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Pathfinder #217: Death Sails a Wine-Dark Sea

Mantles (Cults)

Source Pathfinder #217: Death Sails a Wine-Dark Sea pg. 65
Upon starting their mythic journey, each PC gained a calling. In a similar way, each PC chooses a mantle that represents their archetypal role within the cult’s pantheon. Each of the six mantles provides both a benefit to the cult as well as a range of exploits and miracles the PC might perform to inspire the cult (listed in the Miracles entry under each mantle). More than one PC can choose the same mantle; however, a diverse pantheon provides many benefits to the cult, and too much overlap might lead to one PC overshadowing another.

Creator

In the most literal sense, a creator creates—anything ranging from artifacts and poems to palaces and islands. A creator could also be a hero-god known for being inventive, clever, far-seeing, or wise. Whatever the case, the acts of a creator inspires or outright generates novel creations.

Cult Benefit: When Creating Wonders, the cult’s proficiency when calculating progress becomes expert at 1st level, master at 7th level, and legendary at 15th level.

Miracles: Create a permanent item, stage an extraordinary performance, invent something precious to future generations.

Leader

A leader inspires the cult, makes difficult decisions, and behaves in a way illustrative of the cult’s values. That said, there’s no singular leadership style a hero-god must use to secure their followers’ faith—anything from trust and love to xenophobia and terror can work. As the name suggests, a leader might speak for the cult and even rule the pantheon. However, be sure the other hero-gods (and their players) are in agreement before someone with this mantle declares themself first among equals.

Cult Benefit: The cult can reroll any die result of 1 on a d4 when calculating the number of Recruitment Points gained from the Recruit Adherents activity. The cult must use the die’s second result.

Miracles: Ally with a powerful being, inspire others through courage, achieve a political marvel.

Mentor

While other mantles pursue lofty ideals and grand feats, the mentor focuses on the cult, its teachings, and future generations. A mentor might draft philosophical treatises and esoteric scrolls they bequeath to followers. They might relish preaching doctrine to an adoring crowd or lead by example, ensuring their deeds espouse the cult's values. Such a hero-god might even focus on a handful of students, training new heroes and philosophers.

Cult Benefit: The cult can reroll any one die (and use either result) to randomly determine the number of Fervor Points gained or lost by the Teach Doctrine activity.

Miracles: Adopt an unlikely student whose legendary potential you help unlock, lead others in executing a cunning plan, share knowledge that dramatically changes the odds of a challenge or the perspective of a creature.

Mystic

Even though some might join the cult for camaraderie and moral teachings, many crave the magical esoterica hero-gods offer. A mystic is a master of the cult's divine enigma. They often dole out wisdom in small doses, knowing that to share the enormity of their secrets all at once could devastate a mortal's mind. In return, the cult's devotion channels ineffable power to its pantheon—power the mystic might use to unlock even greater mysteries.

Cult Benefit: Once per phase, a mystic can increase the die result of one d4 roll by 1 (maximum 4) when calculating the number of Mythic Points a cult gains when Overseeing Rites.

Miracles: Perform a potent ritual, unravel an enigma, create a way that you and others can tap into an esoteric source of power.

Rebel

A rule breaker, outcast, trickster, or transgressor, the rebel ignores convention and disrupts the norms. They might be a thorn in the side of their own pantheon, ever ready to deflate their colleagues' massive egos, challenging pointless dogma, or seeking out trouble that keeps the cult interesting. For all the rebel's mischief, the pantheon often benefits from the eclectic opportunities their errant colleague digs up.

Cult Benefit: When rolling for a random event, the pantheon rolls twice, chooses for one of the events to happen, and ignores the other. If the pantheon can't agree on which event to choose, the rebel chooses. If the two rolls would result in the same event, roll for an event a third time; both the original event and the third event both occur during this cult phase.

Miracles: Challenge tradition, subvert the heroic tropes others expect of you, do something that complicates a situation that nonetheless ends in your success.

Warrior

The heavily muscled brawler, the armor-clad knight, and the fire-slinging battle wizard might all take up the mantle of the warrior. They see life as a struggle where the ability to attack enemies and defend friends and followers is the best route to success. They tend to prefer action over inaction.

Cult Benefit: The cult can Assist the Pantheon one additional time per cult phase. In addition, the cult loses the minimum number of FP on a critical failure to Assist the Pantheon.

Miracles: Stand strong against a terrible foe, accept a challenge that poses a real risk of serious harm, exceed your limits in order to overcome a daunting obstacle.