Beacon of Hope (L20 Favored Soul)
Concept: Healing-focused Favored Soul, with good offensive casting abilities, but weak in melee
Original path's flaws: Focus on Cha (making it a weak offensive caster), no Extend (which is very useful for short term buffs and Blade Barriers), a few weird choices in spell selection (like Banishment but no Blade Barrier, Symbold of Weakness but no Destruction...)
Main fixes: Made it a better offensive caster, switching the main stat to Wis and taking Spell Penetration instead of Improved Mental Toughness, ending up at L20 with +4 spell DC and +2 spell penetration (at the cost of about 235 less spell points), with more useful spells overall
Alignment:
Chaotic Neutral,
Chaotic Good,
Neutral,
Neutral Good,
Lawful Neutral,
Lawful Good
Stats and Race (28/32 pt):
........Drow.....Dwarf......Elf.....Halfling...Human...Warforged.
.Str.....9.........10.......9/10......9/10.......10........10....
.Dex.....10........8.........10........10.......9/10.......8.....
.Con.....13......15/16.......13........14........14......14/16...
.Int.....10........8.........8.........8.........8.........8.....
.Wis.....17......17/18.....17/18.....17/18.....17/18.......16....
.Cha.....16........13........14........14........14......12/13...
Ability increase every 4 levels: All in Wis.
Skills: max out Concentration (on Human and Drow, also get 1 rank into Tumble and dump remaining points into Balance)
Feats (by level), except Human: Toughness (1), Favored by the Sovereign Host (1), Extend (3), Child of the Sovereign Host (3), Energy Resistance: Fire (5), Empower Healing (6), Quicken (9), Energy Resistance: Acid (10), Maximize (12), Beloved of the Sovereign Host (12), Energy Resistance: Electricity (15), Spell Penetration (15), Mental Toughness (18), Damage Reduction: Cold Iron (20)
Feats (by level), Human: Same, but add Mental Toughness at L1, and take Greater Spell Penetration at L18.
For more information about picking enhancements please read this post.
Enhancements (Favored Soul): Charisma I, Concentration I, Energy of the Scion II, Favored Soul Ascendency (capstone), Improved Spell Penetration II, Life Magic III, Prayer of Incredible Life II, Prayer of Life II, Toughness II, Unyielding Sovereignty, Wand and Scroll Mastery III, Wisdom II
Enhancements (Drow): Racial Toughness II
Enhancements (Dwarf): Constitution I, Racial Toughness II, Spell Defense I
Enhancements (Elf): Racial Toughness II
Enhancements (Halfling): Hero's Companion III, Luck (Fortitude) I, Luck (Reflex) I, Racial Toughness II
Enhancements (Human): Adaptability Wisdom I, Improved Recovery I, Orien Balance I, Racial Toughness II
Enhancements (Warforged): Combat Training I, Constitution I, Hardiness I, Healer's Friend I, Racial Toughness II
Spells taken when leveling up.
Spells followed by brackets may be swapped for the spell given in brackets, at the character level also provided. Swapping spells is often a non-mandatory minor optimization, so you may decide not to do it if it is too expensive for you (you can also directly pick the spell that should be swapped to, but be careful that you may wish you had the other spell while leveling up).
- L1: Command [Summon Monster I at L13] / Cure Light Wounds [Protection from Evil at L11]
- L2: Bless [Remove Fear at L9]
- L3: Nightshield
- L4: Resist Energy
- L5: Cure Moderate Wounds [Owl's Wisdom at L12]
- L6: Searing Light
- L7: Prayer / Soundburst
- L8: Death Ward [Neutralize Poison at L16]
- L9: Aid, Mass / Freedom of Movement / Lesser Restoration
- L10: Raise Dead
- L11: Cure Light Wounds, Mass [True Seeing at L19] / Recitation / Remove Curse
- L12: Heal
- L13: Blade Barrier / Cure Critical Wounds / Greater Command
- L14: Destruction
- L15: Break Enchantment / Cure Moderate Wounds, Mass / Spell Resistance, Mass
- L16: Death Ward, Mass
- L17: Death Pact / Protection from Elements, Mass
- L18: Heal, Mass
- L19: Cure Critical Wounds, Mass / Implosion
- L20: True Resurrection
Soloability by level:
No hireling..: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
With hireling: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Tips:
- Remember that you need a Cha of at least (10 + spell level) to cast a spell. You can use items, enhancements, tomes and the Eagle's Splendor spell to meet this requirement.
- At some point your AC will not be good enough to avoid being hit, even on a 2. You can happily run around with two weapons (to boost your spells) and a good looking robe or vestment (faster to swap than armor).
- A healer's first priority is not to heal others, but to stay alive.
- As the party healer, you will be expected to be able to help with a number of situations. Since the Favored Soul spell selection is limited, make sure that you carry wands, potions or scrolls for: Remove Fear, Lesser Restoration, Remove Blindness, Remove Curse, Remove Disease, Neutralize Poison, Restoration (Greater Restoration later), True Seeing, Heroes' Feast. You may of course stop carrying these once you learn the same spells.
Variants:
- Mental Toughness can be handy, but players comfortable with spell point management and use of scrolls/wands may prefer to swap it out (taking e.g. Greater Spell Penetration or Empower spell for even stronger offensive casting).
- A Cha-focused build like the original path still makes sense for someone willing to totally give up offensive spellcasting (for people who may prefer a full support role). The main advantage is the gain in spell points (29 for every +2 Cha at L20). In such a situation, going Halfling and switching Toughness / Maximize / Spell Penetration for the Halfling dragonmarks will give the character even more healing power (if not Halfling, just take Improved Mental Toughness instead of Spell Penetration). If you go this route, at least be aware that the large majority of quests benefit from a healer who can do something else than just sit back and heal.
- If instead you want to fully maximize your offensive spell-casting ability, you may start with 18 Wis even on a 28 pt build, dropping points from Dex/Str/Con. Be careful that low Str makes you more vulnerable to Str damage, and can lead to encumbrance issues (especially on Halflings).
- True Resurrection at L20 can be replaced by Energy Drain if you do not mind carrying Resurrection scrolls for in-combat raising.
- Owl's Wisdom taken at L12 is for the very rare situation where a melee in your group could use a boost to will saves. It is hard to find another L2 spell potentially useful at high level, but feel free to take whatever you like! Similarly, getting Summon Monster I at L13 is for when you need a summoned creature for something specific, like managing aggro, or triggering some rune, which is very situational.
- For a bit less healing power but more offensive fun, keep Mass Cure Light Wounds and swap Mass Cure Moderate Wounds with Cometfall at L19.
- This build is close in spirit to the
Font of Healing Cleric path. In short, the Cleric is more versatile (thanks to the abiliity to swap spells at shrines), while the Favored Soul gets more spell points and at L20 gains some very useful Damage Reduction and free casting of Cure Light Wounds, making it more powerful overall.
Color code: best to worst =
green,
yellow,
orange,
red