- Eon -
2014-04-15, 04:43 PM
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
http://i1275.photobucket.com/albums/y454/Anaarmakil/femaleguardianoftheninefold_zps747beb7b.png
"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).
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)
http://i1275.photobucket.com/albums/y454/Anaarmakil/ninefoldcycle_zps2a4c0396.png
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...
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
http://i1275.photobucket.com/albums/y454/Anaarmakil/femaleguardianoftheninefold_zps747beb7b.png
"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).
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)
http://i1275.photobucket.com/albums/y454/Anaarmakil/ninefoldcycle_zps2a4c0396.png
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...