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 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 cousins. While favored souls are occasionally disrespected for their perceived lack of discipline, devout worshipers know that they are 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.
Any.
Hit Dice
1d8
Proficiencies
- Armor: Light and medium armor, and shields (except tower shields). Although not proficient with heavy armor, wearing it does not interfere with their spellcasting.
- Weapons: All simple weapons, as well as their deity's favored weapon.
- Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
- Skill Points Per Level: 2 + Int modifier.
Class Features
All of the following are features of the Favored Soul class.
Spells
A favored soul casts divine spells, which are drawn from the
Cleric Spell List. They can cast any spell they know without preparing it ahead of time the way a
Cleric must.
To cast a spell, a favored soul must have a
Charisma score of 10 + the
Spell's Level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The
Difficulty Class Class for a saving throw against a favored soul's spell is 10 + the spell's level + their
Wisdom modifier.
Like other spellcasters, a favored soul can cast only a certain number of spells of each
Spell Level per day. Their base daily spell allotment is given on Table: The Favored Soul. In addition, they receive bonus spells for a high
Charisma.
Unlike a
Cleric, a favored soul's selection of spells is limited. They begin play knowing four 0-level spells and three 1st-level spells of their choice. At each new favored soul level, they gain one or more new spells, as indicated on Table: Favored Soul Spells Known. (Unlike spells per day, their
Charisma score does not affect the number of spells a favored soul knows; the numbers on Table: Favored Soul Spells Known are fixed.)
Upon reaching 4th level, and at every even-numbered favored soul level after that (6th, 8th, and so on), a favored soul can choose to learn a new spell in place of one they already know. In effect, the favored soul "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level favored soul spell they can cast. A favored soul may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
Unlike a
Cleric, a favored soul need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that
Spell Level.
Orisons
Favored souls learn a number of orisons, or 0-level spells, as noted on Table: Favored Soul Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Deity's Weapon Focus
At 3rd level, a favored soul gains the Weapon Focus feat with their deity's favored weapon. If the character already has that feat, they can choose a different one.
Energy Resistance ()
At 5th level, a favored soul chooses an energy type and gains resistance 10 against that type. At 9th level and 13th level, the character gains resistance 10 against another energy type of their choosing.
Deity's Weapon Specialization
At 7th level, a favored soul gains the Weapon Specialization feat with their deity's favored weapon. If they already have that feat, they can choose a different one.
Wings ()
At 15th level, a favored soul gains wings and can fly at a speed of 60 feet (good maneuverability). A favored soul who is aligned with a good deity grows feathered wings, and one who is aligned with an evil deity gains batlike wings. A favored soul who is neither good nor evil may choose either type of wings.
A 20th-level favored soul gains
Damage Reduction. If the character is lawful-aligned, the
Damage Reduction is 10/silver. If the character is chaotic- aligned, the
Damage Reduction is 10/
Cold Iron. A favored soul who is neither lawful nor chaotic may choose either type of
Damage Reduction.
Favored Soul Variants
Several variations exist that alter or replace aspects of the Favored Soul class. These options can be found
Here, below the class features block.
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