier: Add +1 hit point to the cavalier's mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Druid: Add +1 bonus to the druid’s animal companion’s saves vs. either negative energy or death effects. If the druid ever replaces her animal companion, the new animal companion gains these bonuses.
Inquisitor: Add +⅙ to the number of times per day the inquisitor can use the judgment class feature.
Medium: The medium can violate his taboo without consequences ¼ times per day. If the medium takes this bonus at 1st level, when the medium’s spirit leaves his body because of a violated taboo, there are no consequences.
Mesmerist: Add ⅙ to the mesmerist’s level for the purpose of determining the effects of the touch treatment ability.
Occultist: Increase the occultist’s total number of points of mental focus by ½ point.
Oracle: Add one spell from the psychic spell list that isn’t on the cleric spell list to the list of spells the oracle knows. This spell must be at least 1 level below the highest spell level the oracle can cast.
Psychic: Add 1/4 to the psychic’s caster level when casting spells of the necromancy school.
Shaman: Add ¼ to the shaman’s caster level when casting spells of the necromancy school.
Slayer: Add +⅕ to the studied target bonus against undead.
Sorcerer: Add one spell from the psychic spell list that isn’t on the wizard spell list to the list of spells the sorcerer knows. This spell must be at least 1 level below the highest spell level the sorcerer can cast.
Summoner: Add +¼ evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on the following evolutions only: basic magic, bleed, blindsight, channel resistance, lifesense, major magic, minor magic, no breath, sacrifice, see in darkness, shadow blend, shadow form, ultimate magic, undead appearance, or unnatural aura.

giovedì 23 aprile 2020

Patron Request: Meliae FCB, Variant Heritages, Character Traits and Feats

Another installment for the new player race requested by Ronald J Paris, including a variant heritage to cover Discworld dryads!
I can create stuff on request for you too if you become my patrons! Please visit my Patreon page!

Meliae Favored Class Bonuses
Bard: Add one spell from the druid spell list to the bard’s spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the bard can cast.
Druid: When casting spells that target plants or plant creatures, add ⅓ to the effective caster level, but only for the purpose of determining duration.
Hunter: Add 1 skill rank to the hunter’s plant companion. If the hunter replaces her plant companion, the new plant companion gains these bonus skill ranks.
Kineticist: Add ¼ to the save DC of the kineticist’s wood infusions and wild talents.
Oracle: Add +⅙ to the oracle’s level for the purpose of determining the effects of one revelation.
Ranger: Add +1 foot to the ranger’s base movement when in one of her favored terrains.
Shaman: Add one spell from the druid spell list that isn’t on the shaman spell list to the list of spells she knows. This spell must be at least 1 level lower than the highest-level spell the shaman can cast.
Sorcerer: Choose a bloodline power from the fey or verdant bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +⅙ higher (to a maximum of +2) when determining the effects of that power.
Witch: Add one spell from the druid spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the familiar is ever replaced, the new familiar knows these bonus spells.
Wizard: Select one arcane school power from the enchantment or wood arcane schools that the wizard can currently use. The wizard treats her class level as though it were +⅙ higher (to a maximum of +2) when determining the effects of that power.

Meliae Variant Heritages

Spring Meliae
Spring meliae tend to have green hair with flowers in it. They are slender and graceful both.
Ability Modifiers Dexterity +2, Charisma +2
Alternate Racial Trait: Spring meliae have treespeech, allowing them to converse with plants as if subject to a continual speak with plants spell. This racial trait replaces endurance.

Summer Meliae
Summer meliae are hearty and vigorous, with wheat-blond hair and sky-blue eyes.
Ability Modifiers: Constitution +2, Intelligence +2
Alternate Racial Trait: Summer meliae resist to high temperatures as if they were under the effect of a constant endure elements spell. This racial trait replaces endurance.

Autumn Meliae
With auburn or red hair and a muscular body, autumn meliae are strong and fit for survival.
Ability Modifiers: Constitution +2, Wisdom +2
Alternate Racial Trait: Autumn meliae gain a +1 racial bonus on Diplomacy and Knowledge (nature) skill checks. This racial trait replaces endurance.

Winter Meliae
Winter meliae have ice-white hair and can be merciless as the most rigid winter or gentle as the solstice celebrations.
Ability Modifiers: Intelligence +2, Wisdom +2
Alternate Racial Trait: Winter meliae resist to low temperatures as if they were under the effect of a constant endure elements spell. This racial trait replaces endurance.

Discworld Meliae
The dryad people from Discworld descend from ancient and extinct wild fey and live literally into the trees, that they use as portals towards a different dimension. These meliae can be both male and female, though the sexes have different mental and physical attributes, and their hair, eyes, and skin are deep green. Discworld meliae are a most reclusive and xenofobic people.
Ability Modifiers: Dexterity +2, Wisdom +2, (female); Strength +2, Constitution +2 (male)
Alternate Racial Trait: Discworld meliae can use tree stride at will to access to their own arborean demiplane. This racial trait replaces tree mind and endurance.

Meliae Character Traits

Bend Like the Willow (Race)
Requirement: Melia
You are slender and pliable and dodge your foes’ attacks as a branch in the wind. You gain a +2 racial bonus against bull rush, grab, or trip attempts.

Blood of the Forest (Race)
Requirement: Melia
You are one with the vegetation of your native forests. You are treated as a creature of the plant type for all prerequisites. Spells and effects still affect you normally as a creature of your type.

Hold On Like the Oak (Race)
Requirement: Melia
Your magic is strictly bound to trees and nature and protects you against wounds. You add barkskin to your spell list and to your known spells as a 2nd-level spell. If you possess a spell-like ability or may spontaneously cast spells of 2nd level or more, you can replace the casting of one such spell or spell-like ability with barkskin.

Wood Protector (Race)
Requirements: Fey type; fey damage resistance, inspiration, or stunning beauty racial trait
Fey glamour surrounds you like an aura. Once per day, you can roll a Diplomacy or Intimidate check twice and use the better result.

Meliae Feats

Fey Spirit Rebuke (General)
Who tries to entice a fey, must beware not to be enticed themselves.
Prerequisites: Fey type, 12th-level character
Benefit: Every time you roll a successful saving throw against a charm or compulsion spell or effect, you may turn the spell back to its original caster as if you had cast spell turning.

Passwood (General)
Every wood item, living or not, can become a refuge for you.
Prerequisites: Verdant Step
Benefit: You may step in any living or unliving wooden object of your size or larger, both normal or magical, when you use your Verdant Step ability.