Divine Conduit

Some reverends learn to combine their Goddess' gifts of smiting and channeling, and can conduct the power she grants through their touch. These mighty servants can conduct both positive and negative energy through their sacred grasps.

Conduct Energy (Su)

Starting at 1st level, a divine conduit can channel the might of his Goddess through a touch. As a standard action, he chooses either positive or negative energy, then touches a creature within reach. If the energy is used to harm the subject, this is a melee touch attack.

This touch inflicts 1d6+Cha mod healing if it is positive energy, or damage if it is negative energy. Against undead creatures, positive energy harms while negative energy heals. This ability has no effect on creatures that are normally immune to positive and negative energy, such as constructs.

The divine conduit can use this ability a number of times per day equal to 1/2 Reverend level + Cha mod. At 3rd level, and every 2 levels thereafter, the damage healed or dealt by this ability increases by 1d6. Effects that modify the number of uses of channel energy a character has increase the number of uses, and effects that modify the number of channel dice a character has modify the healing or damage of this ability.

This ability replaces Smite Foe and Sacred Weapon.

Conduit Specialization (Su)

At 2nd level, and every three levels thereafter, a divine conduit can select one of the following specializations that alter his Conduct Energy ability. If an ability grants a saving throw, the DC is 10 + 1/2 Reverend level + Cha mod. This DC is used for any spell effects mimicked by the ability. Multiple specializations may be applied to the same use of Conduct Energy, so long as they do not conflict with one another, and the divine conduit can pay the cost of all of them.

Alternative Divine Current: The divine conduit may spend one additional use of his Conduct Energy ability as an immediate action upon seeing the result to reroll a number of dice up to his Cha mod. He must take the new die results, even if they are worse.

Conductive Ring: By expending one additional use of Conduct Energy, the divine conduit may apply the ability to all creatures in a 20-foot radius burst centered on the target. Creatures harmed by this burst get a Will save to halve the damage. The divine conduit must be at least 5th level to select this specialization.

Conductive Smite: When he conducts energy to harm, the divine conduit may deliver his conducted energy through a weapon attack, rather than a melee touch attack. This targets AC normally, but deals the weapon's damage in addition to the energy damage. The smite uses the weapon's critical threat range to determine if it scores a critical hit, but the energy damage is only multiplied by 2, regardless of the weapon's critical hit multiplier.

Direct Divine Current: The divine conduit may choose to take the average result of his Conduct Energy die roll, rather than rolling (round down).

Divine Bolt: The divine conduit may deliver his conducted energy to a target in 30 feet. This is a ranged touch attack if used to harm.

Gospel of the Watt: The divine conduit may spend one additional use when conducting energy to affect those healed with the effects of a Good Hope spell, and those harmed with the Shaken condition (Will negates). This lasts a number of rounds equal to the divine conduit's Cha mod and applies even to creatures that are normally immune to fear, unless they are mindless.

Holy Amperage: When the divine conduit conducts energy to heal, he may spend one additional use of this ability to mimic the effects of a Lesser Restoration, Remove Fear, or Remove Paralysis spell on the subject. The divine conduit must be at least 5th level to select this specialization.

Most Holy Amperage: When the divine conduit conducts energy to heal, he may spend two additional uses of this ability to mimic the effects of a Restoration, Remove Blindness, or Remove Curse spell on the subject. The divine conduit must be of at least 11th level and have the Holy Amperage specialization to select this specialization.

Overloading Splendor: When the divine conduit conducts energy, he may spend one additional use of the ability to double the number of dice rolled. This makes the abilities' use a full-round action, rather than a standard action. The divine conduit must be at least 5th level to select this specialization.

Sacred Impulse: When the divine conduit uses Conduct Energy to deal damage, he may spend one additional use of the ability to briefly override his target's will, mimicking the effects of a Command spell against the target. At 8th level, he may instead mimic the effects of a Suggestion spell with this ability.

Sanctified Circuit: When the divine conduit uses Conduct Energy on himself, he need only use a move action. The divine conduit must be at least 5th level to select this specialization.

Semiconductive Ring: When the divine conduit uses his Conductive Ring ability, he may exclude any creatures he sees fit from the effects. The divine conduit must be at least 11th level to select this specialization.

Voltaic Piety: When the divine conduit uses Conduct Energy to deal damage, he may choose to deal electric damage. If he does so, the ability can affect any creature subject to electric damage, even if Conduct Energy would not normally affect it. The divine conduit must be at least 8th level to select this specialization.


This ability replaces Fervor.

Sanctomagnetic Conduction (Su)

At 4th level, the divine conduit gains a +1 sacred or profane bonus to all Charisma-based skills (depending on his Goddess' alignment; reverends of Marya may choose either), as the might of his Goddess within him attracts those who see him. This bonus increases by 1 for every 5 levels after 4th.

This ability replaces Channel Energy