Weapon and Armor Proficiency: 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 invocations.
Detect Alignment (Sp): Favored souls can detect their opposing alignment as a paladin can use detect evil.
Divine Invocations (Sp): A favored soul does not prepare or cast spells as other wielders of divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the divine energy that suffuses his soul. A favored soul can use any invocation he knows at will, with the following qualifications:
A favored soul's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A favored soul is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A favored soul can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A favored soul's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A favored soul's caster level with his invocations is equal to his favored soul level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the favored soul's Charisma modifier. Since spell-like abilities are not actually spells, a favored soul cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and pure. A favored soul begins with knowledge of one invocation, which must be of the lowest grade (least). As a favored soul gains levels, he learns new invocations, as summarized on the advancement table and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in this thread.
At any level when a favored soul learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a favored soul can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a favored soul can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a favored soul can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or pure).
These invocations are always subject to material & XP components of mimicked spells unless the specific invocation says otherwise, they also all require a divine focus such as a holy symbol of the favored soul's deity. Favored souls can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes in Complete Arcane for details.
Renewal (Sp): At the 1st level a favored soul can use a standard action to channel divine energy to heal other creatures. This functions like an invocation who's effective spell level is equal to one half your effective favored soul caster level. Unlike a cleric's connection to positive and negative energy, a favored soul's choice on alignment does not alter the healing properties and any creature capable of having hit points restored by magical means can benefit from the favored soul's healing touch, through if a creature still chooses not to benefit from this effect they can make a successful will save to negate the effect.
The amount of hit points recovered are equal to 1d4 for every two favored soul levels the favored soul possesses with a minimum of 1d4. For example, at the 4th level a favored soul can heal 2d4 hit points with a successful touch. When the favored soul gains a new level of invocations, the 6th, 11th, and 16th levels respectively, renewal gains or extends an echoing lingering effect. Consider it's duration changing from instantaneous to 1 or more rounds.
When you become able to use lesser invocations, on the following round of a creature benefiting from renewal they are healed again for half the amount as before (reroll the value and divide it by two, rounding down). This is considered an ongoing spell effect subject to any thing that would block magic such as antimagic field or attempt remove a spell effect such as dispel magic and if you attempt to use renewal more than once consecutively on a creature the duration is simply renewed. For example, if an 8th level favored soul were to heal his half-elf ally his touch would heal 4d4 hit points and on the following round with no action required by either party and no matter the distance between the two the half-elf would heal (4d4/2) hit points. But if the same favored soul were to use his ability twice in consecutive rounds the half-elf would heal 4d4 on the first round from the touch, 4d4 on the second round from the second touch, and (4d4/2) from the lingering effect.
When the favored soul gains greater and divine invocations the number of rounds the linger effect lasts increases by one round, up to a maximum of three rounds after the last time they benefited from renewal's healing touch.
Darkvision (Ex): At the 1st level a favored souls takes the first step into becoming more like an outsider tied to their chosen deity and they can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and favored souls can function just fine with no light at all.
Deity's Weapon: At 2nd level, a favored soul gains the Weapon Focus feat with his deity's favored weapon. If the character already has that feat, he can choose a different one. Then at the 6th level, a favored soul gains the Weapon Specialization feat with his deity's favored weapon. If he already has that feat, she can choose a different one. And at the 14th level a favored soul gains the Melee Weapon Mastery or Ranged Weapon Mastery feat that is the same type of damage as his deity's favored weapon deals. If he already has that feat, she can choose a different one.
Domain Power (Su): At the 3rd, 7th, 15th, and 19th level the favored soul can select one of the domains his deity offers. The favored soul can use the domain power of the selected domain as if his cleric level was equal to his favored soul level. At the 19th level the favored soul's path of ascendance allows him to manifest his own fragment of power, this allows the favored soul can select a domain power from any domain, not just one from the list of domains his deity grants.
Damage Reduction (Su): At the 4th level the favored soul gains damage reduction based on his alignment choice (see above).
Good: 1/evil.
Evil: 1/good.
Lawful: 1/chaos.
Chaos: 1/lawful.The amount of damage reduced is increased by +1 for every four favored soul levels the favored soul possesses after the fourth.
Divine Resistance (Ex): At 5th 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.
Radiant Power (Su): At the 8th level a favored soul's connection to the divine energy improves. When the favored soul casts a spell or uses a spell-like ability that deals divine or fire damage the damage is increased by +1 per die rolled.
True Believer's Relic: The favored soul is granted a near-unique gift by his deity in the form of being able to perform a ritual to summon a relic (see magical item compendium for details). The ritual takes 8 hours and consumes a number of rare gemstones in value equal to the listed cost of the relic. The chosen relic does not have to be one that describes the favored soul's the deity, instead a copy of the relic is made in the deity's image including symbols and written scripture. The relic remains with the favored soul as long has the favored soul chooses to keep it, if stolen or lost it magically finds it's way back into the favored soul's hands that summoned it unless they are in a type of antimagic or dead magic area. If another creature attempts to use it they find it's magical properties do not work for them.
The favored soul also gains the true believer feat.
Wings (Ex): At 13th level, a favored soul gains wings and can fly at a speed of 60 feet (good maneuverability). The appearance of the wings depend on the favored soul's choice of alignment (see above).
Good: feathered.
Evil: batlike.
Lawful: slivers of steel.
Chaos: a transparent flame that sheds no light.Ascendance: At the 17th level the favored soul leaps forward in his path of progression and is able to use magic to assume the form of an outsider. He learns a unique invocation that mimics the effect of the Greater Visage of the Deity spell except the duration is 24 hours.
Call the Faithful: At the 20th level the favored soul obtains some power over the souls of the deceased. He learns a unique invocation that mimics the effect of the True Resurrection spell.