Favorite class bonuses listed by class for easy viewing / comparison..


Advice


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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.
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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.
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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.
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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.
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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.

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1 person marked this as a favorite.

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Liberty's Edge

1 person marked this as a favorite.

That's awesome! :)

It's worth noting that a Half-Elf can also apparently take the Human or Elf bonuses, and likewise for a Half-Orc in regards to Humans and Orcs.


Samuel F. B. Morse wrote:
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dotted indeed lol


1 person marked this as a favorite.

I've actually wanted something like this for SRD. The fact you took the time to do this means, sir, you are a winner.

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