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Beating the Favored Soul with a Nerf Stick
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 2017637" data-attributes="member: 9249"><p>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.</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> 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 <strong>closer</strong> 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.</p><p></p><p> 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. </p><p></p><p> 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.</p><p></p><p> 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.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 2017637, member: 9249"] 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 [b]closer[/b] 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. [/QUOTE]
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