Racial Favored Class Options
The rules below allow members of races from the Pathfinder RPG Core Rulebook to take alternate rewards when they gain a level in a favored class chosen from among the classes in this book. Racial favored class options were introduced in Pathfinder RPG Advanced Race Guide, which covers the base classes from the Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Ultimate Combat, and Pathfinder RPG Ultimate Magic.
Each of these rewards replaces the normal reward for having a level in a favored class (gaining 1 extra hit point or 1 extra skill rank). Unlike those general rewards, the alternate favored class options speak directly to the features of specific classes and the general tendencies of various races.
Whenever you gain a level, you can choose which favored class option you take. Unless otherwise noted, these benefits always stack with themselves.
Many of these alternate class rewards add only 1/2, 1/3, 1/4, or 1/6 to a roll (rather than 1) each time the reward is selected, or add 1/2, 1/3, 1/4, or 1/6 to a class ability (such as adding to a bloodrager’s number of bloodrages per day or a swashbuckler’s total number of panache points). When applying such a benefit to a die roll or class ability, always round down (minimum 0). You may thus need to select such an option several times before the benefit applies.
Some options may have a fixed numerical limit, after which selecting such a favored class reward again has no effect. In these cases, you can always select from among the standard rewards when taking a level in a favored class (gaining 1 extra hit point or 1 extra skill rank).
Dwarves
Dwarves’ hardiness and stalwart resolve make them particularly well suited to the martial classes, but those who imagine them bereft of magic quickly learn the error of their ways. The following options are available to all dwarves who have the listed favored class.
Arcanist: Add 1/4 to the arcanist’s effective class level when determining the effects of the arcane barrier and arcane weapon arcanist exploits.
Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Brawler: Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the brawler’s unarmed strike (minimum 0).
Hunter: Gain a +1/2 bonus on wild empathy checks the hunter makes to inf luence animals and magical beasts that live underground.
Investigator: Gain a +1/4 bonus on Perception checks when underground and +1/2 bonus to the investigator’s trap sense ability regarding stone traps.
Shaman: Add 1/4 to the natural armor bonus of the shaman’s spirit animal.
Skald: Reduce the arcane spell failure chance for casting skald spells when wearing heavy armor by 1%. Once the total reduction reaches 10%, the skald also receives Heavy Armor Proficiency (if the skald does not already possess it).
Slayer: Gain a +1/3 bonus on Knowledge (dungeoneering) checks and on Survival checks when underground. If the slayer has a +1 bonus on Knowledge (dungeoneering) checks from this ability, he is also considered trained in that skill.
Swashbuckler: Add 1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.
Warpriest: Add 1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armor.
Elves
Elves’ grace and intellect lends itself to many classes. The following options are available to all elves who have the listed favored class.
Arcanist: Increase total number of points in the arcanist’s arcane reservoir by 1.
Bloodrager: Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions and that feature.
Brawler: Add 1 foot to the brawler’s base speed. In combat, this has an effect only for every five increases in the brawler’s base speed.
Hunter: Choose a weapon from the following list: longbow, longsword, rapier, short sword, shortbow, or any weapon with “elven” in its name. Gain a +1/2 bonus on critical hit confirmation rolls made while using that type of weapon (maximum bonus +4). This bonus does not stack with those gained through Critical Focus and similar effects.
Investigator: Increase the total number of points in the investigator’s inspiration pool by 1/3.
Shaman: Add 5 feet to the range of a chosen shaman hex. Multiple bonuses from this ability can apply to the same hex, to a maximum of an additional 30 feet for any single hex.
Skald: Increase the bonus granted by the well-versed class feature by 1/4 (maximum +8).
Slayer: Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.
Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.
Warpriest: Add 1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Air, Animal, Charm, Magic, Plant, or Sun domains.
Gnomes
Gnomes’ natural curiosity leads them to f ling themselves into whatever pursuit they choose, often taking practices in bold new directions. The following options are available to all gnomes who have the listed favored class.
Arcanist: Add 1/6 to the number of points the arcanist gains in her arcane reservoir each day.
Bloodrager: Add 1/4 to the bloodrager’s effective class level when determining the power of her bloodrager bloodline powers.
Brawler: Increase the number of times per day the brawler can use martial f lexibility by 1/4.
Hunter: Add DR 1/magic to the hunter’s animal companion. Each time the hunter gains another level, the DR increases by 1/2 (maximum DR 10/magic). If the hunter replaces her animal companion, the new companion gains this damage reduction.
Investigator: Add one extract formula from the investigator’s list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Shaman: The shaman gains 1/6 of a new shaman hex.
Skald: Add a +1 bonus on concentration checks when casting skald spells.
Slayer: The slayer gains 1/6 of a new slayer talent.
Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by 1/4.
Warpriest: Add 1/2 to the result of the warpriest’s channeled energy when healing creatures of the animal, fey, and plant types.
Half-Elves
Half-elves blend the strengths of both their heritages, making them unusually versatile. The following options are available to half-elves who have the listed favored class.
Arcanist: When casting arcanist enchantment spells, add 1/3 to the effective caster level, but only for the purpose of determining duration.
Bloodrager: Increase the bonus gained from blood sanctuary by 1/4.
Brawler: Add 1 to the brawler’s CMD when she’s resisting a trip or overrun combat maneuver.
Hunter: Add 1 foot to the hunter’s companion’s base speed. In combat, this has an effect only for every five increases in base speed.
Investigator: Gain a +1/4 bonus on all inspiration rolls.
Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Skald: Increase the skald’s total number of raging song rounds per day by 1.
Slayer: Gain a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gain information.
Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by 1/4.
Warpriest: Gain a +1/3 bonus on the damage dealt or healed with the warpriest’s channel energy ability.
Halflings
Half lings’ ability to blend coexist with other races’s societies makes them supremely adaptable and open to new ways of seeing the world or practicing the arts of magic and combat. The following options are available to all half lings who have the listed favored class.
Arcanist: Gain 1/6 of a new arcanist exploit.
Bloodrager: Gain a +1/4 dodge bonus to AC while bloodraging against creatures at least one size category larger than the bloodrager.
Brawler: Gain a +1 bonus to the brawler’s CMD when resisting a grapple or overrun combat maneuver.
Hunter: The hunter’s animal companion gains a +1/4 luck bonus on saving throws. If the hunter replaces her animal companion, the new animal companion gains this bonus.
Investigator: Add one extract formula from the investigator’s list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Shaman: Add 1/2 to the shaman’s effective class level for the purpose of determining her spirit animal’s natural armor adjustment, Intelligence, and special abilities.
Skald: Choose a weapon from the following list: dagger, sling, or any weapon with the word “half ling” in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus doesn’t stack with those gained through Critical Focus and similar effects.
Slayer: Add a +1/4 dodge bonus to Armor Class against the slayer’s studied target.
Swashbuckler: Increase the number of times the swashbuckler can use charmed life by 1/4.
Warpriest: Add 1/4 to the warpriest’s effective level when determining the damage of his sacred weapon.
Half-Orcs
Half-orcs combine humans’ versatility with orcs’ ferocity. The following options are available to all half-orcs who have the listed favored class.
Arcanist: Gain a +1 bonus on concentration checks made due to taking damage while casting arcanist spells.
Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Brawler: Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.
Hunter: Add 1 hit point to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus hit points.
Investigator: Gain a +1/3 bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.
Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Skald: Increase the skald’s total number of raging song rounds per day by 1.
Slayer: Gain a +1/3 bonus on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects.
Swashbuckler: Gain a +1/3 bonus on all critical hit confirmation rolls made while using the precise strike deed (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects.
Warpriest: Gain a +2 bonus on rolls to stabilize when dying.
Humans
Humans achieved their status as the most prominent race in the Pathfinder campaign setting by being quick to adopt new practices and fill new niches if doing so gives them an advantage. The following options are available to all humans who have the listed favored class.
Arcanist: Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.
Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Brawler: Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.
Hunter: Add 1 skill rank to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.
Investigator: Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Skald: Add one spell from the skald’s spell list to the skald’s known spells. This spell must be at least 1 spell level below the highest level the skald can cast.
Slayer: Gain 1/6 of a new slayer talent.
Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.
Warpriest: Gain 1/6 of a new bonus combat feat.