Open Discussion: Favoured Soul class addition

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Maiyannah
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Open Discussion: Favoured Soul class addition

Post by Maiyannah »

As wizard has it's sorcerer to be the spontaneous caster, so too does cleric have favoured soul, so I feel it appropriate to add it here, despite it's lack in the vanilla game.

Favoured soul is described as follows:
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 spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric's path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.

Favored souls are often loners, wandering the land serving their deities. They are welcomed by their churches but treated as unusual and are sometimes misunderstood. They are emissaries of their deities and outside the church's command structure - respected mystics not requiring the support normally crucial to a priest's success. This makes them sometimes revered and sometimes envied by their cleric cousins. While favored souls are occasionally disrespected for their perceived lack of discipline, devout worshipers know that they are a powerful message from, and indeed a living manifestation of, their deities.

Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. These divine spellcasters know fewer spells and acquire powerful spells more slowly than clerics, but favored souls can cast spells more often, and they have no need to select and prepare them ahead of time.

Divine magic is intuitive to a favored soul, not a matter of careful prayer. This intuitive nature leads to a freer interpretation of faith and doctrine, and so favored souls tend slightly toward chaos over law. A favored soul is often of the same alignment as her deity, though some are one step away. For example, a favored soul could serve a lawful good deity and be neutral good herself. A favored soul may not be neutral unless her deity is neutral.

A favored soul can be of any religion. The most common deity worshiped by human favored souls in civilized lands is Pelor, god of the sun. Among nonhuman races, favored souls most commonly worship the chief deity of their racial pantheon. Unlike clerics, favored souls are not able to devote themselves to a cause or a source of divine power instead of a deity.

Favored souls learn of their connection with the divine at a young age. Eventually, a young favored soul understands the power that she has been wielding unintentionally. Favored souls, as naturally inclined divine channelers, are also born loners. Unlike clerics in a temple, they gain little by sharing their knowledge and have no strong incentive to work together.

The innate talent of spontaneously channeling divine power is unpredictable, and it can show up in any of the common races. Divine spellcasters from savage lands or from among brutal humanoid tribes (such as orcs or half-orcs) are more often favored souls than clerics.

Favored souls have the most in common with members of other self-taught classes, especially sorcerers, but also druids and rogues. They sometimes find themselves at odds with members of the more disciplined classes, specifically clerics, whom they sometimes view as too wrapped up in doctrine and rigidly defined attitudes.

The favored soul serves as a group's backup healer and defensive magic specialist. She can hold her own in a fight, especially if she chooses to focus on powers that aid her in combat.

CLASS FEATURES

Alignment: Any.

Hit Die: d8.

Class Skills
The favored soul's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge(arcana) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

It is a 1/3 BAB class, with the following features:

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 spellcasting.

Spells: A favored soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. 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 (Cha 10 for 0-level spells, Cha 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 spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Favored Soul. 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 Table: Favored Soul Spells Known. (Unlike spells per day, her Charisma score does not affect the number of spells a favored soul knows; the numbers on Table: Favored Soul Spells Known 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 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 yet used up her spells per day for that spell level.

Deity's Weapon Focus: At 3rd level, a favored soul gains the Weapon Focus feat with her deity's favored weapon. If the character already has that feat, she can choose a different one.

Energy Resistance (Ex): At 5th level, a favored soul chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of her choosing.

Deity's Weapon Specialization: At 12th level, a favored soul gains the Weapon Specialization feat with her deity's favored weapon. If she already has that feat, she can choose a different one.

Wings (Ex): At 17th level, a favored soul gains wings and can fly at a speed of 60 feet (good maneuverability). A good-aligned favored soul grows feathered wings, and an evil-aligned favored soul gains batlike wings. A favored soul who is neither good nor evil may choose either type of wings.

Damage Reduction (Su): A 20th-level favored soul gains damage reduction. If the character is lawful-aligned, the damage reduction is 10/silver. If the character is chaotic- aligned, the damage reduction is 10/cold iron. A favored soul who is neither lawful nor chaotic may choose either type of damage reduction.
I think it's worth implementing, though the Wings ability would probably mark them as outcasts from normal society. My thought is to make it have specific not-visible effects for the Ravenloft deities that are mainstream (Morninglord, Ezra, the Eternal Order, etc) but I'd have to meditate on what they'd be.

Please let me know your thoughts on implementing the class!
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wilkins1952
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Re: Open Discussion: Favoured Soul

Post by wilkins1952 »

I think it is a fairly cut and dry thing to add, With most of the abilities and feats it getting very easy to implement without too much work.

As for Wings. I have given this some thought and I think it should be a Choice for the player if their FS get wings or not. So at level 17 they would get an extra feat that has the choice of "FS Wings" That allows them to grow wings with the VFX. (Eventually I would also like to see some ability to fly in some form as well.) Or they get a "FS Mobility." Feat. This would allow them to avoid wings and the fact they will be an outcast yet keep an ability similar to Flight Such as a spell like ability of say Dimension Door.
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Maiyannah
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Re: Open Discussion: Favoured Soul

Post by Maiyannah »

Well the idea is that they outwardly, obviously, display said favour of their god. Flying just isnt going to work in NWN for many reasons, but a replacement similarly outward with a solid gameplay benefit is what we need.

My suggestion with regards to the kinda more outcast/not thing was that the *native* religions (Ezra, Morninglord, Eternal Order, Hala, etc) would get things that wouldn't spook the locals for appearance things, but more foreign things would. This is in keeping with the xenophobia the Dark Powers generally try to impart on the plane.
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Ouroboros
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Re: Open Discussion: Favoured Soul

Post by Ouroboros »

In Ravenloft, Favoured Souls being forcibly burdened and rewarded at the same time in the form of the Wings ability is narratively and thematically appropriate; Level 20 Monks become Outsiders with visible hallmarks thereof with all the boons and detriments it brings. Favoured Souls in my opinion should be the same. Most players would choose to forgo the level 20 Monk Capstone, as they would the 17th level Favoured Soul Wings feature, as the social consequences immensely outweigh the mechanical boons; especially since those boons can be attained by other readily available means. If players are offered the choice to either not suffer these negatives, or to opt for a version of the same mechanical boons without the drawbacks, they will inevitably choose to not engage with them.

Sometimes, power has consequences and not all of them should be positive.
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Maiyannah
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Re: Open Discussion: Favoured Soul

Post by Maiyannah »

Ouroboros wrote: Sat Oct 07, 2023 11:01 am In Ravenloft, Favoured Souls being forcibly burdened and rewarded at the same time in the form of the Wings ability is narratively and thematically appropriate; Level 20 Monks become Outsiders with visible hallmarks thereof with all the boons and detriments it brings. Favoured Souls in my opinion should be the same. Most players would choose to forgo the level 20 Monk Capstone, as they would the 17th level Favoured Soul Wings feature, as the social consequences immensely outweigh the mechanical boons; especially since those boons can be attained by other readily available means. If players are offered the choice to either not suffer these negatives, or to opt for a version of the same mechanical boons without the drawbacks, they will inevitably choose to not engage with them.

Sometimes, power has consequences and not all of them should be positive.
I agree; but as we both know flying is ... well, it doesn't go so hot in NWN, so my intention was to try to find something we think is the same or similar, which doesn't involve flying.

I'm not against locals blending in better than the outlanders though, that's very on-brand for Ravenloft and the xenophobia the Dark powers try to engender of the realm.
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Ouroboros
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Re: Open Discussion: Favoured Soul class addition

Post by Ouroboros »

Most implementations of flying in NWN is honestly just a gussied up instant teleport with a delay. Fly widget > target spot you want to fly to > character plays an animation of taking flight into the air > player is teleported to target site and runs a landing animation. It works, but you do have to design your module around the fact that players are capable of just circumventing shitloads of content as a result. Certain tilesets become entirely invalid and trivial to defeat with those movement abilities.

Might be possible to script fly to do a check for nearby enemies and automatically fail if that's the case, under the expectation that if they try to fly over a chasm and get pinged by arrows they'll fall to their death. But that's an entire other subject to cover that's only tangentially related to Favoured Soul, really.
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Maiyannah
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Re: Open Discussion: Favoured Soul class addition

Post by Maiyannah »

Ouroboros wrote: Sun Oct 08, 2023 12:05 am Most implementations of flying in NWN is honestly just a gussied up instant teleport with a delay. Fly widget > target spot you want to fly to > character plays an animation of taking flight into the air > player is teleported to target site and runs a landing animation. It works, but you do have to design your module around the fact that players are capable of just circumventing shitloads of content as a result. Certain tilesets become entirely invalid and trivial to defeat with those movement abilities.

Might be possible to script fly to do a check for nearby enemies and automatically fail if that's the case, under the expectation that if they try to fly over a chasm and get pinged by arrows they'll fall to their death. But that's an entire other subject to cover that's only tangentially related to Favoured Soul, really.
Right, and opening that pandora's box is something I'm not too interested in, so what I'm looking for is an alternative ability that would be considered equal in strength we can apply an equally obvious vfx for, ultimately.
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GuardianTai
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Re: Open Discussion: Favoured Soul class addition

Post by GuardianTai »

May I suggest, instead of flying, they get that same thing paladins might get, that somewhat distorts reality around them, and makes them easy to spot... (Even though the wings are a dead givaway) or scry by the evil entities of the setting?
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Ouroboros
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Re: Open Discussion: Favoured Soul class addition

Post by Ouroboros »

GuardianTai wrote: Fri Apr 19, 2024 5:47 am May I suggest, instead of flying, they get that same thing paladins might get, that somewhat distorts reality around them, and makes them easy to spot... (Even though the wings are a dead givaway) or scry by the evil entities of the setting?
Strongly disagree with this proposal. Favored Souls are best comparable to the Sorcerer variant of Wizards, but for Deific magic. They still require a link to a deity, which in turn only requires that they meet the dogmatic aspects of their Deity of choice. Note the "Alignment: Any" component, which means you can have Favored Souls devoted to Bane, Mask, Vecna, and many more malefic powers.

The reason that Paladins have the innate Ravenloft feature of disturbing the fabric of the Demiplane around them, is that they are paragons of moral integrity. By definition, a Paladin must be Lawful Good and often times does not need to have a Deific sponsor, even sometimes being able to act against that Deity's dogmatic choices, instead cleaving to a path of what is just and right. Even rarer still are native Ravenloft Paladins, whom are intended to be inviolable paragons of good, shining pearls amidst a sea of darkness and dross.

Their innate ability, which disturbs the fabric of the Demiplane around them (though not to be confused with the Reality Wrinkle feature of Outsiders, has some comparisons) is in part a narrative device to further burden the Paladin in their journey and in another part, a narrative tool for the DM intending for the Darklord of that given locale to take a personal hand in dealing with said Paladin.

Favored Souls have no narrative or mechanical reason to grant them this same benefit; why should a Darklord be personally aware of the diaspora devoted to Deities, regardless of their intent? The point of a Paladin's noticed existence to a Darklord is to act as a pebble in the boot, a thorn in the side, a splinter in the hand. It's obnoxious for the Darklord in question just to sense their presence, let alone learn that they're probably acting in direct opposition to their general goals.
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Re: Open Discussion: Favoured Soul class addition

Post by Maiyannah »

I kind of agree and disagree with this response, and it basically gets down to the brass tacks of what a reality wrinkle or reality wrinkle adjacent thing is. It isn't, neccesarialy, the byproduct of strong virtue - thats more the second order consequence, than the first. Rather a reality wrinkle is a distortion in the reality of the semi-material plane of the Core, for lack of better terms, caused by beings whom are inherently different. Any outsider casts one, even imperceptibly, according to the Van Richten's guides, and as such, even a monk should have one if even an imperceptible, minor one, when they get the capstone achievement. Strong, steadfast, determined virtue such as a paladin's is merely the easiest way to create one, as the Domains of Dread are by definition an evil setting. But you create one just by being different. You are not homoeusian - you are not of the same stuff. In the Book of Secrets, I think it was, it was stated by one of the Ravenloft contributors that even outlanders would create very small ones, and this is why concentrations of any large amounts of outlanders would aggrivate the Darklords. Strahd must love the outskirts.

However, the problem becomes the fact that not all favoured souls are foreign; you can also have a favoured soul of the Morninglord, of Ezra, the Lawgiver, Divinity of Mankind, and so on. And these people are of the mists, so they would not create this sort of distortion.

An idea that comes to mind is to create capstone effects for each of the different domains, and a favoured soul may choose among those of their deity. We can script this easily enough, you just need to keep a database of 'supported deities'. This does mean homebrew ones or ones from settings I haven't considered would fall through, but we can have DMs fix those edge cases.

I'm think like for instance protection domain might gain a warding buff, mists domain might get the shield, etc. We would have to think of specific effects if we don't use the domain ones, but what do we think of this as a capstone?
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