Guardian of Time - PrC.pdf

2
Guardian of Time Inspired by "Chronomancer" by TSR. Created by Vincent N. Darlage, James Auton, and Jonathan Kokoski Chronomancy in Inzeladun was discovered by Grindill and Groll in the Fourth Age. Groll chose to specialize in the new magic while his master, Grindill, went on to other things. As Groll took on new apprentices, the need for someone to watch the activities of the chronomancers became apparent. He took on the title 'Guardian of Time'. As other chronomancers grew in power and proved their responsible handling of their powers, Groll added them to the new Order. Known variously as Guardians of Time, Time Lords, Lords of Time, and other various titles, the Order served Groll until his death. Now they serve Groll's deathless lich, under the name of Merandius. The Guardians monitor chronomantic activity and serve as protectors of Inzeladun's Time Line. The Guardians are high level chronomancers of every conceivable type. Some are pure Chronomancers. Others are Temporal Champions and Temporal Raiders. These mysterious beings have kept themselves hidden from the questioning minds of those in reality and are known only slightly by other chronomancers due to the unavoidable confrontations that occur. The Guardians are pledged to the preservation of Temporal Prime and the timestreams. They labor to prevent degredation of the borders between Temporal Prime and the Prime Material. The Guardians monitor the timestreams carefully and try to fix severe damage as they can. They detect turbulence patterns and try to intercept major upheavals in the natural order of events. Failing that, they plan complex infiltrations into reality to thwart the chronomancer's plans. Since most confrontations are of this nature, a certain amount of friction exists between the Guardians and the other Chronomancers. Guardians set themselves high goals in their attempt to prevent degredation of the timestreams, but there are some things they simply cannot do. Guardians are kept quite busy with important work and even if one of them were to notice a lowlevel chronomancer making his first timeslip, the Guardian would report the activity, but would not interfere. The Guardians are too few to stop all chronomancy, and they always need new chronomancers to recruit into the Order. Guardians must, unfortunately, ignore most of the tampering, attempting to control the damage being done by chronomancers with just enough power to be really dangerous. To attain their goals, the Guardians have set rules and procedures that they follow. Number One is SECRECY. The degree of secrecy the Time Lords keep make a regular chronomancer appear talkative. Guardians are all too aware fo their small numbers, and regardless of their higher levels, they cannot afford direct interraction, even of a friendly nature. It would take up too much time that is best spent patrolling and defending Temporal Prime. More information can be found in TSR's "Chronomancer". Prerequisites: Chronomancy: Must be able to cast spells of the Chronomancy School. Feat: Advanced Spell Focus (Chronomancy) Recruitment: A current Guardian must have offered you a chance to join. This presupposes a certain amount of responsible activity. Alignment: Lawful at first. Guardians will not invite any neutral or chaotic individuals into their Order. Hit Dice: d4 Class Skills: As wizard See Anachronism: The Time Lord can see things that are out of their time period even if disguised by magic or are under some chronomantic influence. This power is constant. Sever Lifeline: As per the spell in "Chronomancer" with the same effects. Time Lords can do this far earlier than other chronomancers. Time Lords often need to cross their own trails. Spell Advancement: Guardians of Time advance in spells as if they had moved up one level in Chronomancer. DC +X: The Difficulty Class of any chronomancy spell cast by a time lord increases as he moves up in levels and becomes more and more in tune with Temporal Prime. Chronomancy Reflection: Any targeted chronomancy spell can be reflected back at the caster if the Guardian of Time makes a successful save. The Guardian of Time gains a save even against chronomancy spells that otherwise do not get a save. The DC of any reflected spell is +2. Detect Chronomancer: The Time Lord can sense another chronomancer much like a Paladin can detect evil. Range and other information are identical to the paladin ability. Historical Sense: A Chronomancer can touch a lifeline and know the basic history of the person. Any questions regarding the person whose life line was touched would be answered at a DC of 10, modified by intelligence. This knowledge lasts until another lifeline is touched for its historical sense. Reincarnation: The Time Lord becomes touched by the Maelstrom where the headquarters are located (see "Chronomancer"). This touching adds an alien quality to the Time Lord. He can reincarnate 12 times. This reincarnation is usually done upon death, but can sometimes be done at will ~ DC 40. Time Lords cannot choose their appearence, unless they take the Reincarnation Feat (which will be detailed later). Time Lords who reincarnate keep their levels and classes, but they may choose new feats and may redistribute their skills as different parts of their mind is accessed. Personality also changes. Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 2 3 4 5 6 7 8 9 10 +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 See Anachronism, sever lifeline, spell advancement, DC +1 Chronomancy Reflection, spell advancement Detect Chronomancer, spell advancement, DC +2 Historical Sense, spell advancement Reincarnation, spell advancement, DC +3 Sense Alternity, spell advancement Remembrance, spell advancement, DC +4 Advanced Historical Sense, spell advancement Summon Time Elemental, spell advancement, DC +5 Ignore Chronomancy, spell advancement

Transcript of Guardian of Time - PrC.pdf

Page 1: Guardian of Time - PrC.pdf

Guardian of TimeInspired by "Chronomancer" by TSR. Created by Vincent N. Darlage, James Auton, and Jonathan Kokoski

Chronomancy in Inzeladun was discovered by Grindill and Groll in the Fourth Age. Groll chose to specialize in the new magic while his master, Grindill, went on to other things.

As Groll took on new apprentices, the need for someone to watch the activities of the chronomancers became apparent. He took on the title 'Guardian of Time'. As other

chronomancers grew in power and proved their responsible handling of their powers, Groll added them to the new Order.

Known variously as Guardians of Time, Time Lords, Lords of Time, and other various titles, the Order served Groll until his death. Now they serve Groll's deathless lich, under the

name of Merandius. The Guardians monitor chronomantic activity and serve as protectors of Inzeladun's Time Line. The Guardians are high level chronomancers of every

conceivable type. Some are pure Chronomancers. Others are Temporal Champions and Temporal Raiders. These mysterious beings have kept themselves hidden from the

questioning minds of those in reality and are known only slightly by other chronomancers due to the unavoidable confrontations that occur.

The Guardians are pledged to the preservation of Temporal Prime and the timestreams. They labor to prevent degredation of the borders between Temporal Prime and the Prime

Material. The Guardians monitor the timestreams carefully and try to fix severe damage as they can. They detect turbulence patterns and try to intercept major upheavals in the

natural order of events. Failing that, they plan complex infiltrations into reality to thwart the chronomancer's plans. Since most confrontations are of this nature, a certain amount

of friction exists between the Guardians and the other Chronomancers.

Guardians set themselves high goals in their attempt to prevent degredation of the timestreams, but there are some things they simply cannot do. Guardians are kept quite busy with

important work and even if one of them were to notice a low­level chronomancer making his first timeslip, the Guardian would report the activity, but would not interfere. The

Guardians are too few to stop all chronomancy, and they always need new chronomancers to recruit into the Order. Guardians must, unfortunately, ignore most of the tampering,

attempting to control the damage being done by chronomancers with just enough power to be really dangerous.

To attain their goals, the Guardians have set rules and procedures that they follow. Number One is SECRECY. The degree of secrecy the Time Lords keep make a regular

chronomancer appear talkative. Guardians are all too aware fo their small numbers, and regardless of their higher levels, they cannot afford direct interraction, even of a friendly

nature. It would take up too much time that is best spent patrolling and defending Temporal Prime.

More information can be found in TSR's "Chronomancer".

Prerequisites:

Chronomancy: Must be able to cast spells of the Chronomancy School.

Feat: Advanced Spell Focus (Chronomancy)

Recruitment: A current Guardian must have offered you a chance to join. This presupposes a certain amount of

responsible activity.

Alignment: Lawful at first. Guardians will not invite any neutral or chaotic individuals into their Order.

Hit Dice: d4 Class Skills: As wizard

See Anachronism: The Time Lord can see things that are out of their time period ­ even if disguised by magic ­ or are under some chronomantic influence. This power is

constant.

Sever Lifeline: As per the spell in "Chronomancer" with the same effects. Time Lords can do this far earlier than other chronomancers. Time Lords often need to cross their

own trails.

Spell Advancement: Guardians of Time advance in spells as if they had moved up one level in Chronomancer.

DC +X: The Difficulty Class of any chronomancy spell cast by a time lord increases as he moves up in levels and becomes more and more in tune with Temporal Prime.

Chronomancy Reflection: Any targeted chronomancy spell can be reflected back at the caster if the Guardian of Time makes a successful save. The Guardian of Time gains a

save even against chronomancy spells that otherwise do not get a save. The DC of any reflected spell is +2.

Detect Chronomancer: The Time Lord can sense another chronomancer much like a Paladin can detect evil. Range and other information are identical to the paladin ability.

Historical Sense: A Chronomancer can touch a lifeline and know the basic history of the person. Any questions regarding the person whose life line was touched would be

answered at a DC of 10, modified by intelligence. This knowledge lasts until another lifeline is touched for its historical sense.

Reincarnation: The Time Lord becomes touched by the Maelstrom where the headquarters are located (see "Chronomancer"). This touching adds an alien quality to the Time

Lord. He can reincarnate 12 times. This reincarnation is usually done upon death, but can sometimes be done at will ~ DC 40. Time Lords cannot choose their appearence, unless

they take the Reincarnation Feat (which will be detailed later). Time Lords who reincarnate keep their levels and classes, but they may choose new feats and may redistribute their

skills as different parts of their mind is accessed. Personality also changes.

Sense Alternity: The Guardian of Time knows when he is in an alternate or changed time line. He may or may not know what the change was, but he will know something

changed. A wisdom check at DC 25 determines if the Time Lord knows what the change was.

Remembrance: The Guardian of Time sometimes needs outside help to set things right. He has the power to cause a group a people to remember the "true" timeline if time was

altered. He can affect one person per Guardian level per day.

Advanced Historical Sense: The Guardian of Time, by concentrating on a person or place for a full round, can gain an understanding of the historical significance of that person

or place. Any questions regarding this information can be answered with a DC of 10, modified by intelligence. The knowledge lasts until another person or place is concentrated

on.

Summon Time Elemental: The Guardian of Time can summon and control a Time Elemental once per day for one hour (relatively speaking).

Ignore Chronomancy: The tenth level Guardian of Time has such a mastery over chronomancy that he may ignore any chronomantic effect he desires. This is at will and at his

discretion and functions even if he is asleep, unconscious, or otherwise incapacitated. Basically, if the Time Lord does not WANT to be affected, he will not be affected.

Main Index | Classes | Updates | Conan | Message Boards | Email

Trademarks and copyrights are cited on this page without permission. This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. AD&D is a trademark of TSR; reach TSR's parent company at Wizards of the Coast, Inc.©. All copyrights are acknowledged and remain the property of the owners. "Inzeladun" and related characters © 1984, 2000 Vincent N. Darlage . All rights reserved by

their respective owners. This page is for entertainment only.

LevelBase Attack

BonusFort Save Ref Save Will Save Special

1

2

3

4

5

6

7

8

9

10

+0

+1

+1

+2

+2

+3

+3

+4

+4

+5

+0

+0

+1

+1

+1

+2

+2

+2

+3

+3

+0

+0

+1

+1

+1

+2

+2

+2

+3

+3

+2

+3

+3

+4

+4

+5

+5

+6

+6

+7

See Anachronism, sever lifeline, spell advancement, DC +1

Chronomancy Reflection, spell advancement

Detect Chronomancer, spell advancement, DC +2

Historical Sense, spell advancement

Reincarnation, spell advancement, DC +3

Sense Alternity, spell advancement

Remembrance, spell advancement, DC +4

Advanced Historical Sense, spell advancement

Summon Time Elemental, spell advancement, DC +5

Ignore Chronomancy, spell advancement

Page 2: Guardian of Time - PrC.pdf

Guardian of TimeInspired by "Chronomancer" by TSR. Created by Vincent N. Darlage, James Auton, and Jonathan Kokoski

Chronomancy in Inzeladun was discovered by Grindill and Groll in the Fourth Age. Groll chose to specialize in the new magic while his master, Grindill, went on to other things.

As Groll took on new apprentices, the need for someone to watch the activities of the chronomancers became apparent. He took on the title 'Guardian of Time'. As other

chronomancers grew in power and proved their responsible handling of their powers, Groll added them to the new Order.

Known variously as Guardians of Time, Time Lords, Lords of Time, and other various titles, the Order served Groll until his death. Now they serve Groll's deathless lich, under the

name of Merandius. The Guardians monitor chronomantic activity and serve as protectors of Inzeladun's Time Line. The Guardians are high level chronomancers of every

conceivable type. Some are pure Chronomancers. Others are Temporal Champions and Temporal Raiders. These mysterious beings have kept themselves hidden from the

questioning minds of those in reality and are known only slightly by other chronomancers due to the unavoidable confrontations that occur.

The Guardians are pledged to the preservation of Temporal Prime and the timestreams. They labor to prevent degredation of the borders between Temporal Prime and the Prime

Material. The Guardians monitor the timestreams carefully and try to fix severe damage as they can. They detect turbulence patterns and try to intercept major upheavals in the

natural order of events. Failing that, they plan complex infiltrations into reality to thwart the chronomancer's plans. Since most confrontations are of this nature, a certain amount

of friction exists between the Guardians and the other Chronomancers.

Guardians set themselves high goals in their attempt to prevent degredation of the timestreams, but there are some things they simply cannot do. Guardians are kept quite busy with

important work and even if one of them were to notice a low­level chronomancer making his first timeslip, the Guardian would report the activity, but would not interfere. The

Guardians are too few to stop all chronomancy, and they always need new chronomancers to recruit into the Order. Guardians must, unfortunately, ignore most of the tampering,

attempting to control the damage being done by chronomancers with just enough power to be really dangerous.

To attain their goals, the Guardians have set rules and procedures that they follow. Number One is SECRECY. The degree of secrecy the Time Lords keep make a regular

chronomancer appear talkative. Guardians are all too aware fo their small numbers, and regardless of their higher levels, they cannot afford direct interraction, even of a friendly

nature. It would take up too much time that is best spent patrolling and defending Temporal Prime.

More information can be found in TSR's "Chronomancer".

Prerequisites:

Chronomancy: Must be able to cast spells of the Chronomancy School.

Feat: Advanced Spell Focus (Chronomancy)

Recruitment: A current Guardian must have offered you a chance to join. This presupposes a certain amount of

responsible activity.

Alignment: Lawful at first. Guardians will not invite any neutral or chaotic individuals into their Order.

Hit Dice: d4 Class Skills: As wizard

See Anachronism: The Time Lord can see things that are out of their time period ­ even if disguised by magic ­ or are under some chronomantic influence. This power is

constant.

Sever Lifeline: As per the spell in "Chronomancer" with the same effects. Time Lords can do this far earlier than other chronomancers. Time Lords often need to cross their

own trails.

Spell Advancement: Guardians of Time advance in spells as if they had moved up one level in Chronomancer.

DC +X: The Difficulty Class of any chronomancy spell cast by a time lord increases as he moves up in levels and becomes more and more in tune with Temporal Prime.

Chronomancy Reflection: Any targeted chronomancy spell can be reflected back at the caster if the Guardian of Time makes a successful save. The Guardian of Time gains a

save even against chronomancy spells that otherwise do not get a save. The DC of any reflected spell is +2.

Detect Chronomancer: The Time Lord can sense another chronomancer much like a Paladin can detect evil. Range and other information are identical to the paladin ability.

Historical Sense: A Chronomancer can touch a lifeline and know the basic history of the person. Any questions regarding the person whose life line was touched would be

answered at a DC of 10, modified by intelligence. This knowledge lasts until another lifeline is touched for its historical sense.

Reincarnation: The Time Lord becomes touched by the Maelstrom where the headquarters are located (see "Chronomancer"). This touching adds an alien quality to the Time

Lord. He can reincarnate 12 times. This reincarnation is usually done upon death, but can sometimes be done at will ~ DC 40. Time Lords cannot choose their appearence, unless

they take the Reincarnation Feat (which will be detailed later). Time Lords who reincarnate keep their levels and classes, but they may choose new feats and may redistribute their

skills as different parts of their mind is accessed. Personality also changes.

Sense Alternity: The Guardian of Time knows when he is in an alternate or changed time line. He may or may not know what the change was, but he will know something

changed. A wisdom check at DC 25 determines if the Time Lord knows what the change was.

Remembrance: The Guardian of Time sometimes needs outside help to set things right. He has the power to cause a group a people to remember the "true" timeline if time was

altered. He can affect one person per Guardian level per day.

Advanced Historical Sense: The Guardian of Time, by concentrating on a person or place for a full round, can gain an understanding of the historical significance of that person

or place. Any questions regarding this information can be answered with a DC of 10, modified by intelligence. The knowledge lasts until another person or place is concentrated

on.

Summon Time Elemental: The Guardian of Time can summon and control a Time Elemental once per day for one hour (relatively speaking).

Ignore Chronomancy: The tenth level Guardian of Time has such a mastery over chronomancy that he may ignore any chronomantic effect he desires. This is at will and at his

discretion and functions even if he is asleep, unconscious, or otherwise incapacitated. Basically, if the Time Lord does not WANT to be affected, he will not be affected.

Main Index | Classes | Updates | Conan | Message Boards | Email

Trademarks and copyrights are cited on this page without permission. This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. AD&D is a trademark of TSR; reach TSR's parent company at Wizards of the Coast, Inc.©. All copyrights are acknowledged and remain the property of the owners. "Inzeladun" and related characters © 1984, 2000 Vincent N. Darlage . All rights reserved by

their respective owners. This page is for entertainment only.

LevelBase Attack

BonusFort Save Ref Save Will Save Special

1

2

3

4

5

6

7

8

9

10

+0

+1

+1

+2

+2

+3

+3

+4

+4

+5

+0

+0

+1

+1

+1

+2

+2

+2

+3

+3

+0

+0

+1

+1

+1

+2

+2

+2

+3

+3

+2

+3

+3

+4

+4

+5

+5

+6

+6

+7

See Anachronism, sever lifeline, spell advancement, DC +1

Chronomancy Reflection, spell advancement

Detect Chronomancer, spell advancement, DC +2

Historical Sense, spell advancement

Reincarnation, spell advancement, DC +3

Sense Alternity, spell advancement

Remembrance, spell advancement, DC +4

Advanced Historical Sense, spell advancement

Summon Time Elemental, spell advancement, DC +5

Ignore Chronomancy, spell advancement