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Beacon of Hope
Favored Soul Class Enhancement Tree

Beacon of Hope

Good Hope 0/3
Good Hope
Ranks: 3 Cost: 1 AP Requires: 1 AP
Spell-Like Ability: This area of effect spell instills powerful hope to the recipients, granting a +2 morale bonus to attack rolls, saving throws, skill checks, and weapon damage rolls. Good hope counters and dispels Crushing Despair.
Confidence 0/3
Confidence
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Concentration, Diplomacy and Heal.
Divine Durability 0/3
Divine Durability
Ranks: 3 Cost: 1 AP Requires: 1 AP
+2 Competence Bonus to Physical Resistance Rating.
Spell Critical Chance: Positive 0/1
Spell Critical Chance: Positive
Ranks: 1 Cost: 2 AP Requires: 1 AP
Your Positive Healing spells have an additional 2% chance to critically hit.
Spell Points 0/3
Spell Points
Ranks: 3 Cost: 2 AP Requires: 1 AP
+30 Spell Points
Close Wounds 0/3
Close Wounds
Ranks: 3 Cost: 1 AP Requires: 5 AP
Spell Like Ability: Positive energy is quickly channeled to heal light wounds of your target or damage undead for 2 to 4 hit points plus an additional 1 for every caster level up to caster level 5. This spell has faster than normal casting speed and minimal cooldown.

D&D Dice: Heals 1d3+1 per caster level (max 5).
Hope for Inspiration 0/1
Hope for Inspiration
Ranks: 1 Cost: 2 AP Requires: 5 AP
Target ally gains a Sacred bonus to all Skills equal to 1 + 1/4 of your Favored Soul level for 20 seconds. 6 second cooldown.
Divine Durability II 0/3
Divine Durability II
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 Competence Bonus to Magical Resistance Rating.
Spell Critical Chance: Positive II 0/1
Spell Critical Chance: Positive II
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your Positive Healing spells have an additional 2% chance to critically hit.
Might's Reward 0/3
Might's Reward
Ranks: 3 Cost: 1 AP Requires: 5 AP
Battle Trance: You gain a Sacred bonus to Positive Spell Power equal to 5 + your Strength modifier for 30 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Hope for Protection 0/1
Hope for Protection
Ranks: 1 Cost: 2 AP Requires: 10 AP
Target ally gains a Sacred bonus to PRR and MRR equal to 3 + your Favored Soul level for 20 seconds. 6 second cooldown.
Efficient Empower Healing 0/1
Efficient Empower Healing
Ranks: 1 Cost: 2 AP Requires: 10 AP
Using the Empower Healing Spell Metamagic costs you 4 fewer Spell Points.
Spell Critical Chance: Positive III 0/1
Spell Critical Chance: Positive III
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your Positive Healing spells have an additional 2% chance to critically hit.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Wisdom
Death Ward 0/3
Death Ward
Ranks: 3 Cost: 1 AP Requires: 20 AP
Spell Like Ability: Grants an ally an immunity to death spells and effects, energy drain, and negative energy effects.
Hope for Victory 0/1
Hope for Victory
Ranks: 1 Cost: 2 AP Requires: 20 AP
Target ally gains a Sacred Bonus to Melee Power and Ranged Power equal to 3 + half your Favored Soul level, and Universal Spell Power equal to 6 + half your Favored Soul level. This lasts for 20 seconds. 6 second cooldown.
Optimism 0/1
Optimism
Ranks: 1 Cost: 1 AP Requires: 20 AP
Every time you cast one of your Hope abilities, you gain a stack of Rising Beacon, giving yourself +2 PRR, +2 MRR, and +1 AC. This stacks up to 10 times, and stacks fade once every 12 seconds. Hope for Success grants 3 stacks.
Spell Critical Chance: Positive IV 0/1
Spell Critical Chance: Positive IV
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Positive Healing spells have an additional 2% chance to critically hit.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Wisdom
Raise Dead 0/1
Raise Dead
Ranks: 1 Cost: 1 AP Requires: 30 AP
Spell Like Ability: Resurrects the target, restores 10% of the target's hit points, and preserves current spell points.
Hope for Success 0/1
Hope for Success
Ranks: 1 Cost: 2 AP Requires: 30 AP
Target ally's main hand weapon (at the time of casting) gains +1 Sacred Bonus to Critical Threat Range and Multiplier with for 20 seconds. 60 second cooldown.
Heal 0/1
Heal
Ranks: 1 Cost: 1 AP Requires: 30 AP
Spell Like Ability: Channels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions bleeding, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.

D&D Dice: Heals 10 hp per caster level (max 150). This spell receives reduced benefit from Spell Power.
Undying Beacon 0/1
Undying Beacon
Ranks: 1 Cost: 1 AP Requires: 30 AP
Allies affected by your Beacons gain Unconsciousness Range equal to 10x your Favored Soul level. This lasts for 12 seconds.
Wall of Healing 0/1
Wall of Healing
Ranks: 1 Cost: 1 AP Requires: 30 AP
Cost: 40 Spell Points. Create a wall that persists for 30 seconds. Allies within the aura are healed 1 hit point per 3 Favored Soul levels as long as they remain within it. Undead enemies are damaged for the same amount. 30 second cooldown.
Core Enhancements
Pleasant Disposition 0/1
Pleasant Disposition
Ranks: 1 Cost: 1 AP
For each Core ability you gain, +1% Positive Spell Critical Chance, +10 Healing Amp, and +5 Positive Spell Power.
Beacon of Grace 0/1
Beacon of Grace
Ranks: 1 Cost: 1 AP Requires: 5 AP
You and allies ahead of you heal for 1 point of Positive Energy per Favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half). Both scale with your Positive Spell Power. 6 second cooldown.

This ability is considered a 1st Level Favored Soul Spell of the Conjuration school.
Shining Light 0/1
Shining Light
Ranks: 1 Cost: 1 AP Requires: 10 AP
Whenever you cast one of your Beacons or use Flight of Glory, you and affected allies gain a Sacred bonus to Healing Amplification equal to your Favored Soul level for 12 seconds. Enemies in the zone of effect are dazzled and take a -1 penalty to attack, spot, and search. Targets are illuminated by Shining Light, dispelling stealth, invisibility, blur, and displacement, for 10 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.
Beacon of Hope 0/1
Beacon of Hope
Ranks: 1 Cost: 1 AP Requires: 20 AP
You and allies ahead of you take the dispelling effects of a Panacea, Restoration, and Dispel Paralysis spell, and heal for 5 points of Positive Energy per Favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half). Both scale with your Positive Spell Power. 30 second cooldown.

This ability is considered a 5th Level Favored Soul Spell of the Conjuration school.
Flight of Glory 0/1
Flight of Glory
Ranks: 1 Cost: 1 AP Requires: 30 AP
When you use your Leap of Faith, nearby allies gain a Determination Bonus to Temporary Hit Points equal to triple your character level, plus an additional 50.
True Resurrection 0/1
True Resurrection
Ranks: 1 Cost: 1 AP Requires: 40 AP
+4 WIS. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.
Core Enhancements
Enhancement Description
Pleasant Disposition Pleasant Disposition
For each Core ability you gain, +1% Positive Spell Critical Chance, +10 Healing Amp, and +5 Positive Spell Power.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Favored Soul Level 1
Beacon of Grace Beacon of Grace
You and allies ahead of you heal for 1 point of Positive Energy per Favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half). Both scale with your Positive Spell Power. 6 second cooldown.

This ability is considered a 1st Level Favored Soul Spell of the Conjuration school.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Pleasant Disposition, Favored Soul Level 3
Shining Light Shining Light
Whenever you cast one of your Beacons or use Flight of Glory, you and affected allies gain a Sacred bonus to Healing Amplification equal to your Favored Soul level for 12 seconds. Enemies in the zone of effect are dazzled and take a -1 penalty to attack, spot, and search. Targets are illuminated by Shining Light, dispelling stealth, invisibility, blur, and displacement, for 10 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Beacon of Grace, Favored Soul Level 6
Beacon of Hope Beacon of Hope
You and allies ahead of you take the dispelling effects of a Panacea, Restoration, and Dispel Paralysis spell, and heal for 5 points of Positive Energy per Favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half). Both scale with your Positive Spell Power. 30 second cooldown.

This ability is considered a 5th Level Favored Soul Spell of the Conjuration school.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Shining Light, Favored Soul Level 12
Flight of Glory Flight of Glory
When you use your Leap of Faith, nearby allies gain a Determination Bonus to Temporary Hit Points equal to triple your character level, plus an additional 50.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Beacon of Hope, Favored Soul Level 18
True Resurrection True Resurrection
True Resurrection+4 WIS. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.
True Resurrection+4 CHA. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Flight of Glory, Favored Soul Level 20, Favored Soul Level 20
Tier 1
Enhancement Description
Good Hope Good Hope
Rank 1
Spell-Like Ability: This area of effect spell instills powerful hope to the recipients, granting a +2 morale bonus to attack rolls, saving throws, skill checks, and weapon damage rolls. Good hope counters and dispels Crushing Despair.
Rank 2
Spell-Like Ability: This area of effect spell instills powerful hope to the recipients, granting a +2 morale bonus to attack rolls, saving throws, skill checks, and weapon damage rolls. Good hope counters and dispels Crushing Despair.
Rank 3
Spell-Like Ability: This area of effect spell instills powerful hope to the recipients, granting a +2 morale bonus to attack rolls, saving throws, skill checks, and weapon damage rolls. Good hope counters and dispels Crushing Despair.
AP Cost
1
Ranks
3
Progression
1
Confidence Confidence
Rank 1
+1 Concentration, Diplomacy and Heal.
Rank 2
+2 Concentration, Diplomacy and Heal.
Rank 3
+3 Concentration, Diplomacy and Heal. You also gain +10 Positive Spell Power.
AP Cost
1
Ranks
3
Progression
1
Divine Durability Divine Durability
Rank 1
+2 Competence Bonus to Physical Resistance Rating.
Rank 2
+4 Competence Bonus to Physical Resistance Rating.
Rank 3
+6 Competence Bonus to Physical Resistance Rating.
AP Cost
1
Ranks
3
Progression
1
Spell Critical Chance: Positive Spell Critical Chance: Positive
Your Positive Healing spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
1
Spell Points Spell Points
Rank 1
+30 Spell Points
Rank 2
+60 Spell Points
Rank 3
+90 Spell Points
AP Cost
2
Ranks
3
Progression
1
Tier 2
Enhancement Description
Close Wounds Close Wounds
Rank 1
Spell Like Ability: Positive energy is quickly channeled to heal light wounds of your target or damage undead for 2 to 4 hit points plus an additional 1 for every caster level up to caster level 5. This spell has faster than normal casting speed and minimal cooldown.

D&D Dice: Heals 1d3+1 per caster level (max 5).
Rank 2
Spell Like Ability: Positive energy is quickly channeled to heal light wounds of your target or damage undead for 2 to 4 hit points plus an additional 2 for every caster level up to caster level 5. This spell has faster than normal casting speed and minimal cooldown.

D&D Dice: Heals 2d3+2 per caster level (max 5).
Rank 3
Spell Like Ability: Positive energy is quickly channeled to heal light wounds of your target or damage undead for 3 to 4 hit points plus an additional 3 for every caster level up to caster level 5. This spell has faster than normal casting speed and minimal cooldown.

D&D Dice: Heals 3d3+3 per caster level (max 5).
AP Cost
1
Ranks
3
Progression
5
Hope for Inspiration Hope for Inspiration
Target ally gains a Sacred bonus to all Skills equal to 1 + 1/4 of your Favored Soul level for 20 seconds. 6 second cooldown.
AP Cost
2
Ranks
1
Progression
5
Divine Durability II Divine Durability II
Rank 1
+2 Competence Bonus to Magical Resistance Rating.
Rank 2
+4 Competence Bonus to Magical Resistance Rating.
Rank 3
+6 Competence Bonus to Magical Resistance Rating.
AP Cost
1
Ranks
3
Progression
5
Spell Critical Chance: Positive II Spell Critical Chance: Positive II
Your Positive Healing spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Spell Critical Chance: Positive
Might's Reward Might's Reward
Rank 1
Might's Reward: StrengthBattle Trance: You gain a Sacred bonus to Positive Spell Power equal to 5 + your Strength modifier for 30 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Might's Reward: WisdomBattle Trance: You gain a Sacred bonus to Positive Spell Power equal to 5 + your Wisdom modifier for 30 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Might's Reward: CharismaBattle Trance: You gain a Sacred bonus to Positive Spell Power equal to 5 + your Charisma modifier for 30 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Rank 2
Might's Reward: StrengthBattle Trance: You gain a Sacred bonus to Positive Spell Power equal to 5 + your Strength modifier for 60 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Might's Reward: WisdomBattle Trance: You gain a Sacred bonus to Positive Spell Power equal to 5 + your Wisdom modifier for 60 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Might's Reward: CharismaBattle Trance: You gain a Sacred bonus to Positive Spell Power equal to 5 + your Charisma modifier for 60 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Rank 3
Might's Reward: StrengthBattle Trance: You gain a Sacred bonus to Positive Spell Power equal to 5 + your Strength modifier for 120 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Might's Reward: WisdomBattle Trance: You gain a Sacred bonus to Positive Spell Power equal to 5 + your Wisdom modifier for 120 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
Might's Reward: CharismaBattle Trance: You gain a Sacred bonus to Positive Spell Power equal to 5 + your Charisma modifier for 120 seconds.

Antirequisite: This ability can not be trained if you have any other Battle Trance abilities.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Hope for Protection Hope for Protection
Target ally gains a Sacred bonus to PRR and MRR equal to 3 + your Favored Soul level for 20 seconds. 6 second cooldown.
AP Cost
2
Ranks
1
Progression
10
Efficient Empower Healing Efficient Empower Healing
Using the Empower Healing Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
2
Ranks
1
Progression
10
Spell Critical Chance: Positive III Spell Critical Chance: Positive III
Your Positive Healing spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Spell Critical Chance: Positive II
Ability Score Ability Score
Wisdom+1 Wisdom
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Death Ward Death Ward
Rank 1
Spell Like Ability: Grants an ally an immunity to death spells and effects, energy drain, and negative energy effects.
Rank 2
Spell Like Ability: Grants an ally an immunity to death spells and effects, energy drain, and negative energy effects.
Rank 3
Spell Like Ability: Grants an ally an immunity to death spells and effects, energy drain, and negative energy effects.
AP Cost
1
Ranks
3
Progression
20
Hope for Victory Hope for Victory
Target ally gains a Sacred Bonus to Melee Power and Ranged Power equal to 3 + half your Favored Soul level, and Universal Spell Power equal to 6 + half your Favored Soul level. This lasts for 20 seconds. 6 second cooldown.
AP Cost
2
Ranks
1
Progression
20
Optimism Optimism
Every time you cast one of your Hope abilities, you gain a stack of Rising Beacon, giving yourself +2 PRR, +2 MRR, and +1 AC. This stacks up to 10 times, and stacks fade once every 12 seconds. Hope for Success grants 3 stacks.
AP Cost
1
Ranks
1
Progression
20
Spell Critical Chance: Positive IV Spell Critical Chance: Positive IV
Your Positive Healing spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Spell Critical Chance: Positive III
Ability Score Ability Score
Wisdom+1 Wisdom
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
20
Tier 5
Enhancement Description
Raise Dead Raise Dead
Spell Like Ability: Resurrects the target, restores 10% of the target's hit points, and preserves current spell points.
AP Cost
1
Ranks
1
Progression
30
Hope for Success Hope for Success
Target ally's main hand weapon (at the time of casting) gains +1 Sacred Bonus to Critical Threat Range and Multiplier with for 20 seconds. 60 second cooldown.
AP Cost
2
Ranks
1
Progression
30
Heal Heal
Spell Like Ability: Channels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions bleeding, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.

D&D Dice: Heals 10 hp per caster level (max 150). This spell receives reduced benefit from Spell Power.
AP Cost
1
Ranks
1
Progression
30
Undying Beacon Undying Beacon
Allies affected by your Beacons gain Unconsciousness Range equal to 10x your Favored Soul level. This lasts for 12 seconds.
AP Cost
1
Ranks
1
Progression
30
Wall of Healing Wall of Healing
Cost: 40 Spell Points. Create a wall that persists for 30 seconds. Allies within the aura are healed 1 hit point per 3 Favored Soul levels as long as they remain within it. Undead enemies are damaged for the same amount. 30 second cooldown.
AP Cost
1
Ranks
1
Progression
30