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    Default [3.5 PrC] Guardian of the ninefold cycle

    Here is a class designed for D&D3.5 that I started working on something like two years ago.
    This is the V4.0 of the class, after taking into account opinions from different sources (including this post).

    The aim is to develop a bit the sorcerer (which is a class with a blank class features list) by providing flavor and a bit of versatile abilities (so yeah, a bit more than just flavor :p)

    What I absolutely did not want to do, is to remove a spellcaster level (because that is a NO-GO for a sorcerer prestige class, particularly seeing what wizards offer).
    I had to find a way to make the sorcerer lose something without removing a spellcaster level (because just a full caster progression was a NO-GO for me, you need to give up something if you want to gain something else...)
    This is how I came up with removing one spell slot per day from every spell level (in effect removing 17% of the sorcerer's spell slots).

    Note that as I see it, Chronepsis is the brother of Io. He mirrors him. (this is not the case in every D&D version and in every settings).

    Know that I tend to write a lot of stuff, but this is the first one I actually play on a long-term campaign.

    Please, let me know your opinion! As you have an external view on the class, your opinion will be most valuable to me!




    GUARDIAN OF THE NINEFOLD CYCLE



    "Io is the creator of us all, father to all things. To be honest, he is very understanding, and he would probably forgive you for misbehaving lately. Unfortunately for you, it is not on his behalf that I come to you today... The Watcher sends his regards!"

    -Eon, guardian of the ninefold cycle

    A guardian of the ninefold cycle is a mortal being chosen by both Io and Chronepsis to be a protector of the dragon pantheon, and as such, they both imbue her with some particular powers. Both of them hardly ever meddle in the affairs of mortals, for they usually care little for them as long as balance is preserved. The apparition of a guardian of the ninefold cycle is therefore an extremely rare event, and it generally follows some major events menacing dragonkind and the dragon pantheon. The role of the guardian is then to serve as a tool and maintain balance at all costs.

    BECOMING A GUARDIAN OF THE NINEFOLD CYCLE
    One cannot chose to become a guardian of the ninefold cycle, as only the two gods, Io and Chronepsis, can do so. They are very selective, and the chosen one must suit them both. They only pick beings whose line has already been involved with dragons at some point (it could be centuries or millennia ago) and who have a particular affinity with dragon magic. This implies that only a sorcerer can become a guardian of the ninefold cycle, and she needs to follow the two dragon gods' dogma. As for the race, it does not matter to the two beings, so any could do, nor do they care about alignment as long as balance is preserved.

    ENTRY REQUIREMENTS
    Class: Sorcerer
    Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks
    Feats: Draconic heritage
    Languages: Draconic
    Special: A guardian of the ninefold cycle who grossly violates the code of conduct required by Io and Chronepsis (generally by acting in ways opposed to the gods' purposes) loses all spells and class features. She cannot thereafter gain levels as a guardian of the ninefold cycle until she atones (see the atonement spell description, page 201). She also regains the abilities lost when atoning.


    Class Skills
    The guardian of the ninefold cycle's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense motive (Wis), Speak language (Int), Spellcraft (Int) and Spot (Wis).
    Skills Points at Each Level 2 + int

    Hit Dice: d4
    Level
    Base
    Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Spellcasting
    1 +0 +0 +0 +2 Container(0), Familiar abilities, Serenity of Io +1 sorcerer level
    2 +1 +0 +0 +3 Calming aura, container (1) +1 sorcerer level
    3 +1 +1 +1 +3 Breath weapon (6d8), container (2) +1 sorcerer level
    4 +2 +1 +1 +4 container (3), prescience (1/day) +1 sorcerer level
    5 +2 +1 +1 +4 Blindsense 30 ft., container (4), darkvision 60 ft. +1 sorcerer level
    6 +3 +2 +2 +5 Breath weapon (9d8, slow), container (5), Seeds of omniscience (1/day) +1 sorcerer level
    7 +3 +2 +2 +5 Container (6), discern lies +1 sorcerer level
    8 +4 +2 +2 +6 Container (7), touch of the ages +1 sorcerer level
    9 +4 +3 +3 +6 Container (8) +1 sorcerer level
    10 +5 +3 +3 +7 Blindsense 60 ft., breath weapon (12d8, sleep), container (9), ninefold paragon +1 sorcerer level

    Weapon and Armor Proficiencies: Guardians of the ninefold cycle gain no proficiency with any weapon or armor.

    Spells per Day/Spells Known: When a new guardian of the ninefold cycle level is gained, the character gains new spells per day and spells known as if she had also gained a sorcerer level.

    Container: Io and Chronepsis both pour a tiny portion of their power into the guardian of the ninefold cycle. As imperceptible as it may be to them, this power is tremendous for a mortal, and part of her being must be dedicated to channeling it.
    The consequence is that any time the guardian of the ninefold cycle gains a new level in her class, she needs to permanently sacrifice a sorcerer spell slot from her spells cast per day allotment. The level of the sacrificed spell slot is equal to the number specified in parenthesis.
    The sacrificed spell slot is permanent, there is absolutely no way to gain it back. This means that upon reaching level 10, a sorcerer has sacrificed one spell slot of every level.
    In order to gain a guardian of the ninefold cycle level, a character must actually have a sorcerer spell slot of the appropriate level to give up (it can be given up after including the slots gained from leveling up - a Sorcerer (6) / Guardian of the ninefold cycle (7) can progress to Guardian of the ninefold cycle for instance, as that level allows her to cast 7th level spells).
    A guardian who violates her code of conduct gets back the sacrificed spell per day slots she gave up through the Container ability after a week per spell slot (for instance, if she was a guardian of the ninefold cycle level 3, she would immediately get back the level 0 spell slot, but the 1st level slot will only be usable after a week, and the 2nd level slot after 2 weeks).

    Familiar abilities: Levels of guardian of the ninefold cycle stack with levels of sorcerer when determining the familiars natural armor, HD, hit points, Intelligence and special abilities. This ability does not grant a guardian of the ninefold cycle a familiar if she does not already have one.

    Serenity of Io (Su): At 1st level, a guardian of the ninefold cycle is granted a portion of the calm and serenity of Io. The guardian tends to keep her mind clear and to remain impassible is most situation, and she even communicates this feeling to people around her. This effect is always active while the guardian is conscious (and the effect moves with her), but not if she is unconscious or dead. It grants her immunity to one charm or compulsion effect (magical or otherwise) that would otherwise affect her once per day. She must decide whether she wants to activate this property or not before any saving throw is made (but after she was hit, as in the case of a ray spell).
    As the guardian gains the favor of Io, this effect increases.
    At 2nd level, she also gains a +1 morale bonus on saving throws to resist compulsion and charm effects as well as a +1 competence bonus on bluff, diplomacy and intimidate checks.
    At 3rd level both these bonuses increase to +2.
    At 4th level they increase to +3.
    At 5th level they increase to +4, and the morale bonus to saving throws against charm and compulsion effects now affects each ally within 10 feet of the guardian of the ninefold cycle.

    Calming Aura (Su): At 2nd level, the serenity of Io reaches a new level and a guardian of the ninefold cycle gains an infectious aura of calm detachment. This effect is always active while the guardian is conscious (and the effect moves with her), but not if she is unconscious or dead. She may chose to suppress this aura or activate at will. Suppressing or activating the aura is a move action. The radius of the aura is equal to 5 feet per guardian level. Every creature in the area of effect with as many or fewer HD than the guardian is affected. Creatures with more HD than the guardian and the guardian herself are not affected. The Will saving throw to resist the effect has a DC of 10 + 1/2 guardian's level + her Cha modifier. A successful save indicates that the creature is immune to the effect of the aura for 24 hours. The effect of the aura is the same as that of a calm emotions spell, but it lasts as long as the guardian of the ninefold cycle does not attack. Once the guardian attacks, the aura is suppressed. It automatically activates back when the guardian stops being hostile. Any creature previously attacked by the guardian is immune to the effect of the aura for 24 hours.
    Creatures that are exposed to the aura on a daily basis for a whole week become immune to it. They lose this immunity when they spend one week away from the aura. This includes any companion the guardian of the ninefold cycle may have.
    Creatures that move out of the aura and that failed a saving throw are still affected for a number of rounds equal to the guardians of the ninefold cycle's class level. When a creature that is already under the effect of the aura enters the area of effect again, she does not get a new saving throw, and it resets the number of rounds she will need to stay out of the area to suppress the effect. When a creature that is no longer under the effect of the aura enters the area of effect again, she gets a new saving throw.

    Breath weapon (Su): At 3rd level, a guardian of the ninefold cycle gains a breath weapon, derived from her draconic ancestor. The type and shape depend on the dragon variety whose draconic heritage she enjoys (see below). Regardless of the ancestor, the breath weapon deals 6d8 points of damage of the appropriate energy type. At 6th level, the damage increases to 9d8, and when a guardian becomes a ninefold paragon at 10th level it reaches its full power at 12d8. Regardless of its strength, after the guardian uses her breath weapon, she must wait 3 rounds before using it again. Use all the rules for dragon breath weapons (see page 69 of the Monster Manual) except as specified here. The DC of the breath weapon is 10 + class level + Con modifier. For a medium-sized guardian of the ninefold cycle, a line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.
    At 6th level, rather than dealing damage, the guardian's breath weapon can slow all creatures in its area for 2 rounds. A successful Fortitude save reduces the duration to 1 round. A slowed creature can take a single move action or standard action each turn, but not both (nor can it take full-round actions). Additionally, it takes a -1 penalty to its Armor Class and on its attack rolls and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
    Multiple uses of this breath effect on the same creature don't stack; use only the longer duration. A slow breath suppresses any haste effect on creatures in its area for the duration of the slow effect.At 10th level, rather than dealing damage, the guardian's breath weapon can put all living creatures in its area to sleep for 1 round. Any creature that makes a successful Will save is instead exhausted for 1 round. Any creature whose Hit Dice exceeds the guardian's HD is unaffected by this breath weapon.
    Dragon variety
    Breath weapon
    Black Line of acid
    Blue Line of lightning
    Green Cone of corrosive gas (acid)
    Red Cone of fire
    White Cone of cold
    Brass Line of fire
    Bronze Line of lightning
    Copper Line of acid
    Gold Cone of fire
    Silver Cone of cold

    Prescience (Su): At 4th level, a guardian of the ninefold cycle gains the ability to know how the near future will unfold. She gains a limited ability to discern a successful path for her actions as well as the consequences her actions may have. Once per day, for a number of rounds equal to her guardian of the ninefold level, any time she makes an attack roll, skill check, ability check, or saving throw, she may roll twice and select which die roll to use. Activating this ability is a move action.
    She may also ask questions to the GM about the future to come and the consequences of her action. The GM may or may not answer (he is the judge concerning what the player may or may not know!)

    Blindsense (Ex): At 5th level, a guardian of the ninefold cycle gains blindsense with a range of 30 feet. Using nonvisual senses, such as acute smell or hearing, the guardian notices things she cannot see. She usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of her blindsense ability, provided that she has line of effect to that creature. Any opponent the guardian cannot see still has total concealment against her, and the guardian still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
    At 10th level, the range of this ability increases to 60 feet.

    Darkvision (Ex): At 5th level, a guardian of the ninefold cycle gains a 60-foot radius darkvision as well as low-light vision.

    Seeds of omniscience (Su): At 6th level, a guardian of the ninefold cycle gains a tiny fraction of the knowledge of Io and Chronepsis. Once per day she may call on that knowledge to gather information she seemingly does not know about a person, place or object. If the person or object is at hand or if she is in the place in question, she receives a vision about it by succeeding on a level check (1d20 +1 per guardian of the ninefold cycle level; maximum +10) against DC 10. If only detailed information on the person, place, or object is known, the DC is 15, and the information gained is less detailed. If only rumors are known, the DC is 20, and the information gained is vague.

    Discern Lies (Su): At 7th level, a guardian of the ninefold cycle knows when anyone (other than a deity) is deliberately lying. This ability is like the discern lies spell, except that it works continuously and applies to any creature the guardian can perceive (no saving throw is allowed).

    Touch of the ages (Su): At 8th level, a guardian of the ninefold cycle can spend a standard action to call on the powers granted by Chronepsis. With a touch attack, she can age a creature or object she touches by 2d6 years (no touch attack is required if no effort is required to touch the target). She can use this ability at will.
    This ability can also be used to rejuvenate objects. Touched objects are rejuvenated by 2d6 years every round the guardian touches them. They cannot be rejuvenated to before they were manufactured.
    Objects and creatures can be aged beyond their death or destruction though.
    The guardian cannot age herself.

    Ninefold paragon (Ex): At 10th level, a guardian of the ninefold cycle takes full possession of the power granted by the two gods.
    Io offers the mastery of the draconic heritage to tthe guardian. She gains immunity to magical sleep, paralysis, and to the energy type used by her breath weapon, and her breath weapon now deals 12d8 damage.
    Chronepsis offers mastery of time to the guardian. She no longer ages and no longer gains any penalty due to aging. She cannot be magically aged and no longer dies of age. She also becomes immune to any harmful effect linked to time (she can act freely when an opponent casts time stop, she is immune to slow, attacks that provoke aging, Temporal stasis, and any other spell or effect that the GM judges consistent).
    The guardian of the ninefold cycle gains two abilities: dragon form (Su), usable once per day, and see the ages (Su), usable at will.
    Dragon form allows her to transform into the youngest Gargantuan dragon of the same type as her draconic heritage for 60 minutes (she may end the effect whenever she likes). If there is no Gargantuan form available for the dragon chosen, use the youngest of the biggest size category available (smaller than gargantuan though). This spell functions exactly like shapechange but for the previous specificities and the fact that the guardian cannot switch to another form (unless she puts an end to the spell).
    See the ages allows the guardian of the ninefold cycle to enter a trance so deep that she is almost in suspended animation. Even powers that detect life or thoughts are incapable of determining that she is alive. While she is suspended, she is aware of her surroundings. She feels the passage of one day for every year that actually passes. Though on a slower schedule, she grows hungry after a “day” without food (though an actual year passes) and begins to suffer the effects of thirst and starvation as appropriate. If she takes any damage, she comes out of her trance 4 rounds later. If she chooses to dismiss the power, her trance ends 10 rounds later.
    See the ages can also be applied to another creature with a touch attack. The creature can try and resist the effect with a will saving throw (the DC is 10 + 1/2 guardian's level + her Cha modifier). The difference is that creatures other than the guardian are not aware of their surroundings and cannot decide to wake up intentionally (she does wake up when she takes damage though).

    Spoiler: Old red dragon shapechange
    Show
    Gargantuan dragon (fire)
    STR: 35
    DEX: 10
    CON: 25
    INT: as character
    WIS: as character
    CHA: as character

    Init: +0
    Speed 40 ft., fly 200 ft. (clumsy)
    AC 33, touch 6, flat-footed 33
    Full attack: bite (4d6+12), 2 claws (2d8+6), 2 wings (2d6+6), tail slap (2d8+18)
    Space/Reach; 20 ft./15 ft. (20 ft. with bite)
    Supernatural abilities: Breath weapon, Crush, Frightful presence, improved snatch, spell-like abilities (8/day, locate object, 3/day, suggestion), tail sweep
    Supernatural qualities: blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., immunity to fire, magic sleep effects, paralysis, low-light vision, spell resistance 24, vulnerability to cold.


    Code of conduct: A guardian of the ninefold cycle is chosen to be so by Io and Chronepsis because her actions serve the will of the two gods, whether she knows it or not. All along her progression, they watch her and grant her power so that she may achieve their ultimate goal: maintaining the balance and avoid the upcoming events. There is a silent agreement between the gods and the guardian, and even when she doesn't know she has been chosen, she feels pulled toward following the code of conduct dictated by Io and Chronepsis. She must always do what she can do save creatures of dragonkind. This means that she must never attack one of them unless she is attacked first and she needs to defend herself. She shall not associate with anyone hunting dragons unless it serves the will of Io and Chronepsis.
    Chronepsis is dispassionate and imposes little conduct to the guardian, but he does require her to help him guide their souls to the afterlife. This means that anytime the guardian witnesses the death of a dragonkind creature she shall recommend its soul to the silent watcher. This includes dragonkind creatures killed by the guardian herself.
    A guardian who fails to act according to her code of conduct loses all spells and class features. She cannot thereafter gain levels as a guardian of the ninefold cycle. She must undertake an act of atonement before she can regain her abilities and add any further levels of this class (see the atonement spell description, page 201 of the Player’s Handbook)



    PLAYING A GUARDIAN OF THE NINEFOLD CYCLE
    As a guardian of the ninefold cycle, you are dedicated to serving the cause of Io and Chronepsis and protecting dragonkind as a whole. This usually means that the guardians are parts of a greater scheme that they are often not aware of, and in some case it can be that the guardians are not even aware they are serving their gods, it just happens that their goal and the one of the two dragons concord. This is usually not a trick of fate: Io and Chronepsis do not like to meedle in the affairs of mortals, and they rather have their vessel do the task unwillingly than set him on the path to it.
    On a side note, do not think that the guardian of the ninefold cycle does not attack or kill dragons. She does not hesitate to do so when they are a menace to their species, and it is often the aim of their being: the worst threat dragons usually have to fear comes from their own ranks.
    Guardians of the ninefold cycle usually worship Io, Chronepsis and/or part of the dragon pantheon (if not the dragon pantheon as a whole) before being chosen, although there have been some guardians who never worshiped any of the dragon gods until their death. The only import thing is to stay in line with the basics of the code of conduct of both gods.
    Guardians of the ninefold cycle are sorcerers, and they should be played as such (whatever the role you want to fill in the party). Their extra abilities will grant them a bit more versatility, and they are meant to step in when it comes to dragons and time matters. They are meant to use these abilities to support the group, both out and in combat.
    Combat: Guardians of the ninefold cycle are sorcerers, and as such they can cover various roles in combat,buffing the party, debuffing the enemies, and dealing damage. The guardian's specific abilities will kick in in specific cases, mostly as buffs or dispels. The breath weapon will come as a last resort or when no other spell seems suitable, and the ultimate Dragon Form will allow you to go melee for a while.
    Advancement: Guardians of the ninefold cycle are dedicated spellcasters and will always try to improve their arcane spellcasting abilities and have an affinity with dragons. They usually take draconic or metamagic feats.
    Resources: Guardians of the ninefold cycle usually don't get more resources than they had at their disposal previous to becoming a guardian. Some dragons or NPCs might recognize the guardian for what he is and may be willing to offer more services than they would usually do as they have heard of legends about guardians or because they want to gain the favors or the dragon pantheon.

    GUARDIAN OF THE NINEFOLD CYCLE IN THE WORLD
    "Call me mad if you will but... It was not natural... Not natural, trust me... It was like... Like he knew what was going to happen! He was calm as still water and turned around exactly when Brumford jumped on him... He... He... He spit fire! From his mouth! Fire hot as the world's core! And Brumford died, with the rest of the gang. Dry like piles of wood they were. Then he turned to where I was hiding... He knew I was there, I tell you... He knew... Don't send me back to him, please. Don't..."
    -Larnar, thief

    Only a few guardians of the ninefold cycle have ever walked the world, and always in times of troubles. Most people don't know they exist, and the rest of them thinks of them as legends, part of the stories told to children. It usually even takes time for a guardian of the ninefold cycle to realize what is happening to him, and some never find out, thinking that their abilities are just a manifestation of their sorcerer powers.
    Dragons tend to know who they are, and they respect them. They are seen as the judges or the enforcers of Io and Chronepsis. They are usually disliked by those who scheme against the interests of the two gods, indirectly or directly (for instance a chromatic dragon plotting against metallic dragons is not directly against Io, but he knows it would not please him!).Call me mad if you will but... It was not natural... Not natural, trust me... It was like... Like he knew what was going to happen! He was calm as still water and turned around exactly when Brumford jumped on him... He... He... He spit fire! From his mouth! Fire hot as the world's core! And Brumford died, with the rest of the gang. Dry like piles of wood they were. Then he turned to where I was hiding... He knew I was there, I tell you... He knew... Don't send me back to him, please. Don't...
    Last edited by - Eon -; 2014-04-27 at 05:46 PM.

  2. - Top - End - #2
    Pixie in the Playground
     
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Changelog

    Spoiler: Changelog
    Show
    27/04/2014 - Final version!
    • Touch of the ages - can now be used to rejuvenate objects
    • Touch of the ages - the guardian can no longer age herself
    • See the ages - can now be applied to other targets with a touch attack. Creatures other than the guardian cannot decide to wake up on their own.
    • See the ages - now usable at will
    • Dragon form - now lasts 1 hour and allows to take the form of a Gargantuan dragon (instead of mature adult)

    22/04/2014 - More changes:
    • Darkvision - New ability gained at level 5
    • Atonement added
    • Description of the code of conduct added
    • Calming aura - clarified

    22/04/2014 - Small edits (typo, little mistakes and added details):
    • Blindsense - no longer appears twice in the list. It starts at level 5.
    • Container - Spell slots are no longer given back to the sorcerer should she lose the benefits of the class for a breach of her code
    • Serenity of Io - Tuned down. Its effect now increases as the guardian levels up.
    • Calming aura - Details added
    • Breath weapon - The ability's description now mentions that the area of effect is given for a medium-sized creature.
    • Breath weapon - Can now can be used to slow at 6th level and sleep at 10th level
    • Omniscience - Renamed Seeds of omniscience

    21/04/2014 - V4.0 posted. The class was changed all across the levels. Previous version can be seen right under this line.
    Spoiler: Version 3
    Show
    GUARDIAN OF THE NINEFOLD CYCLE



    "Io is the creator of us all, father to all things. To be honest, he is very understanding, and he would probably forgive you for misbehaving lately. Unfortunately for you, it is not on his behalf that I come to you today... The Watcher sends his regards!"

    -Eon, guardian of the ninefold cycle

    A guardian of the ninefold cycle is a mortal being chosen by both Io and Chronepsis to be a protector of the dragon pantheon, and as such, they both imbue her with some particular powers. Both of them hardly ever meddle in the affairs of mortals, for they usually care little for them as long as balance is preserved. The apparition of a guardian of the ninefold cycle is therefore an extremely rare event, and it generally follows some major events menacing dragonkind and the dragon pantheon. The role of the guardian is then to serve as a tool and maintain balance at all costs.

    BECOMING A GUARDIAN OF THE NINEFOLD CYCLE
    One cannot chose to become a guardian of the ninefold cycle, as only the two gods, Io and Chronepsis, can do so. They are very selective, and the chosen one must suit them both. They only pick beings whose line has already been involved with dragons at some point (it could be centuries or millennia ago) and who have a particular affinity with dragon magic. This implies that only a sorcerer can become a guardian of the ninefold cycle, and she needs to follow the two dragon gods' dogma. As for the race, it does not matter to the two beings, so any could do, nor do they care about alignment as long as balance is preserved.

    ENTRY REQUIREMENTS
    Class: Sorcerer
    Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks
    Feats: Draconic heritage
    Languages: Draconic
    Special: A guardian of the ninefold cycle who grossly violates the code of conduct required by Io and Chronepsis (generally by acting in ways opposed to the gods' purposes) loses all spells and class features. She cannot thereafter gain levels as a guardian of the ninefold cycle.


    Class Skills
    The guardian of the ninefold cycle's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense motive (Wis), Speak language (Int), Spellcraft (Int) and Spot (Wis).
    Skills Points at Each Level 2 + int

    Hit Dice: d4

    Level
    Base
    Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Spellcasting
    1 +0 +0 +0 +2 Container, Familiar abilities, Presence of Io +1 sorcerer level
    2 +1 +0 +0 +3 Blindsense 30 ft. +1 sorcerer level
    3 +1 +1 +1 +3 Breath weapon (2d8) +1 sorcerer level
    4 +2 +1 +1 +4 Calming aura +1 sorcerer level
    5 +2 +1 +1 +4 Guardians' shelter +1 sorcerer level
    6 +3 +2 +2 +5 Breath weapon (4d8) +1 sorcerer level
    7 +3 +2 +2 +5 Discern lies +1 sorcerer level
    8 +4 +2 +2 +6 Time shaping +1 sorcerer level
    9 +4 +3 +3 +6 - +1 sorcerer level
    10 +5 +3 +3 +7 Blindsense 60 ft., breath weapon (6d8), Ninefold paragon +1 sorcerer level


    Weapon and Armor Proficiencies: Guardians of the ninefold cycle gain no proficiency with any weapon or armor.

    Spells per Day/Spells Known: When a new guardian of the ninefold cycle level is gained, the character gains new spells per day and spells known as if she had also gained a sorcerer level.

    Container: Io and Chronepsis both pour a tiny portion of their power into the guardian of the ninefold cycle. As imperceptible as it may be to them, this power is tremendous for a mortal, and part of her being must be dedicated to channeling it. The consequence is that any time the guardian of the ninefold cycle gains a new level in her class, she needs to sacrifice a spell slot from her spells per day pool. The spell level of this spell slot is equal to the new level gained by the guardian - 1. For instance, a sorcerer gaining her first guardian of the ninefold cycle level must sacrifice a level 0 spell slot. If she progresses to level 2, she needs to sacrifice a level 1 spell slot... Until she progresses to level 10, at which she needs to sacrifice a level 9 spell slot.
    This means that when a sorcerer (8) can cast 6 level 0, 1 and 2 spells, 5 level 3 spells and 3 level 4 spells, a sorcerer (6) / guardian of the ninefold cycle (2) can only cast 5 level 0 and 1 spells, 6 level 2 spells, 5 level 3 spells and 3 level 4 spells.
    In order to gain a guardian of the ninefold cycle level, a character must actually have a sorcerer spell slot of the appropriate level to give up (it can be given up after including the slots gained from leveling up). This means that in order to be a guardian of the ninefold cycle (8), she must be at least sorcerer (6) / guardian of the ninefold cycle (7). The same goes for level 9 requiring at least sorcerer (7) / guardian of the ninefold cycle (8) and level 10 with sorcerer (8) / guardian of the ninefold cycle (9).

    Presence of Io (Su): At 1st level, a guardian of the ninefold cycle can spend a standard action to call on the powers granted by Io. This ability can be used once a day. If the guardian wants to use it more than once in a single day, she can do so but she will suffer a -2 constitution penalty. The penalty stays until she gets to rest (the same way she gets her spell pool back). She must be able to speak to use this ability.
    When the guardian uses this ability, she can choose how it manifests from the following list:

    • Serenity of the father of dragons (see below for the description)
    • The guardian gains a +4 competence bonus to Bluff and Diplomacy for 10 minutes
    • Cancels one charm or compulsion effect on the guardian or an ally within 60 ft.


    Spoiler: Serenity of the father of dragons
    Show
    Serenity of the father of dragons
    Range: 50 ft.
    Target: Six creatures, no two of which are more than 30 ft. apart
    Duration: 10 minutes
    The subjects of this ability feel the wise gaze of Io set on them and are bolstered by it, granting them a +4 morale bonus on Concentration checks and saves against compulsions and fear effects for 10 minutes.
    If the subjects are under the influence of compulsion or fear effects when receiving the spell, those effects are suppressed for the duration of the spell.


    Blindsense (Ex): At 2nd level, a guardian of the ninefold cycle gains blindsense with a range of 30 feet. Using nonvisual senses, such as acute smell or hearing, the guardian notices things she cannot see. She usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of her blindsense ability, provided that she has line of effect to that creature. Any opponent the guardian cannot see still has total concealment against her, and the guardian still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
    At 10th level, the range of this ability increases to 60 feet.

    Breath weapon: At 3rd level, a guardian of the ninefold cycle gains a minor breath weapon, derived from her draconic ancestor. The type and shape depend on the dragon variety whose draconic heritage she enjoys (see below). Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type. At 6th level, the damage increases to 4d8, and when a guardian becomes a ninefold paragon at 10th level it reaches its full power at 6d8. Regardless of its strength, after the guardian uses her breath weapon, she must wait 3 rounds before using it again. Use all the rules for dragon breath weapons (see page 69 of the Monster Manual) except as specified here. The DC of the breath weapon is 10 + class level + Con modifier. A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.

    Dragon variety
    Breath weapon
    Black Line of acid
    Blue Line of lightning
    Green Cone of corrosive gas (acid)
    Red Cone of fire
    White Cone of cold
    Brass Line of fire
    Bronze Line of lightning
    Copper Line of acid
    Gold Cone of fire
    Silver Cone of cold


    Calming Aura (Su): At 4th level, a guardian of the ninefold cycle gains an infectious aura of calm detachment. The radius of the aura is equal to 5 feet per guardian level. The Will saving throw to resist the effect has a DC of 10 + 1/2 guardian's level + her Cha modifier. The effect of the aura is the same as that of a calm emotions spell, but it lasts as long as the guardian of the ninefold cycle does not attack.

    Guardians' shelter (Su): At 5th level, a guardian of the ninefold cycle gains the ability to teleport himself and willing subject she touches to a shelter out of time. To do so, she must fill a, hourglass with dragonscales dust worth 5.000 gp (as material components). She then turns the hourglass and can do anything else she wishes while the dust goes down. It takes 10 minutes to the dust to go from the top part to the bottom part of the hourglass. When it is entirely in the bottom part, it disappears and the subjects of the ability are brought in an extraplanar place.
    The place is outside, under a sunless and cloudless sky, bathed in a greenish light. No sound can be heard, no sigh of life can be seen. The horizon is flat, and the subjects are surrounded by crystalline blocks carved with symbols reminding the inevitability of fate. In the middle, carved and painted on the ground, sits a single unblinking eye. Above it floats the empty hourglass used for the spell. Around it can be found 6 comfortable beds, a table and two benches capable of sitting 6 persons, an empty library and a desk. A huge statue of a nine-headed dragon biting its own nine tails overlooks the scene.
    No spell can work in this place and time goes a lot faster than in the material plane: 1 hours spent in this plane is equivalent to 1 second in the material plane.
    The ability's duration is 12 hours, although the guardian can put an end to it by grabbing the empty hourglass (only him can do so). The subjects then reappear where they were before, but 1 to 12 seconds later.

    Discern Lies (Su): At 7th level, a guardian of the ninefold cycle knows when anyone (other than a deity) is deliberately lying. This ability is like the discern lies spell, except that it works continuously and applies to any creature the guardian can perceive.

    Time shaping (Su): At 8th level, a guardian of the ninefold cycle can spend a standard action to call on the powers granted by Chronepsis. This ability can be used once a day. If the guardian wants to use it more than once in a single day, she can do so but she will suffer a -2 constitution penalty. The penalty stays until she gets to rest (the same way she gets her spell pool back). She must be able to speak to use this ability.
    When the guardian uses this ability, she can choose how it manifests from the following list:

    • Prescience (see below for the description)
    • Delay death (see below for the description)
    • Vision (see below for the description)


    Spoiler: Prescience
    Show
    Prescience
    Range: Personal
    Target: The guardian of the ninefold cycle
    Duration: 10 rounds
    The guardian gains a limited ability to discern a successful path for her actions as well as the consequences her actions may have.
    For the duration of the spell, any time she makes an attack roll, skill check, ability check, or saving throw, she may roll twice and select which die roll to use.
    She may also ask questions to the GM about the future to come and the consequences of her action. The GM may or may not answer (he is the judge concerning what the player may or may not know!)


    Spoiler: Delay death
    Show
    Delay death
    Range: Touch
    Target: One creature
    Duration: 10 minutes
    The subject of this powerful ability is unable to die from hit point damage.
    While under the protection of this ability, the normal limit of -9 hit points before a character dies is extended without limit.
    A condition or spell that destroys enough of the subject's body to prohibit raise dead (such as a disintegrate effect) still kills the creature, as does death brought about by ability score damage or drain, level drain, or a death effect.
    The spell does not prevent the subject from entering the dying state by dropping to -1 hit points.
    It merely prevents death as a result of hit point loss.
    If the subject has fewer than -9 hit points when the spell's duration expires, he or she dies instantly.


    Spoiler: Vision
    Show
    Vision
    This ability functions like legend lore, except that it works more quickly. The guardian poses a question about some person, place, or object, then casts the spell. If the person or object is at hand or if she is in the place in question, she receives a vision about it by succeeding on a level check (1d20 +1 per guardian of the ninefold cycle level; maximum +10) against DC 10. If only detailed information on the person, place, or object is known, the DC is 15, and the information gained is incomplete. If only rumors are known, the DC is 20, and the information gained is vague.


    Ninefold paragon: At 10th level, a guardian of the ninefold cycle takes full possession of the power granted by the two gods.
    Io offers the mastery of the draconic heritage to tthe guardian. She gains immunity to the energy type used by her breath weapon, her breath weapon now deals 6d8 damage, and she can now take the form of a dragon of her draconic heritage type once a day by using the dragon form ability (see description below).
    Chronepsis offers mastery of time to the guardian. She no longer ages and no longer gains any bonus or penalty due to aging. She cannot be magically aged and no longer dies of age. She also becomes immune to magical sleep and paralysis as well as any harmful effect linked to time (she can act freely when an opponent casts time stop, she is immune to slow, attacks that provoke aging, Temporal stasis, and any other spell or effect that the GM judges consistent).

    Spoiler: Dragon form
    Show
    Dragon form
    Range: Personal
    Target: The guardian of the ninefold cycle
    Duration: 10 rounds
    The guardian becomes a Huge chromatic or metallic dragon (the type of dragon must be the same as her draconic heritage). She gains a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to 20 + Cha modifier) and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). Your breath weapon and immunity depend on the type of dragon. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage (DC 20 + Con modifier). In addition, some of the dragon types grant additional abilities, as noted below.

    Dragon variety
    Breath & Special
    Black 60-foot line of acid, resist acid 20, swim 60 feet
    Blue 60-foot line of electricity, resist electricity 20, burrow 20 feet
    Green 30-foot cone of acid, resist acid 20, swim 40 feet
    Red 30-foot cone of fire, resist fire 30, vulnerability to cold
    White 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire
    Brass 60-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold
    Bronze 60-foot line of electricity, resist electricity 20, swim 60 feet
    Copper 60-foot line of acid, resist acid 20, spider climb (always active)
    Gold 30-foot cone of fire, resist fire 20, swim 60 feet
    Silver 30-foot cone of cold, resist cold 30, vulnerability to fire






    PLAYING A GUARDIAN OF THE NINEFOLD CYCLE
    As a guardian of the ninefold cycle, you are dedicated to serving the cause of Io and Chronepsis and protecting dragonkind as a whole. This usually means that the guardians are parts of a greater scheme that they are often not aware of, and in some case it can be that the guardians are not even aware they are serving their gods, it just happens that their goal and the one of the two dragons concord. This is usually not a trick of fate: Io and Chronepsis do not like to meedle in the affairs of mortals, and they rather have their vessel do the task unwillingly than set him on the path to it.
    On a side note, do not think that the guardian of the ninefold cycle does not attack or kill dragons. She does not hesitate to do so when they are a menace to their species, and it is often the aim of their being: the worst threat dragons usually have to fear comes from their own ranks.
    Guardians of the ninefold cycle usually worship Io, Chronepsis and/or part of the dragon pantheon (if not the dragon pantheon as a whole) before being chosen, although there have been some guardians who never worshiped any of the dragon gods until their death. The only import thing is to stay in line with the basics of the code of conduct of both gods.
    Guardians of the ninefold cycle are sorcerers, and they should be played as such (whatever the role you want to fill in the party). Their extra abilities will grant them a bit more versatility, and they are meant to step in when it comes to dragons and time matters. They are meant to use these abilities to support the group, both out and in combat.
    Combat: Guardians of the ninefold cycle are sorcerers, and as such they can cover various roles in combat,buffing the party, debuffing the enemies, and dealing damage. The guardian's specific abilities will kick in in specific cases, mostly as buffs or dispels. The breath weapon will come as a last resort or when no other spell seems suitable, and the ultimate Dragon Form will allow you to go melee for a while.
    Advancement: Guardians of the ninefold cycle are dedicated spellcasters and will always try to improve their arcane spellcasting abilities and have an affinity with dragons. They usually take draconic or metamagic feats.
    Resources: Guardians of the ninefold cycle usually don't get more resources than they had at their disposal previous to becoming a guardian. Some dragons or NPCs might recognize the guardian for what he is and may be willing to offer more services than they would usually do as they have heard of legends about guardians or because they want to gain the favors or the dragon pantheon.

    GUARDIAN OF THE NINEFOLD CYCLE IN THE WORLD
    "Call me mad if you will but... It was not natural... Not natural, trust me... It was like... Like he knew what was going to happen! He was calm as still water and turned around exactly when Brumford jumped on him... He... He... He spit fire! From his mouth! Fire hot as the world's core! And Brumford died, with the rest of the gang. Dry like piles of wood they were. Then he turned to where I was hiding... He knew I was there, I tell you... He knew... Don't send me back to him, please. Don't..."
    -Larnar, thief

    Only a few guardians of the ninefold cycle have ever walked the world, and always in times of troubles. Most people don't know they exist, and the rest of them thinks of them as legends, part of the stories told to children. It usually even takes time for a guardian of the ninefold cycle to realize what is happening to him, and some never find out, thinking that their abilities are just a manifestation of their sorcerer powers.
    Dragons tend to know who they are, and they respect them. They are seen as the judges or the enforcers of Io and Chronepsis. They are usually disliked by those who scheme against the interests of the two gods, indirectly or directly (for instance a chromatic dragon plotting against metallic dragons is not directly against Io, but he knows it would not please him!).

    15/04/2014 - Prestige class added

    Feel free to let me know what you think!
    Last edited by - Eon -; 2014-04-27 at 05:47 PM.

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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Blindsense: might be a bit early to get that, but not sure. I'd recommend low light vision and darkvision instead. (keeping the blindsense for either the 10th level (30ft) or dragon form only).

    Guardians' shelter: mentions both a 10 minute time, 12 hour time and a 1 hour to 1 second ratio. Seems a bit confusing. (the 1 hour, 1 second, 12 hours = 12 seconds seems logical... but where is the 10 minutes coming from?)

    Maybe not remove the 5k cost, but instead make it an item that doesn't disappear and can be reused after X hours/days.

    Presence of Io and Time shaping: Do the penalties stack? Can they be used twice a day or even more often? (if so, I'd say increase the penalty after each use?)

    Ninefold paragon: Mention this ability under special in table, not the dragon form.

    Beyond this, the guardian gains immunity to the energy type of his breath weapon, but the special of most dragons give him resistance to the same energy type.

    The guardian becomes a huge dragon with size bonuses (but does he gain the physical stats of the dragon? or only those bonuses listed?). He gains blindsense 60 in dragon form, but already has it from class features.

    In the dragon form section you mention gaining immunity (which you apparently already gained from the paragon class feature) but in the table you are also including resistances.

    The breath weapons for the dragon form are kinda pityfully small (instead, I'd recommend looking at the breath weapon sizes for true dragons, which scale quite nicely for increased dragon sizes).

    Also mentioning the increase in breath weapon damage is unnecessary as it is already mentioned under the dragon breath feature.

    finally, the immunity to all negative time effects might be a bit much.


    Realistically, the requirements (other then the draconic heritage) are a breeze. Sacrificing some spell slots is quite big (ps: make it (more) clear that it is about spells per day, not spells known). But in the end you are just adding flavor to the sorcerer (tier 2 class), hugely beneficial features are not really needed.

    In conclusion, I like the idea, but some of it is not formulated clearly enough and some of it is just plain too powerful for a flavor upgrade.

    [EDIT] Maybe the time immunity thing might be worth it... Kinda like the archmage sacrificing a spell slot for an ability... but still it feels (especially for it's stated goal) to be too much.
    Last edited by Loek; 2014-04-15 at 05:10 PM.

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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Thanks a lot for your feedback!
    I'll have to give it a look. I'll also see what others think.

    I have submitted the class to some others, and I received different point of view :p Some think it is powerful, some think it is not compared to classes such as Incantatrix.

    I aim at getting as much feedbacks as possible in order to decide what is best ^^

    I also thought about increasing the penalty. But they stack. So currently, it is -2, -4, -6, ...
    Increasing it, it would be -2, -6, -12...

    As for the breath weapon, I am currently thinking about 6d8 --> 9d8 --> 12d8

    The 10 mins for the guardians' shelter is actually the casting time. I am starting to have another idea: it does not cost 5.000gp, but the sand goes down in 10 minutes, and it takes 10 days to go back in the other part of the hourglass (or something similar).

    I have to rewrite the dragon form in my opinion... I will phrase it so that it is basically a shapechange into a dragon.

    also to keep in mind, the idea is to add some flavor but a bit of powerful effects due to the presence of Io and Chronepsis, which explains the power of some abilities, and the sacrificed spell slot.
    for instance, the real cost of level 10 is an 8th level spell slot and a 9th level one.
    Last edited by - Eon -; 2014-04-15 at 05:44 PM.
    Judge of Chronepsis
    Guide of dragons' soul, keeper of time

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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    While the damage of the breath weapon can indeed be increased. I was mostly concerned with the size of the effects when the guardian is a huge dragon. (see page 69 of the monster manual how it is normally handled for different sizes).

    But about the overall strength, I don't think it is too much for a prestige class (and really, comparing it to the "incantatrix", the god almighty of uber-prestige classes has nothing to do with balance). I merely think it's a bit much when you mention it is about giving flavor to the sorcerer.

    Anyhow, after re-reading your class some more, I feel the container feature needs some clearer wording (about what level he needs to be, about the spell slot sacrifices (only the highest, or as I now come to believe, each sacrifice is permanent).

    If indeed you end up sacrificing 1 slot of each level, then the class might actually be to weak compared to what you sacrifice.


    (Alternate idea: make you only lose 1 slot of the highest level you can cast and make level 10 not progress spell casting - this makes the price of the last level appropriately high, but lowers the overall cost of the prestige class. Also removes the "you must be level X sorcerer to take this level" part from the container feature.)
    Help improve my (favorite) homebrews: The Disciple of the gem, the Dragonhearted and my Warlock fix.

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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Thanks again for your feedback Loek.

    In the end, I'll rewrite bits of the class and change some abilities according to people's feedbacks.

    I might indeed have underestimated it when I said it was adding flavor to the sorcerer :) it is also supposed to add a new aspect.
    I'll rewrite some of the abilities, Presence of Io in particular.

    I think the same about Incantatrix btw. For a sorcerer, it's basically 10 levels of free stuff, and to be honest, I don't see the point of adding those last 10 levels of sorcerer in the class table with the Incantatrix... Might as well just add the spells known and spells per day part and that's it.

    I'll try and clarify the wording of the container, but you understood correctly: in the end, you permanently sacrifice one spell slot of every level. I like this mechanics, and I only came up with it recently, among my many class nerfs. This might be why the wording is still a bit dodgy :p

    I'm starting to go towards gathering all the feedbacks, write down the basic ideas that goes with Chronepsis in one sentence, same with Io, and then I'll see what to keep, what to rewrite, what to modify and what to replace completely.

    If more people feel like adding to the feedbacks, I'd be more than happy to welcome them :p
    Judge of Chronepsis
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    I am currently revisiting a little the class according to feedbacks received.

    Here is my train of thoughts so far...

    Powers currently available... (not counting the shelter which is common to both)


    Thematics I want to stay around...
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Current plans for V4 of the class:

    Judge of Chronepsis
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Quote Originally Posted by - Eon - View Post
    Here is a class designed for D&D3.5 that I started working on something like two years ago.
    This is the V4.0 of the class, after taking into account opinions from different sources (including this post).

    The aim is to develop a bit the sorcerer (which is a class with a blank class features list) by providing flavor and a bit of versatile abilities (so yeah, a bit more than just flavor :p)

    What I absolutely did not want to do, is to remove a spellcaster level (because that is a NO-GO for a sorcerer prestige class, particularly seeing what wizards offer).
    I had to find a way to make the sorcerer lose something without removing a spellcaster level (because just a full caster progression was a NO-GO for me, you need to give up something if you want to gain something else...)
    This is how I came up with removing one spell slot per day from every spell level (in effect removing 17% of the sorcerer's spell slots).

    Note that as I see it, Chronepsis is the brother of Io. He mirrors him. (this is not the case in every D&D version and in every settings).

    Know that I tend to write a lot of stuff, but this is the first one I actually play on a long-term campaign.

    Please, let me know your opinion! As you have an external view on the class, your opinion will be most valuable to me!
    I modified the intro text, to explain the class (see above).
    I revisited the whole class according to feedbacks, some from this forum, some from other places.
    Any feedback on the new version?
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Here we go again. (Yay!)

    Container: much clearer. However, I'd remove the following bit:

    "there is absolutely no way to gain it back, unless the power of Io and Chronepsis are withdrawn from the sorcerer (if she breaks the code of conduct for instance)."

    Since a breach of conduct is treated in quite a harsh way, why give those back (without effort). Treat it as a kind of burn out that requires action/time to restore. [Also, while we are at it, no way to regain the favor/atonement?]


    Serenity of Io: While you are giving up a cantrip (per day) for this ability, It is quite a first level ability. Resist one charm per day AND increase your saves AND increase your friends saves AND increase your skills.

    Two things. First off, can the guardian chose which charm to be immune to? Or is it the first cast on him/her? Or the first that would have affected him her? Or does it affect, but once per day the guardian can chose to break it?

    Secondly, maybe make the ability increase as you level up in the class? (grant +1 to skills and saves at first (slowly increasing to +4 over the levels), then gain the one time immunity, than share within 5ft (slowly increasing to maybe 15-25 at level 10). [This would make level 1 less powerful, but give additional bonuses later on as you sacrifice more spell slots.]


    Calming Aura: Always on (when not attacking)? X times per day? How long before it is up again? Does it affect everyone or only who the guardian wants it to? Does it affect the guardian?


    Blindsense: I still feel this is too early and should be Low-light + darkvision at first.


    Breath weapon: At the text "for a medium guardian of the ninefold cycle" at the end. Because I still feel that (like dragons) the size of the breath weapon should scale with size.

    Also, why not be creative and allow them to pick the secundairy breath weapon of their kind? I remember there being slow/sleep effects in there, which kind of fit the gods of this prestige class quite well.


    Prescience: Way way way way too powerful (under normal, not spell slot sacrificing conditions). In the context of this class, it might be acceptable, though it will create a massive increase in the number of dice used for the duration (can be annoying).


    Blindsense: Again? I think you might have listened to me originally, but forgot to remove/change the old one at level 2. Otherwise, weird.


    Omniscience: The ability is fine, however, the name needs work. Make it "touch of omniscience" or "glimps at..." or whatever, but the actual name makes me think all knowing god, not "once per day, I can try and know something, it might fail though".


    Discern Lies: the ability is fine. However, the order the abilities are gained in might be faulty. To be honest, the prescience ability is far more powerful than this one or the omniscience one. Change them around somewhat (I think).


    Touch of the ages: Nice and fluffy, but I think it might be generally lacking in use (though I supose against certain types of animals it will be quite fatal). Add a possitive version that can be used less often (once per year, make 2d6 younger?). Also have it instantly end summons or something like that. (In other words, have it affect spells by using up the remaining time).



    Finally, I'd like to see something on the "code of conduct" for this class. You've described their place in the world, but maybe add some definity "Do's and Don'ts", like "No timetravel" or "Never wear/associate with people who own dragon armor" or what not.
    Help improve my (favorite) homebrews: The Disciple of the gem, the Dragonhearted and my Warlock fix.

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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Quote Originally Posted by Loek View Post
    Here we go again. (Yay!)
    And thanks again :D
    To be honest, your comments are extremely helpful.

    Quote Originally Posted by Loek View Post
    Container: much clearer. However, I'd remove the following bit:
    "there is absolutely no way to gain it back, unless the power of Io and Chronepsis are withdrawn from the sorcerer (if she breaks the code of conduct for instance)."

    Since a breach of conduct is treated in quite a harsh way, why give those back (without effort). Treat it as a kind of burn out that requires action/time to restore. [Also, while we are at it, no way to regain the favor/atonement?]
    Nop, no atonement. I removed that part.
    And I liked your idea of spreading the getting back through time.

    Quote Originally Posted by Loek View Post
    Serenity of Io: While you are giving up a cantrip (per day) for this ability, It is quite a first level ability. Resist one charm per day AND increase your saves AND increase your friends saves AND increase your skills.

    Two things. First off, can the guardian chose which charm to be immune to? Or is it the first cast on him/her? Or the first that would have affected him her? Or does it affect, but once per day the guardian can chose to break it?

    Secondly, maybe make the ability increase as you level up in the class? (grant +1 to skills and saves at first (slowly increasing to +4 over the levels), then gain the one time immunity, than share within 5ft (slowly increasing to maybe 15-25 at level 10). [This would make level 1 less powerful, but give additional bonuses later on as you sacrifice more spell slots.]
    Hmmm absolutely right. This made it a very good 1 level dip if required!
    I modified it. It now takes 5 level to have the full ability.
    Added text to mention that you get to choose what effect you want to tackle, but the choice needs to be done before the saving throw.

    Quote Originally Posted by Loek View Post
    Calming Aura: Always on (when not attacking)? X times per day? How long before it is up again? Does it affect everyone or only who the guardian wants it to? Does it affect the guardian?
    Added a lot of details about the ability.
    I'm interested in your mind about it now... :p

    Quote Originally Posted by Loek View Post
    Blindsense: I still feel this is too early and should be Low-light + darkvision at first.
    Yeah.... My badn forgot to delete the text for the 2nd level blindsense... It is now a 5th level ability...

    Quote Originally Posted by Loek View Post
    Breath weapon: At the text "for a medium guardian of the ninefold cycle" at the end. Because I still feel that (like dragons) the size of the breath weapon should scale with size.

    Also, why not be creative and allow them to pick the secundairy breath weapon of their kind? I remember there being slow/sleep effects in there, which kind of fit the gods of this prestige class quite well.
    Yup, liked your ideas. Included them.

    Quote Originally Posted by Loek View Post
    Prescience: Way way way way too powerful (under normal, not spell slot sacrificing conditions). In the context of this class, it might be acceptable, though it will create a massive increase in the number of dice used for the duration (can be annoying).
    This one I didn't modify for the following reasons:
    the number of rolls are not that many, it is only your rolls.
    And the ability scales with level (it is now 1 round per guardian level).

    Quote Originally Posted by Loek View Post
    Omniscience: The ability is fine, however, the name needs work. Make it "touch of omniscience" or "glimps at..." or whatever, but the actual name makes me think all knowing god, not "once per day, I can try and know something, it might fail though".
    Understood, changed!

    Quote Originally Posted by Loek View Post
    Discern Lies: the ability is fine. However, the order the abilities are gained in might be faulty. To be honest, the prescience ability is far more powerful than this one or the omniscience one. Change them around somewhat (I think).
    Kept it the way it is. Since it is always on, I think this is quite powerful in terms of roleplaying (not combat-wise).

    Quote Originally Posted by Loek View Post
    Touch of the ages: Nice and fluffy, but I think it might be generally lacking in use (though I supose against certain types of animals it will be quite fatal). Add a possitive version that can be used less often (once per year, make 2d6 younger?). Also have it instantly end summons or something like that. (In other words, have it affect spells by using up the remaining time).
    Same as Discern lies.
    I didn't remove the spells by using up the time, because it does not move the target forward in time, it just ages it.
    (and the same way, it is a strong roleplaying effect in my opinion)

    Quote Originally Posted by Loek View Post
    Finally, I'd like to see something on the "code of conduct" for this class. You've described their place in the world, but maybe add some definity "Do's and Don'ts", like "No timetravel" or "Never wear/associate with people who own dragon armor" or what not.
    Good idea. Don't really know where I should write this though :p
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Quote Originally Posted by - Eon - View Post
    Good idea. Don't really know where I should write this though :p
    Checked some source books (well one, found it on my first try - complete divine, page 30, Consecrated harrier). They seem to put it at the end of the class features. They have code of conduct and multi-class notes (not relevant here) there.


    Now on to reading the changed features!

    Serenity of Io, me likes.

    Breath weapon, not exactly how I meant it, but I like it. (Maybe exhausted is a bit too strong for a successful save? Make it fatigue - And make it a (much) longer time asleep for those with less than half the guardian's levels (or something in that direction).

    What I originally meant: Some dragons (the metallic ones at least) have two types of breath weapons (Brass have Line of Fire or Cone of Sleep; Copper have Line of Acid or Cone of Slow; etc), so what I meant was allowing the guardian to choose which to take (or give them both). But really, I like your idea, which basically gives two of them to all guardians.

    [Maybe compare your idea with the original breath weapons? Too lazy to do so myself right now.]

    Seeds of omniscience, good name (;-p), I was thinking on that one, and maybe have additional uses... but then again legend lore has some serious downsides which this does not... so might be right... kinda on the fence on this one.

    Touch of the ages, I'd still like to see the positive side to this one (like I said earlier, maybe once a year, maybe even add some alternative cost or something). As for the affecting spell thing... just an idea... (maybe something for the mostly empty level 9? A ranged ability to affect the duration of spell effects?).


    And now to the thing you actually asked...

    Calming Aura
    I like the immunity bit, both fluffy and useful.

    What I'd make of your current description is that it's always on (if the guardian desires it to be). When the guardian attacks, it fizzles. And then it'll be up again when the guardian stops attacking and spends a move action to put it back up. (Am I right? Maybe make it a bit more clear. Am I wrong? Make it a lot more clear.)
    The problem sentence is "but it lasts as long as the guardian of the ninefold cycle does not attack.". Maybe make it more along the lines "the aura is instantly suppressed when the guardian takes hostile actions" or something like that. [And add something about how long after hostilities the aura can be resumed, if there is a delay at all]

    Two things I'd like to have cleared up/changed:

    Moving in and out of the aura: How does that affect people? Do they notice? Do they get a new saving throw?

    What happens when the guardian puts the aura up again after hostilities? I assume people get a new saving throw, but should they get a bonus if they were the target of that hostility or saw it happen?


    Overall, I like it. Last worry for me is if the capstone abilities are strong enough as you lose a level 8 and 9 spell for it (that level 9 spell would get you a better version of the dragon form with shapechange (well originally you'd be a lower age category, but you'd be in it for about 20 times as long and you can change to different forms). See my advice at "touch of the ages" and maybe make dragon form last 1 minute extra per caster level or something like that?

    Oh, and I'm a fan of giving the guardian darkvision (+60ft) and low-light vision (stacking with already possessed versions thereof), maybe at the original blindsense's level 2? Very dragony, not overpowering, I think.
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Thanks again Loek!

    Ok, so I added the code of conduct. I also added the atonement part in the end.

    As for the breath weapon, yeah I wanted something usable by all kind of dragon. And to be honest, as for the effect of the two breath, I copied the ones from the dragonfire adept from wizards :p

    I added the drakvision / low-light vision at the same time as Blindsens 30 ft. I feel it kind of feets that all the senses awaken at the same time.

    I clarified the calming aura too.

    What I left out:
    • Touch of the ages: haven't added any positive effect for now. I'll see if I can come up with something nice and fluffy. A kind of Raise dead crossed my mind but I think it would not be balanced.
    • Capstone: same, I have no brilliant idea that suit me for now (I have ideas... But none suit me :p). We could have a longer dragon form, yeah... I'll see. I'll try and think and update tomorrow if I get some more ideas.


    I think it now starts to look like something! And you've helped me much!
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Hey!
    Took me some time, because I could not find something I was happy with to boost a bit these three abilities...
    But eventually I got the ideas!

    Thanks to feedbacks from different places, here is the final version:

    • Touch of the ages - can now be used to rejuvenate objects
    • See the ages - can now be applied to other targets with a touch attack. Creatures other than the guardian cannot decide to wake up on their own.
    • Dragon form - now lasts 1 hour and allows to take the form of an old dragon (instead of mature adult) which increases one size category
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Sold!

    Now all you need to do is update the spoiler of the dragon form (which is still about a mature adult red dragon) and respond to my PM.



    ps: the size increase between mature adult and old dragons only occurs with the strongest dragons (gold and red), all the other ones remain the same size. So this kinda skews things heavily in favor of those flavors (beyond the fact that they are always a bit ahead of all the other types of dragons).

    Basic things to remember:
    • Red and gold dragons are the strongest, biggest, etc per age category.
    • Silver, Bronze, Blue, Green are moderate in strength (from memory - away from books - gem dragons are also on this level)
    • Brass, Copper, White, Black are generally the weakest of the bunch.

    So either accept a strength difference between types of guardians (as it is now), or balance it out (generally granting the weakest a (one step) higher age category and lowering the age category of the strongest by 1)

    pps: I couldn't help myself, have a nicer table
    Spoiler: Table with fancy layout/colours
    Show
    Level
    Base
    Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Spellcasting
    1 +0 +0 +0 +2 Container(0), Familiar abilities, Serenity of Io +1 sorcerer level
    2 +1 +0 +0 +3 Calming aura, container (1) +1 sorcerer level
    3 +1 +1 +1 +3 Breath weapon (6d8), container (2) +1 sorcerer level
    4 +2 +1 +1 +4 container (3), prescience (1/day) +1 sorcerer level
    5 +2 +1 +1 +4 Blindsense 30 ft., container (4), darkvision 60 ft. +1 sorcerer level
    6 +3 +2 +2 +5 Breath weapon (9d8, slow), container (5), Seeds of omniscience (1/day) +1 sorcerer level
    7 +3 +2 +2 +5 Container (6), discern lies +1 sorcerer level
    8 +4 +2 +2 +6 Container (7), touch of the ages +1 sorcerer level
    9 +4 +3 +3 +6 Container (8) +1 sorcerer level
    10 +5 +3 +3 +7 Blindsense 60 ft., breath weapon (12d8, sleep), container (9), ninefold paragon +1 sorcerer level
    Last edited by Loek; 2014-04-27 at 04:30 PM.
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Hmmm, you are right, sir!

    Easy to balance out though... "Shapechange into the first Gargantuan age category" :p
    I'll modify it.
    Thanks!
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    I copied and pasted your fancy tables... But how did you do them? ^^ I looked for that when I created the original post :p
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Found it in one of the table related forum threads.


    Basically the head of the table is as follows:

    [table="align: center, class: head alt1 alt2 thick_outer_border"] - Which gives the fancy layout, as long as you call it out in the other lines


    Then you call all of the header cells with the following:

    [TH] instead of [TD] (and the appropriate closing ("/") call)


    Finally you use a special call for each line that is not a header:

    [tr="class: thick_outer_border_grid"] instead of [tr] (closing remains the same - and you use the normal [TD] in those lines as usual)
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Oh OK thanks.
    I used the full interface, which hides the codes.

    I will switch to the one that allows codes!
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Hmmmm.
    Also added that the guardian cannot age herself through the use of touch of the ages.... Otherwise it was an unbalanced combo with her immunity to time effects! (free WIS, INT and CHA bonuses!)
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Realistically as he is immune to the effect of time, he'd be immune to the touch of ages (so he has only 2 levels where this is a potential issue). Personally I'd see the ninefold paragon feature giving him immunity to future changes (so any accrued penalties would stick).

    Also, I think (personal opinion, not RAW) only the physical penalties would be affected by rapid aging, the mental increases are more related to having "lived life" (and learned from it). So similarly, some old geezer whose body was made young again (removing the physical penalties) would retain his mental increases in my opinion.
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Hmmm agreed.
    Sounds sensible.
    Oh well I'll leave that part just in case ^^

    I also added that "See the ages" can now be used at will... Pretty useless once a day ("OK cleric mate, I put you in a slumber and then tomorrow I'll put the ranger. The day after the warrior, and...")... And for the aggressive effect, there is a saving through which is not that high, so...)
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    (Yeah, I'm currently translating it, so I see the little mistakes or things left out... ^^)
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    Default Re: [3.5 PrC] Guardian of the ninefold cycle

    Forgot to mention, but translation and last corrections are over.
    The version is now finale!
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