Viktyr Gehrig
First Post
I love the concept behind the Favored Soul-- a spontaneous divine caster fuelled by their intimate connection to their deity. However, their number of spells known is excessive for a spontaneous caster, especially when coupled with their three good saves and nice class abilities.
With that in mind, I've put together a couple of ideas for powering down the Favored Soul while retaining (or enhancing) its flavor as a class.
The first thing I did was reduced the Favored Soul's Known Spells by three per spell level that the Favored Soul is allowed to cast-- meaning that when a Favored Soul first gains access to a new level of spells, they have 0 spells known for that level.
I'm not leaving the Favored Soul without spells to cast, however. Since Domains are the expression of a god's interests, influence, and power, a class which represents an even closer relation to a deity than that of the Cleric should be even more bound to the Domains of their patron deity. At 1st level, the Favored Soul may select two domains, like a Cleric, receiving the respective domain powers and adding the granted spells of that domain to their Spells Known list.
Furthermore, unless the Favored Soul's patron deity is Neutral in alignment, the Favored Soul must select an appropriate alignment domain as one of their domains. A Favored Soul who follows a Neutral deity may select any two of the deity's offered domains.
Effectively, this means that the Favored Soul's spell selection is far less flexible than the Sorceror's, making up for the fact that the Favored Soul still knows more spells per level. It also represents the Favored Soul's deeper connection to their patron deity, and gives a coherent theme to their spell selection.
At this point, this is the only change I've made. However, if further limitation is necessary, the Favored Soul's good Fortitude or Reflex save could be removed, or they could lose access to the Energy Resistances they gain as they advance. I wouldn't touch their Weapon Specialization or their Wings, as these seem like definitive powers of the Favored Soul.
With that in mind, I've put together a couple of ideas for powering down the Favored Soul while retaining (or enhancing) its flavor as a class.
The first thing I did was reduced the Favored Soul's Known Spells by three per spell level that the Favored Soul is allowed to cast-- meaning that when a Favored Soul first gains access to a new level of spells, they have 0 spells known for that level.
I'm not leaving the Favored Soul without spells to cast, however. Since Domains are the expression of a god's interests, influence, and power, a class which represents an even closer relation to a deity than that of the Cleric should be even more bound to the Domains of their patron deity. At 1st level, the Favored Soul may select two domains, like a Cleric, receiving the respective domain powers and adding the granted spells of that domain to their Spells Known list.
Furthermore, unless the Favored Soul's patron deity is Neutral in alignment, the Favored Soul must select an appropriate alignment domain as one of their domains. A Favored Soul who follows a Neutral deity may select any two of the deity's offered domains.
Effectively, this means that the Favored Soul's spell selection is far less flexible than the Sorceror's, making up for the fact that the Favored Soul still knows more spells per level. It also represents the Favored Soul's deeper connection to their patron deity, and gives a coherent theme to their spell selection.
At this point, this is the only change I've made. However, if further limitation is necessary, the Favored Soul's good Fortitude or Reflex save could be removed, or they could lose access to the Energy Resistances they gain as they advance. I wouldn't touch their Weapon Specialization or their Wings, as these seem like definitive powers of the Favored Soul.
he was not amused. The favored soul is I think balanced for the most part example priest heavy armor, know unlimited number of spells. If its not broke don't fix it, in a toe-to-toe fight my money is on the favored soul but on casting power I would go with a priest. Mind you my players are still low level but the alternate classes in the books give the game a bit more flavor and I think a good one there is great potential for role play with these classes. Power gamers in my group love the warlock but if the dm dose it right the class is sort of an out cast as are the other ones as for the spell thief well lets just say having an entire enclave of wizard after you some of note would not be fun so reputation would come into play. But I am rambling on it all boils down to the DM and keeping things balanced and fun