Alternative Favored Class bonuses
At each level, every character gains 1 hit point or 1 skill point if they take a level in their favored class. Instead of choosing one of these options, however, they may choose from the following:
Alchemist
Add one extract formula from the alchemist’s list to the character’s formulae book. This formula must be at least one level below the highest formulae level the alchemist can create.
Gain 1/6 of a new discovery.
Increase the number of bombs the alchemist can create per day by 1/2.
Increase bomb damage by 1/2 of a point.
Battle Sage
Gain 1/4 of a Maneuver Known (max 1 level below the highest-level maneuver the battle sage can learn)
Gain 1/6 of a new Stance
Increase the Maneuver Pool by 1/8
Gain 1/7 of an extra use of Stances per day
Bladesinger
Increase the bladesinger's arcane pool by 1/4 point.
Gain 1/6 of a new Arcana.
Add one of the following to the magus’ list of arcane pool weapon special abilities: allying, conductive, corrosive, corrosive burst, defending, ghost touch, menacing, merciful, mighty cleaving, vicious. Once selected, it cannot be changed.
Gain a +½ bonus on concentration checks made to cast defensively.
Bounty Hunter
Increase the bounty hunter's Studied Target bonus by 1/6.
Gain 1/6 of a new Hunter Talent.
Gain a bonus of +1/4 to critical confirmation rolls
Gain 1/4 of a new Sneak Attack die (max 4 dice from this option)
Choir Magus
Gain one spell known. The spell must be at least one level below the highest spell level the choir mage can cast.
Gain 1/7 of a new Song.
Increase the number of times Blowback can be used in a day by 1/4
Increase the bonus to Knowledge checks granted by Implanted Knowledge by +1/3
Cowboy
Increase one of the cowboy's Favored Enemy bonuses by +1/4
Increase one of the cowboy's Favored Terrain bonuses by +1/3
Gain 1/3 of a new trick known
Increase the number of cowboy tricks per day by 1/3
Gunslinger
Gain 1/5 of another Grit point per day.
Reduce the grit cost of a particular known deed by 1/5 (minimum 1).
Increase the dodge bonus to AC from Gun Kata by +1/5.
Increase the bonus damage from Gun Training by +1/6 for all gun types.
Haemotheurge
Gain one spell known. The spell must be at least one level below the highest spell level the haemotheurge can cast.
Pick one energy type from acid, electric, cold, and fire. Increase the damage of spells that deal this type of damage by +1. If a spell deals multiple separate instances of damage (such as scorching ray or acid splash) then this bonus damage applies only to the first instance.
Pick one spell school. Spells you cast from that school have the DC increased by 1/3, to a maximum of 4.
Pick one spell school. Spells you cast from that school have the caster level increased by 1/2, to a maximum of 5.
Ninja
Gain 1/4 of another Ki point per day.
Gain 1/6 of a new Ninja Trick.
Increase attack rolls against targets that you sneak attack by +1/5.
Gain a bonus of +1/4 to critical confirmation rolls
Psychochemist
Gain 1/6 of a Quick Drinker slot.
Gain 1/6 of a new rage power.
Gain one additional alchemical formula known (must be at least one level lower than the Max Formula Level).
Gain an additional round of Chem Frenzy per day.
Reverend
Gain 1/6 of a daily use of Smite Foe.
Increase Smite Foe damage by 1/2.
Gain 1/5 of a daily use of Fervor.
Increase the bonus granted by Sacred Armor by 1/7.
Samurai
Increase uses of Challenge per day by 1/6.
Gain +1/5 to attack rolls made against the subject of the samurai's Challenge.
Increase the Mount's HP by +2.
Increase uses of Resolve per day by 1/4.
Shaman
Gain 1/4 of a shaping energy point.
Increase the bonus granted by Know the Land by +1/3.
Increase the damage of all Shaping effects by +1/2 a point.
Learn a new Orison from the Druid list (max once per 5 levels).
Shugenja
Gain 1/6 of a Channel Energy die.
Gain a +1/5 bonus to attack rolls made with Flurry of Blows.
Gain 1/6 of a bonus feat.
Increase the shugenja's AC bonus by +1/4.
Soldier
Gain 1/5 of a bonus feat
Reduce all armor check penalties by -1/4
Increase the Loyalty bonus by +1/6
Gain a +1 to CMD against two combat maneuvers of choice
Summoner
Increase the HP of called Servitors and Eidolons by +1
Gain 1/5 of an evolution point for the Eidolon.
Gain 1/6 of a bonus teamwork feat.
Gain one spell known. The spell must be at least one level below the highest spell level the summoner can cast.
Tinker
Gain 1/5 of a servitor enhancement.
Gain 1/7 of a bonus feat.
Gain 1/3 of a gadget slot of a gadget level the tinker can use.
Gain 2 skill ranks to apply to Craft skills only.