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Revan Ordo
2010-01-07, 09:02 AM
While I have always liked the favored soul class I've also felt that it needs some work so that it fits its role of having more in common with their deity than essentially making them a half-celestial. Also it should have fewer dead levels. Below is what I have though of so far. Any other ideas or suggestions would be greatly appreciated.

Revised Favored Soul

Keep: d8 HD, Rogue BAB, All Good Saves, Skills, and Skill Points
Lose: Energy Resistances, Wings, and Damage Reduction

Changes:

1st - 1 Domain selected from one of their deity's domains. Gains the domain ability and adds all domain spells to spells known.

2nd - Weapon Focus with Deity's Favored Weapon

3rd - Casts all Domain spells at +1 caster level (This may require some reworks of the domain abilities especially for those domains where the +1 caster level with domain spells already exists)

5th - Gains a domain related ability

10th - Gains a domain related ability

12th - Weapon Specialization with Deity's Favored Weapon

15th - Gains a domain related ability

20th - Gains a domain related ability

What I would like help with is coming up with the abilities for each of the following basic domains:

Air
Animal
Beauty
Chaos
Death
Destruction
Earth
Endurance
Evil
Fire
Good
Healing
Knowledge
Law
Life
Love
Luck
Magic
Moon
Pain
Plant
Protection
Storm
Strength
Sun
Travel
Trickery
War
Water
Weather

If coming up with abilities is too difficult, then I would like some guidelines/suggestions on how powerful to make the abilities at 5th, 10th, 15th, and 20th so that the class is still balanced. (ex: At 5th level the revised favored soul should gain an ability that is the equivalent of a 2nd-3rd level spell or whatever.)

Latronis
2010-01-07, 09:25 AM
Actually i've been doing the same thing recently. All i have atm is notes but you are welcome to look over them..

Favoured Souls suffer from Cleric "Sorcerer Syndrome", they have a smaller spell list than clerics though it is still derived from the Divine domain + the chosen deities domains.

A favoured Soul can use spell completion triggers of magic items only if the spell is one the favoured soul can cast. Otherwise they must make an appropiate Use Device check. Favoured Souls may add their Class level to Use Device checks to activate a divine magic item.

They have a higher BAB and HD than clerics. (3\4HD and d8)

Favoured Souls start with Basic and Simple Weapon profeciencies plus they are automatically proficient with their deities favoured weapon. They start with proficiency with light armour and small shields.

Favoured Souls have 4+Int for skill points with quadruple this amount at first level.

Favoured Souls start with the Priest Skill Set plus one other skill set of the Favoured Souls choice. Favoured Souls add the Domain skills of the Divine Domain and the domain skills of their Deities domains as class skills. Also Known as 'Deities Name' Skill set.

Alignment: By Deity(See Aura)
Hitdice: d8

Favored Souls start with Basic and Simple Weapon proficiency and are automatically proficient with their deity's favored weapon. Favored Souls are proficient with light armor and small shields.

Skills: Favored Souls start with two skill sets of your choice. In addition Favored Souls receive the skill set related to their deity aswell. This skill set is the Domain skill of the Divine domain plus the domain skills of your deities domains.

Favored Souls receive 4+int skill points per level with quadruple this amount at first 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: A Favored Soul knows a number of 0th level cleric spells (orisons) equal to their Presence modifer. These spells are usable at-will.

Chosen Warrior:As a Favored Soul gains power he's skill with his deity's favored weapon increases aswell.

At 2nd level the Favored Soul receives the Weapon Focus feat with his deities's favored weapon.

At 4th level the Favored Soul receives the Power Critical feat with his deities favored weapon.

At 6th level the Favored Soul receives the Weapon Specialization feat with his deities favored weapon.

At 11th level the Favored Soul receives the Improved Critical feat with his deities favored weapon.

At 13th level the Favored Soul receives the Greater Weapon Focus feat with his deities favored weapon.

And at 16th level the Favored Soul receives the Greater Weapon Specialization feat with his deities favored weapon.

Transformation: As the Favored Soul learns to draw ever more divine power he slowly transform into an avatar of his deity gaining more and more resemblance to his deity and powers beyond that of most mortals. At 10th level the Favored Soul gains an alternative method of transportation.

Travel Mode: Climb, Burrow, Swim, Fly speed by Deity\Domain.

Sensual Acuity Increase: Lowlight Vision\Darkvision\Scent\Blindsight by Alignment

Energy Resistance: By Choice

Damage Reduction: Silver\Cold Iron\Magic by Alignment

Magic Resistance: Set, based on character level.

Natural Armor: Set

Poison\Disease Resistance\Immunity

Outsider Type: Set, Subtype by Alignment.

Smite Alignment: By Alignment.

Latronis
2010-01-07, 09:37 AM
Domains... I am currently working on a new cleric aswell, based on the cleric from Fax's d20 rebirth project, better suited to my own world. It's slow going but i do have some first drafts for Death, Destruction and life domains


DEATH DOMAIN

Domain Skill: Autohypnosis.

Divine Empowerments Tier1: Clerics with Death as the primary domain may choose one of the following abilities at first level

i) Spell Focus(Necromancy) as a bonus feat.
ii) Reaper's Caress(See Below)
iii) Last Rites(See below)
iiii) Any spell you cast with the [Death] descriptor that kills a creature triggers Death Divine Empowerments as if you had the Reaper's Caress ability.
v) Your caster level for spells with the [Death] descriptor increases by 1(you may only take this ability once).
vi) Increase the die size for your spells that deal negative damage by one step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already deals hit point damage in d12s, Increase the damage dealt by 1 point per die. If you have the Reaper's Gaze ability this ability increases the damage per caster level by 2. This ability can only be taken once.

Divine Empowerments Tier2: At 5th level Clerics with Death as the primary domain choose one one of the following abilities(They must still meet any secondary requirements)

i) Any Death Tier1 Ability.
ii) Death Power(See below)
iii) Anytime a creature fails it's save againest your Reaper's Caress Ability you gain Magic Resistance of 11 + character level for a number of rounds equal to the target's constitution modifier.
iiii) Anytime a creature fails it's save againest your Reaper's Caress Ability you gain your presence modifier as a morale bonus to hit and damage rolls for a number of rounds equal to the target's constitution modifier.
v) Anytime a creature fails it's save against your Reaper's Caress ability you gain temporary hit points equal to it's constitution that dissappear after 1 hour or until you would next trigger your Reaper's Caress.
vi) Anytime a creature fails it's save against your Reaper's Caress ability you may add your presence modifier as a morale bonus to one physical ability of your choice for a number of rounds equal to the target's constitution modifier.


Divine Empowerments Tier3: Clerics with Death as the primary Domain choose one of these abilities at cleric level 10(They must meet any secondary prerequisites).

i) Any 2 Death Tier1 Abilities.
ii) Any Death Tier2 Ability.
iii) Greater Devotion as a bonus feat.
iiii) Greater Death Power: Requires Death Power. (See below)
v) Your Reaper's Caress ability becomes usable at 30' range, requiring a ranged touch attack.
vi) Anytime a creature fails it's save against your Reaper's Caress ability it's corpse detonates in an explosion of negative energy. Any creature caught within the 20' blast gain 1 negative level per point of the target's constitution modifier unless they make a fortitude save (use your Reaper's Caress save DC)

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level. Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from this ability don’t last long enough to do so.


Divine Empowerments Tier4: Clerics with Death as the primary Domain choose one of these abilities at cleric level 15(They must meet any secondary prerequisites).

i) Any 2 Death Tier1 Abilities.
ii) Any 2 Death Tier2 Abilities.
iii) Any Death Tier3 Ability.
iiii) Greater Devotion as a bonus feat.
v) Reaper's Presence. Requires Reaper's Caress(See below)
vi) Your caster level for spells with the [Death] descriptor increases by an additional 1(you may only take this ability once).


Divine Empowerments Tier5: Clerics with Death as the primary Domain choose one of these abilities at cleric level 20(They must meet any secondary prerequisites).

i) Any 3 Death Tier1 Abilities.
ii) Any 2 Death Tier2 Abilities.
iii) Any 2 Death Tier3 Abilities.
iiii) Any Death Tier4 Ability.
v) Greater Devotion as a bonus feat.
vi) Reaper's Gaze. Requires Reaper's Presence (See below)


Domain Spells:
lv1 Bane, Chill of the Grave, Deathwatch, Doom.
lv2 Death Armor, Death Knell, Gentle Repose, Wave of Grief.
lv3 Clutch of the Reaper, Contagion, Crushing Despair, Speak with Dead.
lv4 Consumptive Field, Death Ward, Enervation, Phantasmal Killer.
lv5 Arise, Death Throes, Slay Living.
lv6 Circle of Death, Finger of Death, Withering Palm.
lv7 Avasculate, Disintigrate, Mortify(Greater Consumptive Field).
lv8 Avascular Mass, Horrid Wilting.
lv9 Soul Bind, Wail of the Banshee.

Domain Invocations(See The Covenent):
Least .
Lesser .
Greater .
Dark .

Last Rites(Ex)
Any target of your Reaper's Caress ability or spells you cast with the [Death] descriptor that are willing (voluntarily forego a saving throw) Are treated as having twice the normal consitution for effects relating to your Reaper's Caress ability. The creature in question must be truly willing, magical or mundane coercion does not apply.

Death Power(Ex)
Anytime a creature fails it's save against your Reaper's Caress ability you gain a +1 morale bonus to caster level and save DC's of any spells you cast for a number of rounds equal to the target's constitution modifier.

Greater Death Power(Ex)
Anytime a creature fails it's save against your Reaper's Caress ability you gain a +2 morale bonus to caster level and save DC's of any spells you cast for a number of rounds equal to the target's constitution modifier(this ability replaces the bonuses of Death Power).

Reaper's Caress(Su)
As a standard action, you may touch a dying creature. They must make a Fortitude save (DC 10 + 1/2 your cleric level + your Presence modifier) or be slain instantly.

Reaper's Presence(Su)
Your Reaper's Caress ability becomes a 30' aura. Creatures within its effects who are dying must successfully save each round or be slain. You may suppress or reactivate this ability as a swift action.

Reaper's Gaze(Su)
You can channel your Reaper's Presence into a potent attack as if you had a Gaze Attack.

Creatures struck by this horrific attack are dealt 10 points of damage per caster level. If the creature successfully saves, Reaper's Gaze deals half this amount. Any creature reduced to 0 hit points by this attack is instantly slain and has it's remains consumed utterly. (but not its equipment and possessions) The only way to restore life to a creature slain in this fashion is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

This attack follows all the normal rules for characters actively using a gaze as an attack but gives no other benefits of a Gaze Attack.

Whatever the result of the attack the Cleric's Reaper's Presence is considered suppressed and cannot be reactivated for 1d4+1 rounds.



DESTRUCTION DOMAIN


Domain Skill: Disable Device

Divine Empowerments Tier1: Clerics with Destruction as the primary domain may choose one of the following abilities at first level

i) Weapon Focus with your deities favoured weapon as a bonus feat.
ii) Destructive Edge(See below)
iii) Smite(See below)
iiii) You receive a +4 Insight bonus to rolls to confirm a critical hit with your chosen deities favoured weapon.
v) Glorious Destruction(See below)
vi) Destroy Resistance(See below)


Divine Empowerments Tier2: At 5th level Clerics with Destruction as the primary domain choose one one of the following abilities(They must still meet any secondary requirements)

i) Any Destruction Tier1 Ability.
ii) Divine Smite. Requires Smite(See below)
iii) You can use your Smite attack as a ranged touch attack with a 30' range(Requires Smite).
iiii) Ignore Hardness(See below)
v) Weapon Specialization with your deities favoured weapon as a bonus feat.
vi) Ignore Defenses(See below)


Divine Empowerments Tier3: Clerics with Destruction as the primary Domain choose one of these abilities at cleric level 10(They must meet any secondary prerequisites).

i) Any 2 Destruction Tier1 Abilities.
ii) Any Destruction Tier2 Ability.
iii) Greater Devotion as a bonus feat.
iiii) Increase your ranged Smite Attack to 60'.
v) Improved Critical with your deities favoured weapon as a bonus feat.
vi) Unstoppable Devastation. Requires Glorious Destruction, Smite or Destructive Edge(See below)


Divine Empowerments Tier4: Clerics with Destruction as the primary Domain choose one of these abilities at cleric level 15(They must meet any secondary prerequisites).

i) Any 2 Destruction Tier1 Abilities.
ii) Any 2 Destruction Tier2 Abilities.
iii) Any Destruction Tier3 Ability.
iiii) Greater Devotion as a bonus feat.
v) Destructive Smite. Requires Smite, Requires Destructive Edge(See below)
vi) Destroyer. Requires Divine Smite(See below)


Divine Empowerments Tier5: Clerics with Destruction as the primary Domain choose one of these abilities at cleric level 20(They must meet any secondary prerequisites).

i) Any 3 Destruction Tier1 Abilities.
ii) Any 2 Destruction Tier2 Abilities.
iii) Any 2 Destruction Tier3 Abilities.
iiii) Any Destruction Tier4 Ability.
v) Greater Devotion as a bonus feat.
vi) Your smite attacks only deal half damage but can be used at will.


Domain Spells:
lv1 Critical Strike, spell2, spell3, spell4
lv2 Battering Ram, Body Blades, Shatter, Wracking Touch.
lv3 Crumble, Fell the Greatest Foe, Glyph of Warding, Wounding Whispers.
lv4 Castigate, spell2, Negative Energy Aura, Wrack.
lv5 Barghest’s Feast, Bolt of Glory, Mass Inflict Light Wounds.
lv6 Blade Barrier, Greater Glyph of Warding, Mass Inflict Moderate Wounds.
lv7 Destruction(Disintigrate in PhB), Mass Inflict Serious Wounds, spell3
lv8 Earthquake, Mass Inflict Critical Wounds.
lv9 Implosion, Sphere of Ultimate Destruction.

Domain Invocations(See The Covenent):
Least .
Lesser .
Greater .
Dark .

Destructive Edge(Ex)
Whenever you cast a cleric spell that deals hit point damage, You add half of (your presence modifier multiplied by your caster level) to the damage dealt.

Smite(Sp)
You gain the Smite spell-like ability. Once per day per point of presence modifier(Minimum once per day) you may make a melee touch attack with a +4 insight bonus to your attack roll as a standard action. The attack deals 1d4 holy damage per caster level. An opponent can make a will save at a DC of 10+ 1/2 your caster level + your presence modifier to take only half damage. As a spell-like ability magic resistance applies to this ability.

Destroy Resistance(Ex)
Whenever you use a Smite attack or cast a cleric spell that deals hit point damage you may add your presence modifier to any caster level checks to overcome magic resistance. This can only be taken once, but it stacks with other abilities that grant an increase to caster level checks to overcome magic resistance such as Spell Penetration.

Glorious Destruction(Ex)
Increase the die size for your Smite spell-like ability or cleric spells(but not both) you cast that deal hit point damage by one step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already deals hit point damage in d12s, increase the damage dealt by 1 point per die. This ability does not effect the bonus damage of any Divine Smite attacks. This ability can be taken multiple times it's effects stack.

Divine Smite(Su)
You can use smite attempts to enhance normal attacks made with your deities favoured weapon. You receive the normal +4 insight bonus to attack rolls and deal bonus damage equal to your caster level. The bonus damage is the same type that the weapon used for the Divine Smite deals. Divine Smite has no saving throw and ignores magic resistance.

Unstoppable Devastation(Ex)
Increase the Save DC of your smite attacks and of cleric spells you cast that deal hitpoint damage by 2.

Ignore Hardness(Ex)
The extra damage from your smite attacks and destructive edge abilities now ignore the hardness of items.

Ignore Defenses(Ex)
Spells you cast that deal hitpoint damage now deal half the damage as holy damage and the other half as normal for the spell.

Destroyer(Ex)
While using your smite attacks you can now critically hit foes normally immune to criticals.

Destructive Smite(Ex)
You may now add your destructive edge ability to any smite attacks you make.



LIFE DOMAIN


Domain Skill: Heal

Divine Empowerments Tier1: Clerics with Life as the primary domain may choose one of the following abilities at first level

i) You gain Negative Resistance equal to your caster level.
ii) Healer: You cast spells with the [Healing] descriptor at +1 caster level(This ability can only be taken once).
iii) You receive Great Fortitude as a bonus feat.
iiii) Diligent Healer: Add your cleric level to any heal checks you make.
v) You receive Diehard as a bonus feat.
vi) Life Burst(See below)


Divine Empowerments Tier2: At 5th level Clerics with Life as the primary domain choose one one of the following abilities(They must still meet any secondary requirements)

i) Any Life Tier1 Ability.
ii) Improved Healing(See below)
iii) Healing Burst. Requires Life Burst(See below)
iiii) Turning Burst. Requires Life Burst(See below)
v) Inspiring Healer(See below)
vi) Recall Life(See Below)


Divine Empowerments Tier3: Clerics with Life as the primary Domain choose one of these abilities at cleric level 10(They must meet any secondary prerequisites).

i) Any 2 Life Tier1 Abilities.
ii) Any Life Tier2 Ability.
iii) Greater Devotion as a bonus feat.
iiii) Master Healer: You cast spells with the [Healing] descriptor at +2 caster level(This ability replaces the bonuses of healer and can only be taken once).
v) Restorative Burst. Requires Healing Burst(See below)
vi) Deny Death(See Below)


Divine Empowerments Tier4: Clerics with Life as the primary Domain choose one of these abilities at cleric level 15(They must meet any secondary prerequisites).

i) Any 2 Life Tier1 Abilities.
ii) Any 2 Life Tier2 Abilities.
iii) Any Life Tier3 Ability.
iiii) Greater Devotion as a bonus feat.
v) Greater Healing. Requires Improved Healing(See below)
vi) Return from Death. Requires Recall Life(See below)


Divine Empowerments Tier5: Clerics with Life as the primary Domain choose one of these abilities at cleric level 20(They must meet any secondary prerequisites).

i) Any 3 Life Tier1 Abilities.
ii) Any 2 Life Tier2 Abilities.
iii) Any 2 Life Tier3 Abilities.
iiii) Any Life Tier4 Ability.
v) Greater Devotion as a bonus feat.
vi) Repel Death. Requires Deny Death(See below)


Domain Spells
1st: Deathwatch, Delay Poison\Disease, Lesser Vigor, Status.
2nd: Aid, Lesser Restoration, Remove Paralysis, Vigor.
3rd: Mass Lesser Vigor, Neutralize Poison, Remove Blindness/Deafness, Remove Disease.
4th: Death Ward, Delay Death, Greater Vigor, Restoration.
5th: Awaken, Greater Status, Mass Cure Light Wounds.
6th: Mass Cure Moderate Wounds, Undeath to Death, Vigorous Circle.
7th: Greater Restoration, Mass Cure Serious Wounds, Regenerate.
8th: Awaken Construct, Mass Cure Critical Wounds.
9th: Mass Heal, True Resurrection.

Domain Invocations(See The Covenent):
Least .
Lesser .
Greater .
Dark .

Inspiring Healer(Ex)
Your timely efforts at keeping your allies from death's door inspire them to ever greater heights.
Whenever you cast a [Healing] spell on an ally that restores lost hitpoints you may also apply one of the following bonuses:
-Temporary Hitpoints..........
-The creature gains the benefit of a sanctuary spell(as cast by a cleric of your caster level) for a number of rounds equal to your presence modifier.
-The creature gains a +1 Morale bonus on saving throws for a number of rounds equal to your presence modifier.
-The creature gains a +1 Morale bonus to attack and damage rolls for a number of rounds equal to your presence modifier.
-The creature gains a +2 Morale bonus on any skill checks it makes for a number of rounds equal to your presence modifier.
-The creature receive a 10' Morale bonus to it's land speed for a number of rounds equal to your presence modifier.
This ability only functions for [Healing] spells that actually restore lost hitpoints. If a creature already has maximum hit points at the time you cast any [Healing] spells this ability has no effect.

Life Burst(Sp)
A number of times per day equal to your Presence modifier, you may emit a pulse of positive energy that is particularly harmful to undead. This pulse deals 1d6 points of positive energy damage per caster level to all undead creatures within 30'. This ability offers a Fortitude save (DC 10 + 1/2 your cleric level + your Presence modifier) for half damage. Undead receive any turn resistance they may have as a bonus to the saving throw againest this ability.

Healing Burst(Ex)
Your Life Burst ability now also heals any living creatures in it's area of effect.

Turning Burst(Ex)
Undead who fail the fortitude save againest your Life Burst become panicked for one minute. Even though undead are generally immune to fear effects, they are still affected by this power. Undead with more hitdice than your caster level are only shaken by this ability.

Restorative Burst(Ex)
Your Healing Burst heals the following afflictions: Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Sickened, Stunned, and Poisoned. For each affliction healed your healing burst cumulatively heals for one less die for that creature.

Improved Healing(Ex)
Increase the die size for spells with the [Healing] descriptor by one step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already heals damage in d12s, increase the healing by 1 point per die. You may instead increase the die size of your Life Burst ability by one step. This ability can be taken twice, it applies to spells you cast only once, and to your Life Burst ability only once.

Greater Healing(Ex)
Increase the die size for spells with the [Healing] descriptor by one additional step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already heals damage in d12s, increase the healing by 1 point per die. You may instead opt to increase the die size of your Life Burst ability by an additional one step. This ability can be taken twice, it applies to spells you cast only once, and to your Life Burst ability only once.

Recall Life(Su)
You may touch an ally who died due to a [Death] effect and raise them back to their feet. As a standard action, touch any ally who died within a number of rounds equal to your Wisdom modifier who perished due to a [Death] effect. That ally regains consciousness and are no longer dead. They have a number of Hit Points equal to their previous total or equal to 10% per point of Presence modifier you have, whichever is less. This ability will not function on those on whom a raise dead spell would not function.

Return from Death(Su)
Your Recall Life now functions on any ally who has died, not just those slain by [Death] effects.

Deny Death(Su)
You gain the ability to harmlessly deflect spells with the [Death] descriptor.. If you are targeted by a spell with the [Death] descriptor, resolve its effects as if you were under the effect of a spell deflection spell. This ability can be suppressed or reactivated as a free action but can not deflect more levels than your caster level + twice your presence modifier in a day.

Repel Death(Su)
Your deny death ability now reflects spells with the [Death] descriptor back upon the caster. Whenever you are targeted by a spell with the [Death] descriptor, resolve it's effects as if you were under the effect of a greater spell turning spell. This ability cannot be used if you are caught flat-footed, if you are unconscious or dead.

Revan Ordo
2010-01-07, 10:13 AM
Latronis,

Very interesting ideas for changes to the Favored Soul and Cleric. While not exactly what I was thinking it is very close. I'll look over all of your notes in more careful detail later and see if I can come up with anything else more concrete. Thanks.

Latronis
2010-01-07, 11:07 AM
Well I dropped the Cleric down to more resemble a wizard.. Frail and with terrible BAB like the d20r cleric. Then i wanted to highlight the favored soul as more like a deities divine champion rather than a priest as such. Still the domains might be useful for ideas, though it's literally a first-balance-isn't-an-issue-yet-draft. Also check out the d20 rebirth cleric. It also has domain powers granted across the whole cleric progression, and fully set out domains. So it's a good place to get ideas too.

Tavar
2010-01-07, 11:15 AM
Have you seen Person Man's Favored Soul (http://www.giantitp.com/forums/showthread.php?t=57097)? I think it works rather well.

deuxhero
2010-01-07, 11:35 AM
To start, they need Know:religon as a class skill.

Revan Ordo
2010-01-07, 11:47 AM
deuxhero,

I think that adding Knowledge [Religion] to the favored soul's class skills has already been taken care of in an errata or faq.

I've also come up with a rough idea for the Destruction domain. Not sure about its balance, but I just thought I would throw it out here.

Destruction
1st – Anytime the favored soul wields their deity’s favored weapon treat that weapon as if it were one size category larger for purposes of dealing damage and whenever it would be beneficial for the favored soul.

5th –The favored soul gains the ability to make a smite attack that gains +4 to attack and deals +1 point of damage / favored soul level usable 1x per day. *The favored soul can gain additional smite attempts by taking the extra smite feat.

10th – The favored soul can use Shatter as a spell-like ability at will.

15th – Whenever the favored soul wields their deity’s favored weapon, the weapon is treated as adamantine for the purpose of bypassing damage reduction. Additionally the favored soul can now use its smite ability 1x / day for every 5 favored soul levels he possesses.

20th – Whenever the favored soul wields their deity's favored weapon, the weapon gains a damage bonus equal to their Charisma modifier. Plus it always deals maximum damage versus constructs and objects. (This doesn't count for extra damage from magical enhacements (i.e. the flaming property) or class abilities (i.e. sneak attack, etc.)

Jane_Smith
2010-01-07, 02:28 PM
Meh, I kinda prefered to keep the favored soul flavored as a divine sorcerer with celestial or fiendish/etc power or just a spark of power. That way their alignment and actions can be seperate from the theme of their spells - like a good aligned human favored soul blessed, or cursed, with the power to basically rip peoples skin off with a glance. >> Good rp methinks.

Of course, this doesnt stop them from going fanatical to the deity they beleive gave them their power - or archfiend, or whatever.

Latronis
2010-01-07, 09:12 PM
meh for some reason i cut out the Greater Devotion feat

Greater Devotion [General]

Prerequisite
Any Tier 3 Divine Empowerment

Benefit
When you take this feat, you can choose one of your lesser devotions and gain one of the domains tier 1 Divine Empowerments. When you would gain a tier 4 domain you may also choose a tier 2 Divine Empowerment from your chosen devotion and if you would gain a tier 5 Divine Empowerment you may also choose a tier 3 Divine Empowerment form your chosen devotion. You may only take this feat once.

Normal
Without this feat, a character can typically only receive the Divine Empowerments of only his chosen primary domain.

Special
A favoured soul may qualify for this feat as if he was a cleric of the same level. Choosing one of his deity's domain (the character need not be aware of the source) to receive a tier1 divine empowerment at 10th level, tier2 divine empowerment at 15th level and a tier3 divine empowerment at 20th level.

Just for completion's sake since taking it is an option as one of the domain powers as i posted above.

As for your destruction domain a once a day smite attack isn't that useful and forcing them to use a feat choice to get more is a bit rough. Granted they do eventually get more but 15th level is quite high up the progression. Why can't they just use it once per day per 5 levels starting at 5th when they get it? Or by charisma mod maybe.

A paladin's smite progression is too slow, but this is a slightly more useful version not having target's alignment as a prereq. And it's not a fulltime melee character.

Also should probably clarify if it modifies an existing attack or uses a special action to use. And if it only applies to melee attacks like existing smite attacks or if it can be used with ranged weapons(which may not make as much sense but it's a bit of a drawback if the deities favored weapon is a ranged weapon not being able too)

erikun
2010-01-07, 10:11 PM
I haven't read through the other recommendations, but I do have a few of my own.

First, if you're going to be giving out feats for the deity's favored weapon, then you probably want to hand out a decent selection of skills. Not enough to make the fighter look bad, but just a +2 to damage at level 10 isn't impressive. Perhaps something like this:

1st: Weapon Proficiency
2nd: Weapon Focus, Weapon Finesse (to deity's weapon only, if appropriate)
4th-6th: Weapon Specialization
7th(?): Greater Weapon Focus
9th-11th: Improved Critical
14th: Greater Weapon Specialization

Granting a domain makes a lot of sense, although coming up with extra abilities for all domains will take a lot of work. Perhaps special abilities or skills based on deity. For example, Pelor might grant turning, while Ilmater grants Unarmed Combat and Olidammara has Hide/Move Silently as class skills and 2 extra skill points.

Revan Ordo
2010-01-13, 12:46 PM
After some thought I've decided to go ahead and make the following revisions to the favored soul. However, I would like some opinions and suggestions to making this more balanced and flavorful, especially in the Favored Soul Domain Powers. I'm not sure about the balance on some of the domain abilities I created. I'm also not sure about what abilities to grant certain domains. So any suggestions would be greatly appreciated. Thanks.


The Fixed Favored Soul


HD, BAB, Saves, Skill Points, and Skills* are the same.
* Favored souls gained Knowledge: Religion in an official errata.

At 1st level, the Favored Soul chooses one domain belonging to his/her patron deity and gains the domain spells as bonus spells known.
At 2nd level the favored soul gains Weapon Focus with their deity’s favored weapon.
At 3rd level the favored soul casts all domain spells at +1 caster level.
At 5th level a favored soul gains a special ability related to his/her domain.
At 8th level a favored soul gains Weapon Specialization with their deity’s favored weapon.
At 10th level a favored soul gains a special ability related to his/her domain.
At 12th level a favored soul gains Improved Critical with their deity’s favored weapon.
At 15th level a favored soul gains a special ability related to his/her domain.
At 17th level a favored soul can no longer be disarmed when wielding their deity’s favored weapon.
At 20th level a favored soul gains a special ability related to his/her domain.


Favored Soul Domain Powers:


Air
5th – The favored soul is treated as if constantly under the effect of a Feather Fall spell.
10th – The favored soul gains the ability to fly as per the Fly spell. This ability is usable 1 + Cha modifier times per day.
15th – Whenever the favored soul wields their deity’s favored weapon that weapon is treated as if it had the Shocking Burst weapon property.
20th – The favored soul is treated as if constantly under the effect of a Fly spell, except the favored soul’s fly speed is increased to 100’ (80’ if in Medium or Heavy Armor – or – if carrying a Medium or Heavy load).

Animal
5th – The favored soul gains the Wild Empathy ability and adds ˝ his favored soul level to the check to influence an animal’s attitude. The favored soul is also treated as if constantly under the effect of a Speak with Animals spell.
10th – The favored soul gains the ability to Wild shape as a 5th level Druid but may only take animal forms. This ability is usable 1 + Cha modifier times per day. (Maybe limit the number of different animal forms the favored soul can take (i.e. gain 1 animal form +1 per point of Charisma modifier)?)
15th – The favored soul gains the ability to Wild shape into Large or Tiny animals.
20th – The favored soul gains the ability to Wild shape into Huge animals.

Beauty
5th Dazzling Beauty – Any humanoid within 30’ who looks at the favored soul is dazzled (Will negates DC: 10 + 1 / 2 favored soul levels + Charisma modifier) for 1 minute. Continued looking results in additional saves, the failure of which resets the duration. The favored soul can suppress or resume this ability as a Free Action. Additionally the favored soul gains a +2 bonus to all Charisma checks and Charisma based skill checks except for Intimidate and Use Magic Device.
10th Unearthly Grace – The favored soul may add their Charisma modifier as a deflection bonus to their AC as long as they wear no more than padded armor.
15th Awesome Beauty – The favored soul’s dazzling beauty improves so that now any Humanoid within 30’ who looks at the favored soul is Shaken for 1 minute or Dazzled for 1 minute on a successful save. Additionally the favored soul’s bonus to all Charisma checks and Charisma based skill checks improves to +4.
20th Unearthly Beauty – The favored soul’s awesome beauty improves so that now any Humanoid within 30’ who looks at the favored soul is Paralyzed for 1 minute or Shaken for 1 minute on a successful save (Those immune to fear become dazzled instead for 1 minute on a successful save). The favored soul’s bonus to all Charisma checks and Charisma based skill checks improves to +6.

Chaos
5th – The favored soul can Detect Law as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are lawful.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it were chaotically aligned for the purpose of bypassing damage reduction and deals bonus damage versus creatures the favored soul knows are lawful equal to your Charisma modifier.
15th – The favored soul can cast Dispel Law as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains the Anarchic weapon property.

Death
5th – The favored soul gains a +1 bonus / 4 class levels to saves vs. ability damage, ability drain, death spells or effects, death from massive damage, energy drain, and vs. the special attacks or abilities of undead. The favored soul is treated as if under the effect of a constant Deathwatch spell.
10th – The favored soul can Speak with Dead at will and gains Death Knell as a spell-like ability usable 1 + Charisma modifier times per day.
15th – The favored soul gains Slay Living as a spell-like ability usable 1 + Cha modifier times per day. ?
20th – The favored soul gains immunity to ability damage, ability drain, death spells or effects, death from massive damage, and energy drain. The favored soul is also immune to the special attacks or abilities of undead unless the undead has 4 or more HD or class levels than the favored soul has.

Destruction
5th –The favored soul gains the ability to make a smite attack that gains +4 to attack and deals +1 point of damage / favored soul level usable 1 + Cha modifier times per day.
10th – Whenever the favored soul wields their deity’s favored weapon, the weapon is treated as if it were one size larger for damage and for size modifiers whenever it would be beneficial to the favored soul.
15th – Whenever the favored soul wields their deity’s favored weapon, the weapon is treated as if it were adamantine for the purpose of bypassing damage reduction and deals bonus damage equal to the favored soul’s Charisma modifier.
20th – Whenever a target has its hit points reduced to 0 by one of the favored soul’s spells, treat that target as if it had been disintegrated. When wielding his/her deity’s favored weapon it always deals maximum damage versus constructs and objects.

Earth
5th – The favored soul’s skin becomes as hard as stone. The favored soul gains DR 1 / -. This damage reduction increases to 2 at 7th level, 3 at 11th level, 4 at 15th level, and 5 at 19th level.
10th – Whenever the favored soul wields his deity’s favored weapon it is treated as if it were made of cold iron for the purposes of bypassing damage reduction. As long as the favored soul is in contact with the ground, he gains a +4 bonus on ability checks made to resist being Bull Rushed or Tripped. The favored soul also takes no movement penalties when moving over difficult terrain.
15th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it had the Acidic Burst weapon property.
20th – The favored soul may travel through Earth and Stone at twice its base land speed as a fish swims through water. The favored soul leaves no sign of passing, nor can they make a tunnel for creatures to follow with this ability. If the area the favored soul is within is targeted with a Move Earth spell, they moves back 30’ and is Stunned for 1 round (Fort Negates DC 15).

Endurance - Not sure about abilities for this one.
5th Feat of Endurance – For 1 minute the favored soul gains an enhancement bonus to its Constitution equal to ˝ its favored soul levels rounded down. This ability is usable 1 + Cha modifier times per day.
10th – The favored soul gains the benefits of the Diehard feat, but the favored soul may continue to act until they reach -x (x = 10 + the favored soul’s level) at which point the favored soul is considered dead.
15th – The favored soul may now add their Charisma modifier in addition to their Constitution modifier for determining bonus hit points at each level, this is retroactive for all previous levels.
20th – ?

Evil
5th – The favored soul can Detect Good as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are good.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it were evil aligned for the purpose of bypassing damage reduction and deals bonus damage versus creatures that the favored soul knows are good equal to your Charisma modifier.
15th – The favored soul can cast Dispel Good as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains the Unholy weapon property.

Fire
5th – The favored soul gains Fire Resistance: 10 and can use Ignite as a spell-like ability at will.

Ignite
Conjuration [Fire]
Level: Duskblade 0, Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature or object.
Duration: Instantaneous
Saving Throw: Reflex partial (see description)
Spell Resistance: No

Your outstretched finger glows bright red and radiates heat like an ember, enabling you to set objects alight.

Make a melee touch attack that deals 1d3 points of fire damage and causes flammable objects (i.e. cloth, fur, oil, paper, wood, etc.) to ignite. A held object that you touch is allowed a Reflex save (DC = spell save) to avoid catching fire. If the object catches fire, it is subject to the rules for catching fire in the DMG.

10th – The favored soul can use Pyrotechnics as a spell-like ability at will.
15th – Whenever the favored soul wields their deity’s favored weapon treat it as if it had the flaming burst weapon property.
20th – The favored soul gains immunity to fire. The favored soul can use Fire Stride at will, except the favored soul can ‘jump’ through fires of any size as long as they are no more than 1 size category smaller than the favored soul.

Good
5th – The favored soul can Detect Evil as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are evil.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it were good aligned for the purpose of bypassing damage reduction and deals bonus damage versus creatures that the favored soul knows are evil equal to your Charisma modifier.
15th – The favored soul can cast Dispel Evil as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains the Holy weapon property.

Healing
5th – The favored soul gains Fast Healing 1. The favored soul’s fast healing improves to 2 @ 7th, Fast 3 @ 11th, 4 @ 15th, and 5 @ 19th. The favored soul gains a +5 divine bonus to all Heal checks.
10th – Whenever the favored soul casts a Conjuration spell with the healing descriptor it heals a number of extra hit points equal to the favored soul’s level (max +20).
15th – The favored soul can use Cure Light Wounds – Mass as a spell-like ability up to 1 + his/her Charisma modifier number of times per day.
20th – Conjuration [Healing] spells the favored soul casts are automatically treated as if the Quicken Spell metamagic feat had been applied to it without increasing the casting time or the spell slot used.

Knowledge
1st – All Knowledge skills become class skills. The favored soul’s skill points improve to 4 + Int modifier at each level.
5th – Prescient Senses: The favored soul gains a permanent +1 insight bonus to all attack rolls, ability checks, opposed skill checks, saving throws, and AC. Additionally 1 + Cha modifier times per day as an immediate action, the favored soul can enhance his prescient senses to increase his insight bonus to +1 / favored soul level (max +20) usable on any one attack roll, ability check, opposed skill check, saving throw, or as a bonus to AC against a single attack (even if the favored soul is Flat-Footed).
10th – The favored soul gains telepathy allowing it to communicate with any creature within 100’ that has a language. The favored soul can cast Detect thoughts as a spell-like ability usable 1 + Cha modifier times per day.
15th – The favored soul can use Scrying as a spell-like ability up to 1 + Cha modifier times per day.
20th – Greater Prescient Senses: The favored soul’s permanent insight bonus to all attack rolls, ability checks, opposed skill checks, saving throws, and AC improves to +2.

Law
5th – The favored soul can Detect Chaos as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are chaotic.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it were lawfully aligned for the purpose of bypassing damage reduction and deals bonus damage versus creatures the favored soul knows are chaotic equal to your Charisma modifier.
15th – The favored soul can cast Dispel Chaos as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains the Axiomatic weapon property.

Life
5th - The favored soul gains a +1 bonus / 4 class levels (max +4) to saves vs. ability damage, ability drain, death spells or effects, death from massive damage, energy drain, and vs. the special attacks or abilities of undead. Favored soul is treated as if under the effect of a constant Deathwatch spell.
10th – The favored soul can use Delay Death as a spell-like ability 1 + Charisma modifier times per day.
15th – The favored soul can use Revivify as a spell-like ability 1 + Charisma modifier times per day.
20th - The favored soul gains immunity to ability damage, ability drain, death spells or effects, death from massive damage, and energy drain. The favored soul is also immune to the special attacks or abilities of undead unless the undead has 4 or more HD or class levels than the favored soul has.

Love - Not sure about abilities for this one.
5th – Charmed Strike: When wielding their deity’s favored weapon (usually a shortbow for this domain), the favored soul gains the ability to make a charmed strike 1 + Cha modifier times per day. A charmed strike is made as a ranged touch attack with a range equal to 30’ or the range of the deity’s favored weapon (whichever is greater) if the target is struck, it takes 1 point of nonlethal damage and is affected as if it had been charmed as per the spell charm person spell except that the target is enamored of the first person it sees. A successful Will save negates the charmed effect (DC: 10 + 1 / 2 favored soul levels + Cha modifier).
10th – Unearthly Grace – The favored soul may add their Charisma modifier as a deflection bonus to their AC as long as they wear no more than padded armor.
15th – Improved Charmed Strike: Target is affected as if it had been charmed as per the spell charm monster and even on a successful save, the target is now stunned for 1 round.
20th – ???

Luck- Not some ideas on luck abilities to spend points on.
5th Fortune – The favored soul gains a pool of luck points equal to 2 + 1 / 2 favored soul levels that can be spent to improve the luck of the favored soul or an ally within close range (25’ + 5’ / 2 favored soul levels).
10th Misfortune – The favored soul gains the ability to adversely affect the fortunes of others with their powers over luck.
15th Great Fortune – The favored soul’s abilities to enhance their own or their allies’ luck improves.
20th Great Misfortune – The favored soul’s abilities to adversely affect the fortunes of other improves.

Magic
3rd – Beginning at 3rd level and every 3 levels thereafter the favored soul may select a spell from the sorcerer/wizard list and add it to his list of spells known. The spell chosen can be of a level no higher than 1 level lower than the highest level spell the favored soul can cast. The favored soul can now cast this spell as a divine spell. This replaces the +1 caster level bonus with the favored soul’s domain spells.
5th – Spell Sense: Gain a +1 bonus / 4 favored soul levels to saves versus spells and spell-like abilities.
10th – Spellshatter: 1 + Cha modifier times per day, the favored soul can choose to deliver a targeted greater dispel magic effect with an attack made with their deity’s favored weapon. The decision to use this ability must be made before the attack is rolled; if the attack misses, the effect is wasted. If the attack hits, treat this as if the favored soul has cast a targeted greater dispel magic on the creature struck using their favored soul level as their caster level.
15th – Spell Power: The favored soul gains a +1 bonus to the caster level and spell save DC of all favored soul spells that they can cast.
20th – Improved Metamagic: Whenever the favored soul would apply a metamagic feat to one of their favored soul spells the spell slot adjustment is treated as one less than it normally would be.

Moon- Not sure about abilities for this one.
5th – Whenever the favored soul wields their deity’s favored weapon that weapon is treated as silvered for the purpose of overcoming damage reduction.
10th Moon Essence – 1 + Cha modifier times per day, the favored soul can infuse its deity’s favored weapon with moon essence making it shine with the silvery white radiance of moonlight causing it to shed light like a torch. The weapon now deals +2d6 +1 / favored soul level damage (max +30) to lycanthropes and undead while only dealing +1d6 +1 / 2 favored soul levels damage (max +15) to all others. If a creature hit by a weapon under this effect tries to use a spell or spell-like ability on its next action, it must make a Concentration check in order to succeed (DC: 10 + damage + spell level to succeed). The weapon is infused with moon essence for 1 round / favored soul level.
15th – ?
20th – ?

Pain - Not sure about abilities for this one.
5th – The favored soul can use Power Word – Pain as a spell-like ability usable 1 + Cha modifier times per day.
10th Pain Strike – 1 + Cha modifier times per day the favored soul can channel the power of pain through their deity’s favored weapon. On a successful hit the target must make a Will save (DC: 10+ 1 / 2 favored soul levels + Cha modifier) or be stunned for 1 round.
15th – ?
20th – ?

Plant
1st – Knowledge (Nature) becomes a class skill.
5th – The favored soul gains Tree Shape as a spell-like ability usable 1 + Cha modifier times per day.
10th – The favored soul is treated as if constantly under the effect of a Speak with Plants spell.
15th – The favored soul gains Transport via Plants as a spell-like ability usable 1 + Cha modifier times per day.
20th – Gain the ability to change into a Treant 1 + Cha modifier times per day?

Protection- Need a good 20th level ability here.
5th Shield – 1 + Cha modifier times per day the favored soul can summon an invisible aura of force to protect the favored soul from harm as an immediate action. This aura of force grants the favored soul a +2 deflection bonus to AC that lasts for 1 round.
10th – Treat the favored soul’s caster level as +2 higher whenever they cast an abjuration spell. This ability replaces the caster level bonus granted at 3rd level.
15th Spell Resistance – The favored soul gains spell resistance equal to 12 + 1 / favored soul level.
20th ?

Storm - Not sure about abilities for this one.
5th – The favored soul gain Electricity Resistance: 10 and can use Electric Jolt as a spell-like ability at will.
10th – The favored soul gains Lightning Bolt as a spell-like ability usable 1 + Cha modifier times per day.
15th – ?
20th – ?

Strength - Need one ability here.
5th Feat of Strength – For 1 minute the favored soul gains an enhancement bonus to its Strength score equal to ˝ its favored soul levels rounded down. This ability is usable 1 + Cha modifier times per day.
10th – Whenever the favored soul wields its deity’s favored weapon the favored soul may add 1.5 times its strength modifier to the damage roll if it is a one-handed weapon or 2 times its strength modifier to the damage roll if the weapon is a two-handed weapon.
15th Powerful Build – As the half-giant ability of the same name.
20th – ?

Sun
5th Turn Undead – The favored soul gains the ability to turn undead as a cleric of equal level.
10th – The favored soul gains Searing Light as a spell-like ability usable 1 + Cha modifier times per day.
15th Greater Turning – The favored soul’s turn undead ability improves so that all affected undead are destroyed. The favored soul may use this ability 3 + Cha modifier times per day.
20th Weapon of the Sun – Whenever the favored soul wields their deity’s favored weapon it gains the same properties of the Sunblade.

Travel
5th Fleet of Foot – The favored soul’s base speed is improved by +10’. The favored soul’s speed increases by an additional +10’ at 10th, 15th, and 20th levels.
10th – The favored soul gains Dimension Door as a spell-like ability usable 1 + Cha modifier times per day.
15th – The favored soul is treated as if under a constant Freedom of Movement effect.
20th – The favored soul gains Plane Shift – Greater as a spell-like ability usable 1 + Cha modifier times per day.

Trickery - Not sure about abilities for this one.
1st – Bluff, Hide, and Disguise become class skills. The favored soul gains 4 + Int modifier skill points at each level.
5th – The favored soul gains Alter Self as a spell-like ability usable 1 + Cha modifier times per day.
10th – The favored soul gains Major Image as a spell-like ability usable 1 + Cha modifier times per day.
15th – ?
20th – ?

War
5th – Whenever the favored soul wields their deity’s favored weapon it is treated as magical for the purpose of bypassing damage reduction and deals +1 extra point of damage per point of the favored soul’s Charisma modifier.
10th Aura of Courage: The favored soul is immune to all fear effects and grants all allies within 20’ a +4 morale bonus to saves vs. fear.
15th Aura of Heroism: The favored soul is under a constant Good Hope effect. All allies within 20’ gain a +1 morale bonus to attacks, damage rolls, saves, and skill checks.
20th Body of War: 1 + Cha modifier times per day the favored soul becomes an avatar of war for 1 minute. The favored soul gains a +6 enhancement bonus to Strength, Dexterity, and Constitution; a +6 natural armor bonus to AC; +5 competence bonus to Fortitude saves; the favored soul’s Base Attack Bonus becomes equivalent to their Caster level; favored soul gains +10’ to their base speed; and the favored soul becomes immune to fatigue and exhaustion.

Water - Need one more ability here.
1st – Swim becomes a class skill for the favored soul.
5th – The favored soul gains swim speed equal to their base land speed and gains a +5 bonus to all Swim checks.
10th – The favored soul is treated as if constantly under a Water Breathing effect and their swim speed improves by +10’.
15th – Whenever the favored soul wields their deity’s favored weapon that weapon is treated as if it had the Frost Burst weapon property.
20th – ?

Weather - Not sure about abilities for this one.
5th – The favored soul gains Cloudburst as a spell-like ability usable 1 + Cha modifier times per day.
10th – The favored soul gains either Gust of Wind or Lightning Bolt as a spell-like ability usable 1 + Cha modifier times per day.
15th – ?
20th – ?

Latronis
2010-01-14, 07:31 AM
Ok let's do this:


Animal
5th – The favored soul gains the Wild Empathy ability and adds ˝ his favored soul level to the check to influence an animal’s attitude. The favored soul is also treated as if constantly under the effect of a Speak with Animals spell.
10th – The favored soul gains the ability to Wild shape as a 5th level Druid but may only take animal forms. This ability is usable 1 + Cha modifier times per day. (Maybe limit the number of different animal forms the favored soul can take (i.e. gain 1 animal form +1 per point of Charisma modifier)?)
15th – The favored soul gains the ability to Wild shape into Large or Tiny animals.
20th – The favored soul gains the ability to Wild shape into Huge animals.


Wild shape and wild empathy? BORING. Alone they arn't bad but when most of it just improvements on wild shaping it's kinda well boring. There are other things you could do.

You could, allow them to take summon nature's ally spells. Or draw from those lists when you use the monster summong spells. To go with that you could give them an augment summoning feat or similiar without the prerequisite spell focus.

They could receive a familiar or animal companion or the weaker version of animal companion on the wotc website. (animal cohort iirc)

So maybe cut down the advanced wild shape options (maybe only small to large animals at one level) Wild Empathy and something else.


Beauty
5th Dazzling Beauty – Any humanoid within 30’ who looks at the favored soul is dazzled (Will negates DC: 10 + 1 / 2 favored soul levels + Charisma modifier) for 1 minute. Continued looking results in additional saves, the failure of which resets the duration. The favored soul can suppress or resume this ability as a Free Action. Additionally the favored soul gains a +2 bonus to all Charisma checks and Charisma based skill checks except for Intimidate and Use Magic Device.
10th Unearthly Grace – The favored soul may add their Charisma modifier as a deflection bonus to their AC as long as they wear no more than padded armor.
15th Awesome Beauty – The favored soul’s dazzling beauty improves so that now any Humanoid within 30’ who looks at the favored soul is Shaken for 1 minute or Dazzled for 1 minute on a successful save. Additionally the favored soul’s bonus to all Charisma checks and Charisma based skill checks improves to +4.
20th Unearthly Beauty – The favored soul’s awesome beauty improves so that now any Humanoid within 30’ who looks at the favored soul is Paralyzed for 1 minute or Shaken for 1 minute on a successful save (Those immune to fear become dazzled instead for 1 minute on a successful save). The favored soul’s bonus to all Charisma checks and Charisma based skill checks improves to +6.


Needs a if makes a save cannot be effected by this ability for 24hrs proviso like frightful presence\fear aura etc. having to make a save or be disabled everytime they look at you? That's a paddlin' offense.


Death
5th – The favored soul gains a +1 bonus / 4 class levels to saves vs. ability damage, ability drain, death spells or effects, death from massive damage, energy drain, and vs. the special attacks or abilities of undead. The favored soul is treated as if under the effect of a constant Deathwatch spell.
10th – The favored soul can Speak with Dead at will and gains Death Knell as a spell-like ability usable 1 + Charisma modifier times per day.
15th – The favored soul gains Slay Living as a spell-like ability usable 1 + Cha modifier times per day. ?
20th – The favored soul gains immunity to ability damage, ability drain, death spells or effects, death from massive damage, and energy drain. The favored soul is also immune to the special attacks or abilities of undead unless the undead has 4 or more HD or class levels than the favored soul has.

Kinda boring, it's half passive bonuses and half weak attack options. (slay living is hardly impressive at that level)

Personally i think the 5th and 10th should be switched aswell. 15th should probably be switched with something a little more effective.


Destruction
5th –The favored soul gains the ability to make a smite attack that gains +4 to attack and deals +1 point of damage / favored soul level usable 1 + Cha modifier times per day.
10th – Whenever the favored soul wields their deity’s favored weapon, the weapon is treated as if it were one size larger for damage and for size modifiers whenever it would be beneficial to the favored soul.
15th – Whenever the favored soul wields their deity’s favored weapon, the weapon is treated as if it were adamantine for the purpose of bypassing damage reduction and deals bonus damage equal to the favored soul’s Charisma modifier.
20th – Whenever a target has its hit points reduced to 0 by one of the favored soul’s spells, treat that target as if it had been disintegrated. When wielding his/her deity’s favored weapon it always deals maximum damage versus constructs and objects.

Make sure you clarify what type of attacks\actions the smite attack uses. Whether it requires a seperate action or just modifies the attack action. Also If it's only useable in melee or not.

Otherwise i like it.


Endurance - Not sure about abilities for this one.
5th Feat of Endurance – For 1 minute the favored soul gains an enhancement bonus to its Constitution equal to ˝ its favored soul levels rounded down. This ability is usable 1 + Cha modifier times per day.
10th – The favored soul gains the benefits of the Diehard feat, but the favored soul may continue to act until they reach -x (x = 10 + the favored soul’s level) at which point the favored soul is considered dead.
15th – The favored soul may now add their Charisma modifier in addition to their Constitution modifier for determining bonus hit points at each level, this is retroactive for all previous levels.
20th – ?

Way way too much hp buffs. Even the death buffer combined with diehard is effectively free hitpoints, and potentially quite a few. The 15th is just more hitpoints and the con buff is most obviously temporary hitpoint buff.

Should try find some other ways of getting the survivor thing across.

I like the diehard and death buffer, so keep that :D

The endurance feat seems a natural if a little weak.

The constitution buff could instead be something like fasthealing 1 per point of con.

Mettle and Improved Mettle could work too

Delaying the effects of failed saves could work, though with the FS' all good saves it may be a tad weak, alternatively cha mod to saves... though that's not as flavourful as delayed effects.


Healing
5th – The favored soul gains Fast Healing 1. The favored soul’s fast healing improves to 2 @ 7th, Fast 3 @ 11th, 4 @ 15th, and 5 @ 19th. The favored soul gains a +5 divine bonus to all Heal checks.
10th – Whenever the favored soul casts a Conjuration spell with the healing descriptor it heals a number of extra hit points equal to the favored soul’s level (max +20).
15th – The favored soul can use Cure Light Wounds – Mass as a spell-like ability up to 1 + his/her Charisma modifier number of times per day.
20th – Conjuration [Healing] spells the favored soul casts are automatically treated as if the Quicken Spell metamagic feat had been applied to it without increasing the casting time or the spell slot used.

Change mass cure light to vigorous circle for better out of combat healing. Neither is particularly brilliant in combat.

Clarify if or not Conjuration[Healing] spells that don't heal hitpoint damage still heal based on level(such as the vigor line or revivify).

As written the capstone is pretty abusable. Quickened revivify followed by standard action heal?



Life
5th - The favored soul gains a +1 bonus / 4 class levels (max +4) to saves vs. ability damage, ability drain, death spells or effects, death from massive damage, energy drain, and vs. the special attacks or abilities of undead. Favored soul is treated as if under the effect of a constant Deathwatch spell.
10th – The favored soul can use Delay Death as a spell-like ability 1 + Charisma modifier times per day.
15th – The favored soul can use Revivify as a spell-like ability 1 + Charisma modifier times per day.
20th - The favored soul gains immunity to ability damage, ability drain, death spells or effects, death from massive damage, and energy drain. The favored soul is also immune to the special attacks or abilities of undead unless the undead has 4 or more HD or class levels than the favored soul has.

Uh too similiar to death imo. Clarify costly material components yes or no (revivify)


Love - Not sure about abilities for this one.
5th – Charmed Strike: When wielding their deity’s favored weapon (usually a shortbow for this domain), the favored soul gains the ability to make a charmed strike 1 + Cha modifier times per day. A charmed strike is made as a ranged touch attack with a range equal to 30’ or the range of the deity’s favored weapon (whichever is greater) if the target is struck, it takes 1 point of nonlethal damage and is affected as if it had been charmed as per the spell charm person spell except that the target is enamored of the first person it sees. A successful Will save negates the charmed effect (DC: 10 + 1 / 2 favored soul levels + Cha modifier).
10th – Unearthly Grace – The favored soul may add their Charisma modifier as a deflection bonus to their AC as long as they wear no more than padded armor.
15th – Improved Charmed Strike: Target is affected as if it had been charmed as per the spell charm monster and even on a successful save, the target is now stunned for 1 round.
20th – ???

Love Domain? o_O (http://www.youtube.com/watch?v=e-n9VOlOejY)


Luck- Not some ideas on luck abilities to spend points on.
5th Fortune – The favored soul gains a pool of luck points equal to 2 + 1 / 2 favored soul levels that can be spent to improve the luck of the favored soul or an ally within close range (25’ + 5’ / 2 favored soul levels).
10th Misfortune – The favored soul gains the ability to adversely affect the fortunes of others with their powers over luck.
15th Great Fortune – The favored soul’s abilities to enhance their own or their allies’ luck improves.
20th Great Misfortune – The favored soul’s abilities to adversely affect the fortunes of other improves.

Nothing springs immediately to mind, so no help on that front. Except fudging rolls, but you need to be careful with those kind of abilities.


Magic
3rd – Beginning at 3rd level and every 3 levels thereafter the favored soul may select a spell from the sorcerer/wizard list and add it to his list of spells known. The spell chosen can be of a level no higher than 1 level lower than the highest level spell the favored soul can cast. The favored soul can now cast this spell as a divine spell. This replaces the +1 caster level bonus with the favored soul’s domain spells.
5th – Spell Sense: Gain a +1 bonus / 4 favored soul levels to saves versus spells and spell-like abilities.
10th – Spellshatter: 1 + Cha modifier times per day, the favored soul can choose to deliver a targeted greater dispel magic effect with an attack made with their deity’s favored weapon. The decision to use this ability must be made before the attack is rolled; if the attack misses, the effect is wasted. If the attack hits, treat this as if the favored soul has cast a targeted greater dispel magic on the creature struck using their favored soul level as their caster level.
15th – Spell Power: The favored soul gains a +1 bonus to the caster level and spell save DC of all favored soul spells that they can cast.
20th – Improved Metamagic: Whenever the favored soul would apply a metamagic feat to one of their favored soul spells the spell slot adjustment is treated as one less than it normally would be.

Make sure you include a line to insure the modified spell level can't go below the original spell's level.

The wizard spells in addition to the spell's known list?

Dispel on hit? Love it.


Moon- Not sure about abilities for this one.
5th – Whenever the favored soul wields their deity’s favored weapon that weapon is treated as silvered for the purpose of overcoming damage reduction.
10th Moon Essence – 1 + Cha modifier times per day, the favored soul can infuse its deity’s favored weapon with moon essence making it shine with the silvery white radiance of moonlight causing it to shed light like a torch. The weapon now deals +2d6 +1 / favored soul level damage (max +30) to lycanthropes and undead while only dealing +1d6 +1 / 2 favored soul levels damage (max +15) to all others. If a creature hit by a weapon under this effect tries to use a spell or spell-like ability on its next action, it must make a Concentration check in order to succeed (DC: 10 + damage + spell level to succeed). The weapon is infused with moon essence for 1 round / favored soul level.
15th – ?
20th – ?

10th level doesn't need the extra dice of damage. The spell disruption and level based damage bonus should be fine at that level. Especially since it overcomes DR\silver anyway.

You could then have it function as a bane weapon againest lycanthropes and undead. And force a fort save or be destroyed ala disruption weapon special quality(which works on lycans too :P)

alternatively imbueing with moon essence could allow you to critical hit those immune to criticals.. like every single undead.


Pain - Not sure about abilities for this one.
5th – The favored soul can use Power Word – Pain as a spell-like ability usable 1 + Cha modifier times per day.
10th Pain Strike – 1 + Cha modifier times per day the favored soul can channel the power of pain through their deity’s favored weapon. On a successful hit the target must make a Will save (DC: 10+ 1 / 2 favored soul levels + Cha modifier) or be stunned for 1 round.
15th – ?
20th – ?

by 5th level power word pain might aswell be useable at will. Some kind of debuff that deals nonlethal damage when they take hitpoint damage making concentration difficult may work.


Plant
1st – Knowledge (Nature) becomes a class skill.
5th – The favored soul gains Tree Shape as a spell-like ability usable 1 + Cha modifier times per day.
10th – The favored soul is treated as if constantly under the effect of a Speak with Plants spell.
15th – The favored soul gains Transport via Plants as a spell-like ability usable 1 + Cha modifier times per day.
20th – Gain the ability to change into a Treant 1 + Cha modifier times per day?

Let them turn a quarterstaff into a treant like changestaff spell. You don't really wanna be a tree anyway.



Protection- Need a good 20th level ability here.
5th Shield – 1 + Cha modifier times per day the favored soul can summon an invisible aura of force to protect the favored soul from harm as an immediate action. This aura of force grants the favored soul a +2 deflection bonus to AC that lasts for 1 round.
10th – Treat the favored soul’s caster level as +2 higher whenever they cast an abjuration spell. This ability replaces the caster level bonus granted at 3rd level.
15th Spell Resistance – The favored soul gains spell resistance equal to 12 + 1 / favored soul level.
20th ?

some kind of protective aura? Cha mod as saving throw and deflection to AC bonus to allies within say..40' maybe?


Strength - Need one ability here.
5th Feat of Strength – For 1 minute the favored soul gains an enhancement bonus to its Strength score equal to ˝ its favored soul levels rounded down. This ability is usable 1 + Cha modifier times per day.
10th – Whenever the favored soul wields its deity’s favored weapon the favored soul may add 1.5 times its strength modifier to the damage roll if it is a one-handed weapon or 2 times its strength modifier to the damage roll if the weapon is a two-handed weapon.
15th Powerful Build – As the half-giant ability of the same name.
20th – ?

1/2 level seems a little excessive.

clarify the strength bonus. A single handed weapon already deals 1.5x strength while used with 2 hands.

Maybe say something along the lines of your deities favoured weapon deal an additional .5x strength modifier to damage? That'll atleast make the single handed in 2hands better than normal along with the 1handed in 1hand and 2hander.


Sun
5th Turn Undead – The favored soul gains the ability to turn undead as a cleric of equal level.
10th – The favored soul gains Searing Light as a spell-like ability usable 1 + Cha modifier times per day.
15th Greater Turning – The favored soul’s turn undead ability improves so that all affected undead are destroyed. The favored soul may use this ability 3 + Cha modifier times per day.
20th Weapon of the Sun – Whenever the favored soul wields their deity’s favored weapon it gains the same properties of the Sunblade.

umm you realise a cleric only gets 3+cha turn attempts? that makes greater turning useable on every attempt (excluding something like extra turning feat)

including the shortsword-ness?


Travel
5th Fleet of Foot – The favored soul’s base speed is improved by +10’. The favored soul’s speed increases by an additional +10’ at 10th, 15th, and 20th levels.
10th – The favored soul gains Dimension Door as a spell-like ability usable 1 + Cha modifier times per day.
15th – The favored soul is treated as if under a constant Freedom of Movement effect.
20th – The favored soul gains Plane Shift – Greater as a spell-like ability usable 1 + Cha modifier times per day.

works for me.


Trickery - Not sure about abilities for this one.
1st – Bluff, Hide, and Disguise become class skills. The favored soul gains 4 + Int modifier skill points at each level.
5th – The favored soul gains Alter Self as a spell-like ability usable 1 + Cha modifier times per day.
10th – The favored soul gains Major Image as a spell-like ability usable 1 + Cha modifier times per day.
15th – ?
20th – ?

Feint as move action.. swift with improved feint feat.

Maybe borrow some cloaked casting from beguiler?


War
5th – Whenever the favored soul wields their deity’s favored weapon it is treated as magical for the purpose of bypassing damage reduction and deals +1 extra point of damage per point of the favored soul’s Charisma modifier.
10th Aura of Courage: The favored soul is immune to all fear effects and grants all allies within 20’ a +4 morale bonus to saves vs. fear.
15th Aura of Heroism: The favored soul is under a constant Good Hope effect. All allies within 20’ gain a +1 morale bonus to attacks, damage rolls, saves, and skill checks.
20th Body of War: 1 + Cha modifier times per day the favored soul becomes an avatar of war for 1 minute. The favored soul gains a +6 enhancement bonus to Strength, Dexterity, and Constitution; a +6 natural armor bonus to AC; +5 competence bonus to Fortitude saves; the favored soul’s Base Attack Bonus becomes equivalent to their Caster level; favored soul gains +10’ to their base speed; and the favored soul becomes immune to fatigue and exhaustion.

with BAB = to caster level you have to be careful to control caster level increases. There are unfortunately ways to increase it. Assuming it never goes above hitdice it should be fine though.


Knowledge
1st – All Knowledge skills become class skills. The favored soul’s skill points improve to 4 + Int modifier at each level.
5th – Prescient Senses: The favored soul gains a permanent +1 insight bonus to all attack rolls, ability checks, opposed skill checks, saving throws, and AC. Additionally 1 + Cha modifier times per day as an immediate action, the favored soul can enhance his prescient senses to increase his insight bonus to +1 / favored soul level (max +20) usable on any one attack roll, ability check, opposed skill check, saving throw, or as a bonus to AC against a single attack (even if the favored soul is Flat-Footed).
10th – The favored soul gains telepathy allowing it to communicate with any creature within 100’ that has a language. The favored soul can cast Detect thoughts as a spell-like ability usable 1 + Cha modifier times per day.
15th – The favored soul can use Scrying as a spell-like ability up to 1 + Cha modifier times per day.
20th – Greater Prescient Senses: The favored soul’s permanent insight bonus to all attack rolls, ability checks, opposed skill checks, saving throws, and AC improves to +2.

I've just about finished my knowledge domain if you wanted to see it.

But it looks ok, a little boring since it's mostly flat bonuses and out of combat abilities, but its useful enough i'd consider it.



Chaos
5th – The favored soul can Detect Law as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are lawful.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it were chaotically aligned for the purpose of bypassing damage reduction and deals bonus damage versus creatures the favored soul knows are lawful equal to your Charisma modifier.
15th – The favored soul can cast Dispel Law as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains the Anarchic weapon property.


Law
5th – The favored soul can Detect Chaos as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are chaotic.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it were lawfully aligned for the purpose of bypassing damage reduction and deals bonus damage versus creatures the favored soul knows are chaotic equal to your Charisma modifier.
15th – The favored soul can cast Dispel Chaos as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains the Axiomatic weapon property.


Good
5th – The favored soul can Detect Evil as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are evil.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it were good aligned for the purpose of bypassing damage reduction and deals bonus damage versus creatures that the favored soul knows are evil equal to your Charisma modifier.
15th – The favored soul can cast Dispel Evil as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains the Holy weapon property.


Evil
5th – The favored soul can Detect Good as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are good.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it were evil aligned for the purpose of bypassing damage reduction and deals bonus damage versus creatures that the favored soul knows are good equal to your Charisma modifier.
15th – The favored soul can cast Dispel Good as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains the Unholy weapon property.


Alignment domains...

The alignment weapon properties are a little weak for capstone abilities. I'd instead think about moving them to say the 10th level power. That would negate the need too have the overcoming damage reduction shtick. And to be frank charisma to damage is potentially better.

Though as a capstone it might even be worth a slight buff.


Storm - Not sure about abilities for this one.
5th – The favored soul gain Electricity Resistance: 10 and can use Electric Jolt as a spell-like ability at will.
10th – The favored soul gains Lightning Bolt as a spell-like ability usable 1 + Cha modifier times per day.
15th – ?
20th – ?

Stormrage! Immunity to wind! flight! lightning bolts from your eyes! (see spell compendium)


Weather - Not sure about abilities for this one.
5th – The favored soul gains Cloudburst as a spell-like ability usable 1 + Cha modifier times per day.
10th – The favored soul gains either Gust of Wind or Lightning Bolt as a spell-like ability usable 1 + Cha modifier times per day.
15th – ?
20th – ?

uh Control Weather?


Water - Need one more ability here.
1st – Swim becomes a class skill for the favored soul.
5th – The favored soul gains swim speed equal to their base land speed and gains a +5 bonus to all Swim checks.
10th – The favored soul is treated as if constantly under a Water Breathing effect and their swim speed improves by +10’.
15th – Whenever the favored soul wields their deity’s favored weapon that weapon is treated as if it had the Frost Burst weapon property.
20th – ?


Fire
5th – The favored soul gains Fire Resistance: 10 and can use Ignite as a spell-like ability at will.
10th – The favored soul can use Pyrotechnics as a spell-like ability at will.
15th – Whenever the favored soul wields their deity’s favored weapon treat it as if it had the flaming burst weapon property.
20th – The favored soul gains immunity to fire. The favored soul can use Fire Stride at will, except the favored soul can ‘jump’ through fires of any size as long as they are no more than 1 size category smaller than the favored soul.


Earth
5th – The favored soul’s skin becomes as hard as stone. The favored soul gains DR 1 / -. This damage reduction increases to 2 at 7th level, 3 at 11th level, 4 at 15th level, and 5 at 19th level.
10th – Whenever the favored soul wields his deity’s favored weapon it is treated as if it were made of cold iron for the purposes of bypassing damage reduction. As long as the favored soul is in contact with the ground, he gains a +4 bonus on ability checks made to resist being Bull Rushed or Tripped. The favored soul also takes no movement penalties when moving over difficult terrain.
15th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it had the Acidic Burst weapon property.
20th – The favored soul may travel through Earth and Stone at twice its base land speed as a fish swims through water. The favored soul leaves no sign of passing, nor can they make a tunnel for creatures to follow with this ability. If the area the favored soul is within is targeted with a Move Earth spell, they moves back 30’ and is Stunned for 1 round (Fort Negates DC 15).

Damage Reduction X\Admant. would cover the earthy flavour better, and allow destruction domains to destruct you better (as they should)


Air
5th – The favored soul is treated as if constantly under the effect of a Feather Fall spell.
10th – The favored soul gains the ability to fly as per the Fly spell. This ability is usable 1 + Cha modifier times per day.
15th – Whenever the favored soul wields their deity’s favored weapon that weapon is treated as if it had the Shocking Burst weapon property.
20th – The favored soul is treated as if constantly under the effect of a Fly spell, except the favored soul’s fly speed is increased to 100’ (80’ if in Medium or Heavy Armor – or – if carrying a Medium or Heavy load).

Being under flight spell would mean it's dissmissable and dispellable(or well suppressable) that intentional?

For the elemental domains did you consider an ability to give them an elemental form? Maybe like the pyrokineticist prc or elemental wildshape, shapechanging spell etc

Revan Ordo
2010-01-14, 08:44 AM
Latronis,

Thanks for the constructive criticism and the great ideas. They've pointed me into the right direction for polishing these up and finishing them. I've got to look over everything and go back to the drawing board and get to work. I'll post the next version of these sometime tomorrow.

Latronis
2010-01-15, 02:39 AM
also for animal. Instead of improving size of the wild shape you could allow them to treat their natural weapons (or maybe just the primary natural attack) as their deities favored weapon, for the purposes of the class abilities.

Revan Ordo
2010-01-15, 08:18 AM
Okay, I've about got these finished. There are still a few that are missing an ability, but this should be closer to being finished.

Favored Soul Domain Powers v2.0



Air
5th – The favored soul is treated as if constantly under the effect of a Feather Fall spell.
10th – The favored soul gains the ability to fly as per the Fly spell. This ability is usable 1 + Cha modifier times per day.
15th – Whenever the favored soul wields their deity’s favored weapon that weapon is treated as if it had the Shocking Burst weapon property.
20th Elemental Body – The favored soul is able to transform into a Large sized Air Elemental version of their self gaining all of the attacks, special attacks, and special qualities of that form. The favored soul’s physical attributes are replaced by the elemental’s attributes unless the favored soul’s attributes are higher. The favored soul can remain in their elemental form for 1 rd / favored soul level. The favored soul can use this ability 1 + Cha modifier times per day.

Animal
5th – The favored soul gains the Wild Empathy ability and adds ˝ his favored soul level to the check to influence an animal’s attitude. The favored soul is also treated as if constantly under the effect of a Speak with Animals spell.
10th – The favored soul gains the ability to Wild shape as a 5th level Druid but may only take animal forms. This ability is usable 1 + Cha modifier times per day. While in Wild Shape the favored soul may treat their primary natural attack as if it were their deity’s favored weapon.(Maybe limit the number of different animal forms the favored soul can take (i.e. gain 1 animal form +1 per point of Charisma modifier)?)
15th – The favored soul gains each of the Summon Nature’s Ally spells as bonus spells and any animal summoned gains the benefits of the Augment Summoning feat.
20th – The favored soul’s ability to Wild shape improves so that now they can shape into Large or Tiny animals. (If I limit the number of forms still not sure, the favored soul can now replace / relearn new forms).

Beauty
5th Dazzling Beauty – Any humanoid within 30’ who looks at the favored soul is dazzled (Will negates DC: 10 + 1 / 2 favored soul levels + Charisma modifier) for 1 minute. Continued looking results in additional saves, the failure of which resets the duration. If the humanoid makes a save they cannot be affected by this ability for 24hrs. The favored soul can suppress or resume this ability as a Free Action. Additionally the favored soul gains a +2 bonus to all Charisma checks and Charisma based skill checks except for Intimidate and Use Magic Device.
10th Unearthly Grace – The favored soul may add their Charisma modifier as a deflection bonus to their AC as long as they wear no more than padded armor.
15th Awesome Beauty – The favored soul’s dazzling beauty improves so that now any Humanoid within 30’ who looks at the favored soul is Shaken for 1 minute or Dazzled for 1 minute on a successful save. Additionally the favored soul’s bonus to all Charisma checks and Charisma based skill checks improves to +4.
20th Unearthly Beauty – The favored soul’s awesome beauty improves so that now any Humanoid within 30’ who looks at the favored soul is Paralyzed for 1 minute or Shaken for 1 minute on a successful save (Those immune to fear become dazzled instead for 1 minute on a successful save). If the humanoid makes a save they cannot be affected by this ability for 24hrs. The favored soul’s bonus to all Charisma checks and Charisma based skill checks improves to +6.

Chaos
5th – The favored soul can Detect Law as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are lawful.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it had the Anarchic weapon property.
15th – The favored soul can cast Dispel Law as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains a bonus to attack and damage rolls versus creatures the favored soul knows are lawful equal to their Charisma modifier.

Death
5th – The favored soul can Speak with Dead at will and gains Death Knell as a spell-like ability usable 1 + Charisma modifier times per day.
10th – The favored soul gains a +1 bonus / 4 class levels to saves vs. ability damage, ability drain, death spells or effects, death from massive damage, energy drain, and vs. the special attacks or abilities of undead.
15th – The favored soul gains Finger of Death as a spell-like ability usable 1 + Cha modifier times per day.
20th – The favored soul gains immunity to ability damage, ability drain, death spells or effects, death from massive damage, and energy drain. The favored soul is also immune to the special attacks or abilities of undead unless the undead has 4 or more HD or class levels than the favored soul has.

Destruction
5th –The favored soul gains the ability to make a smite attack as an attack action that gains +4 to attack and deals +1 point of damage / favored soul level usable 1 + Cha modifier times per day. This smite attack can be either melee or ranged.
10th – Whenever the favored soul wields their deity’s favored weapon, the weapon is treated as if it were one size larger for damage and for size modifiers whenever it would be beneficial to the favored soul.
15th – Whenever the favored soul wields their deity’s favored weapon, the weapon is treated as if it were adamantine for the purpose of bypassing damage reduction and deals bonus damage equal to the favored soul’s Charisma modifier.
20th – Whenever a target has its hit points reduced to 0 by one of the favored soul’s spells, treat that target as if it had been disintegrated. When wielding his/her deity’s favored weapon it always deals maximum damage versus constructs and objects.

Earth
5th – The favored soul’s skin becomes as hard as stone. The favored soul gains DR 1 / adamantine. This damage reduction increases to 2 at 7th level, 3 at 11th level, 4 at 15th level, and 5 at 19th level.
10th – Whenever the favored soul wields his deity’s favored weapon it is treated as if it were made of cold iron for the purposes of bypassing damage reduction. As long as the favored soul is in contact with the ground, he gains a +4 bonus on ability checks made to resist being Bull Rushed or Tripped. The favored soul also takes no movement penalties when moving over difficult terrain.
15th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it had the Acidic Burst weapon property.
20th Elemental Body – The favored soul is able to transform into a Large sized Earth Elemental version of their self gaining all of the attacks, special attacks, and special qualities of that form. The favored soul’s physical attributes are replaced by the elemental’s attributes unless the favored soul’s attributes are higher. The favored soul can remain in their elemental form for 1 rd / favored soul level. The favored soul can use this ability 1 + Cha modifier times per day.

Endurance
3rd – The favored soul gains Endurance as a bonus feat. This replaces the +1 caster level with domain spells that the favored soul would normally receive.
5th Bodily Health – The favored soul’s Constitution Score permanently improves by +2 ; and at each level when the favored soul would gain an ability increase (8th, 12th, etc.) the favored soul gains an extra ability increase that must be used to improve their Constitution.
10th – The favored soul gains the benefits of the Diehard feat, but the favored soul may continue to act until they reach -x (x = 10 + the favored soul’s level) at which point the favored soul is considered dead.
15th – The favored soul reduces the effects of exhaustion and fatigue, by one step. They cannot become exhausted. If exposed to an effect or condition that would normally make the favored soul exhausted (such as the spell waves of exhaustion ), they become fatigued instead. If an effect or condition (such as the end of barbarian rage) would normally make them fatigued, that effect is negated.
20th The favored soul becomes immune to critical hits and sneak attacks. Whenever the favored soul is targeted by abilities or attacks that would normally allow a creature to bypass their immunity to critical hits or sneak attacks, the favored soul’s AC is considered 10 points higher. (Not sure about this ability.

Evil
5th – The favored soul can Detect Good as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are good.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it had the Unholy weapon property.
15th – The favored soul can cast Dispel Good as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains a bonus to attack and damage rolls versus creatures the favored soul knows are good equal to their Charisma modifier.

Fire
5th – The favored soul gains Fire Resistance: 10 and can use Ignite as a spell-like ability at will.

Ignite
Conjuration [Fire]
Level: Duskblade 0, Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature or object.
Duration: Instantaneous
Saving Throw: Reflex partial (see description)
Spell Resistance: No

Your outstretched finger glows bright red and radiates heat like an ember, enabling you to set objects alight.

Make a melee touch attack that deals 1d3 points of fire damage and causes flammable objects (i.e. cloth, fur, oil, paper, wood, etc.) to ignite. A held object that you touch is allowed a Reflex save (DC = spell save) to avoid catching fire. If the object catches fire, it is subject to the rules for catching fire in the DMG.

10th – The favored soul can use Pyrotechnics as a spell-like ability at will.
15th – Whenever the favored soul wields their deity’s favored weapon treat it as if it had the flaming burst weapon property.
20th Elemental Body – The favored soul is able to transform into a Large sized Fire Elemental version of their self gaining all of the attacks, special attacks, and special qualities of that form. The favored soul’s physical attributes are replaced by the elemental’s attributes unless the favored soul’s attributes are higher. The favored soul can remain in their elemental form for 1 rd / favored soul level. The favored soul can use this ability 1 + Cha modifier times per day.

Good
5th – The favored soul can Detect Evil as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are evil.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it had the Holy weapon property.
15th – The favored soul can cast Dispel Evil as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains a bonus to attack and damage rolls versus creatures the favored soul knows are evil equal to their Charisma modifier.

Healing
5th – The favored soul gains Fast Healing 1. The favored soul’s fast healing improves to 2 @ 7th, Fast 3 @ 11th, 4 @ 15th, and 5 @ 19th. The favored soul gains a +5 divine bonus to all Heal checks.
10th – Whenever the favored soul casts a Conjuration spell with the healing descriptor that heals hit point damage or restores ability damage it also heals a number of extra hit points equal to the favored soul’s level (max +20).
15th – The favored soul can use Vigorous Circle as a spell-like ability up to 1 + his/her Charisma modifier number of times per day.
20th – Conjuration [Healing] spells the favored soul casts are automatically treated as if the (Maximize? or Empower?) metamagic feat had been applied to it without increasing the casting time or the spell slot used.

Knowledge
1st – All Knowledge skills become class skills. The favored soul’s skill points improve to 4 + Int modifier at each level.
5th – Prescient Senses: The favored soul gains a permanent +1 insight bonus to all attack rolls, ability checks, opposed skill checks, saving throws, and AC. Additionally 1 + Cha modifier times per day as an immediate action, the favored soul can enhance his prescient senses to increase his insight bonus to +1 / favored soul level (max +20) usable on any one attack roll, ability check, opposed skill check, saving throw, or as a bonus to AC against a single attack (even if the favored soul is Flat-Footed).
10th – The favored soul gains telepathy allowing it to communicate with any creature within 100’ that has a language. The favored soul can cast Detect thoughts as a spell-like ability usable 1 + Cha modifier times per day.
15th – The favored soul can use Scrying-Greater as a spell-like ability up to 1 + Cha modifier times per day.
20th – Greater Prescient Senses: The favored soul’s permanent insight bonus to all attack rolls, ability checks, opposed skill checks, saving throws, and AC improves to +2.

Law
5th – The favored soul can Detect Chaos as the spell at will. The favored soul gains a +1 bonus / 5 favored soul levels to all attack rolls and saves vs. opponents that they know are chaotic.
10th – Whenever the favored soul wields their deity’s favored weapon it is treated as if it had the Axiomatic weapon property.
15th – The favored soul can cast Dispel Chaos as a spell-like ability usable 1 + Cha modifier times per day.
20th – Whenever the favored soul wields their deity’s favored weapon it gains a bonus to attack and damage rolls versus creatures the favored soul knows are chaotic equal to their Charisma modifier.

Life – I realize that this one is very similar to the death domain, but in my campaign world they would be fairly close. There should probably be more of a difference between them but I can’t think of anything else to do with them for now.
5th - The favored soul gains a +1 bonus / 4 class levels (max +4) to saves vs. ability damage, ability drain, death spells or effects, death from massive damage, energy drain, and vs. the special attacks or abilities of undead. Favored soul is treated as if under the effect of a constant Deathwatch spell.
10th – The favored soul can use Delay Death as a spell-like ability 1 + Charisma modifier times per day.
15th – The favored soul can use Revivify (no costly material components) as a spell-like ability 1 + Charisma modifier times per day.
20th - The favored soul gains immunity to ability damage, ability drain, death spells or effects, death from massive damage, and energy drain. The favored soul is also immune to the special attacks or abilities of undead unless the undead has 4 or more HD or class levels than the favored soul has.

Love – I realize that some DMs would avoid this one altogether, but I have a few ladies in my group and they want to see this one. So I could really use some suggestions here.
5th – Charmed Strike: When wielding their deity’s favored weapon (usually a shortbow for this domain), the favored soul gains the ability to make a charmed strike 1 + Cha modifier times per day. A charmed strike is made as a ranged touch attack with a range equal to 30’ or the range of the deity’s favored weapon (whichever is greater) if the target is struck, it takes 1 point of nonlethal damage and is affected as if it had been charmed as per the spell charm person spell except that the target is enamored of the first person it sees. A successful Will save negates the charmed effect (DC: 10 + 1 / 2 favored soul levels + Cha modifier).
10th – Unearthly Grace – The favored soul may add their Charisma modifier as a deflection bonus to their AC as long as they wear no more than padded armor.
15th – Improved Charmed Strike: Target is affected as if it had been charmed as per the spell charm monster and even on a successful save, the target is now stunned for 1 round.
20th – ?

Luck – Not sure about the balance of some of the abilities (bonus / penalty /or luck point cost may need to be increased/decreased, action type may need to be changed, etc.), but this is sort of what I had in mind.
5th Fortune – The favored soul gains a pool of luck points equal to 2 + 1 / 2 favored soul levels that can be spent to improve the luck of the favored soul or an ally within close range (25’ + 5’ / 2 favored soul levels). Luck points can be spent to grant one of the following to the favored soul or an ally. The favored soul can spend no more than half of its current favored soul levels in luck points each round. A favored soul recovers any spent luck points after resting for 8 hours.
• (1) – Grant +3 to any one ability check, attack roll, skill check, or saving throw as an immediate action.
• (1) – Grant +3 to AC for 1 round as an immediate action.
• (1) – Grant +3 to a caster level check to beat a creature’s spell resistance as a move action.
• (2) – Grant +1 / favored soul level temporary hit points as an immediate action.
10th Misfortune – The favored soul gains the ability to adversely affect the fortunes of others with their powers over luck. Luck points can now be spent to adversely affect the fortunes of those within close range.
• (1) – Bestow a -3 penalty to any one ability check, attack roll, skill check, or saving throw as an immediate action.
• (1) – Bestow a -3 penalty to AC for 1 round as an immediate action.
• (1) – Bestow a -3 penalty to a creature’s spell resistance as a move action.
• (2) – Bestow a -4 penalty to any one ability score for 1 round as a move action.
15th Great Fortune – The favored soul’s abilities to enhance their own or their allies’ luck improves.
• (2) – Grant +2d6 to any one ability check, attack roll, skill check, or saving throw as an immediate action.
• (2) – Grant +2d6 to AC for 1 round as an immediate action.
• (2) – Grant +2d6 to a caster level check to beat a creature’s spell resistance as a move action.
• (3) – Grant +2 / favored soul level temporary hit points as an immediate action.
• (4) – Grant Spell Resistance 12 + 1 / favored soul level to a creature for 1 round.
• (5) – Grant an automatic success (natural 20) to any one ability check, attack roll, critical threat confirmation roll, skill check, or saving throw as an immediate action.
20th Great Misfortune – The favored soul’s abilities to adversely affect the fortunes of other improves.
• (2) – Bestow a -6 penalty to any one ability check, attack roll, skill check, or saving throw as an immediate action.
• (2) – Bestow a -6 penalty to AC for 1 round as an immediate action.
• (2) – Bestow a -6 penalty to a creature’s spell resistance as a move action.
• (3) – Bestow a -8 penalty to any one ability score for 1 round as a move action.
• (4) – Anytime the target would take a point of damage from an attack, special attack, or spell, the target takes 1d6 extra points of damage. This effect lasts for 1 rd / favored soul level. Is a move action.
• (5) – Grant an automatic failure (natural 1) to any one ability check, attack roll, critical threat confirmation roll, skill check, or saving throw as an immediate action.

Magic
3rd – Beginning at 3rd level and every 3 levels thereafter the favored soul may select a spell from the sorcerer/wizard list and add it as a bonus spell to his list of spells known. The spell chosen can be of a level no higher than 1 level lower than the highest level spell the favored soul can cast. The favored soul can now cast this spell as a divine spell. This replaces the +1 caster level bonus with the favored soul’s domain spells.
5th – Spell Sense: Gain a +1 bonus / 4 favored soul levels to saves versus spells and spell-like abilities.
10th – Spellshatter: 1 + Cha modifier times per day, the favored soul can choose to deliver a targeted greater dispel magic effect with an attack made with their deity’s favored weapon. The decision to use this ability must be made before the attack is rolled; if the attack misses, the effect is wasted. If the attack hits, treat this as if the favored soul has cast a targeted greater dispel magic on the creature struck using their favored soul level as their caster level.
15th – Spell Power: The favored soul gains a +1 bonus to the caster level and spell save DC of all favored soul spells that they can cast.
20th – Improved Metamagic: Whenever the favored soul would apply a metamagic feat to one of their favored soul spells the spell slot adjustment is treated as one less than it normally would be. This cannot reduce a modified spell’s level below the original spell’s level.

Moon – Need a non-combat ability for the favored soul at 15th level. Something flavorful.
5th – Whenever the favored soul wields their deity’s favored weapon that weapon is treated as silvered for the purpose of overcoming damage reduction.
10th Moon Essence – 1 + Cha modifier times per day, the favored soul can infuse its deity’s favored weapon with moon essence making it shine with the silvery white radiance of moonlight causing it to shed light like a torch. The weapon now deals +1 / favored soul level damage (max +30) to lycanthropes and undead while only dealing +1 / 2 favored soul levels damage (max +15) to all others. If a creature hit by a weapon under this effect tries to use a spell or spell-like ability on its next action, it must make a Concentration check in order to succeed (DC: 10 + damage + spell level to succeed). The weapon is infused with moon essence for 1 round / favored soul level.
15th – ?
20th Greater Moon Essence – When the favored soul has infused its deity’s favored weapon with moon essence it is treated as if it were a bane weapon versus lycanthropes and undead. Additionally lycanthropes and undead struck must make a Fort save (DC: 10 + 1 / 2 favored soul levels + Cha modifier) or be destroyed as per the disruption special weapon ability.

Pain – The 15th and 20th abilities more than likely will need to be reworked.
5th – The favored soul can use Power Word – Pain as a spell-like ability at will.
10th Pain Strike – 1 + Cha modifier times per day the favored soul can channel the power of pain through their deity’s favored weapon. On a successful hit the target must make a Will save (DC: 10+ 1 / 2 favored soul levels + Cha modifier) or be stunned for 1 round.
15th Curse of Agony – One target within range is cursed so that it is extremely sensitive to pain for 1 rd / favored soul level. Whenever the target would take a point of damage it also takes 1 point of nonlethal damage. The target receives a -10 penalty to Concentration checks made to cast spells or maintain spells cast. For every 10 points of damage the target takes, they receive a -2 penalty to attacks, saves, and checks. The victim is allowed a will save (DC: 10 + 1 / 2 favored soul levels + Cha modifier) to negate the effects of the curse. The favored soul can inflict the curse of agony on another up to 1 + Cha modifier times per day.
20th Impalement – The favored soul chooses up to one target per 2 favored soul levels within close range that are within 5ft of the ground. The targets must roll a Reflex save (DC: 10 + 1 / 2 favored soul levels + Cha modifier) or else become suddenly impaled on a 6’ tall serrated spike of steel that deals 6d6 damage and 2d6 Con damage (A successful Fortitude save halves the Con damage) and leaves the target helpless for 1 rd / favored soul level. Each round the target remains impaled, they take 1d6 damage and 1 point of Con damage. Impaled subjects are allowed a Fort save to pull them self off the spike. Pulling oneself off the spike deals 6 points of damage and 1 point of Con damage. The favored soul can use this ability 1 + Cha modifier times per day.

Plant
1st – Knowledge (Nature) becomes a class skill.
5th – The favored soul gains Tree Shape as a spell-like ability usable 1 + Cha modifier times per day.
10th – The favored soul is treated as if constantly under the effect of a Speak with Plants spell.
15th – The favored soul gains Transport via Plants as a spell-like ability usable 1 + Cha modifier times per day.
20th – The favored soul’s body undergoes a transformation in which the favored soul becomes somewhat plant-like. The favored soul’s hair becomes green and looks leafy, its skin becomes tougher and takes on the shade of bark. The favored soul gains: +4 natural armor, Low-light vision, DR: 5 / slashing, Immunity to poison, magical sleep, paralysis, polymorph, stunning, & mind-affecting spells or spell-like abilities. The favored soul gains moderate fortification since its blood becomes sticky and flows like sap. The favored soul also no longer requires food or sleep and gains Fast Healing 2 as long as it gets a minimum of 2 hours of sunlight each day.

Protection – The sanctuary-like ability may need to be removed from the Protective Aura, but I’m not sure.
5th Shield – 1 + Cha modifier times per day the favored soul can summon an invisible aura of force to protect the favored soul from harm as an immediate action. This aura of force grants the favored soul a +2 deflection bonus to AC that lasts for 1 round.
10th – Treat the favored soul’s caster level as +2 higher whenever they cast an abjuration spell. This ability replaces the caster level bonus granted at 3rd level.
15th Spell Resistance – The favored soul gains spell resistance equal to 12 + 1 / favored soul level.
20th Protective Aura – 1 + Cha modifier times per day the favored soul and all allies within a 30’ radius can become surrounded by an aura that functions as a sanctuary spell (The favored soul and their allies may still attack and cast offensive spells, Will save DC for an opponent to attack (15 + Cha modifier)) and it grants a resistance bonus to saving throws and a deflection bonus to AC equal to the favored soul’s Charisma modifier. If the favored soul’s allies move outside of the 30’ radius then they lose its benefits. This protective aura lasts for 1 round / level.

Storm
5th – The favored soul gain Electricity Resistance: 10 and can use Electric Jolt as a spell-like ability at will.
10th – The favored soul gains Lightning Bolt as a spell-like ability usable 1 + Cha modifier times per day.
15th – Whenever the favored soul wields their deity’s favored weapon that weapon functions as if it had the Frost, Shock, and Thundering weapon properties.
20th – The favored soul gains Stormrage as a spell-like ability usable 1 + Cha modifier times per day.

Strength
3rd – The favored soul receives Power Attack as a bonus feat. This replaces the +1 caster level with domain spells that the favored soul would normally receive.
5th Gainful Exercise – The favored soul’s Strength Score permanently improves by +2 ; and at each level when the favored soul would gain an ability increase (8th, 12th, etc.) the favored soul gains an extra ability increase that must be used to improve their Strength.
10th – Whenever the favored soul wields its deity’s favored weapon the favored soul may add 1.5 times its strength modifier to the damage roll if it is a one-handed weapon wielded in one hand or 2 times its strength modifier to the damage roll if the weapon is one-handed and wielded in two hands or a two-handed weapon wielded in two hands.
15th Powerful Build – As the half-giant ability of the same name.
20th – Titan’s Strength: The favored soul gains +10 to Strength and +10 to all Strength checks and Strength-Based Skill checks plus the favored soul’s size is considered one size category larger (so two sizes larger when you include powerful build) whenever it would be beneficial to them. Titan’s Strength lasts for 10 rounds after which the favored soul becomes fatigued. The favored soul can gain the benefits of Titan’s Strength 1 + Cha modifier times per day.

Sun
5th Turn Undead – The favored soul gains the ability to turn undead as a cleric of equal level.
10th – The favored soul gains Searing Light as a spell-like ability usable 1 + Cha modifier times per day.
15th Greater Turning – The favored soul’s turn undead ability improves so that all affected undead are destroyed. The favored soul may use this ability 1 + Cha modifier times per day.
20th Weapon of the Sun – Whenever the favored soul wields their deity’s favored weapon it gains the same properties of the Sunblade (not including shortsword-ness).

Travel
5th Fleet of Foot – The favored soul’s base speed is improved by +10’. The favored soul’s speed increases by an additional +10’ at 10th, 15th, and 20th levels.
10th – The favored soul gains Dimension Door as a spell-like ability usable 1 + Cha modifier times per day.
15th – The favored soul is treated as if under a constant Freedom of Movement effect.
20th – The favored soul gains Plane Shift – Greater as a spell-like ability usable 1 + Cha modifier times per day.

Trickery
1st – Bluff, Hide, and Disguise become class skills. The favored soul gains 4 + Int modifier skill points at each level.
3rd Surprise Casting: By using Feint in Combat, the favored soul’s opponent loses their Dexterity bonus to AC against vs. the favored soul’s next attack or next spell, as long as it is cast by the end of the favored soul’s next round. The favored soul must stay in melee with the target, so their opponent still is allowed an Attack of Opportunity against them if the favored soul doesn’t cast defensively. At 6th level, the favored soul may Feint in Combat as a Move Action. If the favored soul has the improved feint feat, they may feint as a swift action. This replaces the +1 caster level with domain spells that the favored soul would normally receive.
5th Cloaked Casting – When casting a spell on an opponent that would be denied a Dexterity bonus to AC (typically because he/she is unaware of the favored soul, due to a Feint in Combat, etc.), the favored soul receives a +1 to the spells DC.
10th – The favored soul is treated as if constantly under the effect of an Undetectable Alignment spell and gains Alter Self as a spell-like ability usable 1 + Cha modifier times per day.
15th – The favored soul gains Veil as a spell-like ability usable 1 + Cha modifier times per day.
20th Cloaked Casting – At 20th level, the favored soul automatically overcome the target’s Spell Resistance when casting a spell on an opponent that would be denied their Dexterity bonus to AC.


War
5th – Whenever the favored soul wields their deity’s favored weapon it is treated as magical for the purpose of bypassing damage reduction and deals +1 extra point of damage per point of the favored soul’s Charisma modifier.
10th Aura of Courage: The favored soul is immune to all fear effects and grants all allies within 20’ a +4 morale bonus to saves vs. fear.
15th Aura of Heroism: The favored soul is under a constant Good Hope effect. All allies within 20’ gain a +1 morale bonus to attacks, damage rolls, saves, and skill checks.
20th Body of War: 1 + Cha modifier times per day the favored soul becomes an avatar of war for 1 minute. The favored soul gains a +6 enhancement bonus to Strength, Dexterity, and Constitution; a +6 natural armor bonus to AC; +5 competence bonus to Fortitude saves; the favored soul’s Base Attack Bonus becomes equivalent to their Caster level (Can never be greater than their favored soul level); favored soul gains +10’ to their base speed; and the favored soul becomes immune to fatigue and exhaustion.

Water
1st – Swim becomes a class skill for the favored soul.
5th – The favored soul gains swim speed equal to their base land speed and gains a +5 bonus to all Swim checks.
10th – The favored soul is treated as if constantly under a Water Breathing effect and their swim speed improves by +10’.
15th – Whenever the favored soul wields their deity’s favored weapon that weapon is treated as if it had the Frost Burst weapon property.
20th Elemental Body – The favored soul is able to transform into a Large Sized Water Elemental version of their self gaining all of the attacks, special attacks, and special qualities of that form. The favored soul’s physical attributes are replaced by the elemental’s attributes unless the favored soul’s attributes are higher. The favored soul can remain in their elemental form for 1 rd / favored soul level. The favored soul can use this ability 1 + Cha modifier times per day.

Weather – Need one more ability at 15th level.
5th – The favored soul gains Cloudburst as a spell-like ability usable 1 + Cha modifier times per day.
10th – The favored soul gains either Gust of Wind or Lightning Bolt as a spell-like ability usable 1 + Cha modifier times per day.
15th – ?
20th – The favored soul gains Control Weather as a spell-like ability usable at will.