More Favored Class Bonus Options for Everyone.


Homebrew and House Rules


I was arguing about weapon proficiencies recently, and made the point that weapon proficiencies should be available through resources other than feats, since exotic weapon proficiency is rarely worth it. Then it occurred to me that the Hobgoblin rogue favored class bonus does just that, and could easily just be a universally available option:

Quote:
"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."

And that got me thinking that maybe there should just be more options in general. I'm cool with races having unique bonuses for a given class, but I also feel like there's a lot of potential for expansion of the standard options as well. Such a flexible resource is capable of filling a lot of holes in the game design.

What do you think, are there other favored class bonus options you guys think should be opened up for everyone to use?


In any game I would run, I would get rid of weapon and armor proficiencies. What that means is that every class is proficient with all weapons and armors. Certain classes will still gravitate to similar weapons, like Monks with monk weapons or Rogues with light/finesse. The same can be said of armor. Arcane casters will still tend to stay away from heavier armors due to spell failure as will Monks and Rogues because of max Dex mod and penalties.

I'm against bad feats that don't actually help or improve the characters and armor and weapons proficiency feats are IMO some of the worst.

But onto your topic: I played in a game a while ago where we were allowed to choose any favored class bonus that any race had. This actually made it seems more of a 'class bonus' and not a 'race bonus'.


While just allowing any race to pick any bonus to their class is a simple way to do it, I do think some race specific bonuses are flavorful enough that I want them to be thematically bound to a race. And some classes have more variety of options than others.

What I'm interested in is expanding the list of universally available bonuses, things that could apply to any character. HP, skills, weapon proficiencies, maybe armor proficiencies and Base Speed.


Some favored class bonuses are +X to the classes special point pool (ki, arcane reservoir, whatever). There's no reason for those to be race specific rather than class specific IMO.

Some are just so good that they need to be made available to everyone or removed. Bonus sorcerer spells known for example.


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Alright, I've put together a short list of universal benefits, as well as class feature things, which are available to anyone whose favored class grants the feature. All of these bonuses are the equivalent of an existing bonus except for the armor one, which I had to make for this, and arguably the feat, though many 1/6 bonuses are interchangeable with feats so I've always seen that as the balance on bonuses anyway.

Universal Favored Class Options
The following bonuses are available to all characters, regardless of race or class.

  • +1 HP
  • +1 Skill Point
  • 1/6 feat
  • +1 to base speed (has no effect in combat until selected 5 times)
  • Reduce the weapon nonproficiency penalty with a single weapon by 1. When the penalty reaches 0, you gain proficiency with that weapon.
  • Reduce the armor check penalty applied to attack rolls for nonproficiency by 1/2 for one of the following categories: light armor, medium armor, heavy armor, bucklers, light and heavy shields, or tower shields. When you select a single category to benefit from this bonus four times (two for bucklers), you gain proficiency with that category. You cannot select a category of shield or armors if you are not already proficient with all lighter categories.

    Class Specific Bonuses
    The following bonuses may be selected if your favored class grants the applicable feature

  • +1 hit point to companion creature
  • Add one spell/formula to book/known. This must be at least one level below the highest level you can cast/create.
  • +1 round of Bloodrage
  • +1 round of Performance
  • +1 round of Rage
  • +1 round of Raging song
  • +1 to Arcane Reservoir maximum
  • +1/2 Bomb per day
  • +1/3 Inspiration point
  • +1/3 Phrenic point
  • +1/4 Grit/Panache/Luck
  • +1/4 ki point
  • +1/4 use of Martial Flexibility
  • +1/4 Arcane Pool point
  • +1/6 daily Arcane Reservoir points


  • Revised the list to cover a few more things, and also rebalanced the class specific bonuses to be consistent with their extra [stuff] feats.

    Universal Favored Class Options
    The following bonuses are available to all characters, regardless of race or class.

  • +1 HP
  • +1 Skill Point
  • 1/6 feat
  • +1 foot to base speed (has no effect in combat until selected 5 times)
  • Reduce the weapon nonproficiency penalty with a single weapon by 1. When the penalty reaches 0, you gain proficiency with that weapon.
  • Reduce the armor check penalty applied to attack rolls for nonproficiency by 1/2 for one of the following categories: light armor, medium armor, heavy armor, bucklers, light and heavy shields, or tower shields. When you select a single category to benefit from this bonus four times (two for bucklers), you gain proficiency with that category. You cannot select a category of shield or armors if you are not already proficient with all lighter categories.

    Class Specific Bonuses
    The following bonuses may be selected if your favored class grants the applicable feature

  • +1 hit point or skill point to companion creature
  • Add one spell/formula to book/known. This must be at least one level below the highest level you can cast/create.
  • +1 round of Bloodrage
  • +1 round of Performance
  • +1 round of Rage
  • +1 round of Raging song
  • +1/2 daily and maximum Arcane Reservoir points
  • +1/2 Inspiration point
  • +1/2 use of Martial Flexibility
  • +1/3 Arcane Pool point
  • +1/3 Bomb per day
  • +1/3 Channel Energy
  • +1/3 Grit/Panache/Luck
  • +1/3 Lay on Hands
  • +1/3 Ki point
  • +1/3 Phrenic point
  • +1/2 use per day to a single Arcane School power, Bloodline power, or Domain power which is granted at 1st level and normally usable 3 + Ability modifier times per day.


  • Looks good. +1/3 channel energy refers to uses/day, right? I'm wondering just a little why inspiration and arcane reservoir are relatively cheaper (more bonus per FCB) than the other point pools though.


    Yes, channel energy and lay on hands are both uses per day.

    And the above list is based on the extra [stuff] feats. Extra Inspiration and Extra Arcane Reservoir both give 3 points instead of 2 like so many other things, so keeping the 6 FCB = 1 feat equivalency means they should be 1/2 instead of 1/3. In the case of inspiration, this makes perfect sense, since it is definitely weaker than a lot of those other abilities. Not as experienced with arcane reservoir, but frankly the existing bonuses were laughably bad anyway, requiring two different types of FCB and a total of 21 levels to get the benefit of the feat.

    Anyway, I really wish I could edit posts, because someone helpfully pointed out a few relevant bonuses I missed for the occult classes. Oh well, this should be the last major update, as this is the list which is now being used in my current game.

    Universal Favored Class Options
    The following bonuses are available to all characters, regardless of race or class.

  • +1 HP
  • +1 Skill Point
  • +1/6 feat
  • +1 foot to base speed (has no effect in combat until selected 5 times)
  • Reduce the weapon nonproficiency penalty with a single weapon by 1. When the penalty reaches 0, you gain proficiency with that weapon.
  • Reduce the armor check penalty applied to attack rolls for nonproficiency by 1/2 for one of the following categories: light armor, medium armor, heavy armor, bucklers, light and heavy shields, or tower shields. When you select a single category to benefit from this bonus four times (two for bucklers), you gain proficiency with that category. You cannot select a category of shield or armors if you are not already proficient with all lighter categories.

    Class Specific Bonuses
    The following bonuses may be selected if your favored class grants the applicable feature

  • +1 hit point or skill point to companion creature
  • Add one spell/formula to book/known. This must be at least one level below the highest level you can cast/create.
  • +1 round of Bloodrage
  • +1 round of Performance
  • +1 round of Rage
  • +1 round of Raging song
  • +1/2 daily and maximum Arcane Reservoir points
  • +1/2 Inspiration point
  • +1/2 use of Martial Flexibility
  • +1/3 Arcane Pool point
  • +1/3 Bomb per day
  • +1/3 use of Channel Energy
  • +1/3 Grit/Panache/Luck
  • +1/3 Ki point
  • +1/3 use of Lay on Hands
  • +1/3 Mental Focus point
  • +1/3 Mesmerist Trick per day
  • +1/3 Phrenic point
  • +1/4 use of Spirit Surge without incurring influence when gaining a taboo
  • +1/6 Internal Buffer capacity
  • +1/2 use per day to a single Arcane School power, Bloodline power, or Domain power which is granted at 1st level and normally usable 3 + Ability modifier times per day.

    The above class specific list is balanced around the extra stuff line of feats, so that each bonus is the equivalent of 1/6 of a feat. For the sake of transparency, I have also provided a version below which includes only existing, unaltered bonuses:

    Spoiler:

    +1 hit point or skill point to companion creature
    Add one spell/formula to book/known. This must be at least one level below the highest level you can cast/create.
    +1 round of Bloodrage
    +1 round of Performance
    +1 round of Rage
    +1 round of Raging song
    +1 to Arcane Reservoir maximum
    +1/2 Bomb per day
    +1/2 Mental Focus point
    +1/3 Inspiration point
    +1/3 Mesmerist Trick per day
    +1/3 Phrenic point
    +1/4 Arcane Pool point
    +1/4 Grit/Panache/Luck
    +1/4 Ki point
    +1/4 use of Martial Flexibility
    +1/4 use of Spirit Surge without incurring influence when gaining a taboo
    +1/6 daily Arcane Reservoir points
    +1/6 Internal Buffer capacity
    +1/2 use per day to a single Arcane School power, Bloodline power, or Domain power which is granted at 1st level and normally usable 3 + Ability modifier times per day.

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