Hermit (4e Theme)
Hermit
Building
Hermits are reclusive types, sequestering themselves far away from society. In their meditations they often study the natural world and the divine energies, and the connection between the two, yearning not to be a part of only one but a union of both. Hermits tend to see civilization as complicating and obstructing their interests, and strive to protect the natural world.
- Class Prerequisites
None.
- Race Prerequisites
None.
Background
Associated Skill: None.
Starting Feature
It is said that there is a wild, potent smell reminiscent of incense that surrounds hermits that are deep in meditation.
- Benefit
Back to Main Page → 4e Homebrew → Powers → Hermit Powers [[Category:Level {{{level}}}]]
Additional Features
Level 5 Feature
Your rigorous meditation has at last allowed you to become a bridge and meeting place between nature's power and divine energy.
- Benefit
The zone created by your Primal Incense power instead becomes an Aura 1 that last until the end of the encounter. Any power with the Primal keyword used in the aura gains the Divine keyword, and vice versa.
Level 10 Feature
The aura brought about by your elevated status as a hermit now even extends to those around you, heightening their senses.
- Benefit
Any ally gains a +1 power bonus to Nature or Religion skill checks while adjacent to you.
Optional Powers
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Back to Main Page → 4e Homebrew → Powers → Hermit Powers
Back to Main Page → 4e Homebrew → Powers → Hermit Powers
Back to Main Page → 4e Homebrew → Powers → Hermit Powers
Back to Main Page → 4e Homebrew → Powers → Hermit Powers
Back to Main Page → 4e Homebrew → Powers → Hermit Powers