Later this week sees the release of our latest Shadowsfall title. Shadowsfall: Favored Class Options delivers nearly 300 favored class options for every race in Shadowsfall: Shadow Plane Player’s Companion. Last week we listed off all the race that receives a favored class option for the 26 classes within. This week, we are showing off some of the unique options that you can choose form. Check it out:
Dhampir favored class options tend to revolve around dealing more damage or other abilities typically associated with a vampire:
Bard: Add a +1/3 bonus to the DC of the fascinate ability.
Druid: Add +1/4 to the damage of a bite attack.
Psion: Add +1/4 to the psion’s manifester level when manifesting powers of the charm subdiscipline.
By contrast, the fetchling favored class options typically involve planes, coldness and darkness:
Cavalier: Add 5 feet to your mount’s darkvision (to a maximum of 30 feet). If your mount does not have darkvision, the mount gains darkvision 5 feet. If the cavalier ever replaces his mount, the new mount gains this bonus to its darkvision distance.
Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Shadows and creatures with the shadow subtype.
Witch: The witch’s familiar gains resistance 1 against either cold or electricity. Each time the witch selects this reward, he increases his familiar’s resistance to one of those energy types by 1 (to a maximum of 10 for any one energy type).
The umbral kobold, being a new race, followed the Advanced Race Guide’s ideas for kobolds, but in some cases we decided to go a different direction.
Bard: Treat the bard’s level as +1/2 level higher when determining the effect of the fascinate bardic performance ability.
Druid: Add +1/3 to the druid’s natural armor bonus when using wild shape.
Fighter: Add +1/3 to the fighter’s saving throws versus fear effects.
As you can see, we made decided to keep the bard option the same from the kobold to the umbral kobold. However, we radically altered the druid and fighter favored class options. These are to show that the umbral kobold is sturdier than its material plane counterpart and is just as powerful as any presented in the Pathfinder Core Rulebook.
Lastly, we come to the wanderer race. With a touch of the divine still within him, many of the favored class options revolved around increased power to whatever pool of points the class draws from. However, there are a few notable exceptions.
Malefactor: Add +1 foot to the radius of your aura of misfortune (to a maximum of 20 feet). This option has no effect unless the malefactor has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as an aura of 10 feet, for example.
Paladin: Add +1/3 to the DC of paladin spells with the good descriptor.
Summoner: Monsters summoned by the summon monster ability gain a +1/6 sacred bonus to their armor class.