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Practitioner Favored Class Bonuses

The following are favored class bonuses that Practitioners can select when they take a level in a Spheres of Might class.

Core Races

Races that count as multiple other races, such as half-elves counting as both elves and humans and half-orcs counting as humans and orcs, enables them to choose favored class bonuses from either race.

Dwarf

Armiger: Gain +1/6 of a granted talent for 1 customized weapon. This weapon must be from those listed in the Dwarven Heritage from the Equipment sphere.

Blacksmith: Gain +1/8 of a blacksmith insight.

Commander: Gain +1/8 bonus to attack rolls against the target of your racial hatred for yourself and all allies under the effects of your tactics or shouts.

Conscript: Add +1 to your CMD when resisting a bull rush, pull, or reposition combat maneuvers.

Scholar: Gain +1/8 of a scholar’s knack.

Sentinel: Gain +1/4 of an additional attack of opportunity per round.

Striker: Increase the damage reduction/hardness penetration of drill knuckle by +1/3.

Technician: Increase the range of your trap insight class feature by 1 foot.

Elf

Armiger: Gain +1/6 of a granted talent for 1 customized weapon. This weapon must be from those listed in Elven Heritage from the Equipment sphere.

Blacksmith: Gain a +1/2 bonus on all Craft or Profession (blacksmith) checks made to craft any weapon from Elven Heritage of the Equipment sphere.

Commander: Add +1/4 to Stealth checks made by allies under the effect of one of your tactics.

Conscript: Gain a +1 bonus to your CMD when resisting a disarm or sunder.

Scholar: Treat your Intelligence as +1/4 point higher when determining your carrying capacity with careful packer, and when determining the save DCs for your material impositions.

Sentinel: Reduce the armor check penalty of any armor you wear by 1/4 point.

Striker: Gain +1/6 additional maximum tension.

Technician: For every 4 times this favored class bonus is taken, your inventions count as possessing one fewer improvements when calculating the penalties other creatures suffers when using them.

Gnome

Armiger: Gain +1/6 of a granted talent for 1 customized weapon. This weapon must be from those listed in Gnomish Heritage from the Equipment sphere.

Blacksmith: Gain +1/6 of an item creation feat.

Commander: Add a +1/8 bonus to attack rolls against the target of your racial hatred for yourself and all allies under the effects of your tactics.

Conscript: Add +1 to your CMD when resisting a dirty trick or steal maneuver.

Scholar: Add +1/2 to all Disable Device and Use Magic Device checks made to control, manipulate, or sabotage a clockwork device or creature.

Sentinel: Add +1 to your CMD when resisting a disarm or sunder maneuver.

Striker: Gain +1/6 of a striker talent.

Technician: Gain +1/8th of a new invention.

Halfling

Armiger: Gain +1/6 of a granted talent for 1 customized weapon. This weapon must be from those listed in Halfling Heritage from the Equipment sphere.

Blacksmith: Reduce the penalty for using a weapon you are not proficient with which you crafted yourself by 1/3. When this penalty reaches 0, you are considered proficient with any weapon you craft yourself.

Commander: Gain +1/8 of a logistical specialty.

Conscript: Add +1 to your CMD when resisting a grapple or trip.

Scholar: Gain +1/8 of a material imposition.

Sentinel: Deal +1/3 damage to creatures challenged with the Guardian sphere ability if they are 2 or more sizes larger than you.

Striker: Add +1/4 additional points of damage to your unarmed strikes.

Technician: Add a +1/2 bonus to all Disable Device checks made to pick a lock or disarm or reset a trap.

Human

Armiger: Gain +1/6 of a prowess.

Blacksmith: Add +1/2 to all Profession (blacksmith) checks made to craft a weapon you are proficient with.

Commander: Gain +1/6 of an enhanced tactic.

Conscript: Gain +1/6 of a combat talent.

Scholar: Increase the save DC and damage of your flashbangs by +1/5.

Sentinel: Increase the total number of negative hit points you can reach before dying by 2.

Striker: Gain +1 ft. to your movement speed (this ability does nothing until selected 5 times)

Technician: Gain +1/6th of a technical insight.

Other Races

Aasimar

Armiger: Gain +1/6 of a granted talent for 1 customized weapon. This talent must be from the Guardian sphere.

Blacksmith: Weapons you craft deal +1/4 points of damage to evil creatures when you wield them.

Commander: Gain +1/2 bonus to Diplomacy checks made to improve a creature’s attitude.

Conscript: Add +1 to rolls made to stabilize when dying.

Scholar: Add +1 to Heal checks made when using your medical training, advanced medical training, or expert medical training class features.

Sentinel: Increase one energy resistance granted by your race by +1/3.

Striker: Add +1/4 cold damage to your unarmed strikes.

Technician: Increase the benefit of your danger sense class feature by +1/3.

Goblin

Armiger: Gain +1/6 of a granted talent for 1 customized weapon. This talent must be from the Athletics sphere.

Blacksmith: Increase the bonus granted when performing the sharpen weapons maintenance by +1/4.

Commander: Gain+1/2 bonus on Ride checks.

Conscript: Add +1/2 to damage rolls the conscript makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.

Scholar: Add +1/2 points of damage to the damage dealt by your flashbangs.

Sentinel: Gain +1 to your CMD against bull rush, pull, or reposition combat maneuvers.

Striker: Gain +1/5 to your CMB with a combat maneuver of your choice.

Technician: You may create an additional +1/3 explosives per day.

Hobgoblin

Armiger: Gain +1 to your CMD against disarm, steal, and sunder attempts targeting a customized weapon.

Blacksmith: Add +1/2 hit points and +1/4th hardness to your worn and wielded equipment.

Commander: Your lingering commands class feature lasts an additional +1/4 rounds.

Conscript: Add +1/2 damage to your first attack made at the end of a charge.

Scholar: Choose one combat sphere; gain a +1/8 bonus to hit, combat maneuver bonus, combat maneuver defense, ability DCs, and all other functions of the sphere normally determined by your base attack bonus when using talents or abilities granted by that sphere. You may select a different sphere each time you gain this benefit.

Sentinel: Add +1/4 to your natural armor bonus.

Striker: Add +1/2 to your total damage when making a critical hit with an unarmed strike.

Technician: When you deal fire, cold, electricity, or acid damage with an invention, your invention ignores 1 point of resistance for that particular element.

Orc

Armiger: Gain +1/6 of a granted talent for 1 customized weapon. This weapon must be from those listed in the Orc Heritage talent of the equipment sphere.

Blacksmith: Gain a +1/2 bonus on all Craft or Profession (blacksmith) checks made to craft any weapon from the Orc Heritage talent of the Equipment sphere.

Commander: Increase the save DC and duration for any shout you know from the Warleader sphere by +1/5.

Conscript: Increase the total number of negative hit points you can reach before dying by 2.

Sentinel: Gain +1/4 bonus to Fortitude saves.

Striker: Gain +1/3 virtual talent in an unarmed sphere for the purposes of determining the damage of your unarmed strikes.

Technician: Gain +1 energy resistance to one kind of energy (+10 maximum per energy type).

Tiefling

Armiger: Add +1/4 on rolls to confirm critical hits with customized weapons.

Blacksmith: Weapons you craft yourself deal +1/4 points of fire damage while you wield them.

Commander: Attacks made by allies benefiting from one of your enhanced tactics deal an additional +1/4 fire damage.

Conscript: Gain a +1/2 profane bonus on three conscript class skills.

Scholar: Add +1/2 fire damage to your flashbangs; if you know the Brimstone material imposition, increase the saving throw DC for your sulfuric detonations by +1/4.

Sentinel: Add +1/3 to one energy resistance granted by your race.

Striker: Add +1/4 fire damage to your unarmed strikes.

Technician: Whenever you deal damage to a target within 30 ft. that is either flat-footed, that you are flanking, or that has lost its Dexterity bonus to ac, you deal an additional +1/2 damage to that target.

Section 15: Copyright Notice

Spheres of Might, © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, Michael Sayre, Andrew Stoeckle, N. Jolly