Frontier (Hermit)Frontier (Hermit) CR 6Source GameMastery Guide pg. 277 XP 2,400 Human druid 7 N Medium humanoid Init +0; Senses Perception +10DefenseAC 11, touch 10, flat-footed 11 (+1 armor) hp 38 (7d8+7) Fort +7, Ref +3, Will +10; +4 vs. fey and plant–targeted effects Defensive Abilities resist nature’s lureOffenseSpeed 30 ft. Melee quarterstaff +4 (1d6–1) Special Attacks wild shape 2/day Druid Spells Prepared (CL 7th; concentration +11) 4th—air walk, flame strike (DC 18) 3rd—call lightning (DC 18), speak with plants, stone shape 2nd—flaming sphere (DC 18), hold animal (DC 18), resist energy, tree shape 1st—cure light wounds, endure elements, hide from animals, longstrider, produce flame 0 (at will)—create water, guidance, mending, purify food and drinkStatisticsStr 8, Dex 10, Con 13, Int 14, Wis 18, Cha 12 Base Atk +5; CMB +4; CMD 14 Feats Blind-Fight, Combat Casting, Craft Wand, Natural Spell, Self-Sufficient Skills Fly +10, Handle Animal +11, Heal +18, Knowledge (dungeoneering) +5, Knowledge (geography) +10, Knowledge (nature) +12, Linguistics +5, Perception +10, Profession (gardener) +10, Profession (herbalist) +10, Spellcraft +6, Survival +18, Swim +4 Languages Aquan, Auran, Common, Ignan, Sylvan, Terran SQ nature bond (owl animal companion), nature sense, trackless step, wild empathy +8, woodland stride Combat Gear wands of cure light wounds, detect animals or plants, faerie fire, lesser restoration, speak with animals (50 charges each); Other Gear quarterstaff, bracers of armor +1, cloak of resistance +1, antitoxin (2) healer’s kit, wooden holy symbol
Boon A hermit can offer healing, food, and shelter for up to a week. A hermit can also arrange a meeting with a sentient creature or wilderness NPC with a +5 bonus on related Diplomacy checks due to the hermit’s reputation.
Hermits are lonely dwellers in the wilderness, eking out an existence in harmony with nature and delighting in their solitude, far from the noise and bustle of civilization. Hermits can act as woodland sentinels, spying on trespassers. Hermits rarely have companions other than animals, but they may occasionally have a pilgrim or a pair of vagabonds as guests (CR 7) or take counsel with a shaman and beast master (CR 9) whose tribe lives nearby.
|