Wielding divine magic to both heal and destroy, favored souls have fewer spells than clerics but can cast more often.
Solo Ability: Good.
| Field | Value |
|---|---|
| HP / Level | 8 |
| Skill Points / Level | 2 + Intelligence modifier |
| Play Style | Magic |
| Spell DC Ability | Wisdom |
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.
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.
| 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 |
|
150 | 3 | ||||||||
| 3 | +2 | +3 | +3 | +3 |
|
200 | 4 | ||||||||
| 4 | +3 | +4 | +4 | +4 | 250 | 4 | 1 | ||||||||
| 5 | +3 | +4 | +4 | +4 |
|
300 | 4 | 2 | |||||||
| 6 | +4 | +5 | +5 | +5 | 355 | 4 | 2 | 1 | |||||||
| 7 | +5 | +5 | +5 | +5 |
|
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 |
|
625 | 4 | 4 | 3 | 2 | 1 | ||||
| 11 | +8 | +7 | +7 | +7 | 705 | 4 | 4 | 4 | 3 | 2 | |||||
| 12 | +9 | +8 | +8 | +8 |
|
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 |
|
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 |
|
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 |
|
1650 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Every Favored Soul spell, by level ›
Represents your knowledge of religion.
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.)
See Deity Selection for full details.
You are the embodiment of faith through your deity. You have the ability to use your Charisma Modifier for both the hit and damage portions of your weapon attacks with your Favored Weapon. This benefit only applies if your level of Favored Soul is the majority or tied for the majority of your heroic class levels.
You are the embodiment of faith through your deity. You have the ability to use your Wisdom Modifier for both the hit and damage portions of your weapon attacks with your Favored Weapon. This benefit only applies if your level of Favored Soul is the majority or tied for the majority of your heroic class levels.
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
You gain 10% Acid Absorption.
You gain 10% Cold Absorption.
You gain 10% Electricity Absorption.
You gain 10% Fire Absorption.
You gain 10% Sonic Absorption.
You maintain purity through faith in your deity. You gain 20 Maximum Spell Points per level of Favored Soul, as well as an additional 30 Spell Points per Epic Level.
You maintain strength through faith in your deity. You gain 4 Maximum Hit Points per level of Favored Soul, as well as an additional 2 Hit Points per Epic/Legendary Level.
You gain 10% Acid Absorption.
You gain 10% Cold Absorption.
You gain 10% Electricity Absorption.
You gain 10% Fire Absorption.
You gain 10% Sonic Absorption.
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
You gain 10% Acid Absorption.
You gain 10% Cold Absorption.
You gain 10% Electricity Absorption.
You gain 10% Fire Absorption.
You gain 10% Sonic Absorption.
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.
Favored Souls fear not the weapons of most opponents. You gain damage reduction 10/adamantine, or improve your existing damage reduction by 10/adamantine.
Favored Souls can turn aside most weapons. You gain damage reduction 10/cold iron.
Favored Souls of the Vulkoor the Hunter can ward themselves against all but the light. You gain damage reduction 10/good.
Favored Souls can turn aside most weapons. You gain damage reduction 10/silver.