Mantles

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Contents

A

Abstinence

Type: Good

The mantled character has foresworn the use of drugs, alcohol, potions, and other similar substances. He loses all aspects of this mantle if he ever willingly imbibes any drug, alcohol, or similar.

The mantled character receives immunity to various effects according to his level. At first level, he is immune to non-magical poison. At fifth level, he becomes immune to non-magical disease and receives a +1 bonus to saves to resist mind-affecting effects. At tenth level, he becomes immune to magical poison, and his bonus to resist mind-affecting effects increases to +2. At fifteenth level, he becomes immune to magical disease, and his bonus to resist mind-affecting effects increases to +3. At twentieth level, he becomes completely immune to harmful mind-affecting effects.

In addition, once per day for a number of rounds equal to his Charisma modifier, the mantled character can provide to all allies within 5' + 5'/3 mantled character levels a sacred bonus to saves to resist mind-affecting effects equal to his Charisma modifier.

Atonement Method: A mantled character who violates the Abstinence mantle can atone by fasting for one week's time.

Air

Type: Elemental

The mantled character is attuned, through his divine mission, to the forces of elemental air. He loses all aspects of this mantle if he ever chooses to dwell or spends more than seven days out of sight of the sky, or if he travels to the Elemental Plane of Earth for any reason. In addition, to take the Air mantle, the mantled character must possess a fly speed or be capable of magical flight.

The mantled character treats any fall as if it were ten feet shorter for purposes of determining damage; if he has a fly speed, he also gains a +10 ft. increase to that speed per four levels of mantled character. He also gains a +1 bonus on saving throws against any spell or effect with the [Air] subtype, but takes a -1 penalty against spells and effects with the [Earth] subtype.

Atonement Method: The mantled character must spend a minimum of one day without eating or sleeping, contemplating the open sky. He cannot look toward the ground or in any direction except upwards. In addition, he must remove a small amount of his flesh (dealing 1d6 damage) and feed it to creatures of the air (birds, commonly).

Alliance

Type: Law, Elemental

The mantled character has contracted a subordinate creature to further his cause. He loses all aspects of this mantle if his mount dies.

The mantled character gains the service of an unusually intelligent, strong, and loyal steed to serve his in his crusade against evil. This mount is usually a heavy warhorse (for a Medium mantled character) or a warpony (for a Small mantled character). See the PHB for how to handle a mantled character's mount.

Once per day, as a full-round action, a mantled character may magically call his mount from the extrapalanar realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the mantled character’s level. The mount immediately appears adjacent to the mantled character and remains for 2 hours per mantled character level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the mantled character may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a Conjuration (Calling) effect.

Should the mantled character’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The mantled character takes a -1 penalty on attack and weapon damage rolls for a period of 30 days.

Atonement Method: The mantled character must seek a course of resurrection for the deceased creature.

Special: A Scion of Raghnialt's mount has one fewer HD than would the mount of a mantled character of similar level; however, the Scion's mount always possesses the Dark template.

Anarchy

Type: Chaos

The mantled character has taken a vow to resist authority and promote the freedom of the individual. He loses all aspects of this mantle if he submits to someone on the grounds of their authority.

The mantled character--and all allies within 5'+5'/2 mantled character levels--roll two dice per die when determining damage and select the higher die.

Atonement Method: A mantled character who has violated the Anarchy mantle can atone by overthrowing an authoritative group.

Audacity

Type: Evil

A mantled character must never show any fear. They lose all benefits of this mantle if they ever allow someone to Intimidate them or prevent them from doing/force them to do something through threats or display of arms.

The mantled character becomes immune to fear effects. In addition, all allies within a 5' radius + 5'/2 mantled character levels receive a profane bonus to saving throws against fear effects equal to 1/2 the mantled character's class level.

Atonement Method: A mantled character who violates the Audacity mantle can atone by defeating a creature of CR higher than his ECL in single combat.

Authority

Type: Evil

A mantled character is always right, and those who do not agree with him usually end up dead. He loses the benefits of this mantle if he takes orders from anyone other then a servant of his deity.

The mantled character gains the ability to rebuke undead as a Cleric of four levels lower than his own level does. If this would result in an effective Cleric level of 0 or less, the mantled character cannot rebuke undead.

Atonement Method: In order to atone for violating the Authority mantle, a mantled character must slaughter the one whom he took orders from.

B

Bravado

Type: Chaos

The mantled character is certain of himself and his actions, and will not back down to others' authority. More often, his powerful self-assurance sways others to his cause. He loses all aspects of this mantle if he fails an Intimidate check, becomes frightened, shaken, or panicked, or smites a creature that is unaffected by his smite attack.

The mantled character adds Intimidate to his class skills and receives an anarchic bonus to Intimidate checks equal to 1/2 his class level (rounded up). At fifth level, the mantled character's smite ability can be used against lawful creatures to equal effect. If used against a creature who is both lawful and of the appropriate alignment for the mantled character's smite ability, the smite's damage is doubled and automatically confirms a threatened critical.

Atonement Method: A mantled character who has violated the Bravado mantle can atone by defeating a creature of higher CR than his ECL in single combat.

C

Charity

Type: Good

The mantled character has sworn to tithe at least 20% of all his earnings (including treasure) to charity and the church. He loses all aspects of this mantle if he fails to tithe that amount.

The mantled character receives a sacred bonus to Diplomacy checks equal to 1/2 his class level (rounded up). In addition, once per day for a number of rounds equal to his Charisma modifier, the mantled character can use charm person (as the spell). At seventh level, this changes to charm monster. At fourteenth level, the mantled character can either perform a charm monster or a mass charm person, and can use this ability twice per day.

Atonement Method: A mantled character who violates the Charity mantle can atone by giving away at least 50% of his assets.

Communion

Type: Chaos

The mantled character has sworn a sacred vow of union with a creature of great import to his cause. A mantled character loses all aspects of this mantle if his mount dies.

The mantled character gains the service of an unusually intelligent, strong, and loyal steed to serve his in his crusade against evil. This mount is usually a heavy warhorse (for a Medium mantled character) or a warpony (for a Small mantled character). See the PHB for how to handle a mantled character's mount.

Once per day, as a full-round action, a mantled character may magically call his mount from the extraplanar realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the mantled character’s level. The mount immediately appears adjacent to the mantled character and remains for 2 hours per mantled character level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the mantled character may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a Conjuration (Calling) effect.

Should the mantled character’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The mantled character may not summon another mount for thirty days or until he gains a mantled character level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the mantled character takes a -1 penalty on attack and weapon damage rolls.

Atonement Method: The mantled character must seek a course of resurrection for the deceased creature.

Conflict

Type: Evil

The mantled character thrives on conflict, and loses all benefit of this mantle if they fail to try and escalates a conflict into violence.

The mantled character receives as a spell-like ability, usable a number of times per day equal to his Charisma modifier (with a caster level equal to his class level), the rage spell. At fifth level, he may expend two uses to use heroism. At tenth level, he may expend three uses to use mass heroism. At fifteenth level, he may expend four uses to use greater shout.

Atonement Method: In order to atone for violating the conflict mantle the mantled character must single-handedly cause a great conflict involving at least a dozen people--other than himself.

Conviction

Type: Law

The mantled character is certain of himself and his actions, so much so that his unswerving faith augments his martial prowess. The mantled character loses all aspects of this mantle if he ever questions his faith, attacks another member of his faith, or smites a creature that is unaffected by the smite attack.

The mantled character's attacks are considered bludgeoning, slashing, and piercing for the purposes of overcoming damage reduction. At tenth level, all his attacks are also considered magical, lawful, and silver for the purposes of overcoming damage reduction. At fifteenth level, all his attack are also considered adamantine, mithral, and holy (or evil, depending on your alignment) for the purposes of overcoming damage reduction. At twentieth level, the mantled character ignores the first ten points of his foe's damage reduction.

Atonement Method: In order to atone for violating the conviction mantle, a mantled character must take on a dangerous quest from a powerful figure of their faith and complete the quest without promise of compensation.

D

Darkness

Type: Natural

The mantled character is bound up in the shadows, as at home in complete darkness as in the light- indeed, more so. The mantled character loses all aspects of this mantle should he ever carry a source of bright light- candles are permissible, barely, but lanterns are not; the mantled character must also never choose to travel by day of his own, personal volition. In order to take the Darkness mantle, the mantled character must have the Hide in Plain Sight ability, or Darkvision.

The mantled character doubles the range of any existing Darkvision he possesses, and can now utilize that darkvision even in magical darkness.

Atonement Method: The mantled character must spend at least three days in complete darkness; the merest glimmer means the process must start anew. In addition, he must engage in combat with a creature native to the Plane of Shadow, and make no aggressive moves against it; frequently, Raghnialt chooses to summon such creatures for her mantled character's punishment.

Death

Type: Natural

The mantled character is intimately familiar with death and dying, recognizing it as yet another, subtle blessing of the goddess. He loses all aspects of this mantle if he shows fear of death or dying, or seeks to avoid it for its own sake. The mantled character extends this attitude regarding death to his allies; should he ever seek to return an ally to life simply for the sake of their living, he loses this mantle's benefits.

The mantled character may speak with dead, as the spell, a number of times per day equal to his Wisdom modifier. Alternatively, the mantled character can choose to expend one use of its speak with dead ability to utilize the Corrupting Gaze special attack, as a Ghost would.

Atonement Method: The mantled character must voluntarily prepare themselves for burial as if dead, being shrouded, buried alive, and left for at least one day. Alternatively, the mantled character can choose to beseech Raghnialt for untender mercy, and actually be killed and resurrected; there is a 5% chance per mantled character level she grants the request and administers a True Resurrection. A mantled character who atones utilizing this second method uses his Charisma modifier, rather than his Wisdom modifier, to determine uses/day of his Speak with Dead and Corrupting Gaze abilities.

Deceit

Type: Evil

The lengths that a mantled character will go to protect himself knows no bounds. You lose all benefits of this mantle if you ever put yourself in direct danger without first trying to a safer alternative (of course, putting allies in danger is fine, especially if it gets you out of danger).

The mantled character--and all allies within 5' + 5'/2 mantled character levels--receives an insight bonus to Armor Class equal to his Wisdom modifier.

Atonement Method: A mantled character who violates the Deceit mantle must spend at least a day making at least 5 elaborate contingency plans to protect himself in dangerous situations and must enact at least 3 of those plans to atone.

Diligence

Type: Law

The mantled character has sworn to examine his opponents and his surroundings thoroughly. He loses all aspects of this mantle if he does not attempt every legitimate action before giving up.

The mantled character can detect evil or detect good (as the spell, and detecting alignment opposite to his own) at will. At fifth level, the mantled character gains Darkvision 30'. At tenth level, the mantled character gains Low-Light Vision. At fifteenth level, the mantled character gains Scent 30'. At twentieth level, the mantled character gains Blindsight 15'.

Atonement Method: A mantled character who violates the Diligence mantle can atone by willingly subjecting himself to blindness (temporary or permanent) for at least a day.

Discord

Type: Chaos

The mantled character is dedicated to sowing chaos and discord in his wake. He loses all aspects of this mantle if he ever tells the whole truth or rolls a natural 1 on a Bluff check.

The mantled character adds Bluff to his class skills and receives a sacred bonus to Bluff checks equal to 1/2 his class level (rounded up). In addition, the mantled character can spend 20 points of his Lay on Hands ability to inflict a confusion effect (as the spell) to a creature he touches.

Atonement Method: The mantled character must succeed on a Bluff check with a natural 20.

Discretion

Type: Evil

A mantled character must protect themselves and not rush into combat. He loses all aspects of this mantle if he takes damage in the first round of combat.

The mantled character and all allies within 5' + 5'/2 mantled character levels receive a profane bonus to ranged attack rolls equal to his Charisma modifier.

Atonement Method: A mantled character may atone for violating the Discretion mantle by not taking damage for 10 consecutive rounds of combat.

E

Entropy

Type: Chaos

The mantled character becomes a living force of the eventual destruction of all things. He loses all aspects of this mantle if he ever leaves a combative foe alive.

The mantled character emenates an aura of entropy. All opponents within 10' + 5'/2 mantled character levels receive a -1 penalty to Armor Class, attack rolls, damage rolls, saving throws, and skill checks. This increases to -2 at fifth level, -3 at tenth level, -4 at fifteenth level, and -5 at twentieth level.

Atonement Method: A mantled character who violates the Entropy mantle can atone by pursuing and slaying the foe that caused him to violate the mantle.

Extravagance

Type: Evil

A mantled character will only ingest things he perceives as worthy of him. He loses all aspects of this mantle if he consumes less than two meals a day worth less than 10gp a piece.

The mantled character receives immunity to various effects according to his level. At first level, he is immune to non-magical poison. At fifth level, he becomes immune to non-magical disease and receives a +1 bonus to saves to resist mind-affecting effects. At tenth level, he becomes immune to magical poison, and his bonus to resist mind-affecting effects increases to +2. At fifteenth level, he becomes immune to magical disease, and his bonus to resist mind-affecting effects increases to +3. At twentieth level, he becomes completely immune to harmful mind-affecting effects.

In addition, once per day for a number of rounds equal to his Charisma modifier, the mantled character can provide to all allies within 5' + 5'/3 mantled character levels a profane bonus to saves to resist mind-affecting effects equal to his Charisma modifier.

Atonement Method: In order to atone for breaking the Extravagance mantle, the mantled character must ingest something rare and of unparalleled value, such as the heart of a great wyrm dragon, or wine fermented by elves for 4,000 years.

F

Faerie

Type: Natural

The mantled character is accorded a measure of the grace and beauty of the fey courts to which Raghnialt is true and sole regent; he loses all benefits of this mantle if he ever willingly attacks a creature of the Fey type (with the exception of followers of Lord Winter). In addition, the mantled character must never carry or wield weaponry composed of Cold Iron.

The mantled character can choose to imbue his weapon with the memory-blotting power of the Faerie court, allowing him to disrupt his opponent's ability to focus with a reveling mental aura. The target of this attack must succeed on a will save (DC 10 + mantled character level + 1/2 Cha) or lose some degree of memory of recent events. Spellcasters who prepare spells lose 1d3+Cha spell slots, randomly determined, should they fail the save. Nonspellcasters, or spellcasters who don't prepare spells, are likely to be only momentarily confused, but a target who fails the save by seven or more points is considered stunned. The mantled character can utilize this ability a number of times per day equal to their charisma modifier.

Atonement Method: The mantled character must undertake either a single, extremely perilous or degrading task, or a lengthy period of fealty, to a powerful Fey creature- most likely a high-ranking cleric or official of Raghnialt's church.

Freedom

Type: Chaos

The mantled character commits himself to freeing all creatures from magical constraints across the planes. He loses all aspects of this mantle if he ever uses magic to arrest or command another creature.

The mantled character receives as a spell-like ability, usable a number of times per day equal to his Charisma modifier (with a caster level equal to his class level), the dispel magic spell. At fifth level, he may expend two uses to use freedom of movement. At tenth level, he may expend three uses to use break enchantment. At fifteenth level, he may expend four uses to use freedom. If a creature perishes while held by any form of this spell, the mantled character loses all aspects of this mantle.

Atonement Method: To atone for violating the Freedom mantle, the mantled character must free a group of imprisoned people from captors with a combined CR of the mantled character's level or greater.

G

Grace

Type: Good

The mantled character has sworn to protect his allies, with his life should the need arise. He loses all aspects of this mantle if an ally of his within 60' falls in combat before the mantled character falls.

The mantled character, and all allies within 30', gain a sacred bonus to Reflex saves equal to 1/4 the mantled character's class level. At fifth level, the mantled character--and all allies within 5' + 5'/3 class levels, gain the benefits of Evasion while in light or no armor. At tenth level, the mantled character gains the benefits of Evasion in medium armor. At fifteenth level, the mantled character gains the benefits of Improved Evasion while in light or no armor. At twentieth level, the mantled character gains the benefits of Improved Evasion while in medium armor.

Atonement Method: A mantled character who violates the Grace mantle can atone by either finding the means to return his fallen comrades to life or providing them with proper and honorable burials.

Greed

Type: Evil

The mantled character is overcome by greed and must spend at least 20% of all earnings (including treasure) on valuables or art objects which have no value as adventuring equipment (or alternatively the mantled character could just hoard all the gold). The mantled character loses all benefit of this mantle if they fail to buy this amount, or if they use this treasure to buy any adventuring equipment.

The mantled character receives a profane bonus to Diplomacy checks equal to 1/2 his class level (rounded up). In addition, once per day for a number of rounds equal to his Charisma modifier, the mantled character can use charm person (as the spell). At seventh level, this changes to charm monster. At fourteenth level, the mantled character can either perform a charm monster or a mass charm person, and can use this ability twice per day.

Atonement Method: A mantled character who violates the Greed mantle can atone by acquiring treasure equal to 30% of his current assets.

H

Honesty

Type: Law

The mantled character has foresworn lying, for any reason. He loses all aspects of this mantle if he ever willingly makes a Bluff check for any reason other than to feint in combat, if he ever uses the Forgery skill, or if he ever lies.

The mantled character receives a sacred bonus to Sense Motive checks equal to 1/2 his class level (rounded up). In addition, once per day for a number of rounds equal to his Charisma modifier, the mantled character can see invisibility (as the spell). At seventh level, this changes to invisibility purge. At fourteenth level, the mantled character can either perform an invisibility purge or can see as if affected by true seeing, and can use this ability twice per day.

Atonement Method: A mantled character who breaks the Honesty mantle can atone by declaring what he is and who he worships in the middle of a medium sized or larger city of an average alignment that he does not share.

Honor

Type: Law

The mantled character holds himself to honorable standards of combat set down by his god. He loses all aspects of this mantle if he ever feints, trips, or gains the benefits of flanking in combat.

The mantled character receives a sacred bonus to melee attack rolls equal to his Charisma modifier.

Atonement Method: A mantled character who violates the Honor mantle can atone by offering his services to a judge or similar ruling authority for a month.

Humility

Type: Good

The mantled character understands that, to be truly great, one must remain humble. He loses all aspects of this mantle if he ever boasts or exaggerates about his accomplishments or uses social status to influence another.

The mantled character, and all allies within 30', gain a sacred bonus to Will saves equal to 1/4 the mantled character's class level. At fifth level, the mantled character also receives a sacred bonus to AC equal to his Charisma modifier.

Atonement Method: A mantled character who violates the Humility mantle can atone by offering his services to a person of no significant social status for one month.

I

J

Justice

Type: Law

The mantled character is an agent of justice and must uphold the law to its fullest extent. He loses all aspects of this mantle if he ever willingly breaks a law or associates with lawbreakers.

The mantled character can detect chaos (as the spell) at will. At fifth level, the mantled character's smite ability can be used against chaotic creatures to equal effect. If used against a creature who is both chaotic and of the appropriate alignment for the mantled character's smite ability, the smite's damage is doubled and automatically confirms a threatened critical.

Atonement Method: A mantled character who violates the Justice mantle must seek out and bring to justice a lawbreaker in a public form in order to atone.

K

L

Liberty

Type: Chaos

The mantled character is committed to freeing all creatures from needless rules and regulations. He loses all aspects of this mantle if he does not fight for justice and equality among all beings, or if he prejudices against another being.

The mantled character receives a sacred bonus to Diplomacy checks equal to 1/2 his class level (rounded up). In addition, once per day for a number of rounds equal to his Charisma modifier, the mantled character can use charm person (as the spell). At seventh level, this changes to charm monster. At fourteenth level, the mantled character can either perform a charm monster or a mass charm person, and can use this ability twice per day.

Atonement Method: A mantled character who violates the Liberty mantle can atone by successfully overthrowing a corrupt leadership organization.

Luck

Type: Chaos

The mantled character receives the blessing of his deity in the form of lucky breaks. He loses all aspects of this mantle if he ever rolls a 1 on a d20 roll without using a reroll.

The mantled character can reroll a number of d20 rolls per day equal to his Charisma modifier.

Atonement Method: A mantled character who violates the Luck mantle can atone by rolling a natural 20 and voluntarily reducing it to a 1.

M

Magic

Type: Magical

The mantled character is granted a small portion of Raghnialt's immense insight into the workings of the Arcane arts; they lose all aspects of this mantle if they ever willingly utilize completely nonmagical items when magical equivalents are available, or if they fail to rest and refresh their spells when able to do so. In addition, the mantled character must have ranks in Use Magic Device equal to their mantled character level, or lose this mantle's benefits.

Spells that deal damage subtract your Charisma modifier or mantled character level, whichever is lower, from each die of damage, to am minimum of 1. Spells that do not deal damage have their saving throws reduced by the same amount. Spells that neither deal damage nor allow a saving throw are unaffected; however, should you so choose, you may suppress all other benefits of this mantle for one day to force all enemy arcane spellcasters within 60ft. to make opposed charisma checks (opposed, of course, by you) each time they attempt to cast a spell.

Atonement Method: The mantled character must seek to protect and serve, in any way they chose, an allied spellcaster; if they have no allies that fit the bill, they must seek one out and serve the same way. In addition, the mantled character must spend none of their gains on non-magical resources for one month.

Merciless

Type: Evil

Mercy is a tool of the weak to protect the feeble. The mantled character loses all benefits of this mantle if they ever purposefully deal non-lethal damage with an attack, or lets one of their enemies live through combat without hunting them down and killing them.

The mantled character gains a +1 to all attack and damage rolls vs. an opponent they hit in the previous round of combat. This bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level.

Atonement Method: In order to atone for violating the Merciless mantle a mantled character must show their lack of mercy by publicly execute someone for some minor slight (bumping into them, speaking to them with disrespect, etc.).

Mercy

Type: Good

The mantled character has sworn an oath to never willingly harm non-evil creatures. He loses all aspects of this mantle if he ever knowingly kills a non-evil creature or performs a Coup de Grace attack.

The mantled character can deal non-lethal damage with any weapon without receiving a -4 penalty. In addition, whenever he deals non-lethal damage to a target, he deals +1d6 extra non-lethal damage for each three mantled character levels and can deal non-lethal damage with a Smite attack.

Atonement Method: A mantled character who violates the Mercy mantle can atone by offering his services to a hospital or other medical organization for one month.

N

O

P

Patience

Type: Law

The mantled character has sworn an oath to never rush in without thinking and to always consider all courses of action. He loses all aspects of this mantle if he ever acts without considering the consequences or attacks in the first round of combat.

The mantled character only needs four hours of sleep a night. At seventh level, the mantled character does not need to eat more than one meal a week. At fourteenth level, the mantled character no longer needs to breathe. At twentieth level, the mantled character no longer needs to eat or sleep.

Atonement Method: In order to atone for violating the Patience mantle, the mantled character must spend the first 5 rounds of combat analyzing the situation and taking no actions.

Peace

Type: Good

The mantled character holds himself to a peaceful standard in accordance with his god's wishes. He loses all aspects of this mantle if he ever willingly enters into combat without trying to prevent it, or if he witnesses conflict without trying to prevent it.

The mantled character receives as a spell-like ability, usable a number of times per day equal to his Charisma modifier (with a caster level equal to his class level), the hold person spell. At fifth level, he may expend two uses to use hold monster. At tenth level, he may expend three uses to use mass hold person. At fifteenth level, he may expend four uses to use mass hold monster. If a creature perishes while held by any form of this spell, the mantled character loses all aspects of this mantle.


In addition, creatures around the mantled character in a 5' radius (plus 5' for every 3 mantled character levels) are affected as if by a calm emotions spell.

Atonement Method: A mantled character who violates the Peace mantle can atone by preventing a major conflict (such as a battle or gang war).

Perseverance

Type: Law

A mantled character must never falter and never sway on his chosen path. He holds himself to a resolute and stoic standard in accordance with his god's wishes. He loses all aspects of this mantle if he ever willingly stands down from a fight he knows he can win, or if he gives up in the face of adversity.

All allies within a 5' radius (plus 5' for every 3 mantled character levels) gain DR 1/-, plus 1/- for every five class levels of the mantled character. In addition, once per day for a number of rounds equal to his Charisma modifier, a mantled character can surround himself and his allies with an aura of magical resilience. This aura grants his allies SR equal to his class level plus his Charisma modifier.

Atonement Method: A mantled character who violates the Perseverance mantle must complete a nearly impossible task (cutting down a great tree with a dagger, translating a huge ancient text, etc.) over the course of several days. During that time the mantled character can perform no other actions except those needed to survive.

Piety

Type: Law

A mantled character must pray to his deity, and those with the Piety Mantle of Faith must pray exceptionally. He holds himself to a standard where he must pray at least five times per day, for at least an hour per prayer session. He loses all aspects of his mantle if he goes one day without praying five times, with at least one hour of time between periods of prayer.

The mantled character receives an axiomatic bonus to all saving throws equal to 1/4 his class level. In addition, all allies within 5' + 5'/3 mantled character levels receive an axiomatic bonus to saving throws equal to the mantled character's Charisma modifier.

Atonement Method: In order to atone for violating a Piety mantle, a mantled character must spend a week in intense prayer, during which time they make take no other actions except what is needed to survive (eating, sleeping, breathing, etc.).

Pride

Type: Evil

A mantled character is superior to all around them, and does not take slights easily. He loses all aspects of this mantle if he ever allows someone to insult him without replying in kind, or if he shows reverence (bowing, saluting, kneeling) to anyone other then an agent of his deity.

The mantled character, and all allies within 30', gain a profane bonus to Will saves equal to 1/4 the mantled character's class level. At fifth level, the mantled character also receives a profane bonus to AC equal to his Charisma modifier.

Atonement Method: A mantled character who violates the Pride mantle must publicly belittle a powerful figure (such as a king, emperor, or god) while surrounded by followers of said figure.

Prudence

Type: Good

A mantled character is aware of the strength of both his allies and his foes, and never places his allies into a situation where they could be greatly harmed or even slain. He loses all aspects of this mantle if he ever willingly allows allies to put themselves in great danger without first attempting to find a less dangerous solution.

The mantled character--and all allies within 5' + 5'/2 mantled character levels--receives an insight bonus to Armor Class equal to his Wisdom modifier.

Atonement Method: A mantled character who violates the Prudence mantle can atone by spending a week in solitary meditation and reflection.

Purity

Type: Good

A mantled character must stand against the forces of evil without becoming evil himself. He holds himself to a strict standard: do no evil, lest ye become like one of them. He loses all aspects of this mantle if he ever willingly commits an evil act or associates with evil or undead creatures.

The mantled character gains the ability to turn undead as a Cleric of four levels lower than his own level does. If this would result in an effective Cleric level of 0 or less, the mantled character cannot turn undead.

Atonement Method: A mantled character who violates the Purity mantle can atone by seeking out and destroying a group of undead of difficulty equal to his CR or higher.

Q

R

Redemption

Type: Good

A mantled character must redeem others who do not adhere to faith as vehemently as the mantled character. He loses all aspects of this mantle if he does not forgive those who err in the name of good.

The mantled character's Lay on Hands ability gains new functions. It can remove disease (as the spell) by spending 15 points of healing, remove curse (as the spell) by spending 20 points, and create an atonement effect (as the spell) by spending 40 points. The atonement effect cannot affect the mantled character, only other creatures.

Atonement Method: A mantled character who violates the Redemption mantle can atone by seeking out and obtaining a full pardon for a wrongly accused criminal.

S

Survival

Type: Evil

A mantled character's survival takes precedence over the survival of all others. He loses all aspects of this mantle if he ever aids an ally (whether through healing, beneficial spells, or the aid another action) when he himself is not at full hp.

The mantled character, and all allies within 30', gain a profane bonus to Reflex saves equal to 1/4 the mantled character's class level. At fifth level, the mantled character and all allies within 5' + 5'/3 class levels gain the benefits of Evasion while in light or no armor. At tenth level, the mantled character gains the benefits of Evasion in medium armor. At fifteenth level, the mantled character gains the benefits of Improved Evasion while in light or no armor. At twentieth level, the mantled character gains the benefits of Improved Evasion while in medium armor.

Atonement Method: A mantled character atones for violating the Survival mantle only when the ally they aided to break the mantle dies (the mantle is not broken again if the ally is resurrected in one way or another: the ally only need die, not stay dead).

T

Temperance

Type: Good

A mantled character must display self-restraint in all their actions. He loses all aspects of this mantle if he attacks in the first round of combat.

The mantled character and all allies within 5' + 5'/2 mantled character levels receive a sacred bonus to ranged attack rolls equal to his Charisma modifier.

Atonement Method: A mantled character who violates the Temperance mantle can atone by not acting for ten rounds of combat.

Triumph

Type: Chaos

The mantled character is certain of his inevitable victory, so much so that his unswerving faith augments his martial prowess. The mantled character loses all aspects of this mantle if he ever stands down from an opponent, attacks another member of his faith, or smites a creature that is unaffected by the smite attack.

The mantled character's attacks are considered bludgeoning, slashing, and piercing for the purposes of overcoming damage reduction. At tenth level, all his attacks are also considered magical, chaotic, and silver for the purposes of overcoming damage reduction. At fifteenth level, all his attacks are also considered adamantine, mithral, and holy (or evil, depending on your alignment) for the purposes of overcoming damage reduction. At twentieth level, the mantled character ignores the first ten points of his foe's damage reduction.

Atonement Method: In order to atone for violating the Triumph mantle, a mantled character must take on a dangerous quest of their own devising and complete the quest.

U

V

Valor

Type: Good

A mantled character must be regal and valorous to combat the forces of evil. He loses all aspects of this mantle if he attempts to coerce or influence anyone through Intimidation.

The mantled character becomes immune to fear effects. In addition, all allies within a 5' radius + 5'/2 mantled character levels receive a sacred bonus to saving throws against fear effects equal to 1/2 the mantled character's class level.

Atonement Method: A mantled character who violates the Valor mantle can atone by offering his services to a local temple for a period of at least 1 week.

Vengeance

Type: Evil

A mantled character does not take lightly to those who oppose him. He loses all benefit of this mantle if he refuses to kill a member of an opposing faith given the opportunity.

The mantled character's Lay on Hands ability gains new functions. He can use contagion (as the spell) by spending 15 points of healing, bestow curse (as the spell) by spending 20 points, and create a slay living effect (as the spell) by spending 40 points. The save DC for these abilities is equal to 10 + 1/2 mantled character level + Cha mod.

Atonement Method: A mantled character who violates the Vengeance mantle can atone by killing another creature with his Lay on Hands ability.

Vision

Type: Chaos

The mantled character receives the blessing of his deity in the form of extra-sensory perception. He loses all aspects of this mantle if he is rendered blind, deaf, or mute.

The mantled character can detect law (as the spell) at will. At fifth level, the mantled character gains Darkvision 30'. At tenth level, the mantled character gains Low-Light Vision. At fifteenth level, the mantled character gains Scent 30'. At twentieth level, the mantled character gains the ability to cast moment of prescience (as the spell) once per day.

Atonement Method: A mantled character who violates the Vision mantle can atone by curing the ailments of at least ten people.

W

X

Y

Z

Zeal

Type: Law

A mantled character must always accept an honorable challenge. He loses all aspects of this mantle if he ever does not accept an honorable challenge or if he smites a creature that is unaffected by the smite attack.

The mantled character gains +1d6 axiomatic damage when performing smite attacks. This improves to +2d6 at 5th level, +3d6 at 10th level, +4d6 at 15th level, and +5d6 at 20th level.

Atonement Method: A mantled character who violates the Zeal mantle can atone by challenging another warrior of at least equal power to them to a fair duel.

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