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There are very few that worship the ghost train, Doomtrain. Service to The One Who Never Stops will only reward followers with a better seat once it is finally their time for him to claim their soul, as well as knowledge on the workings of trains. Nevertheless, some take it upon themselves to work as an Usher for souls whose times have come, and to make those souls pass on from this mortal coil.

The usher is a deific order of the cleric class.

Limit Breaks (Su)

At 1st level, the usher receives the Limit Breaks (Doomtrain’s Whistle and Ghostly Body).

Doomtrain’s Whistle (Su): This Limit Break causes every enemy within 30 ft. of the usher to make a Fortitude save (DC 10 + half of his cleric level + his Charisma modifier). Enemies that fail this save are slowed as they hear a ghostly whistle in the distance for 1 round + 1 round per four cleric levels after 1st.

Ghostly Body (Su): This Limit Break turns the usher Incorporeal for 1 round + 1 round per four cleric levels after the 1st. He may still interact with all of his equipment as normal. This limit break requires a swift action.


An usher casts necromancer spells which are drawn from the necromancer spell list. An usher begins play with 3 1st level necromancer spells of his choice. The usher 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, an usher can find or purchase scrolls with spells to add to his repertoire.

To learn or cast a necromancer spell, the usher 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 an usher’s spell is 10 + the spell level + his Wisdom modifier. In addition, an usher gains additional MP for having a high attribute (Wisdom). All necromancer spells learned by the usher use his Wisdom modifier instead of Charisma for all spells’ effects.

Class Skills

An usher adds Drive to his list of class skills. In addition, he gains a bonus on Knowledge (Engineering) checks equal to half his cleric level.

Favored Weapon

An usher adds glaives to his list of weapon proficiencies.


An usher gains access to two of the following domains: Artifice, Chaos, Death, Travel.

Deity Abilities

An usher gains the following abilities from his deity as he increases in level.

Engineering (Ex)

At 1st level, an usher may add his Charisma modifier as a bonus to all skill checks related to trains.

Escape Suplex (Su)

At 3rd level, an usher may spend a daily use of channel energy as a swift action to add his Charisma modifier to Strength or Escape Artist checks to break out of a grapple or pin. If the grappler has any levels in monk, he adds double his Charisma modifier. This lasts for a number of rounds equal to his cleric level.

Stamp Ticket (Su)

At 6th level, the usher can ensure that the bodies of the dead stay dead. He ignores DR of undead creatures up to half of his cleric level. In addition, he gains carrionsense, becoming able to detect corpses and creatures with 25% HP as if using scent.

Runaway Train (Ex)

At 9th level, an usher no longer takes an AC penalty when charging, and gains a +4 bonus to the attack roll instead of a +2.

Inescapable Strike (Su)

At 12th level, the usher may add the ghost touch weapon property to any weapon he wields as a swift action, or to an ally’s weapon as a standard action. This lasts for a number of rounds equal to his cleric level, and he can do this a number of times per day equal to 3 + his Charisma modifier.

Death is Inevitable (Su)

At 15th level, an usher adds 1 to the DC of any instant death effects he uses or death descriptor spells he casts. In addition, he may cancel the effects of an enemy’s cheat death class feature when he delivers a coup de grace or deals massive damage, and any other effects that allow a creature to automatically succeed at a Fortitude save versus instant death, by spending a daily use of channel energy as an immediate action.

Speeding Train (Ex)

At 18th level, the usher can charge through spaces occupied by allies, but cannot end his movement within the same space as his ally. In addition, he does not provoke attacks of opportunity from enemies he attacks with a charge, and takes normal damage from brace weapons instead of double damage when charging.

Crossings and Switches (Su)

At 20th level, an usher is more in tune with death. Once per day, whenever he charges while wielding a glaive, he may make a full attack at the end of his charge, and adds the vorpal and keen weapon properties to his glaive until the start of his next turn. These magic weapon properties do not count towards a weapon’s maximum enhancement bonus. In addition, he may change directions once while charging.