Larkas
2012-01-12, 03:26 PM
Favored Soul
for Pathfinder RPG
http://www.wizards.com/dnd/images/cd_gallery/81335.jpg
Alignment: Any.
Hit Die: d8.
Class Skills
The favored souls's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana), Knowledge (religion), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
{table=head]
Table: Favored Soul
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2|Aura, Orisons, Spellpower of the Soul
2nd|
+1|
+3|
+3|
+3|Exalted/Vile Presence
3rd|
+2|
+3|
+3|
+3|Devotion Power, Domain
4th|
+3|
+4|
+4|
+4|
5th|
+3|
+4|
+4|
+4|Devotion Feat, Devotion Power
6th|
+4|
+5|
+5|
+5|
7th|
+5|
+5|
+5|
+5|Devotion Power, Disciple
8th|
+6/+1|
+6|
+6|
+6|
9th|
+6/+1|
+6|
+6|
+6|Devotion Power, Domain
10th|
+7/+2|
+7|
+7|
+7|
11th|
+8/+3|
+7|
+7|
+7|Devotion Feat, Devotion Power
12th|
+9/+4|
+8|
+8|
+8|
13th|
+9/+4|
+8|
+8|
+8|Devotion Power, Wings
14th|
+10/+5|
+9|
+9|
+9|
15th|
+11/+6/+1|
+9|
+9|
+9|Devotion Power, Domain
16th|
+12/+7/+2|
+10|
+10|
+10|
17th|
+12/+7/+2|
+10|
+10|
+10|Devotion Feat, Devotion Power
18th|
+13/+8/+3|
+11|
+11|
+11|
19th|
+14/+9/+4|
+11|
+11|
+11|Devotion Power, Discourse
20th|
+15/+10/+5|
+12|
+12|
+12|Ascension[/table][/table]
{table=head]
Table: Favored Soul Spells per Day|
Table: Favored Soul Spells Known
{table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
3|
-|
-|
-|
-|
-|
-|
-|
-
2nd|
4|
-|
-|
-|
-|
-|
-|
-|
-
3rd|
5|
-|
-|
-|
-|
-|
-|
-|
-
4th|
6|
3|
-|
-|
-|
-|
-|
-|
-
5th|
6|
4|
-|
-|
-|
-|
-|
-|
-
6th|
6|
5|
3|
-|
-|
-|
-|
-|
-
7th|
6|
6|
4|
-|
-|
-|
-|
-|
-
8th|
6|
6|
5|
3|
-|
-|
-|
-|
-
9th|
6|
6|
6|
4|
-|
-|
-|
-|
-
10th|
6|
6|
6|
5|
3|
-|
-|
-|
-
11th|
6|
6|
6|
6|
4|
-|
-|
-|
-
12th|
6|
6|
6|
6|
5|
3|
-|
-|
-
13th|
6|
6|
6|
6|
6|
4|
-|
-|
-
14th|
6|
6|
6|
6|
6|
5|
3|
-|
-
15th|
6|
6|
6|
6|
6|
6|
4|
-|
-
16th|
6|
6|
6|
6|
6|
6|
5|
3|
-
17th|
6|
6|
6|
6|
6|
6|
6|
4|
-
18th|
6|
6|
6|
6|
6|
6|
6|
5|
3
19th|
6|
6|
6|
6|
6|
6|
6|
6|
4
20th|
6|
6|
6|
6|
6|
6|
6|
6|
6[/table]|{table=head]
.0.|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th
4|
3|
-|
-|
-|
-|
-|
-|
-|
-
5|
3|
-|
-|
-|
-|
-|
-|
-|
-
5|
4|
-|
-|
-|
-|
-|
-|
-|
-
6|
4|
3|
-|
-|
-|
-|
-|
-|
-
6|
5|
3|
-|
-|
-|
-|
-|
-|
-
7|
5|
4|
3|
-|
-|
-|
-|
-|
-
7|
6|
4|
3|
-|
-|
-|
-|
-|
-
8|
6|
5|
4|
3|
-|
-|
-|
-|
-
8|
6|
5|
4|
3|
-|
-|
-|
-|
-
9|
6|
6|
5|
4|
3|
-|
-|
-|
-
9|
6|
6|
5|
4|
3|
-|
-|
-|
-
9|
6|
6|
6|
5|
4|
3|
-|
-|
-
9|
6|
6|
6|
5|
4|
3|
-|
-|
-
9|
6|
6|
6|
6|
5|
4|
3|
-|
-
9|
6|
6|
6|
6|
5|
4|
3|
-|
-
9|
6|
6|
6|
6|
6|
5|
4|
3|
-
9|
6|
6|
6|
6|
6|
5|
4|
3|
-
9|
6|
6|
6|
6|
6|
6|
5|
4|
3
9|
6|
6|
6|
6|
6|
6|
5|
4|
3
9|
6|
6|
6|
6|
6|
6|
6|
5|
4
[/table][/table]
Class Features
All of the following are class features of the favored soul.
Weapon and Armor Proficiency: Favored souls are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Favored souls are also proficient with their deity's favored weapon. Although favored souls are not proficient with heavy armor, wearing it does not interfere with their spellcasting.
Spells: A favored soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must. Her deity's alignment, however, may restrict her from casting certain spells opposed to her deity's moral or ethical beliefs.
To cast a spell, a favored soul must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a favored soul's spell is 10 + the spell level + the favored soul's Wisdom modifier.
Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Favored Soul Spells per Day. In addition, she receives bonus spells per day if she has a high Charisma score.
Unlike a cleric, a favored soul's selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of her choice. At each new favored soul level, she gains one or more new spells, as indicated on Table: Favored Soul Spells Known. (Unlike spells per day, the number of spells a favored soul knows is not affected by her Charisma score; 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 she already knows. 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. 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 she gains new spells known for the level.
Unlike a wizard or a cleric, a favored soul need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Aura (Ex): A favored soul of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
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.
Spellpower of the Soul (Ex): The favored soul's divine casting comes from a deep spiritual connection with her patron deity. When casting spells that truly represent her deity's will, the favored soul's convictions strengthen them past her normal limits.
When a favored soul casts a spell whose alignment descriptor matches a component of her deity's alignment (such as a favored soul of a Lawful Good deity casting a spell with the [Lawful] or [Good] descriptor), she receives a +1 bonus to her caster level for that spell. This bonus does not apply to range, area, or duration of the spell, just to effects detailed in the spell's descriptive text.
At 5th level, and every 5 levels after that, the bonuses to caster level and save DC for these spells increase by an additional +1, to a maximum of +5 caster level at level 20.
Exalted/Vile Presence (Su): At 2nd level, the favored soul gets more influential when interacting with people of the same faith. The favored soul receives a sacred (if her deity is good or neutral) or profane (if her deity is evil) bonus equal to half her class level to all Charisma checks and Charisma-based skill checks she makes when interacting with followers of her chosen deity. She also receives half that sacred or profane bonus (so 1/4 of her class level) to Charisma checks and Charisma-based skill checks made when interacting with non-believers who are within one step of her patron deity's alignment, including divinely created magic items or intelligent magic items whose alignment falls within one step of her patron deity's.
Devotion (Su): When she starts walking her destined path, the favored soul is a beacon of divine will on the mortal realms. After some time, she starts feeling more familiar with some facet of her deity's power. It is not known whether this is just one more blessing bestowed by the divinity or a conscious (or maybe even unconscious) choice made by the favored soul herself. The fact is that the favored soul emulates an aspect of the divine being, and gains further powers by doing so.
At 3rd level, the favored soul must choose which attribute of her patron deity she will devote herself to. Once made, this choice cannot be changed. This will give her access to devotion powers, which will enable the favored soul to reveal her deity's will in greater ways, as well as allow the learning of devotion feats, bonus feats connected to her specialization in some way.
At 3rd level, and every two levels thereafter, a favored soul devotion power gets stronger. The way this gain in strength will materialize itself depends on the specialization chosen, and is expanded upon on each specialization entry.
At 5th level, and every six levels thereafter, a favored soul gains access to devotion feats, bonus feats which must be chosen from the list in each specialization entry.
Domain (Su): At 3rd level, a favored soul chooses a domain from among those belonging to her deity. A favored soul can select an alignment domain (Chaos, Evil, Good or Law) only if her alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the favored soul. Unlike a cleric, the favored soul does not gain access to that domain's bonus spells. At 9th and 15th level, the favored soul chooses another domain from among those belonging to her deity. The favored soul gains the listed powers from all the domains she selected, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. A character's favored soul levels stack with any cleric levels she might possess when determining which powers she has access to, as well as those powers' strength, if variable, but only if that character chose the same domains for both her cleric and favored soul classes (check the Cleric's domain list at the end of that class's entry to see the powers available to each domain).
Disciple (Su): At 7th level, a favored soul gets rewarded for her unquestioning faith and dedication to her deity. Once per day, when the favored soul is about to make a saving throw, she may declare that she is using this ability to gain a +2 insight bonus on that saving throw. At every four levels thereafter, the favored soul gets one more use of this ability per day.
Wings (Ex): At 17th level, a favored soul gains wings and can fly at a speed of 60 feet (good maneuverability). The appearance of these wings will depend entirely on the favored soul's deity. If it's a good deity, the favored soul's wings might be feathered; if it's an evil deity, they might be batlike; if it's a fey deity, they might look like those of a butterfly; if it's a draconic deity, they might be draconic wings. These are just a few examples, and the player should ask the Dungeon Master how their wings look like.
Discourse: At 19th level, a favored soul gains the supernatural ability to communicate with any intelligent creature that has a language. If the character's deity is good-aligned, the favored soul gains the Truespeech ability. If the character's deity is evil-aligned, the favored soul gains the Telepathy ability. A favored soul whose deity is neither good nor evil may choose either ability.
Truespeech (Su): The favored soul can speak with any creature that has a language, as though using a tongues spell (caster level equal to the character's favored soul level). This ability is always active.
Telepathy (Su): The favored soul can mentally communicate with any creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. The favored soul may use this ability at will, as a free action.
Ascension (Su): At 20th level, a favored soul gets so attuned to her patron deity that she becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the favored soul's creature type was) for the purpose of spells and magical effects. Additionally, the favored soul gains damage reduction. If the character's deity is lawful-aligned, the damage reduction is 10/silver. If the character's deity is chaotic-aligned, the damage reduction is 10/cold iron. A favored soul whose deity is neither lawful nor chaotic may choose either type of damage reduction. Unlike outsiders, the favored soul can still be brought back from the dead as if she were a member of her previous creature type.
Devotions
The following devotions represent only some of the possible aspects of a deity a favored soul can specialize on.
Channeling Expertise
You have the uncanny ability to channel your patron deity's power. By holding up your holy symbol, you can channel energy not unlike a cleric of your faith.
Devotion Power: The favored soul can release a wave of energy by channeling the power of her deity through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A favored soul who worships a good deity channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. A favored soul who worships an evil deity channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A favored soul who worships a neutral deity must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the favored soul. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two favored soul levels beyond 3rd (2d6 at 5th, 3d6 at 7th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the favored soul's level + the favored soul's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A favored soul may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A favored soul can choose whether or not to include herself in this effect. A favored soul must be able to present her holy symbol to use this ability.
Devotion Feats: Alignment Channel, Channel Smite, Command Undead, Elemental Channel, Extra Channel, Improved Channel, Selective Channeling, Turn Undead.
Magical Awareness
Your deep connection to your deity lets you access some more of its magical powers. You can learn spells normally reserved to your faith's clerics.
Devotion Power: The favored soul gains access to spells characteristic to her deity. She can learn her chosen domains' spells as if they were part of the favored soul's spell list.
The favored soul can learn progressively stronger domain spells, starting with 1st level domain spells at 3rd favored soul level and going up one spell level for every two favored soul levels thereafter (2nd spell level at 5th favored soul level, 3rd at 7th, and so on). She can learn only one domain spell for each level of favored soul spells she can cast. If a domain spell is on the favored soul spell list, learning that spell does not count against this limit.
Whenever a favored soul could learn a new spell in place of one she already knows, she can, in addition to that, replace a known domain spell with another she has access to but hasn't learned. The new spell's level must be the same as that of the spell being exchanged, and the limit of one domain spell for each level of favored soul spells must be respected.
This ability does not, in any way, increase the favored soul's number of spells per day and spells known. It just adds more spells to choose from when learning new ones.
Devotion Feats: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Widen Spell.
Martial Prowess
You have developed an affinity to your deity's favored weapon not commonly seen among followers of your faith. You can best make the will of your god known in the heat of battle.
Devotion Power: The favored soul holds her deity's favored weapon with the certainty of a divine champion. She gets prodigiously familiar with it, and, with time, can imbue a weapon of the appropriate type with a fragment of her deity's will.
The favored soul gains bonus devotion feats at 3rd, 9th and 15th levels. The weapon selected for all devotion feats, if any, must be the same as her deity's favored weapon. A character's favored soul levels stack with any fighter levels she might possess when determining which devotion feats she has access to. If she doesn't have any fighter levels, just treat her as a fighter of her favored soul level.
Furthermore, starting at 5th level, the favored soul can imbue a weapon with her deity's will. To do so, she must pray for 24 hours over the weapon, witch must match her deity's favored weapon type and be of at least masterwork quality. This prepares the weapon as a recipient for a small part of her deity's power. From then on, the favored soul can enhance her weapon as a standard action by invoking the will of her deity for 1 minute per favored soul level. At 5th level, this spirit grants the weapon a +1 enhancement bonus. At 7th, 11th, 13th, 17th and 19th levels , the weapon gains another +1 enhancement bonus, to a maximum of +6 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add special properties to the weapon. Which special properties can be selected depend on the deity and its domains. A lawful good goddess of the sun could offer the axiomatic, brilliant energy, disruption, flaming, flaming burst, and holy properties, for example, while a chaotic evil god of the undead would offer entirely different properties. The player should check with the Dungeon Master which properties are available to her. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities (http://paizo.com/pathfinderRPG/prd/magicItems/weapons.html#table-15-9-melee-weapon-special-abilities)). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the deity are determined when the deity's will is invoked and cannot be changed until it is invoked again. The weapon will lose these bonuses if it is held by anyone other than the favored soul but regain them if returned to her. These bonuses apply to only one end of a double weapon. A favored soul can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Even though she must pray over it if she intends to use it for the purpose of this ability, there is no special bond between the favored soul and her weapon. If she so wishes, she can pray over a new weapon to prepare it for the use of this ability. This can happen for any number of reasons, such as the previous weapon being lost or destroyed or the favored soul wishing to use a different weapon. The previous weapon, if existent, loses its capacity to be used by the favored soul to invoke her deity's will as soon as she starts praying over the new one. For the prayer to have any effect, however, the favored soul must wait for 30 days, after praying over a previous weapon, before trying to imbue a new one. If a lost weapon is found before the favored soul decided to pray over a new one, it will function just as well as it did before being lost for the purposes of this ability.
Devotion Feats: Dazzling Display, Deadly Stroke, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Penetrating Strike, Shatter Defenses, Weapon Focus, Weapon Specialization.
Ex-Favored Soul
A favored soul who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a favored soul of that god until she atones for her deeds (see the atonement spell description).
____________________
Introduction: Hello there! I'm thinking of running a PFRPG campaign, and one of my players really like the Complete Divine's Favored Soul. I read a couple of conversions (namely this one (http://sites.google.com/site/zombiehomepage/Home/zombie-s-d-d-pathfinder-page/favored-soul-pathfinder-conversion) and the one found in this thread (http://www.giantitp.com/forums/showthread.php?t=95061)), and while the second one is quite nice, it's not specially easy to adapt to a whole different set of deities (the first one is simply not on par with PFRPG's core classes).
Therefore, I thought I'd try my hand at converting it myself, and came up with what you see here.
I'm not really used to PFRPG yet, and while I know that its base classes are somewhat more powerful than D&D3.5's, I'm not sure if I've overdone it. It fills a nice niche, and seems like a nice alternative to the cleric, while not being strictly better than it. So, what do you think? Any input would be greatly appreciated!
Oh, before I forget:
Sources:
Complete Divine
Dead Levels II (http://www.wizards.com/default.asp?x=dnd/cwc/20070227x)
Pathfinder Roleplaying Game Reference Document (http://paizo.com/pathfinderRPG/prd/)
PS: Keep in mind the comparison between the Sorcerer (http://paizo.com/pathfinderRPG/prd/classes/sorcerer.html) and the Wizard when comparing this Favored Soul to the Cleric (http://paizo.com/pathfinderRPG/prd/classes/cleric.html) :) Oh, and of course, keep in mind that we're talking Pathfinder here, not D&D3.5 =D
EDIT: If the reader is a 3.5 player only and isn't familiar to Pathfinder's cleric domains, he/she won't pay much attention to the Domain Powers ability presented here. Check Pathfinder's domains here (http://paizo.com/pathfinderRPG/prd/classes/cleric.html#domains-list), in case you're interested :)
for Pathfinder RPG
http://www.wizards.com/dnd/images/cd_gallery/81335.jpg
Alignment: Any.
Hit Die: d8.
Class Skills
The favored souls's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana), Knowledge (religion), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
{table=head]
Table: Favored Soul
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2|Aura, Orisons, Spellpower of the Soul
2nd|
+1|
+3|
+3|
+3|Exalted/Vile Presence
3rd|
+2|
+3|
+3|
+3|Devotion Power, Domain
4th|
+3|
+4|
+4|
+4|
5th|
+3|
+4|
+4|
+4|Devotion Feat, Devotion Power
6th|
+4|
+5|
+5|
+5|
7th|
+5|
+5|
+5|
+5|Devotion Power, Disciple
8th|
+6/+1|
+6|
+6|
+6|
9th|
+6/+1|
+6|
+6|
+6|Devotion Power, Domain
10th|
+7/+2|
+7|
+7|
+7|
11th|
+8/+3|
+7|
+7|
+7|Devotion Feat, Devotion Power
12th|
+9/+4|
+8|
+8|
+8|
13th|
+9/+4|
+8|
+8|
+8|Devotion Power, Wings
14th|
+10/+5|
+9|
+9|
+9|
15th|
+11/+6/+1|
+9|
+9|
+9|Devotion Power, Domain
16th|
+12/+7/+2|
+10|
+10|
+10|
17th|
+12/+7/+2|
+10|
+10|
+10|Devotion Feat, Devotion Power
18th|
+13/+8/+3|
+11|
+11|
+11|
19th|
+14/+9/+4|
+11|
+11|
+11|Devotion Power, Discourse
20th|
+15/+10/+5|
+12|
+12|
+12|Ascension[/table][/table]
{table=head]
Table: Favored Soul Spells per Day|
Table: Favored Soul Spells Known
{table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
3|
-|
-|
-|
-|
-|
-|
-|
-
2nd|
4|
-|
-|
-|
-|
-|
-|
-|
-
3rd|
5|
-|
-|
-|
-|
-|
-|
-|
-
4th|
6|
3|
-|
-|
-|
-|
-|
-|
-
5th|
6|
4|
-|
-|
-|
-|
-|
-|
-
6th|
6|
5|
3|
-|
-|
-|
-|
-|
-
7th|
6|
6|
4|
-|
-|
-|
-|
-|
-
8th|
6|
6|
5|
3|
-|
-|
-|
-|
-
9th|
6|
6|
6|
4|
-|
-|
-|
-|
-
10th|
6|
6|
6|
5|
3|
-|
-|
-|
-
11th|
6|
6|
6|
6|
4|
-|
-|
-|
-
12th|
6|
6|
6|
6|
5|
3|
-|
-|
-
13th|
6|
6|
6|
6|
6|
4|
-|
-|
-
14th|
6|
6|
6|
6|
6|
5|
3|
-|
-
15th|
6|
6|
6|
6|
6|
6|
4|
-|
-
16th|
6|
6|
6|
6|
6|
6|
5|
3|
-
17th|
6|
6|
6|
6|
6|
6|
6|
4|
-
18th|
6|
6|
6|
6|
6|
6|
6|
5|
3
19th|
6|
6|
6|
6|
6|
6|
6|
6|
4
20th|
6|
6|
6|
6|
6|
6|
6|
6|
6[/table]|{table=head]
.0.|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th
4|
3|
-|
-|
-|
-|
-|
-|
-|
-
5|
3|
-|
-|
-|
-|
-|
-|
-|
-
5|
4|
-|
-|
-|
-|
-|
-|
-|
-
6|
4|
3|
-|
-|
-|
-|
-|
-|
-
6|
5|
3|
-|
-|
-|
-|
-|
-|
-
7|
5|
4|
3|
-|
-|
-|
-|
-|
-
7|
6|
4|
3|
-|
-|
-|
-|
-|
-
8|
6|
5|
4|
3|
-|
-|
-|
-|
-
8|
6|
5|
4|
3|
-|
-|
-|
-|
-
9|
6|
6|
5|
4|
3|
-|
-|
-|
-
9|
6|
6|
5|
4|
3|
-|
-|
-|
-
9|
6|
6|
6|
5|
4|
3|
-|
-|
-
9|
6|
6|
6|
5|
4|
3|
-|
-|
-
9|
6|
6|
6|
6|
5|
4|
3|
-|
-
9|
6|
6|
6|
6|
5|
4|
3|
-|
-
9|
6|
6|
6|
6|
6|
5|
4|
3|
-
9|
6|
6|
6|
6|
6|
5|
4|
3|
-
9|
6|
6|
6|
6|
6|
6|
5|
4|
3
9|
6|
6|
6|
6|
6|
6|
5|
4|
3
9|
6|
6|
6|
6|
6|
6|
6|
5|
4
[/table][/table]
Class Features
All of the following are class features of the favored soul.
Weapon and Armor Proficiency: Favored souls are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Favored souls are also proficient with their deity's favored weapon. Although favored souls are not proficient with heavy armor, wearing it does not interfere with their spellcasting.
Spells: A favored soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must. Her deity's alignment, however, may restrict her from casting certain spells opposed to her deity's moral or ethical beliefs.
To cast a spell, a favored soul must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a favored soul's spell is 10 + the spell level + the favored soul's Wisdom modifier.
Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Favored Soul Spells per Day. In addition, she receives bonus spells per day if she has a high Charisma score.
Unlike a cleric, a favored soul's selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of her choice. At each new favored soul level, she gains one or more new spells, as indicated on Table: Favored Soul Spells Known. (Unlike spells per day, the number of spells a favored soul knows is not affected by her Charisma score; 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 she already knows. 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. 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 she gains new spells known for the level.
Unlike a wizard or a cleric, a favored soul need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Aura (Ex): A favored soul of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
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.
Spellpower of the Soul (Ex): The favored soul's divine casting comes from a deep spiritual connection with her patron deity. When casting spells that truly represent her deity's will, the favored soul's convictions strengthen them past her normal limits.
When a favored soul casts a spell whose alignment descriptor matches a component of her deity's alignment (such as a favored soul of a Lawful Good deity casting a spell with the [Lawful] or [Good] descriptor), she receives a +1 bonus to her caster level for that spell. This bonus does not apply to range, area, or duration of the spell, just to effects detailed in the spell's descriptive text.
At 5th level, and every 5 levels after that, the bonuses to caster level and save DC for these spells increase by an additional +1, to a maximum of +5 caster level at level 20.
Exalted/Vile Presence (Su): At 2nd level, the favored soul gets more influential when interacting with people of the same faith. The favored soul receives a sacred (if her deity is good or neutral) or profane (if her deity is evil) bonus equal to half her class level to all Charisma checks and Charisma-based skill checks she makes when interacting with followers of her chosen deity. She also receives half that sacred or profane bonus (so 1/4 of her class level) to Charisma checks and Charisma-based skill checks made when interacting with non-believers who are within one step of her patron deity's alignment, including divinely created magic items or intelligent magic items whose alignment falls within one step of her patron deity's.
Devotion (Su): When she starts walking her destined path, the favored soul is a beacon of divine will on the mortal realms. After some time, she starts feeling more familiar with some facet of her deity's power. It is not known whether this is just one more blessing bestowed by the divinity or a conscious (or maybe even unconscious) choice made by the favored soul herself. The fact is that the favored soul emulates an aspect of the divine being, and gains further powers by doing so.
At 3rd level, the favored soul must choose which attribute of her patron deity she will devote herself to. Once made, this choice cannot be changed. This will give her access to devotion powers, which will enable the favored soul to reveal her deity's will in greater ways, as well as allow the learning of devotion feats, bonus feats connected to her specialization in some way.
At 3rd level, and every two levels thereafter, a favored soul devotion power gets stronger. The way this gain in strength will materialize itself depends on the specialization chosen, and is expanded upon on each specialization entry.
At 5th level, and every six levels thereafter, a favored soul gains access to devotion feats, bonus feats which must be chosen from the list in each specialization entry.
Domain (Su): At 3rd level, a favored soul chooses a domain from among those belonging to her deity. A favored soul can select an alignment domain (Chaos, Evil, Good or Law) only if her alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the favored soul. Unlike a cleric, the favored soul does not gain access to that domain's bonus spells. At 9th and 15th level, the favored soul chooses another domain from among those belonging to her deity. The favored soul gains the listed powers from all the domains she selected, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. A character's favored soul levels stack with any cleric levels she might possess when determining which powers she has access to, as well as those powers' strength, if variable, but only if that character chose the same domains for both her cleric and favored soul classes (check the Cleric's domain list at the end of that class's entry to see the powers available to each domain).
Disciple (Su): At 7th level, a favored soul gets rewarded for her unquestioning faith and dedication to her deity. Once per day, when the favored soul is about to make a saving throw, she may declare that she is using this ability to gain a +2 insight bonus on that saving throw. At every four levels thereafter, the favored soul gets one more use of this ability per day.
Wings (Ex): At 17th level, a favored soul gains wings and can fly at a speed of 60 feet (good maneuverability). The appearance of these wings will depend entirely on the favored soul's deity. If it's a good deity, the favored soul's wings might be feathered; if it's an evil deity, they might be batlike; if it's a fey deity, they might look like those of a butterfly; if it's a draconic deity, they might be draconic wings. These are just a few examples, and the player should ask the Dungeon Master how their wings look like.
Discourse: At 19th level, a favored soul gains the supernatural ability to communicate with any intelligent creature that has a language. If the character's deity is good-aligned, the favored soul gains the Truespeech ability. If the character's deity is evil-aligned, the favored soul gains the Telepathy ability. A favored soul whose deity is neither good nor evil may choose either ability.
Truespeech (Su): The favored soul can speak with any creature that has a language, as though using a tongues spell (caster level equal to the character's favored soul level). This ability is always active.
Telepathy (Su): The favored soul can mentally communicate with any creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. The favored soul may use this ability at will, as a free action.
Ascension (Su): At 20th level, a favored soul gets so attuned to her patron deity that she becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the favored soul's creature type was) for the purpose of spells and magical effects. Additionally, the favored soul gains damage reduction. If the character's deity is lawful-aligned, the damage reduction is 10/silver. If the character's deity is chaotic-aligned, the damage reduction is 10/cold iron. A favored soul whose deity is neither lawful nor chaotic may choose either type of damage reduction. Unlike outsiders, the favored soul can still be brought back from the dead as if she were a member of her previous creature type.
Devotions
The following devotions represent only some of the possible aspects of a deity a favored soul can specialize on.
Channeling Expertise
You have the uncanny ability to channel your patron deity's power. By holding up your holy symbol, you can channel energy not unlike a cleric of your faith.
Devotion Power: The favored soul can release a wave of energy by channeling the power of her deity through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A favored soul who worships a good deity channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. A favored soul who worships an evil deity channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A favored soul who worships a neutral deity must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the favored soul. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two favored soul levels beyond 3rd (2d6 at 5th, 3d6 at 7th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the favored soul's level + the favored soul's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A favored soul may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A favored soul can choose whether or not to include herself in this effect. A favored soul must be able to present her holy symbol to use this ability.
Devotion Feats: Alignment Channel, Channel Smite, Command Undead, Elemental Channel, Extra Channel, Improved Channel, Selective Channeling, Turn Undead.
Magical Awareness
Your deep connection to your deity lets you access some more of its magical powers. You can learn spells normally reserved to your faith's clerics.
Devotion Power: The favored soul gains access to spells characteristic to her deity. She can learn her chosen domains' spells as if they were part of the favored soul's spell list.
The favored soul can learn progressively stronger domain spells, starting with 1st level domain spells at 3rd favored soul level and going up one spell level for every two favored soul levels thereafter (2nd spell level at 5th favored soul level, 3rd at 7th, and so on). She can learn only one domain spell for each level of favored soul spells she can cast. If a domain spell is on the favored soul spell list, learning that spell does not count against this limit.
Whenever a favored soul could learn a new spell in place of one she already knows, she can, in addition to that, replace a known domain spell with another she has access to but hasn't learned. The new spell's level must be the same as that of the spell being exchanged, and the limit of one domain spell for each level of favored soul spells must be respected.
This ability does not, in any way, increase the favored soul's number of spells per day and spells known. It just adds more spells to choose from when learning new ones.
Devotion Feats: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Widen Spell.
Martial Prowess
You have developed an affinity to your deity's favored weapon not commonly seen among followers of your faith. You can best make the will of your god known in the heat of battle.
Devotion Power: The favored soul holds her deity's favored weapon with the certainty of a divine champion. She gets prodigiously familiar with it, and, with time, can imbue a weapon of the appropriate type with a fragment of her deity's will.
The favored soul gains bonus devotion feats at 3rd, 9th and 15th levels. The weapon selected for all devotion feats, if any, must be the same as her deity's favored weapon. A character's favored soul levels stack with any fighter levels she might possess when determining which devotion feats she has access to. If she doesn't have any fighter levels, just treat her as a fighter of her favored soul level.
Furthermore, starting at 5th level, the favored soul can imbue a weapon with her deity's will. To do so, she must pray for 24 hours over the weapon, witch must match her deity's favored weapon type and be of at least masterwork quality. This prepares the weapon as a recipient for a small part of her deity's power. From then on, the favored soul can enhance her weapon as a standard action by invoking the will of her deity for 1 minute per favored soul level. At 5th level, this spirit grants the weapon a +1 enhancement bonus. At 7th, 11th, 13th, 17th and 19th levels , the weapon gains another +1 enhancement bonus, to a maximum of +6 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add special properties to the weapon. Which special properties can be selected depend on the deity and its domains. A lawful good goddess of the sun could offer the axiomatic, brilliant energy, disruption, flaming, flaming burst, and holy properties, for example, while a chaotic evil god of the undead would offer entirely different properties. The player should check with the Dungeon Master which properties are available to her. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities (http://paizo.com/pathfinderRPG/prd/magicItems/weapons.html#table-15-9-melee-weapon-special-abilities)). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the deity are determined when the deity's will is invoked and cannot be changed until it is invoked again. The weapon will lose these bonuses if it is held by anyone other than the favored soul but regain them if returned to her. These bonuses apply to only one end of a double weapon. A favored soul can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Even though she must pray over it if she intends to use it for the purpose of this ability, there is no special bond between the favored soul and her weapon. If she so wishes, she can pray over a new weapon to prepare it for the use of this ability. This can happen for any number of reasons, such as the previous weapon being lost or destroyed or the favored soul wishing to use a different weapon. The previous weapon, if existent, loses its capacity to be used by the favored soul to invoke her deity's will as soon as she starts praying over the new one. For the prayer to have any effect, however, the favored soul must wait for 30 days, after praying over a previous weapon, before trying to imbue a new one. If a lost weapon is found before the favored soul decided to pray over a new one, it will function just as well as it did before being lost for the purposes of this ability.
Devotion Feats: Dazzling Display, Deadly Stroke, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Penetrating Strike, Shatter Defenses, Weapon Focus, Weapon Specialization.
Ex-Favored Soul
A favored soul who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a favored soul of that god until she atones for her deeds (see the atonement spell description).
____________________
Introduction: Hello there! I'm thinking of running a PFRPG campaign, and one of my players really like the Complete Divine's Favored Soul. I read a couple of conversions (namely this one (http://sites.google.com/site/zombiehomepage/Home/zombie-s-d-d-pathfinder-page/favored-soul-pathfinder-conversion) and the one found in this thread (http://www.giantitp.com/forums/showthread.php?t=95061)), and while the second one is quite nice, it's not specially easy to adapt to a whole different set of deities (the first one is simply not on par with PFRPG's core classes).
Therefore, I thought I'd try my hand at converting it myself, and came up with what you see here.
I'm not really used to PFRPG yet, and while I know that its base classes are somewhat more powerful than D&D3.5's, I'm not sure if I've overdone it. It fills a nice niche, and seems like a nice alternative to the cleric, while not being strictly better than it. So, what do you think? Any input would be greatly appreciated!
Oh, before I forget:
Sources:
Complete Divine
Dead Levels II (http://www.wizards.com/default.asp?x=dnd/cwc/20070227x)
Pathfinder Roleplaying Game Reference Document (http://paizo.com/pathfinderRPG/prd/)
PS: Keep in mind the comparison between the Sorcerer (http://paizo.com/pathfinderRPG/prd/classes/sorcerer.html) and the Wizard when comparing this Favored Soul to the Cleric (http://paizo.com/pathfinderRPG/prd/classes/cleric.html) :) Oh, and of course, keep in mind that we're talking Pathfinder here, not D&D3.5 =D
EDIT: If the reader is a 3.5 player only and isn't familiar to Pathfinder's cleric domains, he/she won't pay much attention to the Domain Powers ability presented here. Check Pathfinder's domains here (http://paizo.com/pathfinderRPG/prd/classes/cleric.html#domains-list), in case you're interested :)