Hermit#

The hermit's sigil

I came up the mountain to get away from people. They keep following me up here with questions, so I started charging.

Ostin, who trains hermits

Seekers who leave everyone behind to find what holds magic together. A hermit sees every weave, speaks the seams whole like a priest, and answers every blow before it lands.

LeadsWIS BacksINT Health1d6+7 Willpower8 CastsYes ArmorLight

How it plays#

Hermits fight from balance: ten structures, one every five levels from 5 to 50, each a surer counterattack than the last, until a hermit answers every blow twice and every spell as well. Wisdom leads and intelligence backs it. The methods of balance are the spells that come out of it: bending distance, detouring, magnifying or negating energy, and at the top, ripping time and bonding energy.

The road to understanding changes the hermit’s own body. A hermit learns to walk on water, then to need no food, no water and no sleep, to shrug off poison and disease and speak every language, and at level 100, transcendence: the hermit becomes an avarie or a daemune. They fight with any weapon, mastering each family in turn, and wear nothing heavier than light armor.

Hermits are one of the spirit and song classes. Every ability, level by level, is under Abilities.

The road to Psion#

A hermit takes a new title at levels 100, 200, 300 and 400. A title can be declined; Five titles says what that means.

  1. Level1
    Rank 1: Hermit

    Your class's own name. You earned it by doing the work, and nobody has to grant it.

  2. Level100
    Rank 2: Spellbreaker

    A spellbreaker may break any ward, seal or magical lock in a province's keeping when its court asks, and the court pays the fee whatever is found behind it.

  3. Level200
    Rank 3: Soulreaver

    Soulreavers may bear witness to what a spirit says, and the courts of Crecia and Esthar take it as if the dead had sworn it themselves.

  4. Level300
    Rank 4: Demi-Psion

    A demi-psion may read anything in the Grand Library's closed stacks, though they may copy none of it.

  5. Level400
    Rank 5: Psion

    The last title. Every province leaves a psion alone by law, and everywhere else they're left alone by common sense.

Where they train#

Ostin lived in the Grand Library for thirty years and left when he’d read everything worth reading, which he says took twenty-nine. Students find him by asking the right question at the library door. The librarians won’t say what it is.

Find Ostin at a cave above Jair Pool in the Crecian Highland. Any trainer can take your training points, but titles are bestowed here. Where the classes train maps all fourteen.

Where Ostin teachesCrecian Highland: HermitCrecian Highland
Ostin teaches at a cave above Jair Pool in the Crecian Highland.

How it shows#

None of this changes a roll. It’s how the people around you can tell what you are, if you let them.

  • You go quiet at odd moments, as though someone across the room just said your name.
  • Small things drift toward you across a table: crumbs, coins, a spilled bead of water.

How hermits see magic#

Hermits see the weaves of the world and are curious about all of them, and every element is open to them. Like priests, they speak the seams whole. However much they know, they look for more meaning, and the psions among them go after the heart that all magic turns on. Every tradition, and what the scholars say underneath them.

Races that start closest#

The races whose starting scores sit nearest a hermit’s wisdom and intelligence. Any race can be a hermit; the class finder and the race finder rank all of them.

Rodes that suit#

A rode is the one path of trials a character walks from level 20. These are the ones that do the most for a hermit; the rode finder ranks all fourteen.

Tradesguilds that suit#

A character belongs to two tradesguilds at most. These are the ones whose work fits a hermit; the guild finder ranks all eleven.

What others say#

I climbed for three days to ask the hermit one question. He answered with another question, and it was the right one.

A scholar of the Grand Library

They say a psion can hear the world turning. I'd settle for one who could hear me knocking.

A shepherd of the Crecian Highland

The missing page

A page has been cut from a book in the Grand Library’s closed stacks, and the only person who could read it was a hermit. Ostin says it wasn’t his student. He says it the way people do when they’re sure it was.

Abilities#

A class teaches its abilities in disciplines, a handful of related abilities learned as you level. Most open at level 0 and add one every ten or twenty levels. The heroic disciplines open at level 50 and run to 100.

A cost in willpower or stamina is paid each time you use the ability. A passive works all the time, and a toggled ability stays on until you turn it off. Every ability starts at 0 efficacy and gets better with practice, as Levels explains.

BalanceRoad to understandingWeapon expertiseMethods of balance

Balance#

Ten structures, one every five levels from 5 to 50, each a surer counterattack than the last, ending in two counterattacks to every blow and two counters to every spell. 10 abilities, levels 5 to 50

Basic Balance StructureLevel 5 · Passive
DC 15 chance to counterattack.
Formless Balance StructureLevel 10 · Passive
DC 10 chance to counterattack.
Relative Balance StructureLevel 15 · Passive
DC 5 chance to counterattack.
Graduated Balance StructureLevel 20 · Passive
100% chance to counterattack.
Combat Balance StructureLevel 25 · Passive
100% chance to counterattack, DC 15 chance to double counter attack.
Expert Balance StructureLevel 30 · Passive
100% chance to counterattack, DC 10 chance to double counter attack.
Unnatural Balance StructureLevel 35 · Passive
100% chance to counterattack, DC 5 chance to double counter attack.
Kinetic Balance StructureLevel 40 · Passive
100% chance to counterattack twice.
Arcane Balance StructureLevel 45 · Passive
100% chance to counterattack twice, 100% chance to magic counter.
Psionic Balance StructureLevel 50 · Passive
100% chance to counterattack twice, 100% chance to magic counter twice.

Road to understanding#

The body learning from the mind: feather and dodging, then levitation, needing no food or sleep, natural immunities, every language, and transcendence at 100. 8 abilities, levels 0 to 100

FeatherLevel 0 · 20 willpower
Reduce all stamina cost by half except ability costs.
Expertise DodgingLevel 0 · Passive
Ability to dodge mastered weapons proficiently.
Natural LevitationLevel 20 · Passive
Passive ability allowing water walking and prohibiting fall damage.
Natural ConservationLevel 40 · Passive
No need for food or water.
InsomniaLevel 60 · Passive
No need for sleep, unable to sleep.
Natural ImmunitiesLevel 80 · Passive
Immune to poisons and diseases.
Innate LinguisticsLevel 100 · Passive
Character can communicate with all languages.
TranscendenceLevel 100 · Passive
Characters race is accommodated to their perspective qualities, avarie or daemune.

Weapon expertise#

Each family of weapon mastered in turn, and the art of balance at 100. 6 abilities, levels 0 to 100

Mastered SlashingLevel 0 · Passive
Take lvl/10 less damage, deal lvl/10 more damage and DC 18 to dodge slashing weapons.
Mastered PiercingLevel 20 · Passive
Take lvl/10 less damage, deal lvl/10 more damage and DC 18 to dodge slashing weapons.
Mastered BashingLevel 40 · Passive
Take lvl/10 less damage, deal lvl/10 more damage and DC 18 to dodge slashing weapons.
Mastered UnarmedLevel 60 · Passive
Take lvl/10 less damage, deal lvl/10 more damage and DC 18 to dodge slashing weapons.
Mastered ExoticLevel 80 · Passive
Take lvl/10 less damage, deal lvl/10 more damage and DC 18 to dodge slashing weapons.
Mastered Art Of BalanceLevel 100 · Passive
Take lvl/5 less damage from art of balance, and deal lvl/5 more damage and dodge.

Methods of balance#

Spells that come out of balance: clumsiness, dimensional perception, detoured, magnified and negated energy, compression, and from 60, spectral leaping, kaleidoscope, cognitive blast, ripping time and bonding energy. 11 abilities, levels 0 to 100

ClumsinessLevel 0 · 25 willpower
Target drops held item or weapon(s).
Dimensional PerceptionLevel 10 · 30 stamina
Ability to see outside body 10 yards in any direction. May not pass walls or locked doors.
Detour EnergyLevel 20 · 50 willpower
Turns harmful spells aimed at you onto someone else in the room at random, or back on their caster, for the next 3 rounds.
Magnify EnergyLevel 30 · 100 willpower
Increase the immediate areas potency for elemental magic.
Negate EnergyLevel 40 · 100 willpower
Decrease the immediate areas potency for elemental magic.
CompressionLevel 50 · 50 willpower
Area affect causing skill costs to increase as the pressure increases around targets.
Spectral LeapingLevel 60 · 20 stamina
Ability to pass through creatures and doors while moving.
KaleidoscopeLevel 70 · 40 willpower
All spells being cast or magic affects are dispelled with a DC 10 to cause blindness for 3 rounds.
Cognitive BlastLevel 80 · 50 willpower
Physical 2d20+20 attack that interrupts and silences target.
Rip TimeLevel 90 · 30 willpower
Cosmic 2d20+20 attack that stuns and deafens a target.
Energy BondingLevel 100 · 50 stamina
Steal 15 willpower from target for the next 3 moves until its depleted.

Proficiencies#

What the class can wield, wear and speak from the start, and the extra attacks it learns as it levels.

Weapons
Hand to hand, two-handed weapons, dual wielding, basic slashing, basic piercing, basic bashing and exotic weapons
Armor
Light armor
Languages
Common
Extra attacks
Second attack at level 24 and third attack at level 47

Combat puts these to use: weapons and extra attacks under Attacking, armor and parry, shield and dodge under Defending.

Magical Affinity
Grants a +10 to lore on magical concepts and mysterium.
Magical Aptitude
Grants DC 18+INT mod chance to add 10 elemental or sub-elemental resistance against attacks once per round.
Magical Arcanum
Allows usage of staves, wands and orbs.