Description

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
Level | BAB | Fort | Reflex | Will | Feats | Spells/Day | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Spells Known | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +0 | +2 | +2 | +2 | 5 | 4 | — | — | — | — | — | — | — | — | 4 | 3 | — | — | — | — | — | — | — | — | |||||
2nd | +1 | +3 | +3 | +3 | Deity's Weapon Focus | 6 | 6 | — | — | — | — | — | — | — | — | 5 | 3 | — | — | — | — | — | — | — | — | ||||
3rd | +2 | +3 | +3 | +3 | Symbol of the Deity (+1 Dmg) | 6 | 7 | — | — | — | — | — | — | — | — | 5 | 4 | — | — | — | — | — | — | — | — | ||||
4th | +3 | +4 | +4 | +4 | 6 | 9 | 4 | — | — | — | — | — | — | — | 6 | 4 | 3 | — | — | — | — | — | — | — | |||||
5th | +3 | +4 | +4 | +4 | 6 | 9 | 5 | — | — | — | — | — | — | — | 6 | 5 | 3 | — | — | — | — | — | — | — | |||||
6th | +4 | +5 | +5 | +5 | Energy Resistance (1st Type) | 6 | 9 | 6 | 3 | — | — | — | — | — | — | 7 | 5 | 4 | 3 | — | — | — | — | — | — | ||||
7th | +5 | +5 | +5 | +5 | Symbol of the Deity (+2 Dmg) | 6 | 9 | 7 | 4 | — | — | — | — | — | — | 7 | 6 | 4 | 3 | — | — | — | — | — | — | ||||
8th | +6/+1 | +6 | +6 | +6 | 6 | 9 | 7 | 5 | 3 | — | — | — | — | — | 8 | 6 | 5 | 4 | 3 | — | — | — | — | — | |||||
9th | +6/+1 | +6 | +6 | +6 | Improved Critical (Deity's Favored Weapon) | 6 | 9 | 7 | 6 | 4 | — | — | — | — | — | 8 | 6 | 5 | 4 | 3 | — | — | — | — | — | ||||
10th | +7/+2 | +7 | +7 | +7 | Energy Resistance (2nd Type) | 6 | 9 | 8 | 6 | 5 | 3 | — | — | — | — | 9 | 6 | 6 | 5 | 4 | 3 | — | — | — | — | ||||
11th | +8/+3 | +7 | +7 | +7 | 6 | 9 | 8 | 6 | 6 | 4 | — | — | — | — | 9 | 6 | 6 | 5 | 4 | 3 | — | — | — | — | |||||
12th | +8/+3 | +8 | +8 | +8 | Symbol of the Deity (+3 Dmg) | 6 | 9 | 8 | 6 | 6 | 5 | 3 | — | — | — | 9 | 6 | 6 | 6 | 5 | 4 | 3 | — | — | — | ||||
13th | +8/+3 | +8 | +8 | +8 | Deity's Weapon Specialization | 6 | 9 | 8 | 6 | 6 | 6 | 4 | — | — | — | 9 | 6 | 6 | 6 | 5 | 4 | 3 | — | — | — | ||||
14th | +8/+3 | +9 | +9 | +9 | 6 | 9 | 8 | 6 | 6 | 6 | 5 | 3 | — | — | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | — | — | |||||
15th | +8/+3 | +9 | +9 | +9 | Energy Resistance (3rd Type) | 6 | 9 | 8 | 6 | 6 | 6 | 6 | 4 | — | — | 9 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | — | — | ||||
16th | +8/+3 | +10 | +10 | +10 | 6 | 9 | 8 | 6 | 6 | 6 | 6 | 5 | 3 | — | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | — | |||||
17th | +8/+3 | +10 | +10 | +10 | Symbol of the Deity (+4 Dmg) | 6 | 9 | 8 | 6 | 6 | 6 | 6 | 6 | 4 | — | 9 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | — | ||||
18th | +8/+3 | +11 | +11 | +11 | Blessing of the Chosen | 6 | 9 | 8 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 9 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
- 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.
Cantrips | 1st Level Spells | 2nd Level Spells | 3rd Level Spells | 4th Level Spells | 5th Level Spells | 6th Level Spells | 7th Levels Spells | 8th Level Spells | 9th Level Spells |
---|---|---|---|---|---|---|---|---|---|
Cure minor wounds | Bane | Aid | Animate dead | Cure critical wounds | Battletide | Banishment | Destruction | Aura versus alignment | Energy drain |
Inflict minor wounds | Bless | Bull's strength | Bestow curse | Death ward | Circle of doom | Blade barrier | Greater restoration | Earthquake | Undeath's eternal foe |
Light | Cure light wounds | Cure moderate wounds | Blindness/deafness | Dismissal | Flame strike | Control undead | Regenerate | Create greater undead | Implosion |
Resistance | Divine favor | Darkness | Clarity | Divine power | Healing circle | Create undead | Resurrection | Fire storm | Storm of vengeance |
Virtue | Doom | Eagle's splendor | Contagion | Freedom of movement | Monstrous regeneration | Greater dispelling | Conjure creature VII | Mass heal | Conjure creature IX |
Endure elements | Endurance | Continual flame | Hammer of the gods | Raise dead | Word of faith | Conjure creature VIII | |||
Entropic shield | Find Traps | Cure serious wounds | Inflict critical wounds | Slay living | Harm | Sunbeam | |||
Inflict light wounds | Fox's cunning | Greater magic weapon | Spell resistance | Heal | |||||
Magic weapon | Hold Person | Dispel magic | Neutralize poison | Conjure creature V | |||||
Protection from alignment | Inflict moderate wounds | Glyph of warding | Poison | Conjure creature VI | |||||
Remove fear | Lesser dispel | Inflict serious wounds | Restoration | Break Enchantment | Undeath to death | ||||
Sanctuary | Lesser restoration | Invisibility purge | Conjure creature IV | ||||||
Scare | Negative energy ray | Magic circle against alignment | Assay Resistance | ||||||
Shield of faith | Owl's wisdom | Magic vestment | |||||||
Conjure creature I | Remove paralysis | Negative energy protection | |||||||
Resist elements | Prayer | ||||||||
Silence | Protection from elements | ||||||||
Sound burst | Remove blindness/deafness | ||||||||
Stone bones | Remove curse | ||||||||
Conjure creature II | Remove disease | ||||||||
Ultravision | Searing light | ||||||||
Conjure creature III |