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DEMONhunter
2006-08-11, 06:33 AM
The Pyrotransitionists
The guild comes under the category of guilds that the pc can join.
Those who walk between planes may become one with them...
Based in the elemental plane of fire, this organisation has existed for little more than a handful of decades. Founded by the powerful mage Volkarion, this little known organisation is force to be respected, more than feared, but it would still be unwise to cause them to rise in anger.

Purpose: The pyrotransitionists band together to guard the planes of existance, and prevent the merging of realities. They work to prevent lifeforms from travelling between planes unintentionally.

Alignment: The organisation favours no particular alignment, but most members and their actions (not actual alignment) as a whole are commonly Chaotic Good.

Gp Resource limit/Economics: The guild can easily acquire items of up to 20,000gp in value. However, it is also important to consider that they can acquire equipment native to other realities. (For example, if this organisation was to be used in a homebrew campaign world, it could still acquire items that can only be found in other realities, such as Faerun and the like.)

Membership Requirements: The only requirements to become a pyrotransitionist is an intelligence of 10 or more, and actually being able to find them. Suceeding in entering one of the mundane towers which the organisation has many off in different cities in every plane proves you worthy of this, though acquiing th knowledge of where these towers are is the true challenge. (A successful bardic knowledge check DC25 will provide the information needed to find a tower).

Authority Figures: The pyrotransitionists are lead by one man- Volkarion (CG, ECL 30), tiefling wizard. All in the guild respect him and his wishes, and look to him as an authority figure. However, he tends to act more like a new initiate than the influencial mastermind he really is. This is because he is fair, rather than tyrannical.
No-one in the guild is nearly as powerful as him.
Other Important Figures: The only member who stands apart from the rest is the elven assassin known as Terian (LE, ECL 16). This man’s personality is oddly different to those of his comrades, yet for unfathomable reasons they trust and respect him nonetheless. Other than this, not much is known about him.

Racial Make-up:
35% Tiefling
20% Elf
15% Gnome
10% Dwarf
10% Human
5% Halfling
3% Aasimar
2% Other Races (For the most part this includes Drow and Xeph, but there are others)

No race is barred from entry, as long as they are intelligent enough. Even a race with an intelligence penalty may enter, provided the meet the requirements (see above).

Class Make-up
30% Wizard
25% Sorcerer
25% Psion
5% Bard
5% Monk
5% Ranger
5% Other classes (the largest percentage of this is rogues, but others are included. Barbarians and Clerics are rare, but not unheard of.)

No class is barred from entry, though the Frenzied Beserker will probably have to prove their worth before being allowed to join.

Important Feature
The crystal tower is an important feature of the organisation. It appears to be a small tower, unremarkable and uninhabited. However, on attempting to enter,people will find it magically locked (countered by dispelling, DC20 *open lock check or dealing 100 damage to the door, hardness 10).
Inside they will find themselves in a square room with many doors, and stairs upwards. The interior is by far bigger than the exterior. The tower has the following magical features:
-The doors in this tower do not lead where you expect them to- they lead wherever the tower’s owner wish them to.
-If the owner wishes it, the doors hardness increases to 25 and the lock requires a specific key to open. The owner may summon the key at any time.
-It is impossible to teleport directly into or out of the tower without use of the special doors.
-The owner may change the tower’s location at any time. They may not sumon the tower in a place where it cannot fit eg. Inside a building/cave, on top of a person.

Origins/History/Lore (Knowledge: History checks in brackets. Alternatively, a Knowledge: The Planes check can be made.)
78 years ago- Volkarion begins a project- the construction of a Saphire Tower (see above). (DC 20 for non members, 10 for members.)
44 years ago- After much researching, spellcasting and manual labour, Volkarion’s tower is complete. However, the spells that power it are faulty, and it sends him into the Astral Plane. It takes him a year to escape, but how he does so he has told no-one. (DC – For non-members, 25 for members)
43 years ago- Volkarion returns to his tower which he works on for more years.
37 years ago- As the end of the year draws near the tower at last approaches perfection, a group of adventurers stumble on the construction site and enter. Volkarion, a good-hearted man, listens to their plight. They are pursuing a sorcerer, who kidnapped an ally themself and their comrade into the top layer of hell. Volkarion allows them to use the tower, and with his help they recover their friend and kill the sorcerer, along with a Balor and many lesser demons. These adventurers are bound by gratitude to him, and join him in his endeavour to complete the sapphire tower. (DC 30 for non-members, 15 for members.)
36 years ago- The group parts ways when the tower is finished. Volkarion moves the tower to a city. This is where the public knowledge of the towers is first acquired. Volkarion lives a secluded life within his tower for a long time, derived of a purpose. (DC 20 for non-members, 15 for members.)
33 years ago- The city goes to war for nearly two seasons, and is destroyed by the aggressor. The tower, protected by powerful magics, still stands, a virtually impenetrable fortress. Volkarion gathers the survivors, who begin to suspect political foul play in the war. He uses his tower to help them investigate. (DC 20 for non-members, 10 for members.)
31 years ago- The plot is uncovered- a divine being influenced the already maniacal clerics of Vecna of the enemies to follow the path to promoting a war. All for a greater purpose- in the treasury of the cities castle a jewel was kept. No-one knows what the jewel does- in fact, the demi-god being completely insane, it may have done nothing at all. However, he claimed that gem would collapse the planes of existance into one. The newly formed Pyrotransitionists imprison their foe and guard the gem within the Saphire tower. (DC 25 for non-members, and no check is required for members. Other members speak of the events often, as they lead to the group being formed).
31 years ago to the present day- Volkarion has realised the perils of planar travel and being leaving their native planes. He worked with his earned knowledge to construct more towers, and recruit more members to aid in vigilantly watching the planes to make sure people don’t travel between planes unwillingly, or with intent on dominating them. The group now consists of aover 400 members, and Volkarion has shaped them a fortress of crystal on the plane of fire, which normal beings can reside in safe from the flames outside. This fortress acts as a cross between a rest station, and a gigantic version of the crystal tower.

Plot Hook Suggestions:
- The Villain has fled to another plane, so the pcs must seek the guilds help.
- The pc/party has been thrown into another plane, where they are rescued by 'less savoury' memebrs of the guild, who order them to perform a task before allowing them to go home.

DEMONhunter
2006-08-11, 06:34 AM
The Crunchy Bit (prestige class)
Unchained Pyro
The unchained pyro is one of the most devout members of the organisation. *Though they seek to protect the planes, as is their duty, they also work to master them, and the creatures and powers they hold. Since the plane of fire is where the guild is based, controlling fire becomes priority.
Hit die: d6

Prerequisites
- * * *Non-Evil
- * * *Knowledge: The Planes, 6 ranks,
- * * *You must have visited at least four different planes and survived in order to enter this prc. Only one of them may be yor native plane, and at least one must be the plane of fire.
- * * *Only a member of the Pyrotransitionists may join this prc.

Special: A character may only take 20 levels in this prc.

Skills: 6 + int modifier per level

Class skills: The Unchained Pyro’s class skills are Bluff, Concentration, Decipher Script, Escape Artist, Listen, Sense Motive, Spot and Tumble, Use Magic Device, Use Psionic Device.

Class features:
Weapon and Armour Proficiency: An unchained pyro gains no additional proficiencies.

1st * * *+0 * * *+2 * * *+0 * * *+2 * * *Raw Energy, Firebolt x1, Resist Flame
2nd * * *+1 * * *+3 * * *+0 * * *+3 * * *Focused Flame +1Defensive harmony +1
3rd * * *+2 * * *+3 * * *+1 * * *+3 * * *Manifest I
4th * * *+3 * * *+4 * * *+1 * * *+4 * * *Firebolt x2, Focused Flame +2
5th * * *+3 * * *+4 * * *+1 * * *+4 * * *Defensive harmony +2
6th * * *+4 * * *+5 * * *+2 * * *+5 * * *Focused Flame +3Manifest II
7th * * *+5 * * *+5 * * *+2 * * *+5 * * *Firebolt x3
8th * * *+6 * * *+6 * * *+2 * * *+6 * * *Focused Flame +4,Defensive harmony +4
9th * * *+6 * * *+6 * * *+3 * * *+6 * * *Manifest III
10th * * *+7 * * *+7 * * *+3 * * *+7 * * *Focused Flame +5, Manifest, Ruby Tower, Firebolt x4
11th * * *+8 * * *+7 * * *+3 * * *+7 * * *Defensive harmony +5
12th * * *+9 * * *+8 * * *+4 * * *+8 * * *Focused Flame +6
13th * * *+9 * * *+8 * * *+4 * * *+8 * * *
14th * * *+10 * * *+9 * * *+4 * * *+9 * * *Defensive harmony +6, Focused Flame +7
15th * * *+11 * * *+9 * * *+5 * * *+9 * * *
16th * * *+12 * * *+10 * * *+5 * * *+10 * * *Focused Flame +8
17th * * *+12 * * *+10 * * *+5 * * *+10 * * *Defensive harmony +7
18th * * *+13 * * *+11 * * *+6 * * *+11 * * *Focused Flame + 9
19th * * *+14 * * *+11 * * *+6 * * *+11 * * *
20th * * *+15 * * *+12 * * *+6 * * *+12 * * *Defensive harmony +8, Focused Flame +10


Raw energy: The Pyro gains 1 bonus power-point per day per level in this class.

Firebolt: At the cost of one power point, the pyro gains the ability to create a small flame, which rushes towards the enemy with explosive force. The bolt deals 1d8 damage to everyone within 20ft of the target, and the target must make a reflex save or be knocked prone. A successful reflex save halves the damage. The pyro may use this once a day at 1st level, twice at fourth, three times at seventh and so on up to a maximum of six times a day at sixteenth level.

Resist Flame: The pyro has resistance to fire damage equal to it’s number of levels in the Unchained Pyro class.

Focused Flame: At 2nd level, the DC for all fire related spells and powers increases by 1. It increases by a further one at every two levels after second up to a maximun of +5 at tenth level.

Defensive Harmony: At second level, the pyro becomes attuned to the behaviour of fire. He gains +1 to reflex saves made against fire related damage and effects. The increases by +1 every three levels after this, up to a maximun of +8 at twentieth level.

Manifest: At level three, the pyro can manifest the Burst power. At level six, the Energy Missile is available, in the fire form only. At level nine, Energy Cone is available, in the fire form only.

Ruby Tower: At tenth level, the pyro is granted his own tower and a key. This is a pale imitation of the saphire tower. The following features are different:
-The door must be locked by the pyro’s key, not magic, and has hardness 10.
-The tower has only three floors.
-There is a maximum of three doors per floor. In order to activate the doors, the pyro must suceed on a DC 20 concentration check, which he may not take 10 or 20 on.

Mephibosheth
2006-08-11, 11:27 AM
I like it! The idea of all the planes collapsing into one is intriguing, and could result in all sorts of cool effects and situations. It could all sorts of cool adventures as members of the organization adventure to places where the planes are slowly merging.

Flavorwise, I think it would be cool if you explained why there are so many Tieflings (a stereotypically evil race) in this (predominantly non-evil) organization. Also, why did they decide on the Elemental Plane of Fire as the headquarters for the whole organization? Is it central to the other planes with easy access to everywhere guildmembers need to go? Is the fire important to the techniques they use to maintain the seperation of the planes?

Cruchwise, the PrC looks interesting. You say that it's impossible to take more tha 20 levels in the PrC, but you only give 10 levels of progression. Is this a work in progress, or is it only going to have 10 levels? I also think you should add some more class skills or give it fewer skill points. As you have it now, a character with a 14 Int could take ranks in every class skill. Also, you don't usually get x4 skill points at the first level of a PrC, only at the character's first hit dice. Otherwise, I like it a lot. Nice work!

Mephibosheth