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View Full Version : Revised Favored Soul (PEACH)



Revan Ordo
2010-01-19, 08:37 AM
I submit for your review and feedback a revised favored soul class for an upcoming campaign of mine. My players wanted a favored soul with a different flavor than the original and this is what I've come up with so far.

Revised Favored Soul
HD, BAB, Saves, Skill Points, and Skills* are the same as original class.
* Favored souls gained Knowledge: Religion in some 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.

Also I'm using a house-rule where the favored soul's spellcasting only works off of Charisma (mostly for simplicity's sake). Some of my players were getting the dual stats for spellcasting mechanic mixed up. So I decided to nix them and just use Charisma.


A few of the domains are still missing an ability or two, but this should do it.

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 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 ½ 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.

Dante & Vergil
2010-01-20, 12:22 AM
You should probably let them use charisma as the only stat for determining everything for their spells or at the very least use charisma for spells known and DCs and wisdom for additional spells per day.

Latronis
2010-01-20, 01:35 AM
nah i reckon you should make everything use 2 mental stats for spellcasting instead :P

Revan Ordo
2010-01-20, 08:14 AM
Actually, we use a house-rule where the favored soul's spellcasting only works off of Charisma (mostly for simplicity's sake). Some of my players were getting the dual stats for spellcasting mechanic mixed up. So we decided to nix them and just use Charisma.

Dante & Vergil
2010-01-20, 04:55 PM
You might want to put something that says that in the opening post.

Revan Ordo
2010-01-21, 08:12 AM
Added the note about using only Charisma stat for favored soul spellcasting into the first post.

Would like to get some feedback on this as soon as possible. Particularly in the balance department.

Pigkappa
2010-01-21, 11:40 AM
I think there's a common mistake (IMHO is a mistake, of course you won't necessarily agree...): you shouldn't just take an existing class and make it definitely stronger.

With respect to the standard Favored Soul, this one loses Energy Resistance (which is nice, but not so amazing after all), and loses Wings and Damage Reduction (but there's plenty of ways to fly at level 17+), which only matter at very high levels.

It gains:

- Doesn't require to have high Wisdom (===> will have more bonus spells/day). Also, many domain abilities can be used "1 + Cha modifier"; Charisma for this class is maybe more important than Intelligence for wizards.
- A faster progression of feats regarding the deity's weapon.
- Improved Critical and can't be Disarmed.
- 1 Bonus Spell Known/Level - that is, a major increase since their known spell list is very limited.
- Bonus to caster level very soon.
- Some extremely good domain abilities. The Magic Domain or the Destruction Domain are extremely good IMHO.


Both the spellcasting and fighting abilities of the class have been improved. I'd remove the feats regarding the deity's weapon and keep the Domain part, which is interesting.

Revan Ordo
2010-01-21, 12:24 PM
Pigkappa,

Thanks for the critique. I've never been too great at balancing new classes. New spells and feats sure, but not classes. I see what you're saying about the feats being a bit much when combined with the other class features. So, after I get some more feeback on this consider them nixed.

Roderick_BR
2010-01-22, 01:35 PM
He's now an expert in his deity's weapon, and gain domain related powers. I think it's pretty good. He's more a "deity's sacred blade" type than "look at me, I've got wings"-turning-into-outsider thing.
My suggestion: get off the "+1 caster level". That's not needed (and some domain powers are precisely that). Keep the domain bonus spell (something I was going to do myself). Keep the weapon feats.
For the domain powers, for simplicity you could give them bonus feat for Doman Feats (Complete Divine, I think, maybe Complete Champion) or Reserve Feats (several books out there).

erikun
2010-01-22, 02:05 PM
I don't have a problem with improving the Favored Soul, especially since it looks like you're pushing it closer into a divine warrior role. The original Favored Soul was pretty unimpressive compared to the Cleric, at least as spellcasting is concerned, and these changes make the Favored Soul a lot more martial.

I'm not too sure about giving the Favored Soul free bonus spells known from the domain. Then again, just adding the domain spells to her spell list (capable of being learned) may not mean much to most characters.

I agree that the +1 CL to domain spells should go. It is duplicated by most domain abilities, and doesn't apply to the most significant abilities of the new Favored Soul (the new domain abilities).

15th level Moon power: Lunar Veil. The area within 40' of the Favored Soul is covered in a silvery light. This acts as Faerie Fire, revealing invisible creatures and objects, and showing illusionary constructs as they truely are. It also reveals the true shape of any transmuted or shapechanged objects and creatures; such targets may make a Will save to avoid detection (DC = 10 + 1/2 Favored Soul level + CHA modifier), but are still affects as by Faerie Fire. Lunar Veil may be used a number of times per day equal to 1 + CHA modifier.

(This is based roughly on the Moonbeam spell from 3.0e Forgotten Realms.)

Latronis
2010-01-22, 02:20 PM
He's now an expert in his deity's weapon, and gain domain related powers. I think it's pretty good. He's more a "deity's sacred blade" type than "look at me, I've got wings"-turning-into-outsider thing.
My suggestion: get off the "+1 caster level". That's not needed (and some domain powers are precisely that). Keep the domain bonus spell (something I was going to do myself). Keep the weapon feats.
For the domain powers, for simplicity you could give them bonus feat for Doman Feats (Complete Divine, I think, maybe Complete Champion) or Reserve Feats (several books out there).

Meh I've done both. Expert with the favored weapon, sacred blade type that goes look at me I've got wings-turning-into-outsider thing. (using visage of the deity line of spells as a baseline) :P

Since many domains have aditional weapon effects, the missing love domain slot could be filled by favored weapon benefits from the merciful (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#merciful) special quality. (I'm a lover not a fighter!) Though probably not as the capstone

Revan Ordo
2010-01-27, 09:49 AM
Thanks for the suggestions. Special thanks to erikun and latronis for their ideas.

Revised Favored Soul
HD, BAB, Saves, Skill Points, and Skills* are the same as original class.
* Favored souls gained Knowledge: Religion in some 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 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.

The favored soul's spellcasting only works off of Charisma for simplicity's sake.

Favored Soul Domain Abilities



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 ½ 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.
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
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 – When wielding their deity's favored weapon it deals damage as if it were two sizes larger, however all damage that it deals is subdual. The favored soul can activate or suppress this ability at will.
20th – 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.

Luck – I'm still not sure about the balance of some of these luck abilities (bonus / penalty /or luck point cost may need to be increased/decreased, action type may need to be changed, etc.), so if anyone has any comments I'm open to them.
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.
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
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 Lunar Veil -The area within 40' of the Favored Soul is covered in a silvery light. This acts as Faerie Fire, revealing invisible creatures and objects, and showing illusionary constructs as they truly are. It also reveals the true shape of any transmuted or shapechanged objects and creatures; such targets may make a Will save to avoid detection (DC = 10 + 1/2 Favored Soul level + Cha modifier), but are still affected as if by the Faerie Fire spell. The favored soul may use this ability a number of times per day equal to 1 + Cha modifier.
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
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 – If no one has a problem with the sanctuary-like ability of the protective aura then I'll keep it as is.
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.
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.
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 – Still need another ability for 15th level. I'll try to put something together in the next day or so.
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.

Dante & Vergil
2010-01-27, 02:45 PM
The new one seem pretty good, but none of the Domains changed, right?

Revan Ordo
2010-01-27, 03:27 PM
Dante & Vergil,

Thanks. To answer your question none of the domains were changed, except for finishing off the abilities for the Love & Moon domains from the ideas of erikun and Latronis.