Author Topic: Favored Soul  (Read 6814 times)

Offline RobbyPants

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Favored Soul
« on: October 30, 2015, 09:29:21 AM »
Recently, the favored soul (Complete Divine) came back on my radar. The concept of the class was simple (divine sorcerer), but it wasn't a very solid class. Still, it seemed so easy to improve.


(11/6/2015 - updated to version Stratovarius suggested.)


Favored Soul



Favored souls are people who have found favor from their deity. They are passionate people who are exemplars of their faith. They channel their deity's power innately, often leading the charge. They have strong personalities and are often natural leaders.

Favored Sould    HD: d8
Level BAB        Fort Ref  Will  Special
                 Save Save Save

________________________________________________________________________________
1     +0         +2   +2   +2    Spells, Aura, Turn or Rebuke Undead, Domain (3)
2     +1         +3   +3   +3    Favored Weapon Focus, Devotion (1)
3     +2         +3   +3   +3    Domain (4)
4     +3         +4   +4   +4    Panacea
5     +3         +4   +4   +4    Ascension
6     +4         +5   +5   +5    Favored Weapon Specialization
7     +5         +5   +5   +5    Devotion (2)
8     +6/+1      +6   +6   +6    Domain (5)
9     +6/+1      +6   +6   +6    Commune
10    +7/+2      +7   +7   +7    Ascension
11    +8/+3      +7   +7   +7    -
12    +9/+4      +8   +8   +8    Devotion (3)
13    +9/+4      +8   +8   +8    Domain (6)
14    +10/+5     +9   +9   +9    -
15    +11/+6/+1  +9   +9   +9    Ascension
16    +12/+7/+2  +10  +10  +10   -
17    +12/+7/+2  +10  +10  +10   Devotion (4)
18    +13/+8/+3  +11  +11  +11   Domain (7)
19    +14/+9/+4  +11  +11  +11   -
20    +15/+10/+5 +12  +12  +12   Ascension
________________________________________________________________________________


Alignment: A favored soul must be within one step of their deity's alignment. A favored soul cannot be true neutral unless their deity is true neutral.

Class Skills
The favored soul's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.


Class Features
The following are class features of the Favored Soul:

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 spellcasting.

Spells: A favored soul casts spells drawn from a narrow spell list (see below), which is expanded by her domains. She may spontaneously cast any spell she knows and gains a number of spells per day equal to a sorcerer. She uses her Charisma to determine the highest level of spell she can cast, her bonus spell slots, and the DC for her spells. Her spells are divine and are not affected by arcane spell failure.
   If a favored soul would add a spell to her list of spells known that she already has, she gains a +1 bonus to her caster level when casting that spell.
   In addition gaining new spells directly from her domains, she also learns one 0-level spell from the Cleric list for each domain that she has from her class.

Aura (Ex): A favored soul has an aura based on her deity's alignment, just as a cleric.

Turn or Rebuke Undead (Su): A favored soul can turn or rebuke undead, just as a cleric.

Domain (Ex): At 1st level, the favored soul gains three domains associated with her deity. She gains each domain's granted benefit, and any spells on the domain list are added to her list of spells known. She can cast them once she is a high enough level to cast that spell. As she gains levels, the favored soul gains new domains. She gains a fourth at 3rd level, and a new domain each five levels thereafter. If her deity does not grant enough domains, she may pick one (choice subject to DM's approval). She may never select an alignment domain opposing her deity's alignment.

Favored Weapon Focus (Ex): At 2nd level, the favored soul gains the Weapon Focus feat with her deity's favored weapon. If she already has it, she may pick a different feat for which she meets the prerequisites, instead.

Devotion (Ex): At 2nd level, the favored soul gains a devotion feat corresponding to a domain her deity grants. She gains an additional devotion feat every five levels thereafter. If her deity does not grant enough domains, she may pick any devotion feat (choice subject to DM's approval). She may never select an alignment devotion feat opposing her deity's alignment.

Panacea (Su): At 4th level, the favored soul can channel divine energy to remove certain afflictions. To do so, she must touch the recipient as a standard action, and expend a spell slot. The spell slot might be at least as high a spell level, corresponding to the affliction, based on the chart below:
  Spell  Condition
  Level

  ______________________________________________
  0      Fatigued, Shaken, Sickened
  1      Exhausted, Frightened, Panicked
  2      Ability Damaged (one ability), Dazed,
           Nauseated, Stunned, Paralyzed
  3      Blinded, Cowering, Deafened
  4      Abilty Drained (one ability), Energy
           Drained (all negative levels)
  5      Confused
  6      Petrified
  ______________________________________________
Each use of this removes one condition. The favored soul may use this to remove two conditions, each at least two levels lower than the slot expended. She may remove three conditions, each at least three levels lower than the slot expended. She may expend a spell slot to remove all conditions four levels or lower than the expended spell slot.

Ascension (Ex): At 5th level, the favored soul begins her transition to becoming an outsider. She picks one energy type (acid, cold, elctric, fire, or sonic) and gains a number points of energy resistance to that type equal to her class level. As her level increases, so does the resistance. Once made, this choice cannot be changed.
   At 10th level, the favored soul grows wings, giving her a flight speed of 30 with good maneuverability. She also gains damage reduction equal to half her class level, overcome by silver or cold iron (based on her deity's alignment). The damage reduction of favored souls of lawful deities is overcome by silver weapons. The damage reduction of favored souls of chaotic deities is overcome by cold iron weapons. A favored soul with a deity that is neither lawful nor chaotic chooses whether her damage reduction is overcome by silver or cold iron. Once this choice is made, it cannot be changed.
   At 15th level, she gains reistance to a second energy type with an ammount equal to her class level. Her fly speed increases to 60 feet with perfect maneuverability.
   At 20th level, her type changes to outsider (native). She no longer ages and does not suffer penalties from aging. In addition, she gains immunity to one of the two energy types to which she has resistance.

Favored Weapon Specialization (Ex): At 6th level, the favored soul gains the Weapon Specialization feat with her deity's favored weapon. She may later take Greater Weapon Focus and Greater Weapon Specialization with her deity's favored weapon as a fighter two levels lower than her class level.

Commune (Sp): At 9th level, the favored soul may cast Commune once per day as a spell-like ability. She does not pay the XP cost of the spell.


Favored Soul Spell List

Level 0: Pick one 0-level spell from the Cleric list for each domain granted by the class.

Level 1: Detect Chaos/Evil/Good/Law*

Level 2: Align Weapon

Level 3: Magic Circle Against Chaos/Evil/Good/Law*

Level 4: Dismissal, Lesser Planar Ally

Level 5:** Dispel ChaosL, Dispel EvilG, Dispel GoodE, Dispel LawC, Plane Shift

Level 6: Banishment, Planar Ally

Level 7:** BlasphemyE, DictumL, Holy WordG, Word of ChaosC

Level 8: Greater Planar Ally

Level 9: Gate

* Gain All
** Pick any one alignment-based spell if deity is true neutral
C only if deity is Chaotic
E only if deity is Evil
G only if deity is Good
L only if deity is Lawful
« Last Edit: November 06, 2015, 01:48:17 PM by RobbyPants »
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Offline Stratovarius

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Re: Favored Soul
« Reply #1 on: October 30, 2015, 09:59:27 AM »
My problem with the Favoured Soul (both this one and the original) is that it doesn't give enough interesting material. A few extra spells and feats known is definitely nice, but they're all additions that can be done better by PrCing. There's no unique abilities to the Favoured Soul, nothing they can't get by going elsewhere, or by casting a few spells/acquiring a few magic items.

It's nothing that can really be fixed while still staying remotely close to the Favoured Soul that WotC published. I'd say a better approach is just starting from the base concept, but then introducing a completely unique mechanic or two, perhaps a "God's Favour" version of the Factotum's Inspiration pool, rather than try and patch an unworkable foundation.

Offline RobbyPants

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Re: Favored Soul
« Reply #2 on: October 30, 2015, 10:23:21 AM »
I hadn't really considered taking the class in a unique direction.

When I see this class (particularly WotC's class), I see a pretty obvious cleric-sorcerer class, where they made a class to analog the similarities and differences between the wizard and the sorcerer, but with divine spells. So, like how the sorcerer doesn't bring much to the table other than a slightly different casting mechanic, I see this class as about the same.

Still, the original WotC class did have some odd abilities involving DR, energy resistance, Weapon Focus/Specialization, and wings; I just felt they were all lackluster, so I improved them.

Adding the domains, Panacea, and Plane Shift were to help make up for some of the versatility a cleric would have that a class with a tight spells-known progression wouldn't. Plane Shift is on there somewhat for thematic reasons, and because it is an iconic cleric spell that you will pretty much never blow a single spell known on.

I added Turn/Rebuke Undead both for flavor, but also because that's one of several major complaints I see about this class when comparing it to the cleric. It won't qualify for a lot of PrCs and it won't be able to use DMM like a cleric could.
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Offline Stratovarius

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Re: Favored Soul
« Reply #3 on: October 30, 2015, 10:50:41 AM »
I hadn't really considered taking the class in a unique direction.

I'd think about something like this:

Domain Casting: The Favoured Soul does not know spells like normal. Instead, a starting Favoured Soul picks three domains that are associated with his chosen deity. He may memorize spells from domains granted by this ability in any spell slot, and treats them as if they were normal spells. Beginning at level 4, and every 3rd level thereafter (7, 10, 13, etc.), the Favoured Soul chooses another domain, and becomes able to cast the spells from it, as described in this ability. Domains granted by this ability grant their domain power, but they do not count for the purposes of prerequisites. If the chosen deity does not have enough domains, work with your DM to select appropriate ones, including prestige domains.
Turn Undead: At 1st.
Sacred Gift: At 3rd level, and every 3 levels thereafter, the Favoured Soul is granted a permanent bequest from his patron deity. Choose from the list here. Once made, the choices are permanent.
Bonus Devotion Feat: At 4th level, and every 4 levels thereafter, the favoured soul gains a devotion feat corresponding to a domain she knows.
Ascension (Su): Upon reaching 5th level in the class, the Favoured Soul begins to take on the traits of an outsider that worships his deity. He chooses a single outsider whose alignment matches his deity's, and whose CR is 15 or less. At 5th level, he gains that creature's energy resistance. At 10th level, he gains that creature's damage reduction and energy immunities. At 15th level, he gains that creature's physical statistics and natural armour. At 20th level, he gains any Extraordinary or Supernatural abilities and any spell–like ability of spell level 7 or below, and can use these either three times a day, or the creature's normal amount, whichever is less. His type and subtype changes to match the creature he has become, with all the inherent penalties and benefits. He cannot be banished or dismissed, as he is still on his native plane.

Other bits and pieces to throw in would be Commune, Plane Shift, the deity weapons, and the wings. That could stuff up all the blank spots and keep the class having a full table all the way up to 20. That's just a basic set of ideas cobbled together from bits and pieces I've got lying around, but it gives you an idea of what I'm trying to say.

Quote
When I see this class (particularly WotC's class), I see a pretty obvious cleric-sorcerer class, where they made a class to analog the similarities and differences between the wizard and the sorcerer, but with divine spells. So, like how the sorcerer doesn't bring much to the table other than a slightly different casting mechanic, I see this class as about the same.

Still, the original WotC class did have some odd abilities involving DR, energy resistance, Weapon Focus/Specialization, and wings; I just felt they were all lackluster, so I improved them.

Adding the domains, Panacea, and Plane Shift were to help make up for some of the versatility a cleric would have that a class with a tight spells-known progression wouldn't. Plane Shift is on there somewhat for thematic reasons, and because it is an iconic cleric spell that you will pretty much never blow a single spell known on.

I added Turn/Rebuke Undead both for flavor, but also because that's one of several major complaints I see about this class when comparing it to the cleric. It won't qualify for a lot of PrCs and it won't be able to use DMM like a cleric could.

I don't think the Favoured Soul is a bad class, in as much as it's Tier 2 and should be perfectly capable mechanically in any game it plays in. I think it's a boring class, because it has some good ideas (turning into an outsider, domains, devotion feats), but needs to go further down that path and really push the boat out. But I'm also someone who bans the PHB classes for both balance and terrible design reasons (When multiple classes have 1 class feature, they're really poor), so I have strong opinions on this kind of thing :P

Offline RobbyPants

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Re: Favored Soul
« Reply #4 on: October 30, 2015, 10:55:49 AM »
I'm iffy on the domain casting. I'd like them to have access to Cleric spells, as well.

I like what I first saw of the gifts. I'll have to read them in more detail.

The ascension idea being pushed up earlier is interesting, too, and worth a look. I've made several other casters that start transition to a new type at 5th level and grant it up to 15th.

I totally forgot about Commune. I knew there was something similar to Contact Other Plane, and I couldn't think of it at the time. A 1/day Commune would be great.
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Offline Stratovarius

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Re: Favored Soul
« Reply #5 on: October 30, 2015, 11:06:04 AM »
I'm iffy on the domain casting. I'd like them to have access to Cleric spells, as well.

It's a tradeoff - They actually end up with more spells known, but from specific lists. By 19 (the last domain level), they have 9 spells known for each spell level, which is (provided the domains don't overlap all the spells), actually a fair bit better than a base Favoured Soul, although they have less flexibility in what they end up. I'd probably toss in a provision along the lines of "If a domain grants knowledge of a spell the Favoured Soul already knows, he may replace that spell known with one chosen from the cleric spell list".

Quote
I like what I first saw of the gifts. I'll have to read them in more detail.

They're something I came up with ages ago, used for a pair of divine casting classes, and never expanded the way I should have. It was meant to represent a few bits and pieces of direct intervention that worshipped deity gave to the worshipper as a sign of his grace.

Quote
The ascension idea being pushed up earlier is interesting, too, and worth a look. I've made several other casters that start transition to a new type at 5th level and grant it up to 15th.

It's already in the class - that's what the energy resistance and wings are. This just ties it more closely to a specific outsider that is appropriate for the chosen god. As opposed to a generic celestial, which is the original design. It also stops the shock of "I've suddenly hit level X, I'm now a completely different racial type." The worst of which is Oozemaster - you magically turn into an Ooze at one point.

Quote
I totally forgot about Commune. I knew there was something similar to Contact Other Plane, and I couldn't think of it at the time. A 1/day Commune would be great.

There's a couple spells out there like Commune that would be perfect to represent the Favoured Soul having a direct line to their deity, but I think Commune works the best as an option.

Offline RobbyPants

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Re: Favored Soul
« Reply #6 on: October 30, 2015, 12:45:05 PM »
I'm iffy on the domain casting. I'd like them to have access to Cleric spells, as well.

It's a tradeoff - They actually end up with more spells known, but from specific lists. By 19 (the last domain level), they have 9 spells known for each spell level, which is (provided the domains don't overlap all the spells), actually a fair bit better than a base Favoured Soul, although they have less flexibility in what they end up. I'd probably toss in a provision along the lines of "If a domain grants knowledge of a spell the Favoured Soul already knows, he may replace that spell known with one chosen from the cleric spell list".
Looking back on it, I misread how many domains you were granting. Getting that many isn't nearly so bad. Also, I'd probably write up a short list of generic spells (including stuff like Detect Magic and Read Magic) that you'd just get, and the domains would be on top.

It could be workable, although it would make certain combinations way better or worse. That's really already how it works when selecting domains, but when they're almost all of your spells, you notice it faster.



I'll give this some thought and whip up a revision, later.
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Offline RobbyPants

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Re: Favored Soul
« Reply #7 on: November 02, 2015, 09:46:04 AM »
So, I was thinking in addition to the idea of granting them any spell known off their domain, giving them a few spells off the Cleric list known, as well.

The obvious ones missing are 0-level spells. I thought a few could be granted based on alignment (use Turn/Rebuke undead as the deciding factor). I marked a few spells in red that I was unsure about adding. Dispel Magic is granted by one domain, but it seems nice to have. I'm not sure if the class needs the ability to raise dead/slay living, or not.


Level 0: Pick 1 0-level cleric spell per domain known

Level 1: Bless Water*, Curse Water**, Detect Chaos, Detect Evil, Detect Good, Detect Law

Level 2: Align Weapon

Level 3: Dispel Magic?

Level 4: Dismissal, Lesser Planar Ally

Level 5: Raise Dead*?, Slay Living**?

Level 6: Banishment, Planar Ally

Level 7: Destruction**?, Resurrection*?

Level 8: Greater Planar Ally

Level 9: Gate, Miracle?

* If you gained Turn Undead
** If you gained Rebuke Undead

Are these needed?


In addition, do you think the Panacea ability I made in the OP is worth keeping? It adds the ability to remove status conditions without needing a crap-ton of Remove ___/Restoration spells on the list, and most of those spells are missing from domains, anyway.
« Last Edit: November 02, 2015, 09:55:26 AM by RobbyPants »
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Offline Stratovarius

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Re: Favored Soul
« Reply #8 on: November 02, 2015, 03:13:38 PM »
The (minor) issue I see with Panacea is a flavour one - it's definitely good-aligned favoured souls only. There's no corresponding chosen of an evil god ability. But mechanically, it's fairly useful and I'd have no real argument against it being a class feature.

As for the non-domain spells, I'd probably do this:

1: Detect Alignment
2: As is
3: Magic Circle
4: As is
5: Hallow/Unhallow/Law & Chaos versions of same
6: As is
7: Blasphemy/Dictum/Holy Word/Word of Chaos
8: As is
9: Gate only

That keeps everything on the alignment track, while ensuring they always have something fairly useful to cast. Also, I wouldn't really want to give the Planar Ally spells without Magic Circle.

Offline RobbyPants

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Re: Favored Soul
« Reply #9 on: November 02, 2015, 03:48:23 PM »
Yeah, Panacea doesn't fit with evil, but one of a Cleric's biggest shticks is being able to cure a lot of stuff to keep the game running. That being said, perhaps I could create another version that bestows various effects based on if you have Turn or Rebuke Undead. I'm not sure which is cleaner: that type of ability, or simply adding various spells to the spell list.

I hadn't thought about Magic Circle for Planar Ally. That being said, the Hallow/Blasphemy type spells are all on the alignment domains, anyway. If you take the Chaos domain, you get the chaos spells. I added the detects both because they're not on the lists, and because clerics (and favored souls) give off auras, and it seemed thematic.
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Offline Stratovarius

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Re: Favored Soul
« Reply #10 on: November 02, 2015, 04:08:31 PM »
Yeah, Panacea doesn't fit with evil, but one of a Cleric's biggest shticks is being able to cure a lot of stuff to keep the game running. That being said, perhaps I could create another version that bestows various effects based on if you have Turn or Rebuke Undead. I'm not sure which is cleaner: that type of ability, or simply adding various spells to the spell list.

I would probably just keep Panacea around - bestowing those abilities is far less important than getting rid of them for the players.

Quote
I hadn't thought about Magic Circle for Planar Ally. That being said, the Hallow/Blasphemy type spells are all on the alignment domains, anyway. If you take the Chaos domain, you get the chaos spells. I added the detects both because they're not on the lists, and because clerics (and favored souls) give off auras, and it seemed thematic.

True, it was more just keeping in theme with the alignment material that was already in place. In that case I might just keep the Detects and Planar Ally and bin the rest of the spells.

Offline RobbyPants

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Re: Favored Soul
« Reply #11 on: November 02, 2015, 08:19:13 PM »
I'll try to coalesce these into a single write up in a bit.
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Offline RobbyPants

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Re: Favored Soul
« Reply #12 on: November 05, 2015, 03:19:03 PM »
I'm hoping I didn't botch this too bad with the copy-pasting, but here it is:


Favored Soul

Favored Sould    HD: d8
Level BAB        Fort Ref  Will  Special
                 Save Save Save

________________________________________________________________________________
1     +0         +2   +2   +2    Spells, Aura, Turn or Rebuke Undead, Domain (2)
2     +1         +3   +3   +3    Favored Weapon Focus
3     +2         +3   +3   +3    Devotion (1)
4     +3         +4   +4   +4    Panacea
5     +3         +4   +4   +4    Ascension
6     +4         +5   +5   +5    Favored Weapon Specialization, Domain (3)
7     +5         +5   +5   +5    -
8     +6/+1      +6   +6   +6    Devotion (2)
9     +6/+1      +6   +6   +6    Commune
10    +7/+2      +7   +7   +7    Ascension
11    +8/+3      +7   +7   +7    -
12    +9/+4      +8   +8   +8    Domain (4)
13    +9/+4      +8   +8   +8    Devotion (3)
14    +10/+5     +9   +9   +9    -
15    +11/+6/+1  +9   +9   +9    Ascension
16    +12/+7/+2  +10  +10  +10   -
17    +12/+7/+2  +10  +10  +10   -
18    +13/+8/+3  +11  +11  +11   Domain (5)
19    +14/+9/+4  +11  +12  +11   Devotion (4)
20    +15/+10/+5 +12  +12  +12   Ascension
________________________________________________________________________________


Alignment: A favored soul must be within one step of their deity's alignment. A favored soul cannot be true neutral unless their deity is true neutral.

Class Skills
The favored soul's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.


Class Features
The following are class features of the Favored Soul:

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 spellcasting.

Spells: A favored soul casts spells drawn from a narrow spell list (see below), which is expanded by her domains. She may spontaneously cast any spell she knows and gains a number of spells per day equal to a sorcerer. She uses her Charisma to determine the highest level of spell she can cast, her bonus spell slots, and the DC for her spells. Her spells are divine and are not affected by arcane spell failure.
   If a favored soul would add a spell to her list of spells known that she already has, she gains a +1 bonus to her caster level when casting that spell.
   In addition gaining new spells directly from her domains, she also learns one 0-level spell from the Cleric list for each domain that she has from her class.

Aura (Ex): A favored soul has an aura based on her deity's alignment, just as a cleric.

Turn or Rebuke Undead (Su): A favored soul can turn or rebuke undead, just as a cleric.

Domain (Ex): At 1st level, the favored soul gains two domains associated with her deity. She gains each domain's granted benefit, and any spells on the domain list are added to her list of spells known. She can cast them once she is a high enough level to cast that spell. As she gains levels, the favored soul gains new domains. If her deity does not grant enough domains, she may pick a domain corresponding to her deity's alignment. If she still runs out of available domains, she may pick one (choice subject to DM's approval). She may never select an alignment domain opposing her deity's alignment.

Favored Weapon Focus (Ex): At 2nd level, the favored soul gains the Weapon Focus feat with her deity's favored weapon. If she already has it, she may pick a different feat for which she meets the prerequisites, instead.

Devotion (Ex): At 3rd level, the favored soul gains a devotion feat corresponding to a domain her deity grants.
   She gains a additional devotion feats as she gains levels. If her deity does not grant enough domains, she may pick a devotion feat corresponding to her deity's alignment. If she still runs out of available domains, she may pick any devotion feat (choice subject to DM's approval). She may never select an alignment devotion feat opposing her deity's alignment.

Panacea (Su): At 4th level, the favored soul can channel divine energy to remove certain afflictions. To do so, she must touch the recipient as a standard action, and expend a spell slot. The spell slot might be at least as high a spell level, corresponding to the affliction, based on the chart below:
  Spell  Condition
  Level

  ______________________________________________
  0      Fatigued, Shaken, Sickened
  1      Exhausted, Frightened, Panicked
  2      Ability Damaged (one ability), Dazed,
           Nauseated, Stunned, Paralyzed
  3      Blinded, Cowering, Deafened
  4      Abilty Drained (one ability), Energy
           Drained (all negative levels)
  5      Confused
  6      Petrified
  ______________________________________________
Each use of this removes one condition. The favored soul may use this to remove two conditions, each at least two levels lower than the slot expended. She may remove three conditions, each at least three levels lower than the slot expended. She may expend a spell slot to remove all conditions four levels or lower than the expended spell slot.

Ascension (Ex): At 5th level, the favored soul begins her transition to becoming an outsider. She picks one energy type (acid, cold, elctric, fire, or sonic) and gains a number points of energy resistance to that type equal to her class level. As her level increases, so does the resistance. Once made, this choice cannot be changed.
   At 10th level, the favored soul grows wings, giving her a flight speed of 30 with good maneuverability. She also gains damage reduction equal to half her class level, overcome by silver or cold iron (based on her deity's alignment). The damage reduction of favored souls of lawful deities is overcome by silver weapons. The damage reduction of favored souls of chaotic deities is overcome by cold iron weapons. A favored soul with a deity that is neither lawful nor chaotic chooses whether her damage reduction is overcome by silver or cold iron. Once this choice is made, it cannot be changed.
   At 15th level, she gains reistance to a second energy type with an ammount equal to her class level. Her fly speed increases to 60 feet with perfect maneuverability.
   At 20th level, her type changes to outsider (native). She no longer ages and does not suffer penalties from aging. In addition, she gains immunity to one of the two energy types to which she has resistance.

Favored Weapon Specialization (Ex): At 6th level, the favored soul gains the Weapon Specialization feat with her deity's favored weapon. She may later take Greater Weapon Focus and Greater Weapon Specialization with her deity's favored weapon as a fighter two levels lower than her class level.

Commune (Sp): At 9th level, the favored soul may cast Commune once per day as a spell-like ability. She does not pay the XP cost of the spell.


Favored Soul Spell List

Level 0: Pick one 0-level spell from the Cleric list for each domain granted by the class.

Level 1: Detect Chaos/Evil/Good/Law*

Level 2: Align Weapon

Level 3: Magic Circle Against Chaos/Evil/Good/Law*

Level 4: Dismissal, Lesser Planar Ally

Level 5:** Dispel ChaosL, Dispel EvilG, Dispel GoodE, Dispel LawC, Plane Shift

Level 6: Banishment, Planar Ally

Level 7:** BlasphemyE, DictumL, Holy WordG, Word of ChaosC

Level 8: Greater Planar Ally

Level 9: Gate

* Gain All
** Pick any one alignment-based spell if deity is true neutral
C only if deity is Chaotic
E only if deity is Evil
G only if deity is Good
L only if deity is Lawful
« Last Edit: November 06, 2015, 07:45:29 AM by RobbyPants »
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Offline Stratovarius

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Re: Favored Soul
« Reply #13 on: November 05, 2015, 09:37:45 PM »
Personally I'd toss in a few more domains, because the quality of spells given by domains are far below those that can be chosen by a player, but other than that I think you're in good shape.

The only other (mild) worry is that there's only devotion feats for the PHB domains, and there's a vast number more than that that a player might choose, especially when they need 5+ all related to the same deity.

Offline RobbyPants

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Re: Favored Soul
« Reply #14 on: November 06, 2015, 07:44:21 AM »
Personally I'd toss in a few more domains, because the quality of spells given by domains are far below those that can be chosen by a player, but other than that I think you're in good shape.
What are you thinking? Three at level 1 and one more every three or four levels after? That would grant a total of six to eight domains. It's a lot, but with the Spell Compendium available, there are plenty of domains to choose from.


The only other (mild) worry is that there's only devotion feats for the PHB domains, and there's a vast number more than that that a player might choose, especially when they need 5+ all related to the same deity.
If I grant fewer devotion feats than domains, that will help alleviate that. If I keep it down to four or five, it shouldn't be too hard to pick appropriate feats. I suppose if I feel so inclined, I could create a list I feel appropriate for the Greyhawk deities and see how it comes out.
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Offline Stratovarius

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Re: Favored Soul
« Reply #15 on: November 06, 2015, 10:21:49 AM »
I would probably aim to have 7 domains by 20, just to give a little more breadth of spells known. Given there's 100+ domains, I think that should still give plenty of differentiation. Otherwise, I think you're set.

Offline RobbyPants

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Re: Favored Soul
« Reply #16 on: November 06, 2015, 01:46:52 PM »
Updated the OP with the current version. It now grants 7 domains over the 20 levels. I also directly added Plane Shift to the spell list, since the class has an actual spell list, now.
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Offline Stratovarius

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Re: Favored Soul
« Reply #17 on: November 09, 2015, 01:35:23 PM »
Updated the OP with the current version. It now grants 7 domains over the 20 levels. I also directly added Plane Shift to the spell list, since the class has an actual spell list, now.

Think you're good to go. I don't have any more suggestions at this point.

Offline ImperatorV

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Re: Favored Soul
« Reply #18 on: November 19, 2015, 01:00:11 AM »
On the devotion feats, Zaydos on Giantitp made new devotion feats for ~20 of the official domains. If you want to take a look it's here: http://www.giantitp.com/forums/showthread.php?196229-New-Devotion-Feats you could consider linking it if you like the stuff and want to give players more options.
Also on Giantitp with the same name.

Offline RobbyPants

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Re: Favored Soul
« Reply #19 on: November 23, 2015, 01:03:29 PM »
On the devotion feats, Zaydos on Giantitp made new devotion feats for ~20 of the official domains. If you want to take a look it's here: http://www.giantitp.com/forums/showthread.php?196229-New-Devotion-Feats you could consider linking it if you like the stuff and want to give players more options.
Thanks. I'll take a look.
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