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Goblinsplitter
2014-01-06, 05:35 PM
Favored Souls are chosen for their purity of spirit and sanctity of their word. They gain great divine power and are capable of amazing feats of healing and even capable of resurrecting the dead.

Role: The Favored Soul can be a bruiser in melee or a savior to his allies, depending on their spell selection and equipment purchases.

Alignment: Any

Hit Die: d12

Starting Wealth: 2d6 x 10

Class Skills 2 + Int Bonus
Appraise, Craft, Diplomacy, Heal, K: History, K: Nobility, K: Planes, K: Religion, Lingusitics, Profession, Sense Motive, Spellcraft

{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+2|+2|Divine Bond, Orisons, Aura
2nd|+1|+3|+3|+3|Channel Energy, Weapon Focus
3rd|+2|+3|+3|+3|Celestial Aspect I
4th|+3|+4|+4|+4|Divine Grace
5th|+3|+4|+4|+4|
6th|+4|+5|+5|+5|Celestial Aspect II
7th|+5|+5|+5|+5|
8th|+6/+1|+6|+6|+6|Weapon Specialization
9th|+7/+2|+6|+6|+6|Celestial Aspect II
10th|+7/+2|+7|+7|+7|Evasion
11th|+8/+3|+7|+7|+7|
12th|+9/+4|+8|+8|+8|Celestial Aspect III
13th|+9/+4|+8|+8|+8|
14th|+10/+5|+9|+9|+9|Improved Critical
15th|+11/+6/+1|+9|+9|+9|Celestial Aspect IV
16th|+12/+7/+2|+10|+10|+10|Thousand Faces
17th|+13/+8/+3|+10|+10|+10|
18th|+13/+8/+3|+11|+11|+11|Celestial Aspect V
19th|+14/+9/+4|+11|+11|+11|
20th|+15/+10/+5|+12|+12|+12|Ascension[/table]

Divine Bond (Su)
At first level, the Favored Soul gains the use of a weapon created by the hosts of heaven itself. It is a radiant glowing weapon of light, usually just a simple hilt or a spear shaft, upon command the weapon comes alive and sheds light as the daylight spell. In the hilt or where the tip of the spear protrudes from, there is a small black diamond that glows a golden hue. At sixth level and every three levels thereafter, the divine weapon gains an enhancement bonus, to a maximum of +6 at level 19. The gem can be enchanted further, but the total enhancement bonus of the weapon is capped at twelve.

Celestial Aspect
At third level, Favored Souls take on an aspect of their divine bond. Gold hair, silver eyes. Thicker skin. They gain Darkvision 60', natural armor bonus +1 and smite evil as a 1/day ability. They also gain +4 to one attribute and +2 to another. You also gain Immunity to disease and +4 vs poison.

At sixth level, Favored Souls gain DR 5/evil and a certain number of spell like abilities based upon their HD.

At ninth level, the Favored soul gains +4 to one attribute and +2 to another attribute. They also gain acid cold and electricty resistance 5.

At twelfth level they gain DR 10/evil.

At fifteenth level they gain +4 to one attribute and +2 to another attribute. They also gain the ability to fly at twice their base land speed, with good maneuverability.

At eighteenth level, the Favored Soul's resistances increase to 10.

Ascension
The Favored Soul is inducted fully into the hosts of heavens and made into an immortal being and given their true name. Only those who know their true name can truly kill them and their DR turns to DR 10/-, and they gain unlimited uses of the smite ability. Their healing spells are always maximized and channels are always empowered. They also gain their Charisma bonus as a deflection bonus to their AC.

Amnoriath
2014-01-06, 07:14 PM
Favored Souls are chosen for their purity of spirit and sanctity of their word. They gain great divine power and are capable of amazing feats of healing and even capable of resurrecting the dead.

Role: The Favored Soul can be a bruiser in melee or a savior to his allies, depending on their spell selection and equipment purchases.

Alignment: Any

Hit Die: d12

Starting Wealth: 2d6 x 10

Class Skills 2 + Int Bonus
Appraise, Craft, Diplomacy, Heal, K: History, K: Nobility, K: Planes, K: Religion, Lingusitics, Profession, Sense Motive, Spellcraft

{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+2|+2|Divine Bond, Orisons, Aura
2nd|+1|+3|+3|+3|Channel Energy, Weapon Focus
3rd|+2|+3|+3|+3|Celestial Aspect I
4th|+3|+4|+4|+4|Divine Grace
5th|+3|+4|+4|+4|
6th|+4|+5|+5|+5|Celestial Aspect II
7th|+5|+5|+5|+5|
8th|+6/+1|+6|+6|+6|Weapon Specialization
9th|+7/+2|+6|+6|+6|Celestial Aspect II
10th|+7/+2|+7|+7|+7|Evasion
11th|+8/+3|+7|+7|+7|
12th|+9/+4|+8|+8|+8|Celestial Aspect III
13th|+9/+4|+8|+8|+8|
14th|+10/+5|+9|+9|+9|Improved Critical
15th|+11/+6/+1|+9|+9|+9|Celestial Aspect IV
16th|+12/+7/+2|+10|+10|+10|Thousand Faces
17th|+13/+8/+3|+10|+10|+10|
18th|+13/+8/+3|+11|+11|+11|Celestial Aspect V
19th|+14/+9/+4|+11|+11|+11|
20th|+15/+10/+5|+12|+12|+12|Ascension[/table]

Divine Bond (Su)
At first level, the Favored Soul gains the use of a weapon created by the hosts of heaven itself. It is a radiant glowing weapon of light, usually just a simple hilt or a spear shaft, upon command the weapon comes alive and sheds light as the daylight spell. In the hilt or where the tip of the spear protrudes from, there is a small black diamond that glows a golden hue. At sixth level and every three levels thereafter, the divine weapon gains an enhancement bonus, to a maximum of +6 at level 19. The gem can be enchanted further, but the total enhancement bonus of the weapon is capped at twelve.

Celestial Aspect
At third level, Favored Souls take on an aspect of their divine bond. Gold hair, silver eyes. Thicker skin. They gain Darkvision 60', natural armor bonus +1 and smite evil as a 1/day ability. They also gain +4 to one attribute and +2 to another. You also gain Immunity to disease and +4 vs poison.

At sixth level, Favored Souls gain DR 5/evil and a certain number of spell like abilities based upon their HD.

At ninth level, the Favored soul gains +4 to one attribute and +2 to another attribute. They also gain acid cold and electricty resistance 5.

At twelfth level they gain DR 10/evil.

At fifteenth level they gain +4 to one attribute and +2 to another attribute. They also gain the ability to fly at twice their base land speed, with good maneuverability.

At eighteenth level, the Favored Soul's resistances increase to 10.

Ascension
The Favored Soul is inducted fully into the hosts of heavens and made into an immortal being and given their true name. Only those who know their true name can truly kill them and their DR turns to DR 10/-, and they gain unlimited uses of the smite ability. Their healing spells are always maximized and channels are always empowered. They also gain their Charisma bonus as a deflection bonus to their AC.

While I can't really assess the effectiveness yet as you don't have invocations I will say I have thought about making the Favored Soul an invoker as it does have that kind of flavor. However, this really calls in the question in how is a favored soul of Vecna different than a favored soul of Heironeous other than fluff? If anything favored souls of gods should be more distinctive than clerics.