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

Primal Incense Hermit 4e Power Type::Attack {{{level}}}
Taking a moment to meditate, a haze of incense with the scent of the wilds emanates from you.
4e Power Usage::Encounter  Divine, Zone
4e Power Action Type::Standard Close Burst 1
Target: Each enemy in the burst.
Attack: Highest ability modifier vs. Fortitude.
Hit: 1d6 + highest ability modifier damage.

Level 11: 2d6 + highest ability modifier damage.

Level 21: 3d6 + highest ability modifier damage.

Effect: The area in the burst becomes lightly obscured until the end of your next turn.



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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

Sage's Lore Hermit 4e Power Type::Utility 2
With a touch, you impart a sense of inner peace and strength, shoring up the mind and body of yourself or an ally.
4e Power Usage::Encounter  Divine, Healing
4e Power Action Type::Standard Melee Touch
Target: One creature in range.
Effect: The target gains a +2 power bonus to its Will defense until the end of its next turn, and gains the benefits of eating a meal until the end of the encounter.



Back to Main Page 4e Homebrew Powers Hermit Powers

Mountain's Call Hermit 4e Power Type::Utility 6
You swiftly point higher up and farther in, and your allies see the sign and are spurred to greatness.
4e Power Usage::Encounter  Primal, Healing
4e Power Action Type::Minor Action Close Burst 1
Requirement: Target is in a square of difficult terrain.
Target: Each ally in burst
Effect: Each target regains hit points equal to your highest ability modifier, and +2 bonus to their Fortitude defense and Speed until the end of their next turn.



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Transcendent Presence Hermit 4e Power Type::Utility 10
Opening yourself up to enlightenment, your body becomes one with the divine and natural energies around you.
4e Power Usage::Daily  Divine, Stance
4e Power Action Type::Minor Action Personal
Effect: Until the stance ends, you may use your close Divine powers as though you were in an adjacent square, and you gain a +2 bonus to your defense.



Back to Main Page 4e Homebrew Powers Hermit Powers

Carve Anima Hermit 4e Power Type::Attack 5
You can perceive the nexus where your foe's body and soul intertwine, and reach into their body to strike it.
4e Power Usage::Daily  Divine
4e Power Action Type::Standard Close Burst 1
Target: One enemy in burst
Attack: Highest ability modifier vs. Will, Fortitude

Special: You make one attack roll, and you hit if the roll equals or exceeds either of the defenses.

Hit: 3d6 damage. The target is also knocked prone if the attack hit both defenses.



Back to Main Page 4e Homebrew Powers Hermit Powers

Greater Carve Anima Hermit 4e Power Type::Attack 15
You can perceive the nexus where your foe's body and soul intertwine, and reach into their body to strike it.
4e Power Usage::Daily  Divine
4e Power Action Type::Standard Close Burst 1
Target: One enemy in burst
Attack: Highest ability modifier vs. Will, Fortitude

Special: You make one attack roll, and you hit if the roll equals or exceeds either of the defenses.

Hit: 3d6 damage, and the target is weakened(save ends). The target is also knocked prone if the attack hit both defenses.



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Perfect Carve Anima Hermit 4e Power Type::Attack 25
You can perceive the nexus where your foe's body and soul intertwine, and reach into their body to strike it.
4e Power Usage::Daily  Divine
4e Power Action Type::Standard Close Burst 1
Target: One enemy in burst
Attack: Highest ability modifier vs. Will, Fortitude

Special: You make one attack roll, and you hit if the roll equals or exceeds either of the defenses.

Hit: 3d6 damage, and the target is weakened(save ends) and dazed(save ends). The target is also slowed(save ends) and knocked prone if the attack hit both defenses.



Back to Main Page 4e Homebrew Powers Hermit Powers

gollark: No, R. Danny will be.
gollark: `CMPXCHG16B` you, bee.
gollark: Earlier, even.
gollark: How do you even have a computer that old? x86 has been 64-bit since... 2005 or so?
gollark: Coincidentally, I read an xkcd about this just yesterday.
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