The following are favored class bonuses that Practitioners can select when they take a level in a Spheres of Might class.
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.
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.
Scholar: Gain +1/8 of a scholar’s knack.
Technician: Increase the range of your trap insight class feature by 1 foot.
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.
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.
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.
Striker: Gain +1/6 of a striker talent.
Technician: Gain +1/8th of a new invention.
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.
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.
Armiger: Gain +1/6 of a prowess.
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.
Striker: Gain +1 ft. to your movement speed (this ability does nothing until selected 5 times)
Technician: Gain +1/6th of a technical insight.
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.
Striker: Add +1/4 cold damage to your unarmed strikes.
Technician: Increase the benefit of your danger sense class feature by +1/3.
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.
Scholar: Add +1/2 points of damage to the damage dealt by your flashbangs.
Technician: You may create an additional +1/3 explosives per day.
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.
Striker: Gain +1/3 virtual talent in an unarmed sphere for the purposes of determining the damage of your unarmed strikes.
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.
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.
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.
Spheres of Might, © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, Michael Sayre, Andrew Stoeckle, N. Jolly