| Enhancement | Description |
|---|---|
Pleasant Disposition
|
For each Core ability you gain, +1% Positive Spell Critical Chance, +10 Healing Amp, and +5 Positive Spell Power. |
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. |
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. |
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. |
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. |
True Resurrection
|
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| Enhancement | Description |
|---|---|
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. |
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. |
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. |
Spell Critical Chance: Positive
|
Your Positive Healing spells have an additional 2% chance to critically hit. |
Spell Points
|
Rank 1 +30 Spell PointsRank 2 +60 Spell PointsRank 3 +90 Spell Points |
| Enhancement | Description |
|---|---|
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). |
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. |
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. |
Spell Critical Chance: Positive II
|
Your Positive Healing spells have an additional 2% chance to critically hit. |
Might's Reward
|
Rank 1 Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. Rank 2 Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. Rank 3 Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. |
| Enhancement | Description |
|---|---|
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. |
Efficient Empower Healing
|
Using the Empower Healing Spell Metamagic costs you 4 fewer Spell Points. |
Spell Critical Chance: Positive III
|
Your Positive Healing spells have an additional 2% chance to critically hit. |
Ability Score
|
|
| Enhancement | Description |
|---|---|
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. |
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. |
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. |
Spell Critical Chance: Positive IV
|
Your Positive Healing spells have an additional 2% chance to critically hit. |
Ability Score
|
|
| Enhancement | Description |
|---|---|
Raise Dead
|
Spell Like Ability: Resurrects the target, restores 10% of the target's hit points, and preserves current spell points. |
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. |
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. |
Undying Beacon
|
Allies affected by your Beacons gain Unconsciousness Range equal to 10x your Favored Soul level. This lasts for 12 seconds. |
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. |