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Favored Soul
Favored Soul icon

Favored Soul

Wielding divine magic to both heal and destroy, favored souls have fewer spells than clerics but can cast more often.

Solo Ability: Good.

FieldValue
HP / Level8
Skill Points / Level2 + Intelligence modifier
Play StyleMagic
Spell DC AbilityWisdom

Class Skills

Proficiencies

More Information

With their innate connection to the divine, favored souls can cast divine spells without needing time for study and prayer like clerics, but they can only perform a fixed number of spells in this way.

Like clerics, favored souls have access to powerful healing spells. Favored souls and sorcerers get more spell points than any of the other classes. They also gain more bonus spell points from special magic items. As a result, they can cast more often.

Favored souls cannot switch spells at taverns or rest shrines. They are able to switch spells but to do so they must undergo a special ritual that can only be done once every few days.

Past Life

Favored Soul

You were a favored soul in a past life. You occasionally find yourself wishing to leap off of tall things. Each time you acquire this feat you gain +1 to spell penetration checks and gain 20 additional spell points. (These spell points are only available if you are able to cast spells.) This feat can be stacked up to three times.

Advancement Table

Level BAB Fort Ref Will Special Spell Points 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +2 +2 +2 100 2
2 +1 +3 +3 +3
  • Battle Trait
150 3
3 +2 +3 +3 +3
  • Child of Faith
200 4
4 +3 +4 +4 +4 250 4 1
5 +3 +4 +4 +4
  • Energy Absorption
300 4 2
6 +4 +5 +5 +5 355 4 2 1
7 +5 +5 +5 +5
  • Heart Trait
415 4 3 2
8 +6 +6 +6 +6 480 4 3 2 1
9 +6 +6 +6 +6 550 4 4 3 2
10 +7 +7 +7 +7
  • Energy Absorption
625 4 4 3 2 1
11 +8 +7 +7 +7 705 4 4 4 3 2
12 +9 +8 +8 +8
  • Beloved of the Divine
790 4 4 4 3 2 1
13 +9 +8 +8 +8 880 4 4 4 4 3 2
14 +10 +9 +9 +9 975 4 4 4 4 3 2 1
15 +11 +9 +9 +9
  • Energy Absorption
1075 4 4 4 4 4 3 2
16 +12 +10 +10 +10 1180 4 4 4 4 4 3 2 1
17 +12 +10 +10 +10
  • Leap of Faith
1290 4 4 4 4 4 3 3 2
18 +13 +11 +11 +11 1405 4 4 4 4 4 3 3 2 1
19 +14 +11 +11 +11 1525 4 4 4 4 4 3 3 3 2
20 +15 +12 +12 +12
  • Damage Reduction
1650 4 4 4 4 4 3 3 3 3

Abilities Granted at Every Level

Religious Lore

Represents your knowledge of religion.

Level 1

Increases your maximum spell points by 80, increases your spell critical chance by 5%, and grants Echoes of Power if you drop below 12 spell points.

(Granted automatically by Alchemist, Artificer, Cleric, Druid, Favored Soul, Sorcerer, Warlock, or Wizard level one.)

Deity Selection

See Deity Selection for full details.

Level 2

Battle Trait — choose one:

Level 3

Your connection to your Deity strengthens. You gain bonuses to Attack and Damage rolls with all Favored Weapons you wield:

Simple and Martial Favored Weapons: +2 to Attack and Damage
Exotic Favored Weapons: +1 to Attack and Damage

Level 5

Energy Absorption — choose one:

Level 7

Heart Trait — choose one:

Level 10

Energy Absorption — choose one:

Level 12

Your connection to your Deity strengthens. You gain bonuses to Attack and Damage rolls with all Favored Weapons you wield:

Simple Favored Weapons: +3 to Attack and Damage
Martial Favored Weapons: +2 to Attack and Damage
Exotic Favored Weapons: +1 to Attack and Damage

Level 15

Energy Absorption — choose one:

Level 17

Leap of Faith

You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. Using this ability costs 10 spell points. Uses of this ability recharge at a rate of one every 15 seconds in private areas, and 3 seconds in town.

Level 20

Damage Reduction — choose one: