Hermit
Class Description
“Me cave's safe and I'm sufficiently supplied. There's always trouble out there in the woods. I live alone with my crab for good reason.”
Why be a Hermit? You want to be an aggressive fighter and self-sufficient adventurer with an animal companion. A hermit is a good choice for players who want to be adaptable in all situations.
Attributes. +1 Brawn, +1 BrainsSkills. Learn Survival and 3 of: Crafting, Lore, Medicine, Searching, Sneaking, Waterwise
Statistics. 4 Fight, 4 Counter, +1 Health, +1 Spirit
Traits. Hermits gain the following traits at 1st level:
- Roughing It: When the party rests outdoors, you count as having one extra need met and you restore 1 extra HP.
- Primal Kinship: Add +3 to social checks with creatures that do not use common language.
- Savage Companion: You have a savage companion as a party member: a level 1 beetle, crab, frog, or spider. It can take a single action and a reaction each round in battle and may use your SP and glory. You may use glory to cause your companion to automatically Pass its Fight to Survive check when defeated. If your companion dies, you acquire a new one after your next level up.
Equipment
Pack Equipment.
- Clothes
- 2 Weapons (20g or less each)
- Foraging Kit
- Water Gourd
Pouch Equipment
- Dagger
- Hood
- 3 Torches
- Poultice
- Venom
Abilities
Hermits have the following ability options:
- Crab Claws [T] (Strike, 2sp): Make a basic strike and enter guard mode at the end of your turn.
- Spider Bite (Attack, 1sp): On hit, target is Weakened.
- Frog Strength (Action, Self, 1sp): You are Mighty.
- Beetle Tenacity (Action, Self, 1sp): You are Focused.
- Pack Tactics (Reaction, One Ally, 2sp): If you and the target just hit the same foe with a tactical penalty in the same round, you both restore 3 guard.
- Loyal Companion (Reaction, Self, 3sp): If your companion was just defeated, revive it.
- Unpleasant Company (Action, All Adjacent, 2sp): Targets are shoved 2 hexes.
- Slippery as an Eel [T] (Action, Self, 2sp): You and your nearest ally lose a condition and shift 2 hexes.
- Wanderlust [T] (Action, Allies, 3sp): Targets are Hasted.
- Magpie Taunt (Action, One, 2sp): Target is stunned.
- Ensnare [T] (Action, One, 2sp): If target has a tactical penalty, target takes 2 damage and is Slowed
Progression
The Hermit receives additional benefits at the following levels:
| Level | Feature |
| 2 | +1 Fight, +1 to one Attribute, also choose: +1 Fight & Speed OR +1 Fight & Health |
| 3 | Your companion may take two actions per turn. You gain +1 Brawn, also choose: Independent Companion: Your companion has +1 Fight and Counter while not adjacent to an ally. OR Bonded Companion: You and your companion share the benefits of each other's boons. |
| 4 | Your companion is now level 2, +1 to two Attributes |
| 5 | +1 Destiny, also choose: Working Alone: You have +1 on all non-group attribute checks when no other character (except your companion) is assisting you. OR Battle Companion: Your companion has +1 Armor, Damage, and Speed. |
| 6 | Your companion is now level 3, also choose: +1 Fight & Counter OR +1 Fight & Spirit |
| 7 | +1 to two Attributes |
| 8 | Add +1 Fight, Damage, Health, & Counter, also
choose: Cooperative Bond: Your companion may use your abilities. OR Legacy Companion: Your companion shares the benefits of your legacy items. |