Claine (3.5e Class)
From D&D Wiki
The Church of Modroben is universal in the world of Theonosis, and the Church's basic priests, known as Soulclaine, are ubiquitous. Soulclaine go up in level without talent, special abilities, spells or powers, beyond the act of soulcleaving. Promising Soulclaine (i.e. those with appropriate Ability Scores) are encouraged to join one of the more advanced orders.
All members of the Church of Modroben are Soulclaine for their first three levels. In that time, they are assigned to one or more small wards, where they cleave the dead of the local populace. For their fourth level (or any level after that), Soulclaine may take levels in other Claine classes. There are Claine Prestige Classes as well, which typically require at least level 7.
 Making a Claine
As all Claine began as ordinary Soulclaine, they always begin play with the following traits:
Social Role and Immunity: At first level, all Soulclaine gain the Social Role entitled to their kind. They are provided with a basic living by ordinary people and are effectively immune to most forms of banditry, thievery, punishment and extortion.
Psychism: As they cleave more and more people, Soulclaine gain in negative emotions, which they must deal with through coping techniques. Inevitably, their mental health suffers, leading to often disabling effects called Psychism.
Tithing: Claine are not allowed to seek gold or riches. At least 90% of their wealth, should they acquire any, must be given to the Church. They are expected to survive off the charitable givings of others, and through subsistence-level farming and hunting.
After three levels as Soulclaine, those who qualify may join one of the other Claine classes.
XP points: The XP point that player needed to advance in these classes increase in 25%.
 Class Features
Each of the Claine Classes corresponds to a Base Character Class, with which they share all powers, modifiers and abilities, with the exception of those outlined in these sections, which are extra undead-targeting powers. The Claine Classes each have bonus abilities and powers that apply to cleaving and undead-slaying.
 Cloudclaine (Air elementrician)
Cloudclaine may advance in the Air Rellgah Tradition of elementrics. At higher levels, Rellgah-practictitioners can cleave scores of undead through elementrics. They also receive a +1 magical bonus against undead every other level.
 Dustclaine (Earth elementrician)
Dustclaine may advance in the Earth Rellgah Tradition of elementrics. At higher levels, Rellgah-practictitioners can cleave scores of undead through elementrics. They also receive a +1 magical bonus against undead every other level.
 Emberclaine (Fire elementrician)
Emberclaine may advance in the Fire Rellgah Tradition of elementrics. At higher levels, Rellgah-practictitioners can cleave scores of undead through elementrics. They also receive a +1 magical bonus against undead every other level.
 Godclaine (Cleric/Cloistered Cleric)
Godclaine must take the Claine Domain at first level.
Lay on Hands (Su): Godclaine can lay on hands to cure a number of hit points equal to (Claine level+Wis modifier)x2 one time per day. They can use these healing points on themselves or others, and can divide it up amongst as many uses as necessary.
Reverse-Lay on Hands (Su): Godclaine can also reverse-lay on hands to affect both evil necromancers and undead, doing d6+Wis modifier in damage with a +1 to hit per level. This is a touch attack.
Druidic Shapechange (Su): Can shapechange at third level, but only into the following species: vulture/buzzard/condor, maggot/fly, beetle, earthworm, lobster, crab, snail and loach. If the Greenclaine comes into contact with a species or community of a different species that is a scavenger and makes a successful Concentration Check (DC 16) and twelve hours studying them, he may thereafter shapechange into that species forever. It may be easy to find such animals for frequent scavengers like raccoons and lions, and may be necessary to find unusual or magical creatures in order to shapechange into horse, eagles and similar animals.
 Holyclaine (Paladin/Paladin of Freedom)
Paladin Mount (Su): Most typical mount: vulture/buzzard, giant beetle, lobster, crab, snail or loach
Cleave Spell (Sp): Mageclaine can receive spells, which can be inscribed in one’s spellbook, when cleaving a spellcasting soul. The Mageclaine can choose whether to receive spells or knowledge.
Necromancer Bonus (Su): Mageclaine can cast one extra necromancy spell per level per day. That spell is cast at a +4 anytime it is cast. They may not raise or control undead.
Undead Impact (Su): Mageclaine can reroll any 1 on a damage die for spells targeted at undead.
Protection From Necromancy (Su): Mageclaine receive a +1 per level bonus to saves against necromancy spells.
Spells: Mageclaine use Mageclaine/Spellclaine Spell List instead of Sor/Wiz Spell List (See Mageclaine Spell List)
 Mindclaine (Psion/Wilder/Psychic Warrior/Soulknife)
Defensive Mind (Ps): Mindclaine are immune to the mind-altering effects, such as fear, of undead creatures.
Attack Bonus (Su): Northclaine gain a +1 magical bonus versus undead to their unarmed attacks every level.
 Songclaine (Bard/Divine Bard)
Song Cleave (Su): Songclaine can cleave one creature per round through sound, such as by singing or playing an instrument. The deceased must be in a position to be able to hear if he were alive. This is a Cleave Attack with the Songclaine’s performance check substituting for an attack roll. Each level, the Songclaine can affect (ie. simultaneously attack) another undead within earshot. This power also works on non-undead corpses.
Tune Cleave (Su): Starting at third level, Song Cleaving attacks count as a +1 magical weapon against undead. This effect goes up by +1 every level.
Impact Cleave (Su): At seventh level, all backstabs Cleave on Impact, meaning they ignore armor and will kill mindless undead even if the attack does not do any damage. Mindful undead still get a save, per ordinary soulcleaving rules.
Backstab Bonus (Su): Backstabs count as a +1 magical weapon per level against undead.
 Spellclaine (Sorcerer/Battle Sorcerer)
Spellcleave (Su): At first level, all Spellclaine magic is a Cleave on Kill effect. At fifth level, they are Cleave Attacks, so zombies and other mindless undead are destroyed regardless of damage, and conscious undead must make a save every time.
Undead-Slaying Spells (Su): Spells cast by Spellclaine and targeting undead gain a +4 to any applicable DC checks.
Create Cleaving Weapon (Sp): Starting at third level and every three levels thereafter, Spellclaine can create a magical weapon that cleaves on impact with a bonus equal to the number of weapons thusly made, e.g +1 at 3rd level, +2 at 6th, +3 at 9th.
Spells: Spellclaine use Mageclaine/Spellclaine Spell List instead of Sor/Wiz Spell List (See Mageclaine Spell List)
 Spiritclaine (Spirit Shaman)
Store Deathblow (Su): When Spiritclaine cleave a body or undead, he can store the killing blow (ie. the amount and type of damage from the blow that killed the undead he has cleaved). This requires a Concentration check (DC 20). The killing blow can be “banked” and dispensed with an attack roll, doing the damage and type of the original attack. This attack is ranged, even if the opponent is in melee range, and it appears as a phantom spirit attack. They can only store 3 attacks +1 per level. These attacks can always affect ghosts and other incorporeal undead.
 Sunclaine (Barbarian/Totem Barbarian/Druidic Avenger)
Cleave Sustenance (Su): Sunclaine can derive enough physical and mental sustenance to last one week from cleaving one person.
Avatar Attack (Su): At first level, must undertake a Spirit Quest devoted to their Avatar, gaining the ability to transform a body part as though soulcleaving but use it for combat. For example, a Sunclaine devoted to Vulturis can use his vulture head in combat. This counts as an Unarmed Attack, which can be specialized in, and which receives a magical +1 every level; it is a Cleave on Kill effect at first level.
Cleaving Visage (Su): At ninth level, once per day the Sunclaine spend one hour covering himself with pigments and other decorations, resulting in a visage that is targeted at undead creatures. Any such creature that looks at the Sunclaine is affected as though by a Cleave Attack. This last one turn per level or until it rains or is otherwise washed off.
 Swordclaine (Fighter/Street Fighter)
- Note: Though most typically called "Swordclaine", those who specialize in other weapons sometimes use more appropriate terms, e.g. "Axeclaine" or "Bowclaine".
Undead-Slayer Weapon (Su): The Swordclaine gains a magical bonus +1 per level with his chosen specialized weapon against undead only.
 Tideclaine (Water elementrician)
Tideclaine may advance in the Water Rellgah Tradition of elementrics. At higher levels, Rellgah-practictitioners can cleave scores of undead through elementrics. They also receive a +1 magical bonus against undead every other level.
 Wildclaine (Ranger/Urban Ranger)
Undead Tattoo (Su): Once a Wildclaine kills 100 members of a particular species of undead, he gains a magical tattoo depicting such a creature, giving him a frightening mien. The tattoo gives him a +4 to that species of undead. He starts off at first level with such a tattoo already, against any undead species, which is his species enemy. He continues to gain a +1 magical bonus per level against his original species enemy.
Claine who simply leave the Church are accepted, though it is almost never done. Those who break their oaths and repent are usually allowed to resume their place in the Church after until he atones (see the atonement spell description) from Godclaine or Greenclaine only . Tampering with undead, however, is highly forbidden and can lead to exile, execution or other punishments.
 Mageclaine/Spellclaine Spell List
Cantrips: Amanuensis, Arcane Mark, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1st level: Alarm, Cure Light Wounds, Endure Elements, Expeditious Retreat, Feather Fall, Identify, Magic Weapon, Mage Armor, Magic Missile, Remove Fear, Resurgence (SpC), Shield, Sleep
2nd level: Bear’s Endurance, Bull’s Strength, Blast of Force (SpC), Calm Emotions, Cat's Grace, Cure Moderate Wounds, Delay Poison, Eagle's Splendour, Fox’s Cunning, Hold Person, Levitate, Lesser Restoration, Resist Energy, See Invisibility
3rd level: Arcane Sight, Chain Missile (SpC), Clairaudience/Clairvoyance, Cure Serious Wounds, Daylight, Dispel Magic, Fly, Greater Mage Armor, Protection from Energy, Remove Blindness/Deafness, Tongues
4th level: Break Enchantment, Cure Critical Wounds, Death Ward, Dimensional Anchor, Dimension Door, Dismissal, Freedom of Movement, Forcewave (SpC), Orb of Force (SpC), Restoration (prune to 10) out: Scrying, Backlash (SpC), Discern Lies, Minor Creation, Arcane Eye, Detect Scrying, Locate Creature, Ray Deflection, Greater Resistance, Assay Spell Resistance, Greater Floating Disc, Thunderlance, Entangling Staff, Spell Enhancer, Force Missiles (SpC), Spell Immunity, Divination
5th level: Break Enchantment, Lucent Lance (SpC), Sending, Spell Resistance, Telekinesis, Teleport, True Seeing, Vulnerability (SpC), Wall of Force (prune to 9. Done) out: Mass Cure Light Wounds, Overland Flight, Mordenkainen’s Private Sanctum, Greater Vigor, Blistering Radiance, Life’s Grace, Subvert Planar Essence, Zone of Respite, Zone of Revelation, Permanency, Greater Command,
6th level: Analyze Dweomer, Antimagic Field, Banishment, Bolt of Glory (SpC), Contingency, Greater Dispel Magic, Heal, Repulsion
7th level: Antimagic Ray, Energy Immunity, Forcecage, Greater Arcane Sight, Greater Teleport, Power Word, Blind, Spell Turning
8th level: Dimensional Lock, Mind Blank, Moment of Prescience, Protection from Spells, Power Word Stun, Temporal Stasis
9th level: Absorption (SpC), Freedom, Mordenkainen’s Disjunction, Power Word, Kill, Teleportation Circle
 Campaign Information
 Playing a Claine
Church Role: The Claine are the upper echelons of the Church of Modroben, and are typically treated as dignitaries by ordinary Soulclaine. Unlike rank-and-file Soulclaine, they are not assigned to serve the cleaving needs of a locale. They are instead assigned to specific missions.
Other Classes: Claine are treated with respect and awe by most people, including other classes. They are not common, especially at higher levels, and they can be assumed to have risked their lives in multiple campaigns against undead monsters, so their respect is well-earned.
Combat: As their respective standard base class.
Advancement: Claine may take any other Claine Basic or Prestige Class they wish. Non-Claine Classes are also typically acceptable, provided they are congruous with the alignment and role of the Church of Modroben, and do not require that the Claine join any kind of an organization, league, club or guild.
 Prestige Classes
- Autumneves are battle-sorcerers whose speciality in invocation allows them to blast undead hordes in great numbers.
- Blackshirts are ebony-clad wizards, specializing in arcane enchantment magic, especially in the creation of magical potions and objects to assist people in defense against the undead.
- Bonetamers are good necromancers who can take control of undead away from their nefarious counterparts and use their spells to protect the natural flow of life and death.
- Candlelords are studious and hermetic wizards whose powers focus on defending time from those who would undermine it and threaten reality itself.
- The Cathardigan are an order of gnomish paladins who seek out vile necromancers to slay them and their hordes, riding into combat on the backs of giant condors.
- Chrysanthemasters are elite elven nobles with enough grace and class to be royal cleavers, assigned to powerful households throughout the world.
- Combustioneers are clerical priests of Modroben, god of death, who serve him as masters of cremation and fire elementrics.
- Corpselights are shamanic druids who worship the spirits of all the scavenger species that are holy to Modroben, gaining their unique powers, attacks and abilities in the fight against undeath.
- Darkfeathers are archers with the eyes of their shared animal spirit, the buzzard, giving them incredible accuracy and precision.
- Deathwrights are the most common, well-known and highly-visible paladin orders of the Church of Modroben, and journey throughout righting the wrongs laid out by necromancers and other perverters of death.
- Drumblacks are powerful bards who specialize in percussion instruments whose tone can destroy the undead across miles.
- Edgerippers are sorcerers with a focus on spells of transmutation and metamorphosis, and are able spies, sneaking into undead encampments in disguise.
- Fangbringers are barbarians who fly into blind rages at the sight of undead, slaying them by the score with the strength of the patron spirit, the sacred hyena.
- The Fatemark are sages and scholars, wizards specializing in divination and the protection of the passage of fate.
- Foolsmen/Foolswomen are chaotic and unstable sorcerers who focus on developing skills in illusions and phantasms, especially in the distraction of large numbers of undead so they can be destroyed easily.
- The Ghostwyld are a mysterious and reclusive order of shamans who communicate with the spirits of the dead and protect them from those who would exploit their power.
- The Gravewire are stoic, isolated rangers who defend large cemeteries and tombs from anyone who would defile them or prey on the souls buried there.
- The Graylimm are dark-robed druids who utilize powerful mushroom spores, which they breed and grow, to attack their foes.
- Grinreapers are strong and dark rangers who use their sickles and black robes to teleport to disasters moments before they strike, especially undead attacks.
- The Hightombed are scholarly priests who serve Modroben as masters of mummification and the elementrics of air.
- Lightkeepers are defenders against spirits and demons, wizards who specialize in the art of abjuration and are known for protecting whole villages and tribes from onslaughts of the dead.
- Loregrimmers are the highest-ranking functionaries in the Church of Modroben, and are powerful clerics and healers with advanced spellcasting and cleaving abilities.
- Mireblacks are healing-focused, druid-like priests of Modroben with an affinity for leechmastery and a psionic bent.
- Nightsummoners are wizards who can summon a legion of allies when they find an undead horde, specializing in the art of conjuration.
- Orespringers are dwarven Claine who specialize in rescuing the souls of miners and others trapped in cave collapses underground.
- The Penumbraul are ascetic monks with the ability to sneak past undead and manipulate shadow to their advantage.
- Shadowgrippers are psychoportive psionicists who can teleport through shadows, giving them powerful abilities to strike at the heart of undead hordes.
- Shapeflayers are powerful elementricians, who use martial arts and dance to manipulate the flow of their chosen element, allowing them to affect undead in droves from afar.
- Silverslicers are stealthy assassins who specialize in finding elite undead liches and vampires, and the necromancers who create them, and killing them quietly.
- The Silentgreen are entirely mute druids with a specialty in attacking undead animals and plants in order to protect nature.
- Truthringers are psionic telepaths whose focus is on investigating crimes, especially necromantic acts, and punishing those responsible.
- Whipblacks are fighters with finely-honed warrior skills, specializing in an advanced type of whip.
- Winterskins are rainids, who fly, row or swim between ships and ports, specializing in protecting sailors and captains from necromancers, ghost ships and other sea-borne terrors.