Paragon Mantles
When characters reach Paragon Tier, more of the world opens up to them. Their choices affect the world on a national, global and perhaps even cosmic scale. They now have a history in the setting, and possess more responsibility, influence, and certainly more power.
It may come to pass that Paragon characters become authorities in the world, affecting people, places and the campaign plots in much larger ways than ever before. They might rise to the head of an organization, inherit some ancient mission, cultivate a following or be designated for some great honor or curse by a higher power. These are represented in mechanical terms as Paragon Mantles.
While Heroic Themes are chosen at the onset of creation, Paragon Mantles are given or earned during the course of Paragon Tier. Players may or may not have a great deal to do with gaining their mantle, depending on the DM, but they should reflect the general direction intended for characters or otherwise the consequence of some accepted risk. Some characters might have been striving to attain a certain mantle since Heroic, while others might have literally stumbled into one.
Characters can only have one mantle at a time. These mantles do not have to be permanent, but shuffling mantles should not be a common occurrence. Still, it is possible for characters to lose their authority, inheritance or honored gifts (or curses) and, down the road, achieve another mantle.
Some characters might achieve their mantle at 11th level, while others might not come into their own until much later in Paragon Tier. This is partially dependent on the current plots, the actions of the player and the timing of the DM. Whenever a mantle is attained, the characters retroactively assume all traits and powers they meet the prerequisites for.
Paragon Mantles are defined by the added class role/s they offer characters, the power source/s they share the closest affinity, and the patron or organization who bestowed them. Mantles usually consist of a granted power, mantle traits and mantle powers. Traits are usually given at 11th, 15th and 19th. Powers are usually given at 13th and 17th. These traits and powers are in addition to any the characters already have and do not require any retraining.
Certain artifacts require a character possess a particular mantle.
Maintaining a Paragon Mantle into the Epic Tier also allows characters the chance to customize their Epic Destinies in accordance with the mantle’s role and power source. At 23rd, 25th, 27th and 29th level, characters may choose to replace one of their destiny’s features or powers with that of another Epic Destiny that shares the role and power source of their Paragon Mantle. They must have access to the feature or power being replaced before they can swap.
Archwarden
Main Role: Defender
Secondary Role: Striker
Power Sources: Elemental and Primal
Origin: Primordials (Athog, the Shadow Over the World)
Granted Power: none
Primordial Rebirth (11th level trait): Your former self, weak and unsuitable to the Primordials’ needs, is broken down into its most basic elements through an agonizing destruction, and then rebuilt larger and stronger via the infusion of ancient power. You grow a foot taller, become more savage in appearance, harkening to your more ancient ancestors (in this case dragons). You even take on trace characteristics of your masters’ own likeness, in the case of Athog earthen and stormy qualities.
You gain resist 5 Acid, Fire, Lightning and Thunder.
You are the chosen protector of Creation, One of Nine, the first in the new line of Archwardens given dominion of the worlds with the blessing of the Primordials and the begrudging acceptance of the Primal Spirits. Unlike their meditative shepherds, the Archdruids, you are a hunter and a destroyer. Your primary enemy, whose bottomless Abyss was triggered at the end of the Primordial War, is demonkind. It is demonkind that overran the Maelstrom and slew countless titans and spirits, who launched three unsuccessful attempts to devour Creation, and who continues to seek the worlds‘ plunge into bottomless doom. This burning hatred for demons does not prevent you from destroying Yith, devils, angels or anything else that dares get your way.
You deal ongoing 5 damage to demons with encounter and daily powers.
It is your duty to cross the planes, visit the moons of other worlds, and wake the sleeping Primordials from their ages-long slumber. For each Primordial woken, another Archwarden can be inducted. For each Archwarden beyond yourself, you gain a permanent healing surge and 5 hit points.
Footsteps of Doom (daily 13)
The very earth and sky tremble at your power...
Daily + Elemental, Primal, Thunder
Move Action Range the battlefield
Target: enemy with the highest fortitude in range
Attack: Primary ability modifier + 2 vs. Fortitude
Effect: All enemies on the battlefield are knocked prone by sudden tremors, and flying creatures are forced to the ground by deafening thunder. Minions make saves or die.
Harbinger of the Old Ones (15th level trait): You are the emissary for the Primordials reawakened in a new age. You carry their power, the very same power which formed the worlds and once flowed through the gods. You are immune to planar phenomenon like extreme temperatures and lack of oxygen, including natural hazards, but not attacks that utilize these elements or damage types. This usually manifests as some physiological altering, an assimilation of aspects from the landscape and creatures native to the plane.
You grow another foot taller, and become more savage in appearance. You gain resist 10 Acid, Fire, Lightning and Thunder.
You deal ongoing 10 damage to demons with encounter and daily powers, and ongoing 5 to Yith.
Succeeding in a moderate Strength check as a standard action will break any object of Huge or smaller size, save certain alien and magical objects as determined by the DM.
Succeeding in a hard Strength check as a standard action in the form of a punch, kick or head-butt will negate an aura or zone affecting you until the start of your next turn.
Drink the Devastation (encounter 17)
You harness the pain, blood and carnage strewn across the battlefield into shear might.
Encounter + Elemental, Primal
Minor Action Personal
Effect: For each slain enemy on the battlefield, you receive a +1 to damage on your next successful attack. The target is pushed that number of squares, but can only suffer a maximum of 3d10 collision damage.
Son of the Titans (19th level trait): You achieve the sum perfection of Primordial likeness, a veritable giant with the power of the Old Ones behind him. You strike terror in the hearts of enemies and allies alike, capable of going toe-to-toe with the most ferocious demons, and survive the maladies of any plane, world or Void.
You grow another foot taller, become more savage in appearance, and are considered a Large creature (taking up 4 squares as a token, altering things like bursts, but not Reach).
You may roll twice and take the better result of all Strength checks.
You gain resist 15 Acid, Fire, Lightning and Thunder. All of your attacks deal those damage types in addition to their regular damages.
You deal ongoing 15 damage to demons with encounter and daily powers, ongoing 10 to Yith, and ongoing 5 to all others.
You cannot be knocked prone. You are immune to falling and collision damage.