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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 replacing.

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.

The Last Archdruid

Main Role: Defender

Secondary Role: Leader

Power Source: Primal

Patron / Organization: The Primal Spirits (Yggdrasil the World Tree)

Granted Power: Sacred Earth

 

Sacred Earth

The native land heeds your call, defending you and yours from the enemies of Creation.

Encounter; Primal, Zone

Minor Action              Close Burst 3

Effect: The burst creates a zone of difficult terrain for your enemies that lasts until the end of the encounter, or until a fire or necrotic power is used within its squares. Enemies in the zone are considered marked by you. Allies in the zone receive additional hit points equal to your level from healing effects, including second winds.

You can move the zone 1 square as part of a move action, or 3 squares as a move action.

 

Child of the Earth (11th level trait): You do not suffer the adverse effects of natural weather or climate, but planar phenomenons affect you normally. In addition, you no longer need to eat or drink in order to survive. Othyrian beasts, plant creatures and primal spirits will not attack you unless provoked or forced through a dominating effect.

You can forgo sleeping for a number of extended rests up to your primary ability score, but must then hibernate them consecutively. You remain awake and alert during extended rests during this vigil and may partake of strenuous work or even travel.

You have regenerate 5 when bloodied during short rests.

You may take 10 on Nature checks in non-strenuous circumstances.

You may choose a Primal at-will power in addition to the at-will powers you already possess. You may change this power during extended rests.

Armoring Menagerie (encounter power 13)

Native flora and fauna swarm and armor you, becoming a harmonious suit of living things.

Encounter; Implement, Polymorph, Primal

Minor Action                Personal (special)

Target: You must be in your Sacred Earth zone

Effect: Until the end of your next turn, you assume an armor of living beasts and animals until a creature hits you with a burst or blast. While in this form, you gain resist 5 all damage and enemies adjacent to you cannot make opportunity attacks.

You can choose to dismiss the menagerie and send it against an enemy.

        Secondary Attack

        Standard Action                Range 10

        Target: One creature

        Attack: Primary ability vs. Fortitude

        Effect: The target is restrained and suffers 5 + primary ability

        modifier ongoing damage (save ends).

Special: Increase the resistance to 10 all at Epic.

Sustain: Minor

Yggdrasil’s Steward (15th level trait): You are immune to all natural and planar hazards, but suffer the effects of traps normally. In addition, you are immune to planar phenomenon such as extreme temperature. Beasts, plants and Primal Spirits from all worlds will not attack you unless provoked or forced through a dominating effect.

You no longer need to sleep or breathe.

You have regenerate 5 when bloodied.

You may choose a Primal encounter power in addition to the encounter powers you already possess. This power cannot exceed your level. You may change this power during extended rests.

Twice per day, you can perform a ritual that requires a Nature check as a standard action. This cannot be a Creation ritual.

Yith (aberrants), demons and undead now treat you with extreme malice and any attempt to influence them (Bluff, Diplomacy, Intimidate) automatically fails in your presence. They will seek to destroy you foremost in battle.

Arboreal Growth (encounter power 17)

You take on the likeness of a towering treant, limbs extending like boughs, frame like a thick trunk, feet firmly rooted.

Encounter; Polymorph, Primal

Standard Action        Personal or Close Burst 3 (special)

Target: You or one ally in your Sacred Earth zone

Effect: You or an ally becomes Large until the end of your next turn. You take up 4 squares, automatically pushing all adjacent creatures 1. You have an increased burst area in correspondence with your size and gain Reach 2. Roll a saving throw to negate an effect that would knock you prone.

You are slowed while in this form. Whenever you take fire or necrotic damage, you also take ongoing 5 fire or necrotic damage.

Sustain: Move

Shepherd of the Worlds (19th level trait): You are under the permanent effects of a Speak with Nature ritual and may always ask 3 questions. You can perform the Commune with Nature ritual without expending components as a standard action.

You speak and understand all languages, down to the specific dialects.

You are immune to disease and poison.

You have regenerate 10 when bloodied.

You sense the presence of Yith, demons and undead within a radius of 100 feet (20 squares) with pinpoint accuracy. They, too, can sense your presence.

You may choose a Primal daily power in addition to the daily powers you already possess. This power cannot exceed your level. You may change this power during extended rests.

Three times per day you may perform a ritual that requires a Nature check as a standard action. This cannot be a Creation ritual. 

Objectives:

  1. Preserve Creation from the menace of Chrysaor Abhorrent, Its Yith agents and Voidborn horrors, demons, undead and all others who would tear down the work of the Mothers.

  1. Oppose the Green God, whose abuse of the power Primal threatens to extinguish the ancient order of Archdruids and plunge the worlds into further war. But do not become him in your efforts...

  1. Rebuild the Circle of Archdruid from only the most worthy stock (extending into all Primal class  archetypes, not just druid). See its membership extend beyond the First World, into a protectorate encompassing all Creation.

  1. Monitor the Primordials and their agents, the Archwardens. Work with them in likeminded goals, but always remember they would crush the Primal Spirits and enslave the worlds if given the chance.