Friday, August 23, 2013

Campaign Design - Base Classes: Scout

Scout
(from Complete Adventurer)

Any force on the move, whether it is an army or an adventuring group, needs information about what's ahead and what's behind, and more important, time to prepare for battle. A scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a scout is seen only when she wants to be.

Abilities: Dexterity helps scouts become stealthy and overcome their lack of access to heavy armor. Wisdom is important because it affects many skills, especially Spot and Listen, that most scouts consider vital to their ability to survive in the wild and detect enemies efficiently.
Alignment: Any.
Hit Die: d8.
Luck Die: d6.

Class Skills
  • Skill List: The scout's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft: Any (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge: Dungeoneering (Int), Knowledge: Geography (Int), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (8 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Level: 8 + Intelligence modifier.
Class Features
  • Base Attack Bonus: Average. A scout gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A scout gains a +⅓ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. A scout gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A scout gains a +⅓ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Scouts are proficient with all simple weapons plus the handaxe, throwing axe, short sword, shortbow, and composite shortbow, and with light armor, but not with shields.

  • Scout Combat: At 1st level a scout must choose between the following two combat styles. Once made, this choice may not be changed thereafter.

    • Skirmish: A scout with the skirmish ability relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by +1d6 for every four levels gained above 1st (+2d6 at 5th, +3d6 at 9th, +4d6 at 13th, and +5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks while skirmishing, but only if the target is within 30 feet.

      At 3rd level, a scout with this ability gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

    • Sniper: A scout with the sniper ability gains the ability to make precise shots at long range. As a full-round action you can make a precise shot against a target farther than 60 feet away. The scout cannot move (even a 5-foot step) in the round she takes the shot. If the scout hits, she deals an extra 1d6 points of damage. The extra damage applies only to attacks made with a missile weapon, such as bows or crossbows. This extra damage increases by +1d6 for every four levels gained above 1st (+2d6 at 5th, +3d6 at 9th, +4d6 at 13th, and +5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage.

      At 3rd level, a scout with this ability gains a +1 competence bonus to Armor Class during any round in which she does not move (even a 5-foot step). The bonus applies as soon as the scout's turn is over, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the sniper ability from another class, the bonuses stack.

  • Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A magic trap generally has a DC of 25 + the level of the spell used to create it. A scout who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

  • Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level, and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

  • Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. A scout retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a scout already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

  • Scout Movement: Starting at 3rd level, a scout gains increased mobility. She must select one of the following three abilities, and the choice may not be changed thereafter.

    • Dungeon Specialist (Ex): A scout with this ability gains a climb speed equal to one-half her base land speed (rounded down to the next 5-foot increment), and she can attack with ta light weapon normally while climbing. Having a climb speed grants her a +8 racial bonus on Climb checks and allows her to take 10 on Climb checks even if rushed or threatened. She also retains her Dexterity bonus to armor Class while climbing, and enemies gain no special bonus on attacks against her while she is climbing. A scout wearing medium or heavy armor or carrying a medium or heavy load loses her climb speed.

    • Fast Movement (Ex): A scout with this ability gains a +10 enhancement bonus to her base land speed. A scout wearing medium or heavy armor or carrying a medium or heavy load loses this extra speed.

    • Light Cavalry (Ex): A scout with this ability gains a special mount. This special mount must be fast (usually a light warhorse or warpony) and most are relatively small members of their species. To take this ability, a scout must give up the camouflage ability normally gained at 8th level, the hide in plain sight ability normally gained at 14th level, and the free movement ability normally gained at 18th level.

  • Trackless Step (Ex): Beginning at 3rd level, a scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

  • Bonus Feats: At 4th level, and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat which must be selected from the following list: Blind-Fight, Brachiation, Combat Expertise, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Augmentation, Skill Focus, Spring Attack, and Track. She must meet all the prerequisites for the feat.

  • Scout Defense: Beginning at 5th level, a scout gains improved defensive capabilities. She gains one of the following two abilities, and once the choice is made, it cannot be changed thereafter.

    • Dungeon Defense (Ex): A scout with this ability learns to use confining areas to her advantage. Whenever she is standing on the ground and adjacent to a wall, she gains a +2 bonus to Armor Class and opponents gain no bonus on their attack roll when flanking her.

    • Evasion (Ex): A scout with this ability can avoid damage from certain attacks with a successful Reflex save. At 5th level or higher, if a scout makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a scout is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.

  • Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.

  • Camouflage (Ex): Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain even if the terrain doesn't grant cover or concealment. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

  • Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet. The scout usually does not need to make Spot or Listen checks to notice and locate creatures within range of her blindsense ability, provided that she has line of effect to that creature. Any opponent the scout cannot see has total concealment (50% miss chance) against her, and she still has the normal miss chance when attacking foes that have concealment. Visibility still affects the scout's movement and she is still denied your Dexterity bonus to Armor Class against attacks from creatures she cannot see.

  • Improved Scout Movement (Ex): At 11th level, a scout's superior movement capabilities improve. Depending on what she selected at 3rd level, she gains one of the following abilities:

    • Improved Dungeon Specialist (Ex): A scout's climb speed granted the dungeon specialist ability improved to equal her base land speed. A scout wearing medium or heavy armor or carrying a medium or heavy load loses the climb speed granted by this ability.

    • Improved Fast Movement (Ex): A scout with the fast movement ability gains an additional +10 enhancement bonus to her base land speed, resulting in a total +20 enhancement bonus to her base land speed. A scout wearing medium or heavy armor or carrying a medium or heavy load loses this extra speed.


  • Hide in Plain Sight (Ex): Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

  • Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

  • Blindsight (Ex): A 20th level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.
Scout
LevelSpecial
1thSkirmish or sniper (+1d6), trapfinding
2ndBattle fortitude +1, uncanny dodge
3rdScout movement, skirmish or sniper (+1d6, +1 AC), trackless step
4thBonus feat
5thScout defense, skirmish or sniper (+2d6, +1 AC)
6thFlawless stride
7thSkirmish or sniper (+2d6, +2 AC)
8thCamouflage, bonus feat
9thSkirmish or sniper (+3d6, +2 AC)
10thBlindsense 30 feet
11thBattle fortitude +2, improved scout movement, skirmish or sniper (+3d6, +3 AC)
12thBonus feat
13thSkirmish or sniper (+4d6, +3 AC)
14thHide in plain sight
15thSkirmish or sniper (+4d6, +4 AC)
16thBonus feat
17thSkirmish or sniper (+5d6, +4 AC)
18thFree movement
19thSkirmish or sniper (+5d6, +5 AC)
20thBattle fortitude +3, blindsight 30 feet, bonus feat


Light Cavalry
The light cavalry mount of a scout that has chosen this option is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium scout is a light warhorse, and the standard mount for a Small scout is a warpony. Another kind of mount, such as a riding dog (for a halfling scout) or a Large shark (for a scout in an aquatic campaign) may be allowed as well. A scout’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s Hit Dice, base attack bonus, saves, skill points, and feats).

Scout LevelBonus HDNatural Armor Adj.Str Adj.IntSpecial
3rd-4th+2+4+16Empathic link, improved evasion, share saving throws
5th-10th+4+6+27Fast movement +10 feet
11th-14th+6+8+38Fast movement +20 feet, flawless step
15th-20th+8+10+49Free movement, spell resistance
  • Scout Level: The level of the scout. If the mount suffers a level drain, treat it as a mount of a lower-level scout.
  • Bonus Hit Dice: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s Hit Dice. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s Hit Dice). The mount gains additional skill points or feats for bonus Hit Dice as normal for advancing a monster’s Hit Dice.
  • Natural Armor Adjustment: The number listed here is an improvement to the mount's Armor Class. It represents the preternatural toughness of a scout's mount.
  • Strength Adjustment: Add this figure to the mount's Strength score.
  • Intelligence: The mount's Intelligence score.
  • Improved Evasion (Ex): If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  • Empathic Link (Su): The scout has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of the empathic link between the mount and the scout, the scout has the same connection to an item or place that the mount does, just as a master and his familiar.
  • Fast Movement: The mount's speed increases by +10 feet at 5th level. The mount's speed increases by another +10 feet to a total of +20 feet when the scout reaches 11th level.
  • Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the scout’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
  • Flawless Step (Ex): A scout's mount can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. This ability does not let the mount move more quickly through terrain that requires a Climb or Swim check to navigate, nor can it move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout's mount loses this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.
  • Free Movement (Ex): A scout's mount can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout's mount loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Spell Resistance (Ex): A mount’s spell resistance equals its master’s scout level + 5. To affect the mount with a spell, a spell caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

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Thursday, August 22, 2013

Campaign Design - Base Classes: Favored Soul

Favored Soul
(adapted from Complete Divine and The Book of the Righteous)

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 spell casters but with virtually no study; to her, it comes naturally. Favored souls may have traces of outsider blood in their heritage, or are simply imbued with their gifts by their divine patrons when they begin the cleric's path. In any case, favored souls cast their spells naturally, through force of personality instead of study.

Note: This is a heavily modified version of the favored soul class found in Complete Divine. I have eliminated some class attributes that were either too rigid for my tastes or which I simply didn't like and incorporated some elements from the holy warrior class found in The Book of the Righteous. The basic framework of the class is solid, but the class is still a work in progress, so some of the class features around the margins may change. There will almost certainly be additional divine gifts added as time goes by, and all of the divine gifts are subject to change if any prove problematic in play.

Abilities: Charisma determines how many spells the favored soul can cast per day. Wisdom determines how hard the favored soul's spells are to resist (see Spells, below). In addition to using Charisma and Wisdom for spell casting, a favored soul also benefits from high Dexterity, Strength, and Constitution scores.

Alignment: Alignment: A favored soul’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A favored soul may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d8.
Luck Die: d3.

Class Skills
  • Skill List: The favored soul's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge: Arcana (Int), Profession; Any (Wis), Sense Motive (Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (2 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 2 + Intelligence modifier.
Class Features
All of the following are the class features of the favored soul:
  • Base Attack Bonus: Average. A favored soul gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A favored soul gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. A favored soul gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A favored soul gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Favored souls are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). A favored soul is also proficient with her deity's favored weapon. Although a favored soul is not proficient with heavy armor, wearing it does not interfere with her spell casting.

  • Spells: A favored soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric/favored spell list as well as any spells that appear on her divine patron's domain spell lists. She can cast any spell she knows without preparing it ahead of time the way a cleric must. To cast a spell, a favored soul must have a Charisma score of 10 + the spell's level (Charisma 10 for 0-level spells; Charisma 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a favored soul's spell is 10 + the spell's level + the favored soul's Wisdom modifier. Like other spell casters, a favored soul can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Charisma. Unlike a cleric, a favored soul's selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new favored soul level, she gains one or more new spells as indicated on the Favored Soul Table below. (Unlike spells per day, her Charisma score does not affect the number of spells a favored soul knows; the numbers on the table are fixed).

    Upon reaching 4th level, and at every even-numbered favored soul level after that (6th, 8th, and so on), a favored soul can choose to learn a new spell in place of one that 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, and it must be at least two levels lower than the highest-level favored soul spell the favored soul can cast. 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 the 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 used up her spells per day for that spell level. As a spontaneous spell caster, a favored soul must take more time to cast a metamagic spell than a regular spell. If a spell's normal casting time is 1 action, casting a metamagic spell is a full-round action for a favored soul. For spells with a longer casting time, it takes an extra full-round action to cast the spell. Favored souls cannot use the Quicken Spell metamagic feat.

  • Divine Gift: At 1st level, and again at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level a favored soul receives a divine gift from her patron chosen from the list of divine gifts presented below. The chosen gift must be of a nature that is consonant with her divine patron's character and domains. This is the list of currently available divine gifts that can be taken by favored souls. Right now the list is moderately slanted towards “good” aligned favored souls. I will likely add to this list as inspiration strikes and time is available to do so.

    • Abundant Life (Su): You gain a number of “positive levels” equal to your Charisma modifier. Positive levels only exist to counteract negative levels, as well as the ability drain done by some negative energy creatures or effects. When you are given a negative level – for any reason – you lose one of your positive levels rather than taking the negative level. Each positive level can only counteract one negative level, but can also counteract several points of ability loss. Whenever a negative energy creature's attack causes your abilities to be drained, the entire attack is canceled out by the loss of one positive level. Lost positive levels are regenerated after a night's rest.

    • Air Ken (Ex): (Prerequisite: Patron with the Air domain). You are intimately familiar with the element of air. You gain the ability to speak Auran as a free bonus language. You also gain the pure power of air, receiving the Improved Initiative feat as a bonus feat.

    • Aura of Antimagic (Su): Choose a cardinal alignment compatible with your patron. You may not select “neutral” with this ability. Whenever the favored soul makes a saving throw against magic from a source that is explicitly diametrically opposed to your chosen alignment, you may add her Charisma modifier to her saving throw. All your allies within 10 feet of you gain a +2 sacred, profane, axiomatic, or anarchic bonus on such saves (whichever is applicable). The bonus does not affect saving throws against magic effects from other sources, or neutral or compatibly aligned magic effects that are merely triggered by a creature or effect opposed to your chosen alignment. You may choose this divine gift more than once. Each time you select this divine gift it applies to a different cardinal alignment, but all such choices must be compatible with your patron.

    • Aura of Courage (Su): (Prerequisite: 3rd+ level). You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions while you are conscious, but not if you are unconscious or dead. You may take this divine gift multiple times. Each time you take it, the radius of the aura extends by an additional +10 feet.

    • Aura of Hope (Su): All allies within 10 feet of you gain a +1 morale bonus on all saving throws and attack rolls. This aura does not grant you these bonuses, but does make you immune to all forms of fear, magical or otherwise. You may take this divine gift multiple times. Each time you take it, the radius of the aura extends by an additional +10 feet.

    • Battle Cry (Su): As a free action, you can release a powerful cry that summons up the very power of your patron granting you and all allies within 10 feet a bonus to your initiative equal to your Charisma modifier. You cannot use this ability when surprised, but you can use this ability before initiative is rolled in other combat situations.

    • Charming Demeanor (Ex): You exude charm, friendliness, and diplomacy. You add Bluff and Diplomacy to your class skills if they are not already class skills for you, and gain a sacred, profane, anarchic, or axiomatic bonus to all rolls with these skills equal to your Charisma bonus (minimum of +1). This means that you may apply your Charisma bonus twice when rolling Bluff or Diplomacy rolls.

    • Cherished Bond (Su): You are extremely difficult to fool with illusion spells and effects. Whenever you encounter a magical effect that may be disbelieved you automatically gain a Will save before you interact with it, as though you disbelieved it. You gain a bonus to this roll equal to your Charisma modifier (minimum of +1) and may choose to Take 10 on the roll even if you are in a situation in which you would normally be unable to do so. This ability does not affect spells that merely seek to obscure what is real (such as invisibility), or create illusory effects that do not seek to trick the senses (such as hypnotic pattern), or against illusions from the Shadow subschool. If you succeed on your saving throw, the illusion is not dispelled: even though you are not fooled, your allies may still be affected by it.

    • Clarity (Sp): With a touch, you can cut through anything altering the mental capacity of another, removing insanity, confusion, charm, loss of intelligence or wisdom, or other mind-altering effects for a duration equal to one round per favored class level you have. At the end of this time, if the effect on the touched creature is permanent or has a duration remaining, it returns. If it is an effect that had a negating saving throw possible when it first took effect, the touched creature receives an additional saving throw at the end of clarity's duration with a bonus equal to your Charisma modifier. Clarity may be used on naturally occurring effects such as drunkenness, exhaustion's affect on mental clarity, or natural insanity, however the target creature does not receive a saving throw at the end of clarity's duration and instead reverts to their original state. Clarity does not aid creatures affected by alterations to their emotional states (such as barbarian rage or fear) or perceptions (such as illusions, blindness, or deafness).

    • Confer Blessing (Sp): You may touch another creature and grant them 1 temporary hit point for every favored soul class level you have. These temporary hit points last for 24 hours or until lost. The target of your touch also gains a +4 morale bonus to saving throws against fear for a number of minutes equal to your favored soul level. You may use this divine gift once per day per favored soul level.

    • Counterspell (Sp): Choose one school of magic. Once per day per favored soul level you may chant and appeal to your patron to protect you and your allies from the power of that school of magic. You and all allies within ten feet times your favored soul class levels receive a divine bonus to your saving throws equal to your Charisma modifier (minimum of +1) against all spells of that school. In cases of spells against which saving throws are not normally allowed, you and your allies gain a saving throw (with the standard DC of 10 + the caster's applicable modifier + the spell's level), although without the additional bonus. These saving throws must be made using the appropriate type of save, at the DM's discretion. You may move and perform free actions while chanting but may not fight or cast spells. You may choose this divine gift more than once. Each time you take this divine gift it applies to a different school of spells.

    • Damage Reduction (Su): Once per day, for a number of rounds equal to 3 + your favored soul level, you gain damage reduction 2/+5. Activating this ability is a free action.

    • Dead Shot (Su): Once per day you may call upon your patron and add you favored soul level to the attack roll of a single arrow or other missile weapon (including missile-like spells), and add your Charisma modifier to the damage roll. Activating this ability is a free action.

    • Detect Alignment (Sp): Choose a cardinal alignment diametrically opposed to your patron. You may detect that alignment a number of times per day equal to your favored soul class level, as per the spell in the Player's Handbook. You may take this divine gift a second time, choosing a second cardinal alignment diametrically opposed to your patron.

    • Divine Favor (Su): (prerequisite: Favored Soul class level 3rd+). Whenever you cast a favored soul spell, you can choose any one ally affected by that spell (including yourself) to gain temporary hit points equal to three times the spell's level. These temporary hit points last for up to 1 minute per level of the spell. if the spell would also grant temporary hit points, use only the larger value and its duration. If you use this ability on a creature that is till under the effect of a previous use, the new temporary hit points overlap and do not stack with the temporary hit points the creature had remaining.

    • Divine Grace (Su): You gain a divine bonus equal to your Charisma bonus (if any) on all saving throws. Unless otherwise noted, this ability does not stack with other divine gifts that add to just one saving throw (such as Unyielding).

    • Divine Health (Su): (Prerequisite: 3rd+ level). You gain immunity to all diseases, including magical and supernatural diseases.

    • Divine Inspiration (Ex): Pick two skills from your class skill list. You gain a divine bonus to skill checks involving those skills equal to your Charisma modifier. You also gain four bonus skill points that may be applied to those skills, divided up however you choose, however neither skill may exceed the maximum rank for your character level. You may take this divine gift more than once. Each time you take this divine gift, it applies to two different skills.

    • Divine Weapon Focus (Ex): (Prerequisite: Favored Soul class level 3rd+). You gain the Weapon Focus feat with your divine patron's favored weapon.

    • Divine Weapon Specialization (Ex): (Prerequisites: Divine Weapon Focus, Favored Soul class level 12th+). You gain the Weapon Specialization feat with your divine patron's favored weapon.

    • Earth Ken (Su): (Prerequisite: Patron with the Earth domain). You gain the Terran language as a free bonus language. In addition, once per day you may harden yourself to all blows. For one round as a free action you may gain a natural armor bonus equal to your favored soul level and your skin takes on a rocky hue.

    • Energy Resistance (Su): Choose an energy type (acid, cold, electricity, fire, or sonic). You gain resistance equal to your Charisma modifier against that type of energy. You may take this divine gift more than once. Each time you take this gift it must apply to a different energy type.

    • Feat of Strength (Su): (Prerequisite: Patron with the Strength domain). Once per day you may call upon your patron as a free action and perform a feat of strength that lasts for one round. When using this power you may choose one of two effects: Either your Strength modifier becomes +6 (equivalent to a 22 Strength), or you gain a bonus to your Strength score equal to your favored soul level plus your Charisma modifier.

    • Fire Ken (Su): (Prerequisite: Patron with the Fire domain). You gain the Ignan language as a free bonus language. Once per day you may make a flaming attack. Your weapon, hand, or other means of attack bursts into flame for a single round and deals an additional +1d6 plus your Charisma modifier of fire damage with each successful melee attack.

    • Gaze of Justice (Ex): You add Sense Motive and Intimidate to your list of class skills and gain a +1 competence bonus with each skill. In addition, you gain a divine bonus to both skills equal to your Charisma modifier.

    • Guardian (Su): Once per day, you may take a defensive stance to protect your patron's sites of power or interest. The exact locations where you can use this ability will vary from patron to patron, and are at the DM's discretion. When applicable, you may activate this ability as a free action and may not move from where you stand. You defend this spot fiercely for a number of rounds equal to 3 + your favored soul level. During that time, you may add your Charisma modifier to your Strength and Constitution scores and all saving throws. You also gain a +4 dodge bonus to your Armor Class. The increase in Constitution may increase your hit points. These additional hit points go away at the end of Guardian's duration, but are not lost first like temporary hit points. During Guardian's duration you may not move from the spot you are defending, although you may voluntarily choose to end the ability. Because the use of this power requires continuously uttering prayers to your patron, you may not cast spells with verbal components or do anything else that involves vocalizations during Guardian's duration.

    • Greater Divine Favor (Su): (Divine Favor, Favored Soul caster level 12th+). This ability works like Divine Favor, except that you can choose to grant temporary hit points to any number of allies affected by the spell.

    • Hand of Death (Su): (Prerequisite: Evil alignment). When attacking a living or positive energy creature, your hands or weapon are considered to be +1 weapons for the purpose of overcoming damage reduction. This bonus only affects living or positive energy creatures. In addition, once per day you may cause your weapon to flare with negative energy for one round, dealing an addition +1d6 of unholy damage to any living or positive energy creature you hit during that time. This ability also applies to attacks with missile weapons that you make against targets within 30 feet.

    • Hand of Life (Su): (Prerequisite: Good alignment). When attacking an undead or negative energy creature, your hands or weapon are considered to be +1 weapons for the purpose of overcoming damage reduction. This bonus only affects undead or creatures of negative energy. In addition, once per day you may cause your weapon to flare with positive energy for one round, dealing an addition +1d6 of holy damage to any undead or negative energy creature you hit during that time. This ability also applies to attacks with missile weapons that you make against targets within 30 feet.

    • Healer's Aid (Sp): (Prerequisite: Patron with the Healing domain). Given a minute to prepare, you may call upon your patron to aid the casting of any one healing spell – your own or another caster's. The affected spell automatically heals the maximum possible hit points plus an additional 1 hit point per favored soul class level you have.

    • Indomitable (Ex): You gain a bonus to Will saves equal to your Charisma modifier. This bonus stacks with the bonus granted by divine grace. In addition, you may not be dominated or otherwise mind-controlled, although you may be affected by charm and suggestion spells. You are immune to geas and quest spells unless they are placed upon you by an agent of your patron.

    • Insight (Ex): You gain mystical insight into any one thing of your choice. You can choose one of the following benefits: (1) You may gain your Charisma modifier as an insight bonus to any one class skill that you have ranks in, (2) you may gain a number of ranks equal to your Charisma modifier in a skill that is not a class skill for you and thereafter treat that skill as a class skill, or (3) you may gain a +1 insight bonus to your attack rolls with any one weapon. You may pick this divine gift more than once. Each time you do, you must apply it to a different skill or weapon than you did with a prior selection of this gift.

    • Impervious Mind (Ex): You are immune to all effects, magical or otherwise, that directly alter your mind. You are immune to all spells or spell-like abilities that mimic these spells: confusion, daze, dominate person, feeblemind, hideous laughter, hypnotism, insanity, irresistible dance, and mind fog. This list of spells is non-exhaustive, but whether you are immune to other spells is subject to the DM's discretion. You cannot be driven mad by any natural force short of divine intervention or a miracle or wish spell. You cannot lose your memory or have a memory implanted. You are not, however, immune to spells such as fear, illusions, blindness, charm, or other effects that play on your perceptions or emotions.

    • Lay on Hands (Su): (Prerequisite: 2nd+ level, Good alignment). You can heal wounds (your own or those of others) by touch. Each day you can heal a total number of hit points of damage equal to your favored soul level times your Charisma bonus. You may choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using lay on hands is a standard action.

    • Read and Detect Magic (Sp): Once per day per favored soul level, you may cast read magic and detect magic as the spells in the Player's Handbook. You may cast these spells without components and may choose to cast them simultaneously or separately.

    • Rebuke Elemental (Su): (Prerequisite: Patron deity with the appropriate elemental domain). Choose an elemental type. You may rebuke creatures of that elemental type as a cleric of your level may rebuke undead. You may use this ability a 3 + your Charisma modifier times per day. This ability may be enhanced with feats that normally enhance turning undead checks. You may take this gift multiple times. Each time you take this gift it applies to a different elemental type.

    • Relentless Runner (Ex): You gain the Run feat. In addition, the length of time that you can sustain a run before having to make endurance checks is multiplied by your Charisma modifier. When you do make endurance checks to continue running, you may add your favored soul level to your checks as a bonus.

    • Righteous Fury (Su): (Prerequisite: Smite Chaos, Evil, Law, or Good). Once per day, as a free action, you may call upon your patron's power to smite your enemies for a round. Choose a cardinal alignment diametrically opposed to your patron for which you have the smite divine gift. When you call upon your ability, you may smite enemies of that alignment. When attacking enemies of that alignment you may add your Charisma modifier to your attack rolls and your favored soul class level to your damage rolls. You may take this divine gift a second time, choosing a second cardinal alignment diametrically opposed to your patron for which you have the smite divine gift.

    • Sacrifice (Sp): (Prerequisite: Patron with the Healing domain). Once per day, as a standard action, you may touch a wounded creature and absorb its pain and injuries. You may absorb as many points of that creature's damage as your maximum hit points plus an additional 10 points. The touched creature is healed that many points. For every two points of damage you absorb, there is a 1% chance that you will be overwhelmed by the target's wounds and be knocked unconscious and reduced to -1 hit points. Even if you are wounded, you may absorb up to your maximum hit points plus 10, meaning that you can choose to die in the process of healing your target. Temporary hit points do not affect the amount of damage that you can heal. If you have the lay on hands ability you may combine the use of sacrifice with the use of lay on hands into a single standard action. The healing from lay on hands takes place prior to any healing from sacrifice.

    • Save Soul (Su): Any ally within a radius of you equal to 10 times your Charisma modifier in feet is marked as protected and does not easily cross into death. When a protected creature reaches a negative hit point total equal to their Constitution score, they die as normal, but their spirit does not depart their body. This benefit also applies to anyone killed with negative levels, or reduced to a Constitution of 0. Protected creatures cannot be possessed or turned into wights, shadows, or other undead. The only exceptions to this protection are creatures that die as the result of a negative energy attack that also destroys the body. Without a vessel, their spirit will not remain. If a creature so protected is raised from the dead, it returns without loss of statistics or levels. The creature's spirit will remain attached to its dead body as long as it remains within range of you and any part of its body still exists. You may release any spirit at any time.

    • Shield of Righteousness (Su): (Prerequisite: Smite Chaos, Evil, Law, or Good). Once per day, as a free action, you may call upon your patron's power to protect you from your enemies. Choose a cardinal alignment diametrically opposed to your patron for which you have the smite divine gift. When you call upon your ability, you gain a +4 divine bonus to your armor class and saving throws against enemies of that alignment for a number of rounds equal to 3 + your Charisma modifier (minimum of 1). You may take this divine gift a second time, choosing a second cardinal alignment diametrically opposed to your patron for which you have the smite divine gift.

    • Shining Captain (Su): (Prerequisites: Aura of Courage, Aura of Hope). All allies within 10 times your Charisma modifier feet of you gain a bonus to saves against fear equal to your Charisma modifier and a +2 morale bonus to all attack rolls, damage rolls, and saving throws. The bonus to saves against fear stacks with the general morale bonus to saving throws, meaning that allies within the area of effect gain a bonus to saves against fear equal to your Charisma modifier +2.

    • Silent Stalker (Ex): Add Move Silently to your list of class skills. You gain a number of ranks in Move Silently equal to your Charisma modifier (although you may not exceed the maximum number of skill ranks for your level). When making Move Silently skill checks while wearing light armor or low armor, you gain a divine bonus to your roll equal to your Charisma modifier.

    • Slip Bonds (Ex): Add Escape Artist to your list of class skills. You gain a number of ranks in Escape Artist equal to your Charisma modifier (although you may not exceed the maximum number of skill ranks for your level). When making Escape Artist skill checks, you gain a divine bonus to your roll equal to your Charisma modifier. Any time you are imprisoned or confined you may use your Escape Artist skill to open the lock as if it were the Open Lock skill. You cannot use the Escape Artist skill to emulate the Open Lock skill unless you are actually imprisoned or confined.

    • Smite Chaos, Evil, Good, or Law (Su): Choose a cardinal alignment diametrically opposed to your patron. Once per day, you may attempt to smite an enemy of that alignment with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per favored soul class level. If you accidentally smite a creature of the wrong alignment, the smite has no effect, but the ability is still used up for that day. You may use this smite ability one additional time per day for every five favored soul class levels you have. You may take this divine gift a second time, choosing a second cardinal alignment diametrically opposed to your patron.

    • Spell Resistance (Su): Choose a school of magic. You gain spell resistance equal to your favored soul level against spells of the chosen school. You may take this divine gift more than once. Each time it applies to a different school of magic.

    • Superior Damage Reduction (Su): (Prerequisite: Damage Reduction, 20th level). You gain damage reduction. If you are lawful-aligned, the damage reduction is 10/silver. If you are chaotic-aligned, your damage reduction is 10/cold iron. If you are neither lawful or chaotic you may choose either type of damage reduction.

    • Superior Energy Resistance (Ex): (Prerequisite: 5th+ level, Energy Resistance of the applicable type). Choose an energy type (acid, cold, fire, electricity, or sonic) for which you have the Energy Resistance divine gift. You gain additional resistance equal to your Charisma modifier against that type of energy, which stacks with the resistance granted by the Energy Resistance divine gift. You may take this divine gift more than once. Each time you take this gift it must apply to a different energy type.

    • Tireless Traveler (Ex): You may go without sleep or water for a number of days equal to your favored soul class levels. You may go without food for a number of days equal to your Charisma modifier times your favored soul class levels. Note: Although you do not suffer any physical or mental ill effects for going without food, water, or sleep, you cannot regain spell slots without resting normally.

    • Tracker (Ex): Add Survival and Knowledge: Nature to your class skills. You also gain the Track feat for free. If Survival and Knowledge: Nature were already class skills for you, you gain 2 bonus skill ranks in each skill (although you may not exceed the maximum number of skill ranks for your level).

    • Towering Stature (Su): You mysteriously gain in size until you are the maximum height for your species, giving you an imposing and impressive stature. You gain the Great Fortitude and Toughness feats as a free bonus feats. You also add Intimidate to your list of class skills and gain a +1 competence bonus to Intimidate skill checks.

    • Turn or Rebuke Undead (Su): If you are good aligned or are neutral with a good-aligned patron, you gain the ability to turn undead as a good cleric turns undead. If you are evilly aligned or are neutral with an evilly-aligned patron, you gain the ability to rebuke or command undead as an evil cleric rebukes or commands undead. If you are neutral and have a neutral patron, you must choose whether your turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed.

    • Untamable Heart (Ex): You are immune to any magical effect to alter your emotions against your will. You are immune to charm, fear, suggestion, emotion, and calm emotions as well as any other spell or magical effect that attempts to change your emotions. You may choose to lower your protections for effects that you wish to benefit from or be subjected to, such as emotion (hope). You also gain a bonus equal to your Charisma modifier to Will saves against natural emotional effects such as the natural fear engendered by enormous creatures.

    • Unyielding (Su): You gain a bonus to Fortitude saves equal to your Charisma modifier. In addition, you may continue to function at negative hit points equal to your Charisma modifier and do not die until you reach negative hit points equal to 10 or your favored soul class level, whichever is higher.

    • Warrior's Heart (Ex): (Prerequisites: Righteous Fury, Shield of Righteousness). Once per day, as a free action, you may call upon your patron to instill in you an ecstatic religious frenzy, making you the perfect weapon. For a number of rounds equal to 3 + your Charisma modifier you gain +6 to Strength and Constitution, but suffer a -4 penalty to your Armor Class. You may fight through any injury (including massive damage for which you need not make a Fortitude save) and function as normal until you are reduced to negative hit points equal to 10 + your favored soul class level, at which point you die instantly. The increase in Constitution increases your hit points by 3 points per character level; these hit points go away at the end of the duration of Warrior's Heart. The increased hit points are not lost first like temporary hit points. You may not use this ability with similar bonuses such as barbarian rage or the Guardian divine gift. You are not fatigued at the end of Warrior's Heart's duration, but while the gift is in effect you may not cast spells requiring verbal components or do anything else requiring speech.

    • Water Ken (Su): (Prerequisite: Patron with the Water domain). You gain Aquan as a free bonus language. In addition, you gain a divine bonus to Swim checks equal to your Charisma modifier. You may also breathe underwater once per day for a number of rounds equal to 3 + your Charisma modifier.

    • Winged Feet (Su): You gain a bonus +10 feet to your movement. You also ignore all armor penalties to movement for wearing medium or lighter armor, and the movement penalties for wearing heavy armor are halved. You suffer no movement penalty for carrying a medium load, and only suffer a -5 foot penalty for carrying a heavy load.

Favored Soul 
                                            Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Divine gift
5
3
-
-
-
-
-
-
-
-
2nd
-
6
4
-
-
-
-
-
-
-
-
3rd
Divine gift
6
5
-
-
-
-
-
-
-
-
4th
-
6
6
3
-
-
-
-
-
-
-
5th
-
6
6
4
-
-
-
-
-
-
-
6th
Divine gift
6
6
5
3
-
-
-
-
-
-
7th
-
6
6
6
4
-
-
-
-
-
-
8th
-
6
6
6
5
3
-
-
-
-
-
9th
Divine gift
6
6
6
6
4
-
-
-
-
-
10th
-
6
6
6
6
5
3
-
-
-
-
11th
-
6
6
6
6
6
4
-
-
-
-
12th
Divine gift
6
6
6
6
6
5
3
-
-
-
13th
-
6
6
6
6
6
6
4
-
-
-
14th
-
6
6
6
6
6
6
5
3
-
-
15th
Divine gift
6
6
6
6
6
6
6
4
-
-
16th
-
6
6
6
6
6
6
6
5
3
-
17th
-
6
6
6
6
6
6
6
6
4
-
18th
Divine gift
6
6
6
6
6
6
6
6
5
3
19th
-
6
6
6
6
6
6
6
6
6
4
20th
Divine gift
6
6
6
6
6
6
6
6
6
6

Spells Known
Level0th1st2nd3rd4th5th6th7th8th9th
1st
4
3
-
-
-
-
-
-
-
-
2nd
5
3
-
-
-
-
-
-
-
-
3rd
5
4
-
-
-
-
-
-
-
-
4th
6
4
3
-
-
-
-
-
-
-
5th
6
5
3
-
-
-
-
-
-
-
6th
7
5
4
3
-
-
-
-
-
-
7th
7
6
4
3
-
-
-
-
-
-
8th
8
6
5
4
3
-
-
-
-
-
9th
8
6
5
4
3
-
-
-
-
-
10th
9
6
6
5
4
3
-
-
-
-
11th
9
6
6
5
4
3
-
-
-
-
12th
9
6
6
6
5
4
3
-
-
-
13th
9
6
6
6
5
4
3
-
-
-
14th
9
6
6
6
6
5
4
3
-
-
15th
9
6
6
6
6
5
4
3
-
-
16th
9
6
6
6
6
6
5
4
3
-
17th
9
6
6
6
6
6
5
4
3
-
18th
9
6
6
6
6
6
6
5
4
3
19th
9
6
6
6
6
6
6
5
4
3
20th
9
6
6
6
6
6
6
6
5
4

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