Favored Soul

Description


The Favored Soul follows the path of the Cleric but is able to channel divine power with surprising ease. They are able to perform the same tasks as their fellow divine spellcasters but with virtually no study; to them, it comes naturally. Scholars wonder if Favored Souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that Favored Souls are simply imbued with their gifts by their gods when they begin the Cleric's path. In any case, Favored Souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.

Favored Souls are often loners, wandering the land serving their deities. They are welcomed by their churches but treated as unusual and are sometimes misunderstood. They are emissaries of their deities and thus often outside the church's command structure - respected mystics not requiring the support normally crucial to a priest's success. This makes them sometimes revered and sometimes envied by their Cleric counterparts. While Favored Souls are occasionally disrespected for their perceived lack of discipline, devout worshipers commonly perceive them as a powerful message from, and indeed a living manifestation of, their deities.

Favored Souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. These divine spellcasters know fewer spells and acquire powerful spells more slowly than clerics, but Favored Souls can cast spells more often, and they have no need to select and prepare them ahead of time.

Divine magic is intuitive to a Favored Soul, not a matter of careful prayer. This intuitive nature leads to a freer interpretation of faith and doctrine, and so Favored Souls tend slightly toward chaos over law. A Favored Soul is often of the same alignment as their deity, though some are one step away. For example, a Favored Soul could serve a lawful good deity and be neutral good themselves.

Favored Souls learn of their connection with the divine at a young age. Eventually, a young Favored Soul understands the power that she has been wielding unintentionally, unless they die before attaining such comprehension. Favored Souls, as naturally inclined divine channelers, are also often born loners. Unlike Clerics in a temple, they gain little by sharing their knowledge and have no strong incentive to work together.

The innate talent of spontaneously channeling divine power is unpredictable, and it can show up in any of the common races. Divine spellcasters from savage lands or from among brutal humanoid tribes (such as orcs or half-orcs) are more often Favored Souls than Clerics.

Favored Souls have the most in common with members of other self-taught classes, especially Sorcerers, but also Druids and Rogues. They sometimes find themselves at odds with members of the more disciplined classes, specifically Clerics, whom they sometimes view as too wrapped up in doctrine and rigidly defined attitudes.

The Favored Soul serves as a group's backup healer and defensive magic specialist. They can hold their own in a fight, especially if they chooses to focus on spells that aid them in combat.

Alignment Restriction: None*
*Favored Souls must select an Alignment within one-step of their deity's alignment. Additionally, Favored Souls will need to follow their deity's dogma.

Hit Die: d8

Proficiencies: Favored souls are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). A favored soul is also proficient with her deity's favored weapon. Although a favored soul is not proficient with heavy armor, wearing it does not interfere with her spellcasting.

Skill Points: 3 + INT Modifier

Class Skills: Barter, Bluff, Concentration, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge: All, Parry, Perform, Sense Motive, Spellcraft, Taunt

Primary Saving Throws: Fortitude, Reflex, Will

Base Attack Bonus: +3/4 Levels

Spellcasting: Divine (spell failure from armor is ignored), Charisma-based (a base Charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified Charisma, and the Charisma modifier affects spell DCs), and requires preparation. Note: Favored Souls do not receive access to Metamagic feats.

Level Progression / Spells per Day / Spells Known

LevelBABFortReflexWillFeatsSpells/Day0123456789Spells Known0123456789
1st+0+2+2+25443
2nd+1+3+3+3Deity's Weapon Focus6653
3rd+2+3+3+3Symbol of the Deity (+1 Dmg)6754
4th+3+4+4+4694643
5th+3+4+4+4695653
6th+4+5+5+5Energy Resistance (1st Type)69637543
7th+5+5+5+5Symbol of the Deity (+2 Dmg)69747643
8th+6/+1+6+6+66975386543
9th+6/+1+6+6+6Improved Critical (Deity's Favored Weapon)6976486543
10th+7/+2+7+7+7Energy Resistance (2nd Type)698653966543
11th+8/+3+7+7+7698664966543
12th+8/+3+8+8+8Symbol of the Deity (+3 Dmg)69866539666543
13th+8/+3+8+8+8Deity's Weapon Specialization69866649666543
14th+8/+3+9+9+96986665396666543
15th+8/+3+9+9+9Energy Resistance (3rd Type)6986666496666543
16th+8/+3+10+10+10698666653966666543
17th+8/+3+10+10+10Symbol of the Deity (+4 Dmg)698666664966666543
18th+8/+3+11+11+11Blessing of the Chosen69866666539666666543
  • Deity's Weapon Focus: At 2rd level, a Favored Soul gains the Weapon Focus feat with her deity's favored weapon.

  • Symbol of the Deity: While wielding their deity’s favored weapon, each rank of Symbol of the Deity adds +1 Divine damage to the weapon, up to a maximum of +4 at level 17.

  • Energy Resistance (Ex): At 6th level, a Favored Soul chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of her choosing.

  • Deity's Improved Critical: At 9th level, a Favored Soul gains the Improved Critical feat with their deity's favored weapon.

  • Deity's Weapon Specialization: At 13th level, a Favored Soul gains the Weapon Specialization feat with her deity's favored weapon.

  • Blessing of the Chosen: At 18th level, the Favored Soul is protected by their deity. Once every two hours, if the Favored Soul drops below 25% health, they automatically gain 60 Temporary HP, +4 to all stats and 10/+3 damage reduction for 3 rounds + their CHA modifier.
Spells:
Cantrips1st Level Spells2nd Level Spells3rd Level Spells4th Level Spells5th Level Spells6th Level Spells7th Levels Spells8th Level Spells9th Level Spells
Cure minor woundsBaneAidAnimate deadCure critical woundsBattletideBanishmentDestructionAura versus alignmentEnergy drain
Inflict minor woundsBlessBull's strengthBestow curseDeath wardCircle of doomBlade barrierGreater restorationEarthquakeUndeath's eternal foe
LightCure light woundsCure moderate woundsBlindness/deafnessDismissalFlame strikeControl undeadRegenerateCreate greater undeadImplosion
ResistanceDivine favorDarknessClarityDivine powerHealing circleCreate undeadResurrectionFire stormStorm of vengeance
VirtueDoomEagle's splendorContagionFreedom of movementMonstrous regenerationGreater dispellingConjure creature VIIMass healConjure creature IX
Endure elementsEnduranceContinual flameHammer of the godsRaise deadGreater sanctuaryWord of faithConjure creature VIII
Entropic shieldFind TrapsCure serious woundsInflict critical woundsSlay livingHarmSunbeam
Inflict light woundsFox's cunningDarkfireGreater magic weaponSpell resistanceHeal
Magic weaponHold PersonDispel magicNeutralize poisonConjure creature VPlanar Ally
Protection from alignmentInflict moderate woundsGlyph of wardingPoisonTrueseeingConjure creature VI
Remove fearLesser dispelInflict serious woundsRestorationBreak EnchantmentUndeath to death
SanctuaryLesser restorationInvisibility purgeConjure creature IV
ScareNegative energy rayMagic circle against alignmentAssay Resistance
Shield of faithOwl's wisdomMagic vestment
Conjure creature IRemove paralysisNegative energy protection
Resist elementsPrayer
SilenceProtection from elements
Sound burstRemove blindness/deafness
Stone bonesRemove curse
Conjure creature IIRemove disease
UltravisionSearing light
Conjure creature III