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Human caster with and the advanced players: Racial Heritage (Tengu) and the Tengu feat: long nose form
Long-Nose Form
You can shift into the form of a human with an unusually long nose.
Prerequisites: Character level 3rd, tengu.
Benefit: Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).
The Jarl Frost Giant in the Monster Codex gets returning weapons, multiple attacks, abilities that infer multiple attacks at range yet no quick draw. Kept at range their xp waiting to happen.
Am I missing something?
http://paizo.com/pathfinderRPG/prd/monsterCodex/frostGiants.html
Because with racial heritage you can take this without having a beak does it mean you get a 0 length nose, scent and +2 str...
Long-Nose Form
You can shift into the form of a human with an unusually long nose.
Prerequisites: Character level 3rd, tengu.
Benefit: Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).

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Snowballs that stagger, entangle, knock prone, and damage are cramping my game!
Snowball: You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.
Magical Linage trait: snowball
Rime Spell (Metamagic)
Creatures damaged by your spells with the cold descriptor become entangled.
Spirits-
Waves:
Beckoning Chill (Su): When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round.
Crashing Waves (Su): The force of a waves shaman's water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.
Wind:
Vortex Spells (Su): Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.
Lore:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare.
All dwarves can get steel soul feat (+4 racial bonus on saving throws against spells and spell-like abilities)
Dwarf Cavaliers get: Add +1/2 to the cavalier's bonus to damage against targets of his challenge.
Dwarf Fighters, Brawlers, Swashbucklers, Magi get
Shatterspell (Combat)
Your mighty blows shatter your enemy's magic.
Prerequisites: Disruptive, Spellbreaker, dwarf, 10th-level fighter.
Benefit: As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.
Always liked the staff magus, figured works great with eltrich scion (destined) for amazing 2H hits,saves and AC.
Then realized no precise strike(the best arcana) with staves.
Pretty much kills the build in the same book that made it or am I missing something?
With the new brawler class and the older martial artist monk archetype is there a clear winner. Neither is tied to ethos just training and both are lethal.
Mantis style is lethal on a martial artist but pummeling style is just devastating. They could have both but brawlers more flexible.
Who would win?
Rage Casting
Your blood is raw and potent power, and you can burn it to empower your spells.
Prerequisites: Blood casting class feature.
Benefit: When you cast a bloodrager spell, as a swift action you can sacrifice some of your life force to augment the spell's potency. You can opt to take up to 1d6 points of damage per spell level of the spell you are casting, choosing the amount of dice before rolling. You cannot overcome this damage in any way, and it cannot be taken from temporary hit points.
For each of these damage dice you roll, the DC of the spell you are casting increases by 1.
If you had to be a ghost which class would you want to be and why?
Need some challenging undying npcs to get some powerful players using their noggins again before end game where they will have no chance unless they get in some practice thinking again instead of just stomping.
Is iy some balance thing I cannot fathom?
That alone shuts down a whole bunch of unique kinds of magus as its a huge penalty on trying to combo archetypes.
I sooo wanted to play a suli elemental knight (magus) eldritch scion and they fit together so well on so many levels... alas. One day a feat might come out or a home brew that has some artistic flair.
Everyone gets like 30 bonus feats- save feats, re-roll feats, spring attack, shot on run, bonus actions etc etc
Monks can be benders- flying, breathing fire etc
Far less caster martial disparity so cannot even limit players by limiting classes?

The likable middle aged lolly pop lady, the old guy on a bench or walking a dog, the the innocent aged man pottering in his garden that's not there when you next look out the window ... THEY HAVE YOUR NUMBER!
Middle aged aasimar ninja 10:
Str 12 -1 age, Dex 14 -1 age +2 item , Con 12 -1 age, Int 9 +1 age, Wis 9 +1 age +2 racial, Chr 17 +1 age +2 racial +2 level +4 item
Immortal Spark racial negates middle age stat penalties =
Str 12
Dex 16
Con 12
Int 10
Wis 12
Chr 26
Items: + 2 wpn, +4 chr stat, +2 dex stat, bracers of falcons aim a hanky/tissues, borderline collectible change, some smelly balm and candy
Feats: 1 Skill Focus: Stealth, 3 Eldritch Heritage: Shadow (touch attack sneak attacks), 5 Shadow Strike, 7 Point Blank Shot, 9 Precise Shot
(frankly none of the above are overly needed)
Tricks: Vanishing Trick + 3 of choice
Master Tricks: Assassinate
+16/ some damage and fort DC 23 or DEAD !!!
(+7 bab +2 wpn + 1 point blank + 3 dex + 1 falcons aim +2 invisible)
At 11th take ‘Ability Focus’ assassinate and dip dual cursed oracle for misfortune =
DC 25 roll 2x take lowest or D E A D!
Is this a ninja workaround to try assassinate the same target more than once?
How come there are no specific ki feats like there are specific grit feats. Something like signature deed is definitely needed.
, why can some dirty tech user have better self-control and less waste than someone that can control their spirit?

I have a dark tapestry oracle maybe joining a game, I know where its headed ..
Ifrit Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
Even though only allowing it once get the power (3rd) it still means greater polymorph at 11th due to
Many Forms (Su): As a standard action, you can assume the form of a Small or Medium humanoid, as the alter self spell. At 7th level, you can assume the form of a Small or Medium animal, as beast shape I. At 11th level, you can assume the form of a Small or Medium magical beast, as beast shape III. At 15th level, you can assume a variety of forms, as greater polymorph. You can use this ability for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 3rd level to select this revelation.
Their 1st level revelation is cloak of darkness so forms will have free AC as well.
Not sure if this is too much(as can cycle through forms shapechange style) but compared to wild shape with feats like celestial wild shape and race benefits like
Half-Orc Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
not sure if its just par for course and a reactionary irrational worry?
Back story is cool, makes sense for race, oracles are great to DM, dark tapestry makes for a very conanesque caster straight out of the books so has great flavor..but..

I have been playing and Dming paizo since its inception and have had a nagging feeling that counter to my instincts increasing point buy would balance the game.
Early on I was a stickler for the 15 point buy. Over many games and some experimentation this attitude has changed.
Why?
1. 1 dimensional casters really need only one stat to be optimised.
2.Warriors need multiple stats.
3. Animal companions, Summons, Eildolons etc all have set stats so the higher your PC (and npc) warriors stats are the less the above will dominate, unbalance and make mockery of fighting professionals.
4. Breadth in stats allows for breadth in abilities and the shoring of holes which increases player joy, minimises tpks and means players have no basis or right for any claims you should'go easy on them' and not let your genius npcs abuse their weaknesses as they had the opportunity to close them.
5. More interesting characters.
6. Less one dimensional power gaming with tedious linear power characters.
7. More interesting classes in the party/wider representation of MAD classes.
8. The actual vs supposed ability for fighters and other warriors to have multiple feat chains reliant on multiple stats.
Its been some years trying it, stubbornness aside at last,I am calling it. Increase point buy and balance YOUR game!
http://www.hahnlibrary.net/rpgs/sources.html
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Anyone thought of or using a chocolate printer to make 3D chocolate miniatures?
I am sick of PCs kill stealling and fighting endlessly like its no issue and figure if they had to eat the miniature of what they kill I might hear things at the gaming table like:
'no its your kill' or
'I am buggered I cannot kill another thing'
Can you use the hierophant instrument of faith ability to get DR vs bites-after all bites seem to be the most consistently worrying attack.
Instrument of Faith (Su): You gain DR 15/— against attacks made with your deity's favored weapon.
Kensai get dex and int at 19th all the trimmings.
Divine strategist gets all the benefits of a diviner.
Time oracle gets multiple rolls.
Gunslingers get extra bonuses.
Why are diviners considered faster?

You loose spell strike but that's not that big a deal. If you believe casting is a worthy focus you can now spend on that, if you enjoy buffs, helping your party or just plain blasting its now all yours. No need to be a shocking grasp/frost monkey (and spend your feats more flexibly).
The weapon does force damage (so no DR) that's worth multiple feats. Base is d4 (but river rat trait, power attack and buffs soon add up).
Ignore the 2 weapon thing and cast with your non weaponized buckler hand at will.
Use spell combat for buffs, area control and nukes.
Switch hit at will with one arcana its a 60ft range.
As with the blackblade you now have free cash but also a real arcane pool and free feats as ignore all DR. Better free weapon +s in effect as well. Also extra damage as well as freed to spend those arcane pool +s on extra damage instead of the DR concerns a oily black blade has to cope with.
Plenty of archetypes loose one spell per level - that's basically the real cost (easily bought with pearls of power) and as no DR issues so don't really need to max it but if you bother..
Spellblade makes a
+1 weapon at 1st.
+2 at 4th.
+3 at 7th.
+4 at 10th.
+5 at 13th.
Extra hit is extra damage just look at the damage calculators and extra damage is extra damage so it just keeps adding up.
Thats substantially better then any blackblade or fiend blade.
With the extra enhancement bonus it also covers the puny black blade strike damage boost you can give a black blade without the per day limits a black blade has.
How about a permanent force weapon vs the ability to (for a round) make it a sonic or force weapon for 2 poolpoint out of a weapons max 3...
Force is better than unbreakable AND teleporting to hand is an irrelevance as its part of you.
Oh and no lost arcana at 3rd !!
I kinda like the idea and rp potential of a unarmed strike bladebound who has a 'bad hand' that he talks to and that makes him do things...bad things.
A black blade is always a one-handed slashing weapon.
Boar Style (Combat, Style)
Your sharp teeth and nails rip your foes open.
Prerequisites: Improved Unarmed Strike, Intimidate 3 ranks.
Benefit: You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.
We all know vital strike cannot be used with spring attack, full attacks, whirlwind, charges or cleave but what about..
Cleaving Finish (Combat)
When you strike down an opponent, you can continue your swing into another target.
Prerequisites: Str 13, Cleave, Power Attack.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
The separate some types of cats and tigers/lions
Yet they group them under animal companions under (cats)
They group dolphins and orcas
etc they seem to arbitrarily group or not group things with no care for a pattern (kingdom, phylum, class, order, family, genus, species)
Worse is then when creatures are mentioned in class entries their listed in a way that does not direct you how to find them (animals like weird mega-fauna and dinosaurs etc are listed as name for mount options or companion options NOT as their designation).
So basically players looking for their animal companion/mount options need to peruse the entire monster manual, never mind DMs searching for monsters listed in paizo modules OR use the d20 site or some free downloaded books and do document searches.
Either way its anti-book buying which seems an unusual business strategy.
Paizo core it seems (good rp/item placement) but no faster mechanically.

Player wanting a familiar without the dying head ache that can have its own feats yet is also linked to player.
The concept is along the lines of the shair from the 2nd ed. Al-Qadim setting (caster with a mini genie on shoulder).
They thinking the oread summoner archetype as eidolon gets free spell abilities they are modelling it after a gen (mini-genie).
I really like the idea and think it is what the class should have been. It stops the eidolon from being a better 'warrior' than the warrior classes and fills a gap in the class role call yet to be filled, is cool, adds to the RP AND is very classic fantasy.
And lets face it familiars aren't that popular unless its a game where the DM mothers/ignores the familiar.
I was wondering if there is a legal way to make the eidolon tiny?
Or should I just make up a campaign specific archetype?
If so are these too much?
1.As oread archetype but available to any human, half-orc/elf, sylph,undine, iffrit, oread or suli-jann.
2. a tiny eidolon that can always be present.
3. ? the ability to use their summon ability while the eidolon is present (elemental creatures only)
4. ? Access to elemental arcane school spells of one chosen element (as 4 elemental wizard schools) as a spontaneous caster ability (if the gen/eidolon is present).
5. ? The gen/eidolon gets the specialist elemental arcane school abilities of a wizard of equivalent level OR the BASE domain abilities of the appropriate domain(air/earth/fire/water) so no sub-domain powers
They get:
Judgment (Su): A heretic gains the following judgment in addition to the normal list of inquisitor judgments.
Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).
"Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.
Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action."
So can you attack, and gain total concealment?
Might ranged be at -10 (sniping)?
Would melee have no penalty?
Can you move?
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The standard:
Human Qigong Martial Artist Mantis Style Monk
B Mantis Style, 1 Weapon Focus, B1 Dodge, B2 Deflect Arrows, 3 Ability Focus (stunning), 5 Specialization ..
Oread Qigong Tetori
Bonus: 1.Improved Grapple, 2 Stunning Pin, 6 Greater Grapple, 10 Pinning Knockout, 14 Choke Hold, 18 Neckbreaker.
1. Snapping Turtle Style, 3. Snapping Turtle Clutch, 5. Snapping Tutle Shell, 7. Weapon Focus, 9. Rapid Grappler, 11. Pinning Rend
B. Barkskin (7th), Whirlwind attack (11th), Abundant step (15th), ? (20th)
Zen Archer Monk (they build themselves)
A crit fishing Mater of Many Styles/Sacred Mountain/Hungry Ghost with a temple sword for infinite ki and healing with a high AC. Maybe some dragon, overrun and panther style (nothing like booting people 10ft when they attack you for moving past)
Is there any other monk build easily played 1 to 20th that pulls its weight?
Poor will saves ruin fighter days-all that power to just be someones monkey so:
2 level dip in inquisitor (spellbreaker) = roll twice for all will saves, +2 will (auto), divine wand access, track, wis to initiative (makes a 12 wis extra useful), skill boost, orisons, judgement (+1 hit/dam/AC/fast heal or SAVES when really matters and a domain/terrain doman/inquisition of choice (that alone is worth it).
or
Samuri ronin 2 dip if want full bab but auto reroll the following round is less thrilling even with one (resolve) re-rolla day on top - doesn't require a god though. Suppose also gives some extra skills, a tougher re-spawning customizable mount, +2 damage challenge when really matters.

Thinking could you get it to hold things, pimp it out etc ?
PHANTOM DRIVER
School conjuration (creation); Level bard 3, sorcerer/wizard 3
Casting Time 10 minutes
Components V, S
Range 10 ft.
Effect one quasi-real, humanlike creature
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
You conjure a Small or Medium, quasi-real, humanlike creature (the exact physical features can be customized as you wish). This creation can drive any vehicle you command it to. This phantom creature does not fight, and while animals that power a muscle-propelled vehicle driven by the creature do respond to its commands, animals otherwise shun the creature and refuse to attack it.
The rider has an AC of 20 (+1 size, +4 natural armor, +5 Dex) if it is a Small creature or an AC of 19 (+4 natural armor, +5 Dexterity) if it is a Medium creature. It has 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom driver disappears. A phantom driver has a land speed of 30 feet, and makes all driver skill checks (no matter what skills are needed to drive the vehicle) as your caster level + your Intelligence modifier.

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A comparison of racial class bonuses -
I have ignored 3rd party sources.
This is intended as a tool in the toolbox it’s also for DMs who like some depth to cause and effect in their game worlds. You can really fluff out a world with the information indicated. Much can be inferred from favored archetypes from what professions races have long traditions (and thus development off), which callings they encourage/honor/respect), how communal they are, the value they place on stories and entertainment, knightly traditions, mounts and beasts of burden, traditional religious figures, oracular cult leaders or naturists, how much they favor martial, barbaric or cerebral pursuits etc and lastly specific racial archetypes indicate a standing of tradition, respect and its counter: expectation within racial groups.
I have not color coded entries poor to excellent as I neither want to encourage predictable builds nor think it possible to predict creative build outcomes in a cogent fashion from favored class bonuses from this starting point. Simple concordances are readily apparent but for a deeper look at build strength one needs consider racial stats, archetypes, traits, feats, build choices and the final combined outcome. It’s not red to blue and I want to avoid this becoming a forum through which to infect your creativity with opinion.
I have done some coding:
Underline = has a racial class of said type.
It should be noted that Half-Elves can choose from the Human and Elf lists and Half-Orcs can choose from the Human and Orc lists!
At the bottom is a list of races that get (sp) abilities and their equivocal level for those who wish to qualify for prestige classes.
The class guides all have race suggestions should they be sought. There is a detailed race guide some were as well.
For those with RPG limits that enhance the play experience/world coherence but limit racial choices I have grouped the following alphabetically as the rulebook by core, featured, uncommon:
I have underlined Races that have a racial specific archetype.
All information sourced from: http://paizo.com/pathfinderRPG/prd/
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Dwarf Alchemist: Add +1/4 to the alchemist's natural armor bonus when using his mutagen.
Elf Alchemist: Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Gnome Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Half-Elf Alchemist: Add +1 foot to the range increment of the alchemist's thrown splash weapons (including the alchemist's bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
Half-Orc Alchemist: Add +1/2 to the alchemist's bomb damage.
Halfling Alchemist: Add one extract formula from the alchemist's list to the alchemist's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Human Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Dhampir Alchemist: Add +10 minutes to the duration of the alchemist's mutagens.
Drow Alchemist: Add +10 minutes to the duration of the alchemist's mutagens.
Goblin Alchemist: The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.
Hobgoblin Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Ifrit Alchemist: Add +1/2 to the alchemist's bomb damage.
Kobold Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Orc Alchemist: Add +10 minutes to the duration of the alchemist's mutagens.
Ratfolk Alchemist: The alchemist gains +1/6 of a new discovery.
Tiefling Alchemist: Add +1/2 to the alchemist's bomb damage.
Grippli Alchemist: Add +1/4 to the number of toxic skin uses per day.
Nagaji Alchemist: Add +1 on Craft (alchemy) checks to craft poison and +1/3 on the DCs of poisons the alchemist creates.
Svifneblin Alchemist: Add one extract formula from the alchemist's list to the alchemist's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Vanara Alchemist: Add +1/2 to the alchemist's bomb damage.
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Drow Antipaladin: The antipaladin adds +1/4 to the number of cruelties he can inflict.
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Dwarf Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Elf Barbarian: Add +1 to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
Gnome Barbarian: Add a +1/2 bonus to the barbarian's trap sense.
Half-Elf Barbarian: Add +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.
Half-Orc Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Halfling Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the surprise accuracy rage power.
Human Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.
Goblin Barbarian: Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.
Orc Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Ratfolk Barbarian: When raging, add +1/4 to the barbarian's swarming trait's flanking bonus on attack rolls.
Tengu Barbarian: Add +1/3 to the bonus from the superstitious rage power.
Strix Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
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Dwarf Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
Elf Bard: Add +1 to the bard's CMD when resisting a disarm or sunder attempt.
Gnome Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Half-Elf Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Half-Orc Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Halfling Bard: Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, or human child.
Human Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Aasimar Bard: Choose one bardic performance; treat the bard as +1/2 level higher when determining the effects of that performance.
Catfolk Bard: Add +1/2 to the bard's bardic knowledge bonus.
Goblin Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Ifrit Bard: Add +1/6 to the number of people the bard can affect with the fascinate bardic performance.
Kobold Bard: Treat the bard's level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance.
Oread Bard: Add +5 feet to the range of one of the bard's bardic performances (max +30 feet to any one performance).
Undine Bard: Add a +1 bonus on Perform checks to use the countersong bardic performance against creatures with the aquatic or water subtypes.
Kitsune Bard: Add a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks to gather information.
Vishkanya Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Wayang Bard: Add one spell known from the wizard's illusion school spell list. 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.
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Dwarf Cavalier: Add +1/2 to the cavalier's bonus to damage against targets of his challenge.
Elf 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.
Gnome Cavalier: Add +1 to the cavalier's mounted base speed. In combat this has no effect unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces his mount, the new mount gains this bonus to its speed.
Half-Elf 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.
Half-Orc Cavalier: Add +1 hit point to the cavalier's mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Halfling Cavalier: Add +1/2 to the cavalier's effective class level for the purposes of determining the damage he deals when making an attack of opportunity against a challenged foe.
Human Cavalier: Add +1/4 to the cavalier's banner bonus.
Aasimar Cavalier: Add +1/4 to the cavalier's bonus on damage against targets of his challenge.
Catfolk Cavalier: Add +1/4 to the cavalier's banner bonus.
Goblin Cavalier: Add +1 hit points to the cavalier's mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Hobgoblin Cavalier: Add a +1/2 bonus on Intimidate checks and Ride checks.
Kobold Cavalier: Add 5 feet (up to 15 feet maximum) to the cavalier's mount's speed when it uses the charge or withdraw action.
Orc Cavalier: Add +1 to the cavalier's CMB when making bull rush or overrun combat maneuvers against a challenged target.
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Dwarf Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Elf Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Gnome Cleric: Add +1/2 to the cleric's channeled energy total when healing creatures of the animal, fey, and plant types.
Half-Elf Cleric: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Half-Orc Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Halfling Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Human Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Aasimar Cleric: Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.
Dhampir Cleric: Add +1 to the caster level of any channeling feat used to affect undead.
Drow Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Hobgoblin Cleric: Add +1/2 to negative energy spell damage, including inflict spells.
Ifrit Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire and creatures with the fire subtype.
Kobold Cleric: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
Oread Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Earth and creatures with the earth subtype.
Sylph Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Air and creatures with the air subtype.
Tiefling Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Undine Cleric: Add a +1 bonus on caster level checks to overcome the spell resistance of creatures with the aquatic or water subtype.
Duergar Cleric: Add a +1/2 bonus on checks made to craft magic items.
--
Dwarf Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
Elf Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
Gnome Druid: The druid gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).
Half-Elf Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
Half-Orc Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
Halfling Druid: Add a +1/4 luck bonus on the saving throws of the druid's animal companion.
Human Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
Catfolk Druid: Add +1 hit points to the druid's animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Goblin Druid: Add +1 hit points to the druid's animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Kobold Druid: Add +1/2 to the druid's wild empathy bonus.
Orc Druid: Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.
Oread Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to plants and burrowing animals.
Ratfolk Druid: Add a +1 bonus on wild empathy checks made to influence animals and magical beasts that live underground.
Sylph Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to weather and flying animals.
Tiefling Druid: Add a +1 bonus on wild empathy checks made to improve the attitude of fiendish animals.
Undine Druid: Add a +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic subtype.
Grippli Druid: Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.
Kitsune Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
Merfolk Druid: Add +1 hit point to the druid's animal companion. If the merfolk ever replaces her animal companion, the new animal companion gains these bonus hit points.
Nagaji Druid: (no favored class bonus, but has a prestige class).
Vanara Druid: Add a +1/2 bonus on wild empathy checks and a +1/2 bonus on Handle Animal skill checks.
--
Dwarf Fighter: Add +1 to the fighter's CMD when resisting a bull rush or trip.
Elf Fighter: Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
Gnome Fighter: Add +1 to the fighter's CMD when resisting a dirty trick or steal attempt.
Half-Elf Fighter: Add +1 to the fighter's CMD when resisting a disarm or overrun combat maneuver.
Half-Orc Fighter: Add a +2 bonus on rolls to stabilize when dying.
Halfling Fighter: Add +1 to the fighter's CMD when resisting a trip or grapple attempt.
Human Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Dhampir Fighter: Add a +2 bonus on rolls to stabilize when dying.
Drow Fighter: Choose the disarm or reposition combat maneuver. Add +1/3 to the fighter's CMB when attempting this maneuver (maximum bonus of +4).
Hobgoblin Fighter: Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the fighter's choice (maximum bonus +4). This bonus does not stack with Critical Focus.
Kobold Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
Orc Fighter: Add +2 to the fighter's Constitution score for the purpose of determining when he dies from negative hit points.
Oread Fighter: Add +1 to the fighter's CMD when resisting a bull rush or drag attempt.
Ratfolk Fighter: Add +1 to the fighter's CMD when resisting a bull rush or grapple attempt.
Tengu Fighter: Add +1 to the fighter's CMD when resisting a grapple or trip attempt.
Duergar Fighter: Add +1 to the fighter's CMD when resisting a bull rush or trip attempt.
Gillmen Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Nagaji Fighter: Add +1 to the fighter's CMD when resisting a grapple or trip attempt.
Strix Fighter: Add +1/4 to the attack roll bonus from the strix's hatred racial trait.
Vanara Fighter: Add +1 to the fighter's CMD when resisting a reposition or trip attempt.
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Dwarf Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
Elf Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Gnome Gunslinger: The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).
Half-Elf Gunslinger: Add +1/4 to the number of grit points in the gunslinger's grit pool.
Half-Orc Gunslinger: Add a +1/3 bonus on attack rolls when using the pistol whip deed.
Halfling Gunslinger: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +1/4 to the AC bonus gained when using the gunslinger's dodge deed.
Human Gunslinger: Add +1/4 point to the gunslinger's grit points.
Goblin Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Hobgoblin Gunslinger: Add +1/4 to the gunslinger's grit points.
Ifrit Gunslinger: Add +1/2 to the bonus on initiative checks the gunslinger makes while using her gunslinger initiative deed.
Kobold Gunslinger: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4).
Ratfolk Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.
Grippli Gunslinger: Add a +1/4 bonus on attack rolls when making a utility shot or a dead shot.
--
Dwarf Inquisitor: Add +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment.
Elf Inquisitor: Add one spell known from the inquisitor's spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.
Gnome Inquisitor: Add a +1 bonus on concentration checks when casting inquisitor spells.
Half-Elf Inquisitor: Add +1/4 to the number of times per day the inquisitor can change her most recent teamwork feat.
Half-Orc Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Halfling Inquisitor: Add +1/4 to the number of times per day that an inquisitor can change her most recent teamwork feat.
Human Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Aasimar Inquisitor: Add +1/2 on Intimidate, Knowledge, and Sense Motive checks made against outsiders.
Dhampir Inquisitor: Add a +1/2 bonus on Intimidate checks to demoralize humanoids.
Hobgoblin Inquisitor: Add a +1 bonus on concentration checks made to cast inquisitor spells.
Ifrit Inquisitor: Add a +1/2 bonus on Intimidate checks made against creatures with the fire subtype and a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire.
Sylph Inquisitor: Add a +1/2 bonus on Stealth checks while motionless and on opposed Perception checks.
Tiefling Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Duergar Inquisitor: Add +1/6 to the number of times per day the inquisitor can use the judgment class feature.
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Dwarf Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
Elf Magus: The magus gains 1/6 of a new magus arcana.
Gnome Magus: Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious; allying, conductive, corrosive, corrosive burst, menacing. Once an ability has been selected with this reward, it cannot be changed.
Half-Elf Magus: Add +1/4 to the magus's arcane pool.
Half-Orc Magus: Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
Halfling Magus: The magus gains 1/6 of a new magus arcana.
Human Magus: Add +1/4 point to the magus' arcane pool.
Kobold Magus: Add a +1/2 bonus on concentration checks made to cast defensively.
Tiefling Magus: Add +1/4 point to the magus's arcane pool.
Suli Magus: Add +1/4 point to the magus's arcane pool.
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Dwarf Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0).
Elf Monk: Add +1 to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
Gnome Monk: Add +1 to the monk's Acrobatics check bonus gained by spending a point from his ki pool. A monk must be at least 5th level to select this benefit.
Half-Elf Monk: Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.yy
Half-Orc Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Halfling Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Human Monk: Add +1/4 point to the monk's ki pool.
Catfolk Monk: (no favored class bonus, but has a prestige class).
Hobgoblin Monk: Add a +1/4 bonus on combat maneuver checks made to grapple or trip.
Kobold Monk: Add +1/3 to the monk's AC bonus class ability.
Oread Monk: Add +1/3 on critical hit confirmation rolls made with unarmed strikes (maximum bonus of +5). This bonus does not stack with Critical Focus.
Ratfolk Monk: Add +1 feet to the speed the monk can move while making a Stealth check without taking a penalty. This has no effect unless the monk has selected this reward five times (or another increment of five). This does not allow the monk to use Stealth while running or charging.
Tengu Monk: Add +1/4 point to the monk's ki pool.
Undine Monk: Add +1 to the monk's CMD when resisting a grapple and +1/3 to the number of stunning attacks he can attempt per day.
Nagaji Monk: Add +1/4 point to the monk's ki pool.
Samsaran Monk: Add a +1/2 bonus on the monk's saving throws to resist death attacks.
Strix Monk: Add +1/4 point to the monk's ki pool.
Suli Monk: Add +1/2 point of damage to elemental assault.
Vanara Monk: Add a +1 bonus on Acrobatics checks made to jump.
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Dwarf Oracle: 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 oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Elf Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
Gnome Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Half-Elf Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Half-Orc Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Halfling Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Human Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Aasimar Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
Catfolk Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Fetchling Oracle: Treat the oracle's level as +1/3 higher for the purposes of determining which of its racial spell-like abilities it can use.
Goblin Oracle: Add +1 on concentration checks made when casting spells with the fire descriptor.
Ifrit Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
Kobold Oracle: Add +1/4 to the armor or natural armor bonus granted by oracle spells she casts on herself.
Sylph Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
Tengu Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Changeling Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Kitsune Oracle: Reduce the penalty for not being proficient for one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
Samsaran Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Svifneblin Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Wayang Oracle: Add one spell known from the wizard's illusion school spell list. This spell must be at least one level below the highest spell level the oracle can cast. That spell is treated as one level higher unless it is also on the oracle spell list.
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Dwarf Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
Elf Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
Gnome Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
Half-Elf Paladin: Add +1 foot to the size of all the paladin's aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
Half-Orc Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
Halfling Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
Human Paladin: Add +1 to the paladin's energy resistance to one kind of energy (maximum +10).
Aasimar Paladin: Add +1/6 to the morale bonus on saving throws provided by the paladin's auras.
Oread Paladin: Add +1/4 to the bonus the paladin grants her allies with her aura of courage and aura of resolve special abilities.
Tiefling Paladin: Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
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Dwarf Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
Elf Ranger: Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Gnome Ranger: Add DR 1/magic to the ranger's animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
Half-Elf Ranger: Add +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
Half-Orc Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Halfling Ranger: Add a +1/4 dodge bonus to Armor Class against the ranger's favored enemies.
Human Ranger: Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Catfolk Ranger: Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Fetchling Ranger: Add a +1/2 bonus on Perception and Survival checks made on the Plane of Shadow.
Goblin Ranger: Gain a +1/2 bonus on damage dealt to dogs (and doglike creatures) and horses (and horselike creatures).
Hobgoblin Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).
Kobold Ranger: Add +1/4 to the number of opponents the ranger may select when using hunter's bond to grant a bonus to allies. All selected creatures must be of the same type.
Orc Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Oread Ranger: Add +1/4 to the natural armor bonus of the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
Ratfolk Ranger: Add +1 to an animal companion's CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
Grippli Ranger: Add a +1 racial bonus on Swim skill checks. When this bonus reaches +8, the ranger gains a swim speed of 15 feet (this does not grant the ranger another +8 racial bonus on Swim checks).
Merfolk Ranger: Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Strix Ranger: Add +1/2 round to the duration of the bonus granted to the companions of the ranger using his hunter's bond ability.
Suli Ranger: Add +1 to acid resistance, cold resistance, electricity resistance, or fire resistance.
Svifneblin Ranger: Add DR 1/magic to the ranger's animal companion. Each additional time the ranger selects this benefit, the DR/magic increases +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
Vanara Ranger: Add +1/4 dodge bonus to Armor Class against the ranger's favored enemies.
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Dwarf Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
Elf Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
Gnome Rogue: The rogue gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
Half-Elf Rogue: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
Half-Orc Rogue: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.
Halfling Rogue: Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Human Rogue: The rogue gains +1/6 of a new rogue talent.
Catfolk Rogue: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hands checks to pickpocket.
Dhampir Rogue: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
Drow Rogue: Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
Fetchling Rogue: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
Goblin Rogue: Add a +1 bonus on the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.
Hobgoblin Rogue: 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.
Ifrit Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
Kobold Rogue: Add +1/2 to the rogue's trap sense bonus to AC.
Ratfolk Rogue: Add a +1/2 bonus on Escape Artist checks.
Sylph Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
Tengu Rogue: 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 Rogue: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
Changeling Rogue: The rogue gains 1/6 of a new rogue talent.
Gillmen Rogue: The rogue gains 1/6 of a new rogue talent.
Grippli Rogue: Add a +1/2 bonus on Perception checks while in a forest or swamp.
Kitsune Rogue: The rogue gains 1/6 of a new rogue talent.
Samsaran Rogue: The rogue gains 1/6 of a new rogue talent.
Vanara Rogue: The rogue gains 1/6 of a new rogue talent.
Vishkanya Rogue: Add +1 to the rogue's CMD when resisting a grapple or reposition attempt.
--
Dwarf Sorcerer: Add +1/2 to acid and earth spell or spell-like ability damage.
Elf Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Gnome Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Half-Elf Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Half-Orc Sorcerer: Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Halfling Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Human Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Aasimar Sorcerer: Add +1/4 to the sorcerer's caster level when casting spells with the good descriptor.
Catfolk Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds + 1/2 to the number of uses per day of that bloodline power.
Dhampir Sorcerer: Add +1/2 point of negative energy damage to spells that deal negative energy damage.
Drow Sorcerer: Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.
Fetchling Sorcerer: Add +1/2 to either cold or electricity resistance (maximum resistance 10 for either type).
Goblin Sorcerer: Add +1 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must have the fire descriptor.
Ifrit Sorcerer: Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.
Kobold Sorcerer: Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
Sylph Sorcerer: Choose a bloodline power from the djinni or elemental (air) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.
Tengu Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Tiefling Sorcerer: Add +1/2 to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses.
Undine Sorcerer: Add a +1 bonus on caster level checks to cast spells underwater.
Gillmen Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Kitsune Sorcerer: Add +1/4 to the DC of enchantment spells.
Merfolk Sorcerer: Add +1/2 to the sorcerer's caster level when determining the range of any spells with the water descriptor.
Vishkanya Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Wayang Sorcerer: Add +1/2 point of damage to any illusion spells of the shadow subschool cast by the sorcerer.
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Dwarf Summoner: Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.
Elf Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
Gnome Summoner: Add +1 hit point to the summoner's eidolon.
Half-Elf Summoner: Add +1/4 to the eidolon's evolution pool.
Half-Orc Summoner: Add +1 hit point to the summoner's eidolon.
Halfling Summoner: Add +1 skill rank to the summoner's eidolon.
Human Summoner: Add +1 hit point or +1 skill rank to the summoner's eidolon.
Aasimar Summoner: Add DR 1/evil to the summoner's eidolon. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2 (maximum DR 10/evil).
Fetchling Summoner: The summoner's eidolon gains resistance 1 against either cold or electricity. Each time the summoner selects this reward, he increases his eidolon's resistance to one of those energy types by 1 (maximum 10 for any one energy type).
Goblin Summoner: Add +1/4 evolution point to the eidolon's evolution pool. These bonus evolution points must be spent on evolutions that deal fire damage or protect the eidolon from fire (for example, resistance, energy attacks, immunity, breath weapon, and so on).
Kobold Summoner: Add +1/4 to the summoner's shield ally bonus (maximum +2).
Oread Summoner: Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.
Ratfolk Summoner: Add a +1 bonus on saving throws against poison made by the summoner's eidolon.
Tiefling Summoner: Add +1 hit point or +1 skill rank to the summoner's eidolon.
Undine Summoner: If the summoner's eidolon has an aquatic base form , add +5 feet to the range of the summoner's life link ability.
Nagaji Summoner: Add +1 hit point to the summoner's eidolon.
Wayang Summoner: Add +1 skill rank to the summoner's eidolon.
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Dwarf Witch: Add +1/4 natural armor bonus to the AC of the witch's familiar.
Elf Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Gnome Witch: The witch gains 1/6 of a new witch hex.
Half-Elf Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Half-Orc Witch: Add +1 skill rank to the witch's familiar. If the half-orc ever replaces her familiar, the new familiar gains these bonus skill ranks.
Halfling Witch: Add +1/4 to the witch's caster level when determining the effects of the spells granted to her by her patron.
Human Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Goblin Witch: Add +1 spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Kobold Witch: Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).
Orc Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Ratfolk Witch: Add +5 feet to the range of one hex with a range other than "touch."
Sylph Witch: Add a +1/2 bonus on Stealth checks and Perception checks made by the witch's familiar. If the sylph ever replaces her familiar, the new familiar gains these bonus skill ranks.
Tengu Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Tiefling Witch: The witch's familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar's resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.
Changeling Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
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Dwarf Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
Elf Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Gnome Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Half-Elf Wizard: When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.
Half-Orc Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.
Halfling Wizard: Add +1/2 to the wizard's effective class level for the purposes of determining his familiar's natural armor adjustment, Intelligence, and special abilities.
Human Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Dhampir Wizard: Add +1/4 to the wizard's caster level when casting spells of the necromancy school.
Drow Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Fetchling Wizard: Add one spell from the wizard spell list to wizard's spellbook. The spell must be at or below the highest level he can cast and be of the illusion (shadow) subschool or have the darkness descriptor.
Sylph Wizard: Select one arcane school power from the air or wood elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power.
Tiefling Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Undine Wizard: Add one spell from the cleric, druid, or wizard spell list with the water descriptor to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast. This spell is treated as one level higher unless it also appears on the wizard spell list.
Gillmen Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast.
Samsaran Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
==

Assuming you get a spell ability and considering faq:
"Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?
Yes.
For example, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat.
Edit 7/12/13: The design team is aware that the above answer means that certain races can gain access to some spellcaster prestige classes earlier than the default minimum (character level 6). Given that prestige classes are usually a sub-optimal character choice (especially for spellcasters), the design team is allowing this FAQ ruling for prestige classes. If there is in-play evidence that this ruling is creating characters that are too powerful, the design team may revisit whether or not to allow spell-like abilities to count for prestige class requirements.
—Pathfinder Design Team, 06/06/13"
Is this legal??
I like the actions as they allow me to annoy players/DMs by interrupting their actions and stealing focus however used well
1. they annoy
2. reactionary powers are borderline precognitive and VERY metagamey.
When overt meta game shortens/ruins campaigns and steals the magic of immersent in a game world away why do you think the designers put something so starkly meta game in?
Knowing something is going to be a crit, even with your back turned or just knowing what the saving throw roll will be somehow etc
And if their pro metagame play why don't they just announce it so those self aware yet metagame players who are all about dpr/robust builds etc can stop feeling dirty?
Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait.

A list of racial spell like abilities -
As spell like abilities now count for spell prerequisites I thought a list might be helpful!
I doubt if prestige classes are worth it power wise but build wise this ruling opens up many cool possibilities. From a power perspective it allows early entry into many prestige classes. More uniquely from a role playing and character perspective it allows non casters the flexibility of expanding into interesting/themed prestige classes in their twilight (after first 1/3 of a adventure path) years. Should they fancy specific abilities/areas/organisations that have prestige classes they can dabble with ease. Further they can engage the joy of fiddling with spells, to be active when inactive, at later levels without crippling investments early on.
Races with spell like abilities, their level, the type and the specifics (as it can matter):
NB due to the ruling http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qt6 :
For spell-like abilities gained from a creature's race or type (including PC races), the same rule should apply: the creature's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
This changes it and makes some things automatically higher, others automatically lower. It forces narrow predictable build choices which I dislike but them the breaks.
As the spells are listed below just search them and read it as counting as what the ruling above dictates.
Elf:
5th Arcane (chr 15+ dream) Dreamspeaker
1st Divine AND
1st Arcane (int 11+ comp. languages, detect magic, detect poison, read magic) Envoy
Gnome:
1st Divine AND
3rd Arcane (chr 11+ dancing lights, ghost sound, prestidigitation, speak with animals) Gnome Magic
or
1st Divine AND
1st Arcane
(wis 11+ bleed, chill touch, detect poison, touch of fatigue) Fell Magic
or
1st Divine AND
1st Arcane
(chr 11+ arcane mark, comp. languages, message, read magic) Magic Linguist
or
1st Divine
(chr 11+ dancing lights, prestidigitation, flare, produce flame) Pyromaniac
HalfElf:
5th Arcane (chr 15+ dream 1x p/d) Dreamspeaker (as elf)
or
1st Arcane (charm person) Seducer (as Drow)
and
2nd Divine AND
2nd Arcane (NO STAT REQ. Dancing lights, darkness, faerie fire) Drow Magic
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Aasimar:
3rd Divine AND
3rd Arcane
(daylight) Spell like ability
NOTE- with a feat (heavenly radiance) you can gain a spell like ability up to 7th Divine or 4th Arcane all under 9th level!
or
4th Divine AND
4th Arcane
(Lesser age resistance – a great way to ignore age penalties/abuse middle aged stat bonuses from 1st !!) Immortal Spark
or
2nd Divine
(corruption resistance) Incorruptible
Dhampir:
1st Divine AND
1st Arcane
(detect undead) Spell like ability
Drow
2nd Divine AND
2nd Arcane
(dancing lights, darkness, faerie fire) Spell like ability
and
1st Arcane
(charm person) Seducer
Fetchling
1st Arcane
(disguise self) Spell like ability
NOTE- this escalates to 6th Arcane at 9th level and 5th Divine and 7th Arcane at 13th level.
or
1st Arcane
(memory lapse) Subtle manipulator
NOTE- this escalates to 6th Arcane at 9th level and 5th Divine and 7th Arcane at 13th level.
Ifrit
1st Arcane
(burning hands) Spell like ability
or
1st Arcane
(enlarge and reduce person) Spell like ability
NOTE- with a feat (elemental jaunt) you can gain a spell like ability (at 15th level) that is 5th Divine and 7th Arcane.
Oread
1st Divine
(magic stone) Spell like ability
NOTE- with a feat (elemental jaunt) you can gain a spell like ability (at 15th level) that is 5th Divine and 7th Arcane.
Sylph
1st Arcane
(feather fall) Spell like ability
or
1st Divine AND
3nd Arcane
(speak with animals) Spell like ability
NOTE- with a feat (elemental jaunt) you can gain a spell like ability (at 15th level) that is 5th Divine and 7th Arcane.
Tiefling
2nd Divine AND
2nd Arcane (darkness) Spell like ability
Or
1st Divine
(deathwatch) Soul Seer
NOTE- with a feat (heavenly radiance) you can gain a spell like ability up to 7th Divine or 4th Arcane all under 9th level!
ability
Undine
1st Divine AND
1st level Arcane (hydraulic push) Spell like ability
NOTE- with a feat (triton portal) you can gain a spell like ability (at 5th level) that is 3rd Divine
And
with a feat (elemental jaunt) you can gain a spell like ability (at 15th level) that is 5th Divine and 7th Arcane.
--
Duergar
2nd level Arcane (enlarge person, invisibility) Spell like ability
Nagaji
1st level Arcane (hypnotism) Hypnotic Gaze
Samsaran
1st Divine AND
1st level Arcane (comp. language, death watch, stabilize) Samsaran magic –wow they get a name for their spell-like ability!
Svirfneblin
4th Divine AND
3rd level Arcane (nondetection, blindness/deafness, blur, disguise self) Svirfneblin magic – another named sla.
or
6th Divine AND
4th level Arcane (nondetection, magic stone, stone shape, stone tell) Stone Seer
Wayang
1st Divine AND
1st level Arcane (ghost sound, pass without trace, ventriloquism) Spell-like ability.

Bearing in mind the errata:
Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?
Yes. (See also this FAQ item for a similar question about rays and weapon feats.)
For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.
The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.
—Sean K Reynolds, 07/29/11
Pondering a Inquisitor build aiming for:
spiritual weapon
with wrath + divine power + judgement (with judgement surge) and a domain damage bonus power
(bout + 20 damage at 9th) -maybe bane can be added as well?
All empowered + 50 % from using a rod of empower
Thinking magic knack (spiritual weapon), 1. Judgement Surge, 3. Toppling spell.
Any advice appreciated.
FAQ:
Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?
Yes. (See also this FAQ item for a similar question about rays and weapon feats.)
For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.
The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.
—Sean K Reynolds, 07/29/11
As such looking for some builds to take advantage.
All I can come up with is a Inquisitor with 2 spiritual weapons: with wrath, divine favor, a bard and judgement (with judgement surge), bane and a domain power.
all x 50 % because use a rod of empower spell.
Can these be combined?
Casein point is cause critical at 4d8+10+5 (hobgobilin cleric racial)
Vital strike makes it 8d8+15 and its empowered so x 1.5 (12d8+22odd)
Seems a bit much for a 5th level spell slot!
Thinking of a half-orc blood god disciple with the broodmaster archetype as well and racial heritage (oread) as half-orcs qualify and shaitan binder.
I like the idea of being the 'brood of the blood god'.
One eidolon fighting with me, the other mainly eating foes and providing the odd flank and casting.
Shaitan Binder gives lots of free boosts. Just wondering if they are boosts to all the brood?
Let rogues get 1 free per 2 levels AND make some rogue exclusive (like core fighters only get fighter feats).

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Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—calm emotions, 3rd—create food and water.
So "While this power is in use, the target is immune to the transferred condition."
So immune to...
Bleed
Blinded
Broken
Confused
Cowering
Dazed
Dazzled
Dead
Deafened
Disabled
Dying
Energy Drained
Entangled
Exhausted
Fascinated
Fatigued
Flat-Footed
Frightened
Grappled
Helpless
Incorporeal
Invisible
Nauseated
Panicked
Paralyzed
Petrified
Pinned
Prone
Shaken
Sickened
Sinking
Stable
Staggered
Stunned
Unconscious
I have found (unless DM/GM pulls punches/mothers you) sooner or later lesser restoration and restoration are necessary and no build gets round that.
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