Ardent Mantles

Mantles:

Here are the unchanged base listings of Psionic Mantles, prior to substituting powers.

Ardents create their list of potential powers by choosing specific mantles. Once a mantle is selected, the character can choose from the powers of that mantle when selecting a new known power. Each mantle also has an associated granted ability that is available to the Ardent once the domain is chosen.

Chaos Mantle:

Granted Ability: You can expend your psionic focus to deal additional damage to nonchaotic creatures. You deal an additional 1d6 points of damage with a melee or ranged attack or a spell that deals damage.

Communication Mantle:

Granted Ability: While psionically focused, you gain a +2 competence bonus on Diplomacy checks and can use the Diplomacy skill more quickly and skillfully than others. When making a rushed Diplomacy check as a full-round action, you take only 5 penalty on the check.

Conflict Mantle:

Granted Ability: You are more in tune with martial concepts and gain the Weapon Focus feat as a bonus feat with a weapon of your choice.

Consumption Mantle:

Granted Ability: You can expend your focus as an immediate action to gain 5 temporary hit points when someone within 10 feet is wounded. These temporary hit points last for up to 1 minute.

  • 1 Hungry Touch: Your touch deals 1d6 damage while you heal.
  • 2 Feat Leech: Borrow another's psionic or metapsionic feats.
  • 4 Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
  • 7 Power Thief: Steal and quickly use one power from a target.
  • 7 Decerebrate: Remove portion of subject's brain stem.
  • 9 Apopsi: You delete target's psionic powers.

Corruption and Madness Mantle:

Granted Ability: Your insights into corruption and madness have touched you with insanity and terrible clarity. While you are psionically focused, you cannot be confused.

  • 1 Daze, Psionic: Humanoid creature of 4 HD or lower loses next action.
  • 1 Primal Fear: Target is shaken for 1 round.
  • 2 Brain Lock: Subject cannot move or take any mental actions.
  • 3 Mental Turmoil: Prevent target from using abilities that require mental calm.
  • 4 Mindwipe: Subject's recent experiences are wiped away, bestowing negative levels.
  • 7 Decerebrate: Remove portion of subject's brain stem.
  • 7 Insanity: Subject is permanently confused.
  • 9 Microcosm: Creature or creatures live forevermore in a world of their own imaginations.

Creation Mantle:

Granted Ability: You gain the Ectopic Form feat as a bonus feat and learn the form of your choice. You must meet all the feat's prerequisites for the form of your choice.

Death Mantle:

Granted Ability: You can expend your psionic focus to kill a dying creature, as the death knell spell.

Deception Mantle:

Granted Ability: As an immediate action, you can expend your psionic focus to displace yourself until your next action. While you are displaced, any attacks that target you have a 50% chance to miss you entirely.

Destruction Mantle:

Granted Ability: You have the Improved Sunder feat as long as you are psionically focused. If you expend your focus as part of a sunder attempt, the hardness of the object you are sundering is treated as 4 less.

Elements Mantle:

Granted Ability: When you become psionically focused, choose one of the four primary elements with which to align yourself (air, earth, fire, or water). As long as you remain focused, you gain an associated benefit, as given below.

  • Air: You treat any fall as if the distance were 20 feet less.
  • Earth: You gain a +4 bonus on Balance checks and checks to resist bull rush attempts.
  • Fire: Your melee attacks deal an extra 1 point of fire damage.
  • Water: You gain a swim speed equal to your base land speed.
  • 1 Control Flames: Take control of nearby open flame.
  • 1 Elemental Steward: Summon a small psionic elemental to protect and serve you.
  • 2 Control Air: You have control over wind speed and direction.
  • 2 Earth Walk: Move easily in all directions while on earthen surfaces.
  • 3 Breathless: You don't need to breathe.
  • 5 Adapt Body: You body automatically adapts to hostile environments.
  • 6 Blackstone Hammer: Target weapon petrifies those it strikes.
  • 9 Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.

Energy Mantle:

Granted Ability: You can expend your psionic focus to gain resistance 5 against one energy type for a number of rounds equal to 3 + your Wis modifier. At 10th level, you gain resistance to energy 10 instead.

  • 1 Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
  • 2 Energy Push: Deal 2d6 damage and knock subject back.
  • 3 Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
  • 3 Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
  • 3 Energy Wall: Create wall of your chosen energy type.
  • 5 Energy Manipulation: You manipulate a source of energy.
  • 7 Energy Wave: Deal 13d6 damage of your chosen energy type in 120-ft. cone.

Evil Mantle:

Granted Ability: You can expend your psionic focus to deal additional damage to a non-evil creature. You deal an additional 1d6 points of damage with a melee or ranged attack or a spell that deals damage and targets a single creature.

Fate Mantle:

Granted Ability: Once per day, you can expend your psionic focus to add a bonus on one d20 roll equal to your level in the class that allowed you to access this ability.

Augment: If you spend 3 additional power points, you can reroll a third time. You need not decide to spend the power points for this augmentation until after you decide to roll the third time, but you must spend the power points before you know the result of your roll.

  • 9 Metafaculty: You learn details about any one creature.

Force Mantle:

Granted Ability: While psionically focused, you gain a +1 deflection bonus to your Armor Class.

Freedom Mantle:

Granted Ability: While psionically focused, you gain a +10-foot bonus to your speed. You can expend your focus to add your manifester level to a roll made to resist being grappled or to escape from a grapple.

Good Mantle

Granted Ability: You can expend your psionic focus to deal additional damage to a non-good creature. You deal an extra 1d6 points of damage with a melee or ranged attack, or a spell that deals damage and targets a single creature.

Guardian Mantle:

Granted Ability: You can expend your psionic focus as an immediate action to take the damage dealt to an adjacent ally by a single melee attack. You must declare the use of this ability after you know the result of the attack roll against your ally, but before damage is rolled.

Justice Mantle:

Granted Ability: You can expend your psionic focus as an immediate action to make an attack of opportunity against a foe that attacks one of your allies.

Knowledge Mantle:

Granted Ability: While psionically focused, you can make Knowledge checks as if trained. You can expend your psionic focus to gain a +5 bonus on one Knowledge check.

Law Mantle:

Granted Ability: You can expend your psionic focus to deal additional damage to nonlawful creatures. You deal an additional 1d6 points of damage with a melee or ranged attack, or a spell that deals damage.

Life Mantle:

Granted Ability: If you expend your psionic focus as a swift action as you manifest a power from this mantle, your manifester level for that power is considered 1 higher (thus increasing the number of power points you can spend on manifesting the power, among other benefits).

  • 1 Touch of Health: Channel positive energy to cure damage or deal damage to undead.
  • 2 From the Brink: You stabilize a dying target.
  • 3 Body Purification: You heal 1d12 points of damage.
  • 4 Stygian Ward: Grant immunity to death spells and negative energy effects.
  • 5 Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
  • 6 Mend Wounds: Cure nonundead of 55 damage, or deal 55 damage to undead.
  • 6 Restoration, Psionic: Restores level and ability score drains.
  • 8 True Metabolism: You regenerate 10 hit points/round. Unlike other manifesters of this power, you gain a new augmentation option.

Augment: If you spend 5 additional power points, you can affect one additional willing creature touched with this power.

Light and Darkness Mantle:

Granted Ability: When you gain this mantle, choose whether you gain low-light vision or darkvision out to 60 feet. If you already have both, you can double the range of your low-light vision or add 30 feet to the range of your darkvision.

  • 1 Control Light: Adjust ambient light levels. You also gain an augmentation option unavailable to other manifesters of this power.

Augment: If you spend 4 additional power points, you can create the effect of a daylight or darkness spell.

1 Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
1 My Light: Your eyes emit 20-ft. cone of light.
2 Claws of Darkness: Gain claw attacks and slow grappled targets.
4 Light Beam: Deal 5d6 damage in 120-ft. line.
5 Shadow Walk, Psionic: Step into shadow to travel rapidly.
8 Light Burst: Blinds all within 10 ft., deals 6d6 damage.

Magic Mantle:

Granted Ability: You gain Use Magic Device as a class skill. If you purchased ranks in Use Magic Device or Use Psionic Device at the cross-class rate, you get additional ranks in Use Magic Device or Use Psionic Device as if it had always been a class skill for you.

Augment: For every additional power point you spend, you can analyze an additional object or creature, requiring an additional round per target.

Mental Power Mantle:

Granted Ability: For the purpose of determining bonus power points for the class that gives you this mantle, treat your Wisdom score as 2 points higher than its actual value.

  • 1 Mind Thrust: Deal 1d10 damage.
  • 2 Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
  • 2 Mental Disruption: Daze creatures within 10 feet for 1 round.
  • 3 Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
  • 4 Intellect Fortress: Those inside fortress rake only half damage from all power and psi-like abilities until your next action.
  • 5 Psychic Crush: Brutally crush target's mental essence, reducing subject to 1 hit points.
  • 6 Cranial Deluge: Massive physical damage can cause your opponent's head to explode.
  • 8 Hypercognition: You can deduce almost anything.

Natural World Mantle:

Granted Ability: You gain the wild empathy class feature, except the result is determined by 1d20 + manifester level + your Cha modifier.

Pain and Suffering Mantle:

Granted Ability: As an immediate action, you can expend your psionic focus to share the pain of the next melee attack that deals damage to you. The attacker takes damage equal to half the damage it deals you.

1 Disable: Subjects incorrectly believe they are disabled.
2 Inflict Pain: Telepathic stab gives your foe 4 on attack rolls, or 2 if he makes the save.
2 Recall Agony: Foe takes 2d6 damage.
3 Empathic Transfer, Hostile: Your touch transfers your hurt to another.
3 Share Pain, Forced: Unwilling subject takes some of your damage.
4 Empathic Feedback: When you are hit in melee, your attacker takes damage.
5 Psychotic Break: Targets viciously attack closest creature.
6 Fuse Flesh: Fuse subject's flesh, creating a helpless mass.
9 Affinity Field, Pain: Negative effects that affect you also affect others.

Physical Power Mantle:

Granted Ability: As a tree action, you can expend your psionic focus to gain a +2 bonus to Str, Dex, or Con for 1 round.

The Planes Mantle:

Granted Ability: You can expend your focus to gain a +4 bonus on manifester level checks made to overcome an outsider's power resistance. You can use this ability in conjunction with the Power Penetration or Greater Power Penetration feat, and the effects stack.

Repose Mantle:

Granted Ability: While psionically focused, you gain a +2 bonus on Concentration checks. You can expend your focus as a free action to gain a +5 bonus on a single Concentration check.

Time Mantle:

Granted Ability: You gain a +2 bonus on initiative checks. In addition, once per day, you can expend your psionic focus as an immediate action to delay the onset of one damaging attack or effect. Instead of taking the damage immediately, as normal, you take it 1 round later. If, in the intervening turn, you gain some immunity that would have protected you from the damage, it does not protect you from the delayed damage.
You are subject to the damage as if you had taken it when the blow or effect was struck.

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