Pathfinder: Favored Class Options for Non-Favored Races
Lets face it. Some races get the short end of the stick. Races that are not in the core rulebook are treated as second class races. They do not have much in the way of archetypes, favored class options, etc.
So we at JBE decided to do something about that. For all the non-core book races mentioned in the Shadowsfall: Shadow Plane Player’s Companion, we gave them a full list of favored class options for you to use in any game, even if it is not Shadowsfall. We covered all classes in the Pathfinder Core Rulebook and the Advanced Player’s Guide, as well as the Magus and Gunslinger. Additionally we included support for the four classes in Psionics Unleashed, the Time Thief, Time Warden and the Malefactor. Here are just a few of those favored class options.
Druid: Add +1/4 to the damage of a bite attack.
Paladin: Add a +1/3 bonus on saving throws against death effects.
Soulknife: Add +1/3 on critical hit confirmation rolls when using mind blade (maximum bonus of +5). This bonus does not stack with Critical Focus.
Gunslinger: Add +1/6 to the dodge bonus granted by the gunslinger’s nimble class feature (maximum increase of +2).
Monk: Add +1 to the monk’s CMD when resisting a dirty trick and +1/2 to the number of stunning attacks he can attempt per day.
Time Thief: When using the steal time temporal talent, add +1/2 to the effective class level of the time thief, but only to determine the ability’s duration.
Cavalier: Add 5 feet to your mount’s darkvision (to a maximum of 30 feet). If your mount does not have darkvision, the mount gains darkvision 5 feet. If the cavalier ever replaces his mount, the new mount gains this bonus to its darkvision distance.
Psion: Add 1/4 power known from the psion power list. This power must be at least one level below the highest power level the psion can manifest.
Witch: The witch’s familiar gains resistance 1 against either cold or electricity. Each time the witch selects this reward, he increases his familiar’s resistance to one of those energy types by 1 (to a maximum of 10 for any one energy type).
Cleric: Add +1/4 to the character’s channel resistance. If the cleric does not possess channel resistance, add channel resistance +1/4.
Magus: Add +1/2 point of cold damage to magus spells that deal cold damage.
Malefactor: Add a +1/4 bonus to your aura of misfortune ability.