Class - Favored Soul

Source: Converted from Miniatures Handbook to Pathfinder 1st Edition by Charles W. Plemons III

The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that the ability is awakened by divine training of the proper type, or that favored souls are simply imbued with their gifts by their gods when they begin training as clerics. In any case, favored souls cast their spells naturally, as much through force of personality as through study.

Favored souls are often loners, wandering the land serving their deities. They are welcomed by their churches but treated as unusual and sometimes misunderstood. They are emissaries of their deities, outside the church’s command structure—respected mystics not requiring the support normally crucial to a priest’s success. This status makes them sometimes revered and sometimes envied by their cleric cousins. While favored souls are occasionally disrespected for their perceived lack of discipline, devout worshipers know that they are a powerful message from, and indeed a living manifestation of, their gods.

Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer. Their divine connection is natural rather than learned. They know fewer spells than clerics do and acquire powerful spells more slowly than clerics, but they can cast spells more often than clerics can, and they have no need to select and prepare them ahead of time.

Divine magic is intuitive to a favored soul, not a matter of careful prayer. This intuitive nature leads to a freer interpretation of faith and doctrine, and so favored souls tend slightly toward chaos over law. A favored soul is often of the same alignment as her deity, though some are one step away. For example, a favored soul could serve a lawful good deity and be neutral good herself. A favored soul may not be neutral unless her deity is neutral.

A favored soul can be of any religion. The most common deity worshiped by human favored souls in civilized lands is Pelor, god of the sun. Among nonhuman races, favored souls most commonly worship the chief deity of their racial pantheon. Unlike clerics, favored souls are not able to devote themselves to a cause or a source of divine power instead of a deity.

Favored souls learn of their connection with the divine at a young age. Eventually, a young favored soul understands the power that she has been wielding unintentionally. Favored souls, as naturally inclined divine channelers, are also born loners. Unlike clerics in a temple, they gain little by sharing their knowledge and have no strong incentive to work together.

The innate talent of spontaneously channeling divine power is unpredictable, and it can show up in any of the common races. Divine spellcasters from savage lands or from among the brutal humanoids are more often favored souls than clerics.

Favored souls have the most in common with members of other self-taught classes, especially sorcerers, but also druids and rogues. They sometimes find themselves at odds with members of the more disciplined classes, specifically clerics, whom they sometimes view as too wrapped up in doctrine and rigidly defined attitudes.

The favored soul serves as a group’s backup healer and defensive specialist. She can hold her own in a fight, especially if she chooses to specialize in powers that aid her in combat.

Role: The favored soul serves as a group's healer and defensive specialist, while excelling in combat through divine empowerment and versatility. They rely on innate abilities to channel their deity's power effectively, making them powerful manifestations of their faith.

Alignment: Any alignment within one step of their deity.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The favored soul's class skills are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 4 + Int modifier.

Table: The Favored Soul

LevelBABFort
Save
Ref
Save
Will
Save
Special01st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Aura, domain, orisons53
2nd+1+3+0+3Deity's weapon focus64
3rd+2+3+1+3Channel energy 1d665
4th+3+4+1+4663
5th+3+4+1+4Energy resistance 10664
6th+4+5+2+5Channel energy 2d66653
7th+5+5+2+56664
8th+6/+1+6+2+666653
9th+6/+1+6+3+6Channel energy 3d666664
10th+7/+2+7+3+7Energy resistance 20666653
11th+8/+3+7+3+7Deity's weapon specialization666664
12th+9/+4+8+4+8Channel energy 4d66666653
13th+9/+4+8+4+86666664
14th+10/+5+9+4+966666653
15th+11/+6/+1+9+5+9Channel energy 5d6, energy resistance 3066666664
16th+12/+7/+2+10+5+10666666653
17th+12/+7/+2+10+5+10Wings666666664
18th+13/+8/+3+11+6+11Channel energy 6d66666666653
19th+14/+9/+4+11+6+116666666664
20th+15/+10/+5+12+6+12Divine apotheosis6666666666

Table: Favored Soul Spells Known

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st42
2nd52
3rd53
4th631
5th642
6th7421
7th7532
8th85321
9th85432
10th954321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333

Class Features

The following are the class features of the favored soul.

Weapon and Armor Proficiency: Favored souls are proficient with all simple weapons, light armor, medium armor, heavy armor, and shields (except tower shields). They are also proficient with their deity's favored weapon.

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).

Spells: A favored soul casts divine spells drawn from the cleric spell list presented in the Core Rulebook. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a favored soul must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a favored soul's spell is 10 + the spell level + the favored soul's Charisma modifier.

Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Favored Soul. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A favored soul's selection of spells is more limited than that of a cleric. A favored soul begins play knowing four 0-level spells and three 1st-level spells of her choice. At each new favored soul level, she gains one or more new spells, as indicated on Table: Favored Soul Spells Known. (Unlike spells per day, the number of spells a favored soul knows is not affected by her Charisma score; the numbers on Table: Favored Soul Spells Known are fixed.) These new spells are selected from the cleric spell list.

Upon reaching 4th level, and at every even-numbered favored soul level thereafter (6th, 8th, and so on), a favored soul can choose to learn a new spell in place of one she already knows. In effect, the favored soul loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A favored soul may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for that level.

Unlike a cleric, a favored soul need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. However, they require a divine focus to cast spells like a cleric.

Orisons: Favored souls learn a number of orisons, or 0-level spells, as noted on Table: Favored Soul Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Channel Energy (Su): Regardless of alignment, a favored soul can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good favored soul (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil favored soul (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral favored soul who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the favored soul. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every three favored soul levels beyond 3rd (2d6 at 6th, 3d6 at 9th, and so on, to a maximum of 6d6 at 18th level). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the favored soul's level + the favored soul's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost.

A favored soul may channel energy a number of times per day equal to 1 + her Wisdom modifier (minimum 1). This is a standard action that does not provoke an attack of opportunity. A favored soul can choose whether or not to include herself in this effect. A favored soul must be able to present her holy symbol to use this ability.

Domain: A favored soul's deity influences her alignment, what magic she can perform, her values, and how others see her. A favored soul chooses one domain from among those belonging to her deity. A favored soul can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a favored soul is not devoted to a particular deity, she still selects a domain to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

A domain grants a number of domain powers, dependent upon the level of the favored soul, as well as a number of bonus spells. When the favored soul gains the ability to cast a listed domain spell, it is added to the favored soul's list of spells known. The favored soul can cast the bonus domain spell using any appropriate spell slot of that level and does not gain any additional slots per day.

In addition, a favored soul gains the listed powers from her domain, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Favored souls use their Charisma modifier for domain ability DCs instead of Wisdom, where appropriate.

Deity's Weapon Focus (Ex): At 2nd level, a favored soul gains Weapon Focus as a bonus feat with their deity's favored weapon. If the favored soul already possesses Weapon Focus with this weapon, they may instead select another feat for which they meet the prerequisites.

Energy Resistance (Ex): At 5th level, a favored soul gains resistance 10 against one energy type of their choice: acid, cold, electricity, fire, or sonic. At 10th level, the resistance for this energy type increases to 20, and the favored soul selects a second energy type to gain resistance 10 against. At 15th level, the resistance for the first energy type increases to 30, the second energy type increases to 20, and the favored soul selects a third energy type to gain resistance 10 against. Once an energy type is selected, it cannot be changed. If the favored soul already possesses resistance to an energy type from another source, they use the higher value of the two rather than adding them together.

Deity's Weapon Specialization (Ex): At 11th level, a favored soul gains Weapon Specialization as a bonus feat with their deity's favored weapon. If the favored soul already possesses Weapon Specialization with this weapon, they may instead select another feat for which they meet the prerequisites.

Wings (Ex): At 17th level, a favored soul sprouts wings, gaining a fly speed of 60 feet with good maneuverability. A good-aligned favored soul grows feathered wings reminiscent of celestial beings, while an evil-aligned favored soul grows batlike wings. Neutral favored souls may choose either type when this ability is gained. These wings are a visible sign of their divine connection.

Divine Apotheosis (Su): At 20th level, a favored soul transcends their mortal limitations, becoming a living embodiment of their deity’s divine power. Their type changes to outsider (native), and they are treated as an outsider rather than as a humanoid (or their original type) for the purpose of spells and magical effects. Unlike other outsiders, a favored soul can still be brought back from the dead as if they were a member of their original creature type.

The favored soul gains damage reduction 10/silver if lawful, 10/cold iron if chaotic, or 10/adamantine if neutral. This damage reduction replaces any damage reduction previously granted by class features.

The favored soul no longer takes penalties from aging and cannot die of old age, though they still gain bonuses to mental ability scores as they age. In addition, the favored soul radiates an aura of divinity in a 10-foot radius. Allies within the aura gain a +2 sacred (or profane, if the favored soul is evil) bonus on saving throws against fear and compulsion effects.

Archetype - Battle Herald

Source: Charles W. Plemons III

The battle herald is a divine warrior who channels their deity's power to inspire allies and dominate the battlefield. Foregoing traditional healing, the battle herald focuses on bolstering the strength and resolve of their companions while wielding their deity’s favored weapon with unmatched skill. Their voice carries divine authority, rallying allies to overcome fear and pain, while their combat prowess turns the tide of battle. A battle herald is both a stalwart leader and a symbol of their deity’s might, serving as the heart of any adventuring party’s tactical strategy.

Table: Battle Herald (Favored Soul)

LevelBABFort
Save
Ref
Save
Will
Save
Special01st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Aura, orisons53
2nd+1+3+0+3Deity's weapon focus64
3rd+2+3+1+3Battle cry 1d465
4th+3+4+1+4Bonus feat663
5th+3+4+1+4Energy resistance 10664
6th+4+5+2+5Battle cry 2d46653
7th+5+5+2+56664
8th+6/+1+6+2+6Bonus feat66653
9th+6/+1+6+3+6Battle cry 3d466664
10th+7/+2+7+3+7Energy resistance 20666653
11th+8/+3+7+3+7Deity's weapon specialization666664
12th+9/+4+8+4+8Battle cry 4d46666653
13th+9/+4+8+4+86666664
14th+10/+5+9+4+9Bonus feat66666653
15th+11/+6/+1+9+5+9Battle cry 5d4, energy resistance 3066666664
16th+12/+7/+2+10+5+10666666653
17th+12/+7/+2+10+5+10Wings666666664
18th+13/+8/+3+11+6+11Battle cry 6d46666666653
19th+14/+9/+4+11+6+116666666664
20th+15/+10/+5+12+6+12Divine apotheosis6666666666

Altered Class Features

Battle Cry (Su): At 3rd level, a battle herald can unleash a cry filled with divine energy capable of bolstering allies.

Battle cry causes a burst that affects all allies in a 30-foot radius centered on the favored soul. Each ally is granted temporary hp equal to the battle herald's class level plus 1d4 (2d4 at 6th, 3d4 at 9th, 4d4 at 12th, 5d4 at 15th, and 6d4 at 18th). These temporary hp overlap, and do not stack, with temporary hp from any other source and last until used or 10 minutes have passed.

A battle herald may use battle cry a number of times per day equal to 1 + her Wisdom modifier (minimum 1). This is a standard action that does not provoke an attack of opportunity. A battle herald can choose whether or not to include herself in this effect. A battle herald must be able to present her holy symbol to use this ability.

This replaces the channel energy class feature.

Bonus Feats: At 4th, 8th, and 14th level, the battle herald gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.

Upon reaching levels 8 and 14, a battle herald can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the battle herald loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A battle herald can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

This replaces the domain class feature.