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Conductor

Conductors are a secular group of priests. They are dedicated with shepherding souls to Doomtrain, be they of the living or undead. Often working in conjunction with Soulreapers but with a zeal for striking down necromancers and unscrupulous monks with a specialty on grappling. A hatred shared by the object of their faith…

The conductor is a deific order of the cleric class.

Limit Breaks (Su)

At 1st level, the conductor receives the Limit Breaks (Diabolic Headlamp and Runaway Train).

Diabolic Headlamp (Su): This Limit Break allows the conductor to bring forth the terrifying visage of the phantom train. The conductor conjures the front of the phantom train above him as an illusion, speeding at his opponents for a duration of 1 round + 1 round per four cleric levels after 1st. All enemy creatures who can see the illusion within 30 feet must make a Will save (DC 10 + half of the cleric’s level + his Charisma modifier) or be Frightened for 1 round + 1 round per four cleric levels after 1st. If an enemy creature is within a 15-ft.-cone in front of the conductor, they are instead Confused on a failed save. A successful save makes the target(s) shaken instead. This is a mind-affecting, phantasmal fear effect. This limit break is a swift action.

Runaway Train! (Su): This Limit Break allows the conductor to charge an unfortunate soul and banish them to the underworld. The conductor charges a 5-foot (1 square) location within range, shrouded in the visage of Doomtrain. When charging in this fashion, the conductor cannot be slowed downed by difficult terrain, magical or otherwise. Should he hit an enemy creature at the end of his charge, his target and all adjacent creatures must make a Reflex save (DC 10 + half of the cleric’s level + his Charisma modifier) or take 2d8 points of shadow damage, plus an additional 2d8 shadow damage per four cleric levels after 1st. A successful save deals half damage. If a creature would be reduced to -1 hit points or lower, they immediately die and are under the effects of Gentle Repose as their soul becomes a passenger.

Spells

A conductor can cast necromancer spells which are drawn from the necromancer spell list. A conductor also treats all spells from the enfeebling school from the illusionist spell list as being on the necromancer spell list. A conductor begins play with 3 1st level necromancer spells of his choice. The conductor also selects a number of additional 1st-level spells equal to his Wisdom modifier to add to his list of spells. Each time a character attains a new cleric level, he gains two spells of his choice to add to his list of spells. The two free spells must be of spell levels he can cast. Like most mages, a conductor can find or purchase scrolls with spells to add to his repertoire.

To learn or cast a spell, the conductor must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a conductor’s spell is 10 + the spell level + his Wisdom modifier. In addition, a conductor gains additional MP for having a high attribute (Wisdom). All illusionist and necromancer spells learned by the conductor uses his Wisdom modifier for all spell effects.

Class Skills

The conductor adds Drive to his list of class skills. In addition, he gains a bonus on all Knowledge (Religion) checks equal to half his cleric level.

Favored Weapon

A conductor adds glaives to his weapon proficiencies.

Domains

A conductor gains two of the following domains: Artifice, Chaos, Death, Travel.

Deity Abilities

A conductor gains the following abilities from his deity as he increases in level.

Reckless Locomotion (Ex)

At 1st level, the conductor channels the fury of Doomtrain’s relentless journey. A conductor, as a free action, can increase the bonus on attack rolls provided by a charge by 1 but increases the penalty to AC by an equal amount. This bonus and penalty both increase by 1 for every four cleric levels after 1st. When charging in this fashion, the conductor gains a +2 bonus on overrun attempts but suffers the a -2 penalty to grapple checks. In addition, when the conductor is charging and suffers additional damage from a readied attack (such as a weapon with brace, sneak attack, or similar ability) the conductor instead takes normal damage as opposed to additional damage until he ends his charge.

Safe Passage (Su)

The conductor emulates the transient nature of Doomtrain’s journey. At 3rd level, when the conductor would run, perform a charge, bull rush, or overrun maneuver, the conductor can temporarily gain the benefits of being incorporeal until he reaches his destination, his maximum distance he can travel in the round, or his intended target. He treats obstacles he passes through as no larger than 1-ft.-thick as normal terrain for the purposes of movement during the action listed above. The thickness with which he can treat as normal terrain increases by 1-foot for every three cleric levels after 3rd. This is a swift action and can be used a number of times per day equal to his Charisma modifier. Any gear and equipment the conductor is wearing or wielding do not fall off the conductor during the action listed above. They are treated as ghost touch weapons/armor for the purposes of wielding and wearing his items. If his movement forces him to stop inside an object (such as a wall, low hanging branch, or creature) he suffers the normal effects and penalties an incorporeal creature faces. In addition, the conductor can use his ranks in Drive in place of his base attack bonus (if higher) for overrun or bull rush attempts.

Railroad Rush! (Su)

At 6th level, the conductor can channel more of the phantom train’s menace. The conductor gains the Improved Overrun feat as a bonus feat even if he doesn’t meet the prerequisites. In addition, the conductor can spend a use of channel energy, as a swift action during a charge or overrun attempt, to leave behind a trail of energy in his wake. For each square (5-feet) the conductor passed during his charge (except his final destination), he leaves a cloud of energy. Any enemy creature that starts their turn in that square must make a Will save (DC 10 + half of the cleric’s level + his Charisma modifier) or takes his channel energy damage (positive if he channels good, negative if he channels evil) plus his Charisma modifier. The trail energies last for a number of rounds equal to half his cleric level.

Diabolic Whistle (Su)

At 9th level, the conductor can sound Doomtrain’s whistle, beckoning terror upon his enemies. When the conductor channels energy to harm enemy creatures, instead of dealing damage, the conductor can instead choose to inflict a random status effect to all creatures in range. Roll a d8 and one of the following effects, with their appropriate save, will take place during channel energy (DC 10 + half of the cleric’s level + his Charisma modifier to negate):

 

D8

Status Effect

1

Berserk (Will)

2

Blind (Fortitude)

3

Poison (Fortitude)

4

Slow (Will)

5

Deshell (Will)

6

Deprotect (Fortitude)

7

Nauseated (Fortitude)

8

Doom (Will)

 

 

Only 1 status effect can be inflicted at a time. Each effect lasts for a number of rounds equal to the amount of channel energy dice the conductor has. This effect can be used instead of the usual effect for Railroad Rush.

Drive-by Derelict (Ex)

At 12th level, the conductor’s knowledge of locomotion and momentum better prepares them for head-on collisions. When making a bull rush or overrun maneuver, the conductor and any vehicle he operates are treated as one size category larger for the purposes of what he can bull rush or overrun. He can also add his ranks in Drive as additional precision damage on all damage rolls related to charges and vehicle collisions. In addition, he gains the Charge Through feat as a bonus feat without needing to meet the prerequisites. If the conductor already has that feat, he can choose another combat feat he meets the prerequisites for.

Fear the Beyond (Ex)

At 15th level, the conductor’s ability to evoke fear of the inevitable becomes stronger. All illusionist and necromancer spells the conductor casts that inflict shaken, frightened, panicked, cowering, or confusion status effects are treated as 1 caster level higher. In addition, the conductor becomes immune to fear and compulsion effects. At 17th level, the conductor is immune to any effect that instills Doom or Countdown.

Tickets Please! (Sp)

At 18th level, the conductor can call on one or many of the ‘ticket takers’ within the phantom train for a short time. As a full round action, the conductor can spend 2 uses of channel energy and 4 MP to cast Summon Undead VII as a spell-like ability using his cleric level as his caster level as appropriate. The undead appear out of a spectral train car that disappears as they exit with all necessary gear. In addition, the conductor gains the Coordinated Charge feat as a bonus feat without needing to meet the prerequisites and treats all undead summoned with this ability as having the feat. Any living creature that is reduced to -1 hit points or lower by the conductor or the ‘ticket takers’, must make a Fortitude save. Those who fail die and are turned into Souls under the conductor’s control. When the duration of this ability ends, all undead and souls disappear into another passenger car aboard the phantom train. The conductor gains a bonus (sacred or profane, based on his channel energy) to his next d20 roll equal to the amount of Souls at the end of this ability (maximum of 8). This benefit lasts for 24 hours or until discharged.

Phantom Train (Su)

The conductor’s connection to Doomtrain reaches its peak! At 20th level, once per day, the conductor can summon the front of Doomtrain by signaling his presence for pick up. As a full-round action, the conductor performs a prayer. Once performed, Doomtrain speeds towards his location. Doomtrain will phase through all obstructions as an incorporeal creature but does not treat solid objects of any thickness as difficult terrain. At the start of the round when Doomtrain would appear, it sounds its horn, signaling all creatures of its arrival. The conductor summons Doomtrain that takes up a space of 100 feet by 50 feet, some of which must be within 30 feet of the conductor, all enemy creatures within this space must make a Reflex save (DC 10 + half of the cleric’s level + his Charisma modifier) as it speeds by. Any who fail take 5d10 points of bludgeoning damage and 5d10 points of shadow damage and are knocked prone. A successful save reduces the damage by half and negates the prone effect. The train remains there for a number of rounds equal to the conductor’s Charisma modifier. Any enemy creatures that start their turn in the train’s area must make that Reflex save each round. The conductor can spend a use of channel energy or 4 MP as swift action to keep the train running in that area for an additional round.

Alternatively, the conductor and a number of willing creatures (up to his Charisma modifier), can enter the train when it arrives. Once entered, he can choose a destination via the Plane Shift spell but he will arrive there in 1d8+1 hours. The inside of the train appears like a fully furnished dining car. The inside is taken care of by Unseen Servants (usually 3-6 of them). The conductor and his passengers can rest inside the train but cannot leave the dining car. Food, drink, and other mundane services are provided by the Unseen Servants. Once Doomtrain arrives at the destination, the conductor and any allies he brought with him are shunted out the train and suffer the effects of Plane Shift.

Conductor