Nothing special in there, just the (updated) slot affinity (DMG has the basic rules for that already) and especially the combining of common item bonuses (i.e. no extra charge in cost for adding that common stuff to an item).
Body slot affinities are optional, and I do not use them.
I'll just leave the hat of disguise part off then and make it headband of charisma and cloak of resistance. Ok that way?
As above, no body slot affinities. A charisma item must be a cloak.
Would it be possible to add the hat of disguise part later in the game, or is that more of an absolute no for that combination in particular?
The abilities of a hat of disguise could be added to a headband, hat, helmet, or phylactery on the head (see Magic Items on the Body on DMG 214). But as above, a charisma item must be a cloak.
I have to ask, though, why no vest of resistance? Any particular reason for that one?
Because it's from MIC and I do not use body slot affinities.
Can the Favored Soul-built in spell swapping be used for that (for 8th, 10th, and 12th level, especially)?
Would have the same effect, really.
Otherwise, I will have to add some cost to those items, I guess, and/or keep one or two of the 2nd level spells.
Yes, that is allowable. You still must provide a level-by-level build so I can see when and how such items were created.
Ah, ok. That changes things quite a bit, of course. Opening post didn't say so (unless I missed that part

), so I was assuming the standard rules here.
Yea, I overlooked it. I will attach a rule 11.
Is that absolutely necessary (I really don't like that one)?
Maybe adding some information (you require) is enough?
I am very familiar with that sheet. I like to spend as little time as possible when searching for things on a character sheet so I do require it. I apologize for the inconvenience.
If it's so much easier for you to read, I would then just post both (my own in SBLOCK), if that's ok with you.
Perfectly alright.
...That's why I posted what I am looking at for the future, so you have some time to look at those.
I appreciate that.
Restoration will likely be there already, if we start at 12th (will have to get some material components, too).
I only suggested it because restoration has a costly material component and lesser restoration doesn't.
Remove Curse makes sense (doesn't cost much and might be good to have at hand). Might also consider Break Enchantment, actually.
Break enchantment is also very useful, but maybe you should consider it as just couple scrolls rather than spent one of your valuable spell slots. Up to you though. I'm just offering advice based on the favored soul I played in the Shackled City campaign.
Heal (since we start at 12th unlike I had thought) will take care of a whole lot of conditions, too.
True, but it's also the kind of spell you want to keep ready for combat as it effectively heals all damage and many conditions.
That one will be swapped away with Restoration, anyways, I think, which I will most likely have with 12th level.
Up to you. Like I said, just advice.
Raise Dead is way too expensive, though. I was aiming for Delay Death or Revivify, which are both far superior (if you allow those, of course), before we actually need it (hopefully).
If you want to pool resources with the other players for a raise dead scroll, that would be fine as well. Delay death and revivify may be allowed depending on how well your party seems to deal with encounters.
Also, I'm not sure about how things will be in the game, but acquiring a scroll (or the service) is also an option (especially for Raise Dead), in the case.
True, but it might interrupt things quite a bit if you have to travel back to town every time you need to raise someone from the dead.
There's not a whole lot one can do about that, though. The common bonuses are all covered by spells, so only natural armor bonuses would be usable, and that (also, like two other items already, one of which has already been moved to another fitting slot) takes the throat slot.

I can get AC close to 40 (over 30 with ease), though, if necessary, so it's not really as bad as it looks.
It was just an observation. I wanted to make sure you were aware of it.
...Yeah, the two extra bastard swords will be in the HHH (sheathed, of course

), the other one is on the back (as hinted at in the description). So that should work out the way you state it.
Just recognize it will take two move actions to draw a bastard sword from the HHH; one to draw, one to unsheath, and that doesn't include sheathing the weapon that you already have drawn (although you could drop as a free action).
I hope you (and the other players) understand I'm not trying to be an ogre. I'm just attempting to keep things manageable and fair for all.