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2014-01-31, 10:36 PM
The Hermite
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FluffHermites practice a discipline considered disgusting and decrepit. Even though as a whole they may not be evil, the vast majority are reclusive, ill mannered and vengeful at best. A hermite is a manipulator of death - not life, not a practitioner of necromancy, simply a student of the process of slaughter and practitioner of drawing negative energy from the moment of death.
They blend alchemical science and magic but particularly Hermites are specialists of 'the moment of death', the exact point when a creatures life force ceases to grip the material plane. They are capable of harnessing this shift in energy to create strange forbidden and forgotten magic’s, enhancing their allies and harming their foes - even emulating spellcasters.
Adventures: Hermites are equally comfortable adventuring in the wilderness, and in urban environments. They have a special aptitude for misdirection, manipulation, literature and lore, as well as surviving in the natural world and make excellent informants as well as healers - thus are often in demand by those who can stomach their unsavoury nature. A hermite turns adventurer for a singular purpose - to experience life and the resulting inevitable death. In other words Hermites often choose a life adventuring because of the adventurers typical penchant for dealing death, not to mention the opportunity to experiment with different means of doing so.
Characteristics: Hermites tend toward being socially reticent, sometimes because of scholarly ambitions that leaves them little time to practice being pleasant and sometimes because they simply are not capable of social niceties. Their art may reek of evil or rather, evil by social acceptances, but a few Hermites are actually good natured and misunderstood individuals. Those that don't pursue death arts for a love of death might pursue it because of childhood trauma or upheaval, sparking a life-long obsession. The most however, if not outright evil, at least regularly dance with the prospect of evil.
Alignment: Hermites tend toward evil and neutrality (on the law and chaos axis). Their death practices are difficult to reconcile with a righteous morality system, but their studious devotion to the practice limits the time they can devote to holding up a code or law system, or opposing such things. Such concerns are often seen as petty and unimportant by most hermites. Not all hermites are evil, despite their practices, but none are good. It is next to impossible to manipulate dead spirits with a pure heart.
Background: Hermites originate from two camps of widely differing origins, those born and brought up in a hermetic order and those who sought out membership in a hermetic order. Either way hermites usually begin their training at a younger age, rarely beginning study after adulthood. The former vary drastically in outlook, some are distraught by and abhor the powers that they wield, that their families and brethren wield - seeking to either ignore or suppress their abilities, or to only use them in service to a greater good. Others are deeply respectful of the wide breadth of tradition, strong familial connection and enigmatic culture. These are the kind who tend to value the death arts above all else, the most staunchly and fervently fanatical. The latter hermetic origin, of those who sought out an order to train under, is the most tragic of all. Typically an individual only develops a fascination with death and the occult arts surrounding it in one of three ways, an emotionally compromised upbringing, a tragic event or a malevolent inclination. Compounding this are the battery of stringent tests and requirements that a hermetic order typically pushes upon prospective initiates. Those that seek out the hermetic orders of death are amongst the most unhinged of individuals.
Religion: Although they may not pay much respect to them, or venerate them in traditional ways, a hermite is as likely as anyone else to take up religious worship. Some scorn religious worship as futility, having seen first-hand the frailty of life. Others see religious worship as necessity, for the exact same reasons. Hermites typically worship deities that have dominion over death and the afterlife - but rarely do they venerate deities of undeath, as the undead are to be scorned as creatures locked and prevented from completing their journey toward true death. The one true master that all hermites share however, is the ever present shade of death. Some even go as far as personifying it as an entity or governing deity, assigning it mannerisms, beliefs and committing acts of worship and sacrifice in it's name, as they feel appropriate.
Races: Any race can be a member of a hermetic order, but the calling is especially present in humans, halflings and dwarves, three races who have prevalent tendencies toward veneration and celebration of the dead. Dwarves are the only exception to the typical rule that; the longer lived a race, the less likely it is for members to become hermites. Elves, as an example, tend not to think as much on death as shorter-lived races and are unlikely to dedicate portions of their lives to it's study. The only universal exception to this rule however, is that any race that reaches a venerable age might suddenly develop an interest in death.
Other Classes: Hermites feel most at ease with druids and rangers of a neutral or evil alignment, sharing beliefs in inevitability, stewardship and tradition. Druids/rangers of a good alignment are less likely to travel alongside hermites due to the stigma involved in the dark practices of the latter. Many people often associate hermites with necromancers, due to the obvious parallels of death-based magic, but the two classes frequently find themselves at odds not the least due to a hermite's aversion to undead creatures.
Multiclassing: Hermites do not typically multiclass without special training, their death arts require too much depth and devotion to juggle with other training excluding the few unique and capable individuals who devote their time to a dual mastery or more. Hermites suffer no penalties for multiclassing but, as with many other classes, no longer progress their class features. Some specially trained hermites (with specific feats) can progress their art whilst training as a barbarian, monk, bard, wizard or sorcerer. Prestigious and unique hermetic orders exist too, such as the grimfledged who specialise in assassination, the haruspex who divine the future from the entrails of dead animals or the congruent - a loosely organised group of individuals who excel at connecting others.
Role: A hermite can be a dangerous foe since they are skilled, practice magic and warfare in equal abandon, are difficult to detect by appearance alone (a typical hermite could appear as an armoured mercenary, a simple pilgrim, or anything in between) - and in combat they are unstoppable once fuelled by death. A hermite is by nature adaptable and is possessed of the ability to freely divert their energies and abilities as required - one moment a hermite is a protector or healer of allies, the next a crippler of foes or engine of melee destruction.
Combat: In combat a hermite typically weakens foes and enhances their allies, waiting for a perfect moment to strike so that they might refresh their pool of hermetic energy and contribute more to the battle. Their manipulation of darker forces allows them access to the spell effects of many different classes, stacking curse upon curse to cripple their enemies. Hermites must co-ordinate with their companions so that they can deal killing blows to maximise their abilities. Without being close to death a hermite is particularly limited in what capabilities they might bring to bear in any confrontation, but with an ample supply of enemies to be slain they become nigh unstoppable.
GAME RULE INFORMATION
Abilities: A hermites most important ability score is their wisdom modifier, as it governs their hermetic pool, spells known, saving DC of their curses, malefactions and other abilities. Additionally a hermite relies on their constitution modifier to supplement their low hit dice, as a higher level hermite can use it to power their hermetic pool. Strength and dexterity deserve a mention as the ability scores that can govern accuracy - swift decisive strikes are very important for a hermite.
Hit Die: d6
Alignment: Any, although most are non-good
Starting Age: Complex (as Druid)
Starting Gold: 2d4 x 10 gp (as Druid)
Class Skills: Concentration, Craft, Decipher Script, Disguise, Forgery, Gather Information, Intimidate, Knowledge(Arcana), Knowledge(Geography), Knowledge(History), Knowledge(Nature), Knowledge(The Planes), Heal, Profession, Sense Motive, Speak Language, Spellcraft, Survival, Use Magic Device
Skill Points at 1st level: (6+INT)*4
Skill Points at Each Additional Level: 6+INT
{TABLE ENTRY GOES HERE]
Older table here for reference (temporary)
{table=head]Level | Base Attack Bonus | Fort | Ref | Will | Pool Bonus | Special
1st| +0 | +0 | +0 | +2 |
n/a | Essence Bleed, Alchemical Focus, Spell Tricks
2nd| +1 | +0 | +0 | +3 |
1 | Cursecasting, Hermetic Pool, Hermetic Taboo
3rd| +2 | +1 | +1 | +3 |
1 | Last Testimony, Alchemical Familiarity (+1)
4th| +3 | +1 | +1 | +4 |
2 | Hermetic Taboo
5th| +3 | +1 | +1 | +4 |
2 | Malefaction
6th| +4 | +2 | +2 | +5 |
2 | Hermetic Taboo, Alchemical Familiarity (+2)
7th| +5 | +2 | +2 | +5 |
2 | Deathblessing, Malefaction
8th| +6/+1 | +2 | +2 | +6 |
3 | Blood Pact, Hermetic Taboo
9th| +6/+1 | +3 | +3 | +6 |
3 | Malefaction, Alchemical Familiarity (+3)
10th| +7/+2 | +3 | +3 | +7 |
3 | Greater Cursecasting, Hermetic Taboo
11th| +8/+3 | +3 | +3 | +7 |
3 | Malefaction
12th| +9/+4 | +4 | +4 | +8 |
4 | Hermetic Taboo, Alchemical Familiarity (+4)
13th| +9/+4 | +4 | +4 | +8 |
4 | Residual Blood Pact, Malefaction
14th| +10/+5 | +4 | +4 | +9 |
4 | Hermetic Taboo
15th| +11/+6/+1 | +5 | +5 | +9 |
4 | Alchemical Immunity, Malefaction
16th| +12/+7/+2 | +5 | +5 | +10 |
5 | Alchemical Manifestation, Hermetic Taboo
17th| +12/+7/+2 | +5 | +5 | +10 |
5 | Essence Drain, Malefaction
18th| +13/+8/+3 | +6 | +6 | +11 |
5 | Hermetic Taboo
19th| +14/+9/+4 | +6 | +6 | +11 |
5 | Endless, Malefaction
20th| +15/+10/+5 | +6 | +6 | +12 |
6 | True Deathblessed, Hermetic Taboo [/table]
Spells Known:
{table=head]Level | 1st | 2nd | 3rd | 4th | 5th | 6th
1st | - | - | - | - | - | - |
2nd | 0* | - | - | - | - | - |
3rd | 1 | - | - | - | - | - |
4th | 2 | 0* | - | - | - | - |
5th | 2 | 1 | - | - | - | - |
6th | 3 | 2 | - | - | - | - |
7th | 3 | 2 | 0* | - | - | - |
8th | 3 | 3 | 1 | - | - | - |
9th | 4 | 3 | 2 | - | - | - |
10th | 4 | 3 | 2 | 0* | - | - |
11th | 4 | 4 | 3 | 1 | - | - |
12th | 4 | 4 | 3 | 2 | - | - |
13th | 4 | 4 | 3 | 2 | 0* | - |
14th | 4 | 4 | 4 | 3 | 1 | - |
15th | 4 | 4 | 4 | 3 | 2 | - |
16th | 4 | 4 | 4 | 3 | 2 | 0* |
17th | 4 | 4 | 4 | 4 | 3 | 1 |
18th | 4 | 4 | 4 | 4 | 3 | 2 |
19th | 4 | 4 | 4 | 4 | 4 | 3 |
20th | 4 | 4 | 4 | 4 | 4 | 4 |[/table]
*If the hermite has a high enough wisdom score they may have bonus spells of this level.
Weapon and Armour Proficiencies: Hermites are proficient with light armour, shields (excluding tower shields) and simple weapons.
Bonus Languages: Normally none, although certain evil druid clans that house and consort with hermites may share the druidic language in exceptional circumstances.
Spells: A hermite can cast divine spells drawn from their own unique spell list which comprises both arcane and divine spells. They can cast any spell they know spontaneously, without preparing it ahead of time. To learn or cast a spell a hermite must have a wisdom score equal to at least 10 + the spell level. The difficulty class for a saving throw against a hermite's spell is 10 + the spell level + the hermite's wisdom modifier.
A hermites selection of spells is limited. They begin play knowing three cantrips (0th level spells) and slowly gain spells of a higher spell level each new hermite level, as indicated on the 'spells known' table above. Unlike a sorcerer or other spontaneous caster, the number of spells a hermite knows is affected by their wisdom score, a higher wisdom score (even a temporary increase) granting additional known spells. If a hermite's wisdom score ever decreases to a point that it is less than the wisdom score that granted a bonus spell known they may no longer cast the spell, although they do not lose knowledge of it, until their wisdom score increases to the same point again.
Editor's Note (Clarification)If the hermite gains a temporary increase in wisdom score and chooses a new spell known, the chosen spell is known whenever the hermite's wisdom score grants the bonus spell. The hermite may not change their decision.
E.g. Icarus, the 7th level hermite, has a wisdom score of 19 but equips a periapt of wisdom +1, increasing his wisdom score to 20 and gaining a 1st level bonus spell known. Icarus chooses mark of the damned as his new 1st level bonus spell known. Icarus already knows incite, black karma curse and scare as 1st level spells, plus he learned colour spray as his first bonus 1st level spell known, for having a wisdom score of 12 or greater. If Icarus later unequips his periapt of wisdom, and his wisdom score decreases to 19 , he loses his most recently gained bonus 1st level spell which in this case is mark of the damned, not colour spray as it was gained earlier, nor any of his other 1st level spells as he gained those for increasing his hermite level. If Icarus advances to 8th level and chooses to increase his wisdom score to 20 by virtue of the 8th level ability score increase then he learns mark of the damned automatically as a bonus spell known, he may not change his previous choice.
Upon reaching 4th level, and at every even-numbered hermite level after that (6th, 8th, and so on), a hermite can choose to learn a new spell in place of one they already know. In effect the hermite "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level hermite spell the hermite can cast. A hermite may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Editor's Note (Clarification)If the hermite swaps out a spell granted by a bonus slot the new spell still counts as granted by the same bonus spell known for the purpose of spells restricted by an inhibited wisdom score. The hermite may not swap out spells that they cannot currently cast due to a decreased wisdom score.
Hermite's cast spells by manifesting the magical energies of spells previously cast, 'dead' spells, expending points from their hermetic pool to do so. Hermite's do not utilise spell slots and therefore do not have spells per day. In order to cast a spell a hermite must expend a number of points from their hermetic pool equal to the level of the spell to be cast. Special rules apply to spells cast by a hermite (see the 'cursecasting' ability).
Essence Bleed (Su): A hermite is fascinated with death - empowered by it even. Whenever a hermite is responsible for slaying an enemy creature they gain temporary hit points and restore their hermetic pool, if they have one. The temporary hit points gained are equal to half the hermite's class level, but the hermite may not gain temporary hit points beyond half their class level through this ability. Any temporary hit points gained in excess of this (from this ability only, the hermite may still gain temporary hit points in other ways) are lost.
If the hermite has a hermetic pool they regain a number of points equal to two thirds their hermetic pool bonus. If the slain creature was of the construct, ooze, outsider, plant, undead or vermin type then the hermite instead regains a number of points equal to one half their hermetic pool bonus but the creature grants no temporary hit points. The hermite may not exceed their hermetic pool maximum as a result of this restoration.
If the hermite was fatigued or exhausted they may choose to remove the fatigue condition, or become fatigued rather than exhausted, instead of gaining the benefit of temporary hit points. The hermite may not opt to do so if they would not gain any temporary hit points from the slain creature.
Editor's Note (Clarification)E.g. Regardless of whether a hermite or not chooses to forego the restoration of their hermetic pool after slaying an enemy creature, they may not later use the same creature's body to restore their hermetic pool through meditation.
Alchemical Focus (Ex): A hermite has special understanding of how to treat alchemical substances. Any thrown splash weapon that deals energy damage (fire, cold, acid, electricity or sonic) deals additional damage equal to the hermite's wisdom modifier and the hermite gains a +1 bonus to attack when making an attack with a thrown splash weapon. Additionally a hermite may apply an alchemical substance to a weapon as a standard action (that provokes an attack of opportunity). Any alchemical substance applied in this fashion afflicts the next creature hit with the weapon as if they had been directly struck by the splash weapon.
Spell Tricks (Sp): A hermite can cast a number of cantrips (see 'hermite spell list') without expending any energy from their hermetic reserves. A hermite of 1st level chooses three cantrips and may cast them up to a number of times per day equal to their wisdom modifier + 3. Hermite cantrips may not be swapped out when gaining hermite levels.
Cursecasting (Sp): Hermetic magic is twisted and unnatural. A spell 'cast' by a hermite is not truly cast through or by the hermite, it is instead a manifestation of a spell previously cast at some point in the past, likely by a long dead spellcaster although these echoes are no less potent than true spells. Hermites spells are referred to as 'curses'.
Spells cast by a hermite are altered, aspects are changed from the parameters of the original spells. All spells cast by a hermite have a range of 'close' (25 feet, improving by 5 feet for every 2 caster levels) and only affect a single target/creature. Their spells can be additionally augmented through use of hermetic taboos, increasing range, affected targets, area of effect and duration. Additionally any spell cast by a hermite may be dispelled by another spellcaster casting the spell 'remove curse' and succeeding on an opposed caster level check against the hermite. The target of any spell that previously affected an area is considered to always be within the centre of the effect for the purposes of effects based on positioning.
Hermetic Pool (Ex): A hermite draws magical power from the life essence of slain foes, capturing the moment of death. To outsiders it often isn't clear whether their ability is manifest from a manipulation of life energy, or an inner ability powered by killing. A hermite has a number of points in a 'hermetic pool' that they use to power their class abilities. The hermite's hermetic pool is equal to their pool bonus (beginning with one point at 2nd level but increasing as the hermite gains levels - see the hermetic pool bonus column of the class table) plus their wisdom modifier.
A hermite may restore their hermetic pool at any time by communing with dead spirits whilst at rest, so long as they manage a minimum of eight hours communal (although this period does not need to be consecutive). As a side effect of this communal is that by listening to the whispers of the dead the hermite may gain the benefit of an augury spell, cast at their hermite caster level, at the conclusion of their communal.
As long as the hermite has at least one point in their hermetic pool they may make a will save (DC20) to avoid becoming fatigued or exhausted when an effect calls for it. if the hermite fails this check they are fatigued or exhausted as normal but otherwise they avoid the effect.
Normally a hermite restores their hermetic pool through the slaying of creatures but, if anything else other than the hermite dealt the killing blow, then the hermite may instead refresh their entire Hermetic Pool (but not gain temporary hit points) by touching the body of a dead creature (of any type) and meditating for a full minute. A body does not have be 'complete' to be considered the body of a deceased creature (e.g. it may be missing a head or limbs), but it must comprise at least 50% of the original creatures weight or size, a single ear will not do.
The hermite may choose to forgo any restoration of the hermetic pool that they gain if they wish, but they may only gain benefits from a slain creature once even if they choose to forgo the restoration. A hermite may not attempt to restore their hermetic pool points from the creature's death in more than one way.
A hermite may restore their hermetic pool in a number of ways, as follows;
By being responsible for the attack that brings a creature to 0 hit points or less
Meditating for one full minute whilst touching the corpse of a slain creature
Communing with dead spirits for eight hours
Witnessing the death of a creature slain by another*
Sacrificing their own constitution score*
Taking serious hit point damage*
*These methods require higher level hermite abilities, 'last testimony', 'blood pact' and 'residual blood pact' respectively.
Editor's Note (Design)Originally this class did not add their wisdom modifier to their hermetic pool but, after concerns the class would frequently be unable to contribute, I slightly lowered the hermetic pool bonus (previously referred to as a 'hermetic pool maximum value') and added the wisdom modifier as an additional bonus, the two determining the new hermetic pool maximum. I'd love more feedback on whether this feels imbalanced or not prior to playtesting.
Hermetic Taboo (Su and Sp): Hermite's may harness the essence of slain creatures to produce beneficial effects for themselves and their allies. As they increase in level the hermite gains additional methods of harnessing this energy, choosing a new 'taboo' at 2nd level and every 2nd level afterwards (4th, 6th, 8th, etc.).
A hermetic taboo is a protection or augmentation that the hermite improves by expending points from their hermetic pool. Hermetic taboos are wards and blessings gleaned from the memories, skills and abilities of dead spirits and the hermetic pool points that represent them. Some taboos require the hermite to first reach a certain class level before they may choose it. Every taboo has a constant effect and an enhanced effect. The former is an always-on supernatural ability that provides a small benefit to the hermite themselves. The latter is an activateable ability that provides a more potent benefit to the hermite, and their allies as long as the hermite has expended at least one point from their hermetic pool to activate it and the ally is within line of effect. Expending points from a hermetic pool to activate or augment an enhanced taboo effect is a free action, and is only limited by the remaining number of points in the hermite's hermetic pool. Unless otherwise noted in the description an enhanced taboo effect has a radius of 20 feet and the hermite may continually augment it, expending more points as they restore their hermetic pool, until they have augmented it with a number of hermetic pool points equal to half their class level. Any additional points from a hermetic pool spent augmenting an enhanced taboo effect have no effect and are wasted.
Hermite's thrive when in dangerous situations, and the enhanced taboo effects are constant (their durations are paused) when in an encounter or an otherwise hostile situation in which the hermite is threatened by any number of creatures. Otherwise, for the purpose the enhanced taboo effects activated outside of encounter or their longevity after the conclusion of an encounter, an enhanced taboo effect lasts one round per hermite class level. Adding additional points to an enhanced taboo effect refresh the duration but do not stack the duration, hence when an enhanced taboo effect concludes all benefits from the enhanced taboo effect end, not just the oldest effects. All taboo effects, constant or enhanced, cease to function whilst the hermite is unconscious, dying or otherwise incapacitated and the hermite may end an enhanced taboo effect willingly as a free action.
Last Testimony (Ex): Death is gruesome and difficult to forget, even the hardiest of warriors still possess the capacity to be taken aback. At 3rd level a hermite causing or witnessing the death of a creature will always regain a single point of their hermetic pool, regardless of the type of creature or the hermite's participation in it's slaying. In order to gain this benefit the hermite must at least be able to see and have line of sight toward the creature.
Editor's Note (Clarification)If the hermite uses their last testimony ability to restore their hermetic pool they may not use the body of the slain creature to meditate and restore their full hermetic pool. As with other forms of hermetic pool recovery the hermite may willingly forego this recovery, except unlike with the essence bleed ability the hermite may still use the body of the creature to recover their hermetic pool through meditation as long as they themselves weren't responsible for the kill.
Alchemical Familiarity (Ex): In addition to the darker arts and their normal alchemical practices, hermites often dabble in poison craft. They tend toward a limited but specialist knowledge when it comes to applied poisons and alchemy, choosing particular substances and learning everything they possible can about them.
A hermite of 3rd level may choose any poison (ingestion, inhalation or contact-based) or alchemical splash weapon (e.g. alchemist's fire) to specialise in. They gain immunity to the chosen poison or splash weapon, may apply it to a weapon as a swift action instead of a standard action and once applied the chosen substance will last for two successful attacks rather than one.
Regardless of the hermite's choice they gain a +1 insight bonus to all saving throws against poisons and a +1 dodge AC bonus against all alchemical splash weapons. At 6th, 9th and 12th level the hermite may choose an additional poison or alchemical splash weapon to apply this ability to, and the general bonuses against poisons/splash weapons improve by +1.
Malefaction (Su): At 5th level, and every odd level afterwards (e.g. 7th, 9th, 11th etc.), the hermite may choose a 'malefaction'. A malefaction is a unique fluctuation of the energy coalesced from the defeat of creatures, unique to the hermite who created it. Every malefaction the hermite chooses applies to a single taboo, but most malefactions may be chosen multiple times as long as they apply to different hermetic taboos each time. Not every malefaction is applicable to every taboo, as listed in it's entry.
Deathblessing (Ex): Few hermites worship death as if it was an actual deity but most agree that it is a force worthy of respect and understanding. As a result many hermites dislike forms of death that they deem 'unnatural' such as undeath and magical disease. Through a special pact or ritual known only to members of hermetic orders a hermite may render themselves protected against such things. A hermite of 7th level is immune to all diseases, whether non-magical or magical, and gains +2 on saves against death effects and negative energy.
Blood Pact (Sp): Sometimes a hermite finds themselves without time to spare communing, nor death to witness or experience. In those such situations desperate hermites have been known to let their own blood and use their own anguish as fuel for their magic. As a standard action a Hermite of 8th level may take a sharpened knife and cut their own skin whilst muttering secret hermite words of power; doing so creates a wound that doesn't heal normally yet sharpens the hermite's energy and resolve. The hermite suffers 1 stacking point of bleeding damage (either staunched by magical healing or a DC15 + points of bleeding damage heal check) and 1 point of constitution burn (ability burn; see psionic conditions), but they restore their hermetic pool by a single point.
Greater Cursecasting (Ex): Powerful hermites understand a simple truth - their magic isn't true magic, everything they cast is tinged with necromantic energy, all their spells are comprised of 'dead' magical energy and distinctly different to normal spells. At 10th level a hermite's spells may no longer be dispelled, they are always considered true curses and may only be removed by another spellcaster casting remove curse and succeeding on an opposed caster level check. Additionally a hermite may convert any cast spell in to a spell of the necromancy school by expending an extra point from their hermetic pool at the time of casting.
Residual Blood Pact (Sp): By practice, and repeated application, a hermite may find themselves possessed of a constant bloodpact-like effect that activates whenever the hermite receives excessive damage. Any time the hermite receives 25 or more hit point damage their hermetic pool is restored by a number of points equal to the damage taken divided by 25 (rounded down). This ability may not increase your hermetic pool beyond it's normal maximum value.
Alchemical Immunity (Ex): A 15th level hermite is a master of poisons and alchemical material. They gain immunity to all poisons, magical and non-magical, and alchemical splash weapons.
Alchemical Manifestation (Sp): Hermite's use many poisons and alchemical substances as part of warfare - they breed a familiarity so strong that they can create certain substances through magical willpower alone. A hermite of 16th level is capable of recreating any ingestible or contact poison or any alchemical substance from nothing. The cost of the process is determined by the amount created. To create a normal sized quantity requires the hermite touch a container of suitable size (compared to normal instances of the substance), expend one point from their hermetic pool and sacrifice special hermite materials equivalent to half the normal material cost. To create enough to coat a weapon, if a contact poison or alchemical splash weapon, for one (regardless of your alchemical familiarity ability) attack requires the hermite touch the weapon but requires no expenditure of material nor points from the hermetic pool. This is a conjuration(creation) effect.
Essence Drain (Su): Extremely powerful hermites no longer thrive on the moment of death - they absolutely revel in it. To a powerful hermite death is an addictive drug and they grow despondent without it's presence. At 17th level the hermite is completely attuned to the nature of death and the fleeting essence of dying creatures. A hermite's hermetic pool is restored by their hemertic pool bonus, if the hermite is responsible for the killing blow. A creature of the construct, ooze, outsider, plant, undead or vermin type now restores the hermite's hermetic pool by two-thirds instead of one-half. Additionally instead of half their class level, they gain temporary hit points equal to their class level (although this may not bring their temporary hit points to higher than their class level). All these effects also apply if an ally is responsible for the death blow of a creature (rather than the hermite), so long as the creature is within 30 feet of the hermite upon it's death.
Endless (Ex): A hermite of 19th level no longer accrues penalties for ageing, only bonuses, although any penalties they have already gained still apply and they cannot be magically aged. Additionally, when the hermite reaches their maximum age, they may add half their lifespan + 1d10 to determine their 'true' maximum age thanks to the hermetic understanding of death. Once the hermite reaches this true maximum age they die of old age as normal however.
True Deathblessed (Ex): At 20th level a hermite is so knowledgeable about death, it's magic and the surrounding moments, that they become capable of ignoring and avoiding many ill effects. The hermite becomes completely immune to negative levels and instant death effects, whether non-magical or magical. They automatically become stable upon reaching negative hit points, and may choose to act as if disabled rather than dying (as per the 'diehard' feat). Additionally the hermite no longer dies upon reaching -10 hit points, instead having to reach negative hit points equal to half their maximum hit points before dying.
Editor's Note (Clarification)E.g. a Hermite with 150 hit points would have to reach -75 hit points before they die, and would be capable of acting if disabled from the moment they reached 0 hit points until that point.
Hermite Spell List0th/Cantrips: Create Water, Detect Poison, Detect Magic, Know Direction, Launch Item (SC), Light, Read Magic, Slash Tongue (BoVD), Preserve Organ (BoVD), Purify Food and Drink
1st: Buzzing Bee (SC), Black Karma Curse (PHBII), Charm Person, Chill Touch, Colour Spray, Distract (SC), Hideous Laughter, Hypnotism, Incite (SC), Inhibit (SC), Mark of the Damned*, Mark of the Outcast (SC), Phantom Threat (SC), Ray of Clumsiness (SC), Ray of Enfeeblement, Rebuke(SC), Scale Weakening (SC), Scare, Shock and Awe (SC), Stay the Hand (PHBII)
2nd: Blinding Colour Surge (PHBII), Contagion, Curse of Ill Fortune (SC), Curse of Impending Blades (SC), Delusions of Grandeur (SC), Dispel Magic, Fog Cloud, Ghoul Touch, Heartfire (SC), Inevitable Defeat (PHBII), Kelgore's Grave Mist (PHBII), Lash of Darkness*, Phantom Foe (SC), Ray of Sickness (SC), Ray of Stupidity (SC), Ray of Weakness (SC), Silence, Slapping Hand (SC), Touch of Idiocy (PHBII), Vertigo (PHBII), Wave of Grief (SC)
3rd: Backlash (SC), Blinding Spittle (SC), Contagious Fog (SC), Crushing Despair, Curse of Arrow Attraction (PHBII), Decomposition (SC), Disquietude (SC), Fear, Halt (PHBII), Hesitate (PHBII), Mesmerising Glare (SC), Mind Poison (SC), Miser's Envy (SC), Phantasmal Decoy (SC), Poison, Ray of Dizziness (SC), Ray of Exhaustion, Ray of the Python (PHBII), Vampiric Touch
4th: Bestow Curse, Blood Creepers (PHBII), Charm Monster, Confusion, Crushing Grip (PHBII), Dismissal, Doom Scarabs (PHBII), Hypothermia (SC), Phantasmal Killer, Slashing Dispel (PHBII), Sortilege*, Starvation (SC), Stifle Spell (PHBII), Stinking Cloud, Viscid Glob (SC), Waves of Fatigue, Wingbind (SC)
5th: Baleful Polymorph, Condemnation (PHBII), Curse of Constant Wounds*, Dominate Person, Enervation, Eyebite, Freezing Fog (SC), Incite Riot (PHBII), Langour (SC), Lucent Lance (SC), Mana Flux (PHBII), Mind Fog, Ray of Entropy (SC), Reciprocal Gyre (SC), Rejection (SC), Rusting Grasp, Slay Living, Wrack (SC)
6th: Antimagic Ray (SC), Banishment, Body Harmonic (SC), Dirge (SC), Disintegrate, Drown (SC), Evil Glare (SC), Flesh to Stone, Freeze (SC), Friend to Foe (PHBII), Graymantle (SC), Greater Dispel Magic, Greater Sortilege*, Irresistable Dance, Night's Caress (SC), Overwhelm (PHBII), Swamp Lung (SC), Symphonic Nightmare (SC)
PHBII = Players Handbook II
SC = Spell Compendium
BoVD = Book of Vile Darkness
* = New spell described in a later post
Alternate Class FeaturesNot all hermites are created equal - hermetic orders are many and they vary significantly in their teachings, practices and magical art. Some emphasise anticipating danger, some the importance of a guarded mind and others the nobility of martial combat.
Hermetic Discipline of the Watchful Eye
Hermetic orders that practice the discipline of the watchful eye have an inherent danger sense, simply gleaned from studying so many forms of death that they can recognise patterns leading up to the moment of death.
Lose: All 'Alchemical Familiarity' abilities (at 3rd, 6th, 9th and 12th level), 'Deathblessing' (at 7th level) and 'Alchemical Immunity' (at 15th level).
Gain: Trap Sense +1 at 3rd level, improving by +1 at every 3rd level to a maximum of +6 at 18th level.
Hermetic Discipline of the Staunch Thought
Hermites practising the discipline of staunch thought spend less time focused on the practical application of death and more time on the theoretical. These hermites often gain a significant appreciation for subtler forms of elimination and close themselves off as best they can. This approach can have a negative effect on their ability to manipulate death energy however.
Lose: All 'Alchemical Familiarity' abilities (at 3rd, 6th, 9th and 12th level), 'Deathblessing' (at 7th level), 'Alchemical Immunity' (at 15th level) and 'Essence Drain' (at 18th level).
Gain: +1 to all saves against mind-affecting effects at 3rd level, improving by +1 at every 3rd level until the hermite gains a constant mind blank effect (as per the spell) at 18th level.
Hermetic Discipline of the Vicious Arm
A traditional form of death dealing, most hermites will only celebrate the art of killing with a melee weapon, preferring spells, poisons and alchemy for their own work. Some however, will take up a blade themselves, cutting a swathe through their enemies in place of studying.
Lose: Alchemic Manifestation (at 16th level), the 1st level spell known gained at 3rd level, the 2nd level spell known gained at 5th level, the 3rd level spell known gained at 8th level, the 4th level spell known gained at 11th level, the 5th level spell known gained at 14th level and the 6th level spell known gained at 17th level.
Gain: Increased base attack bonus progression (equal to HD instead of 3/4 HD), martial weapon proficiency at 1st level, weapon focus at 5th level, weapon specialisation at 8th level, greater weapon focus at 14th level, greater weapon specialisation at 17th level
Special: As part of the hermite's 'spell tricks' ability you may only choose two cantrips, instead of three, and you may only use your cantrips a number of times per day equal to your wisdom modifier (minimum one).
Change Log2nd February 2014/ Original version posted to GiTP, includes two prestige classes and a number of customised feats.
23rd February 2014/ Began long planned rewrite of full post, have been wanting to do so because I feared the class significantly underpowered and borderline useless, and the requests to PEACH the post largely ignored because of the bad formatting. Noticed spell list hadn't been posted. Still needs real playtesting.
24th February 2014/ Finished formatting and content rewrite of hermite class. Changed taboo class ability to be a choice, rather than automatically assigned hermetic taboos. Added a large number of taboos and malefactions, significantly expending class options. Added spells from the players handbook II and spell compendium, rewriting the spell list to contain a majority negative effect and condition applying spells, with a tiny smattering of damage dealing spells thrown in.
25th February 2014/ Finished applying formatting and content edits to the grimfledged prestige class. Tidied the hermetic homebrew feats and got rid of a bunch of stupid/superfluous ones. Created a handful of custom spells.
26th February 2014/[I] Completed rewrite/formatting edits of the haruspex prestige class. Corrected some confusing hermite/haruspex information regarding bonus spells known. Planned additional prestige class - an abjuration/taboo based buffer class with a hermetic metaconcert ability.
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FluffHermites practice a discipline considered disgusting and decrepit. Even though as a whole they may not be evil, the vast majority are reclusive, ill mannered and vengeful at best. A hermite is a manipulator of death - not life, not a practitioner of necromancy, simply a student of the process of slaughter and practitioner of drawing negative energy from the moment of death.
They blend alchemical science and magic but particularly Hermites are specialists of 'the moment of death', the exact point when a creatures life force ceases to grip the material plane. They are capable of harnessing this shift in energy to create strange forbidden and forgotten magic’s, enhancing their allies and harming their foes - even emulating spellcasters.
Adventures: Hermites are equally comfortable adventuring in the wilderness, and in urban environments. They have a special aptitude for misdirection, manipulation, literature and lore, as well as surviving in the natural world and make excellent informants as well as healers - thus are often in demand by those who can stomach their unsavoury nature. A hermite turns adventurer for a singular purpose - to experience life and the resulting inevitable death. In other words Hermites often choose a life adventuring because of the adventurers typical penchant for dealing death, not to mention the opportunity to experiment with different means of doing so.
Characteristics: Hermites tend toward being socially reticent, sometimes because of scholarly ambitions that leaves them little time to practice being pleasant and sometimes because they simply are not capable of social niceties. Their art may reek of evil or rather, evil by social acceptances, but a few Hermites are actually good natured and misunderstood individuals. Those that don't pursue death arts for a love of death might pursue it because of childhood trauma or upheaval, sparking a life-long obsession. The most however, if not outright evil, at least regularly dance with the prospect of evil.
Alignment: Hermites tend toward evil and neutrality (on the law and chaos axis). Their death practices are difficult to reconcile with a righteous morality system, but their studious devotion to the practice limits the time they can devote to holding up a code or law system, or opposing such things. Such concerns are often seen as petty and unimportant by most hermites. Not all hermites are evil, despite their practices, but none are good. It is next to impossible to manipulate dead spirits with a pure heart.
Background: Hermites originate from two camps of widely differing origins, those born and brought up in a hermetic order and those who sought out membership in a hermetic order. Either way hermites usually begin their training at a younger age, rarely beginning study after adulthood. The former vary drastically in outlook, some are distraught by and abhor the powers that they wield, that their families and brethren wield - seeking to either ignore or suppress their abilities, or to only use them in service to a greater good. Others are deeply respectful of the wide breadth of tradition, strong familial connection and enigmatic culture. These are the kind who tend to value the death arts above all else, the most staunchly and fervently fanatical. The latter hermetic origin, of those who sought out an order to train under, is the most tragic of all. Typically an individual only develops a fascination with death and the occult arts surrounding it in one of three ways, an emotionally compromised upbringing, a tragic event or a malevolent inclination. Compounding this are the battery of stringent tests and requirements that a hermetic order typically pushes upon prospective initiates. Those that seek out the hermetic orders of death are amongst the most unhinged of individuals.
Religion: Although they may not pay much respect to them, or venerate them in traditional ways, a hermite is as likely as anyone else to take up religious worship. Some scorn religious worship as futility, having seen first-hand the frailty of life. Others see religious worship as necessity, for the exact same reasons. Hermites typically worship deities that have dominion over death and the afterlife - but rarely do they venerate deities of undeath, as the undead are to be scorned as creatures locked and prevented from completing their journey toward true death. The one true master that all hermites share however, is the ever present shade of death. Some even go as far as personifying it as an entity or governing deity, assigning it mannerisms, beliefs and committing acts of worship and sacrifice in it's name, as they feel appropriate.
Races: Any race can be a member of a hermetic order, but the calling is especially present in humans, halflings and dwarves, three races who have prevalent tendencies toward veneration and celebration of the dead. Dwarves are the only exception to the typical rule that; the longer lived a race, the less likely it is for members to become hermites. Elves, as an example, tend not to think as much on death as shorter-lived races and are unlikely to dedicate portions of their lives to it's study. The only universal exception to this rule however, is that any race that reaches a venerable age might suddenly develop an interest in death.
Other Classes: Hermites feel most at ease with druids and rangers of a neutral or evil alignment, sharing beliefs in inevitability, stewardship and tradition. Druids/rangers of a good alignment are less likely to travel alongside hermites due to the stigma involved in the dark practices of the latter. Many people often associate hermites with necromancers, due to the obvious parallels of death-based magic, but the two classes frequently find themselves at odds not the least due to a hermite's aversion to undead creatures.
Multiclassing: Hermites do not typically multiclass without special training, their death arts require too much depth and devotion to juggle with other training excluding the few unique and capable individuals who devote their time to a dual mastery or more. Hermites suffer no penalties for multiclassing but, as with many other classes, no longer progress their class features. Some specially trained hermites (with specific feats) can progress their art whilst training as a barbarian, monk, bard, wizard or sorcerer. Prestigious and unique hermetic orders exist too, such as the grimfledged who specialise in assassination, the haruspex who divine the future from the entrails of dead animals or the congruent - a loosely organised group of individuals who excel at connecting others.
Role: A hermite can be a dangerous foe since they are skilled, practice magic and warfare in equal abandon, are difficult to detect by appearance alone (a typical hermite could appear as an armoured mercenary, a simple pilgrim, or anything in between) - and in combat they are unstoppable once fuelled by death. A hermite is by nature adaptable and is possessed of the ability to freely divert their energies and abilities as required - one moment a hermite is a protector or healer of allies, the next a crippler of foes or engine of melee destruction.
Combat: In combat a hermite typically weakens foes and enhances their allies, waiting for a perfect moment to strike so that they might refresh their pool of hermetic energy and contribute more to the battle. Their manipulation of darker forces allows them access to the spell effects of many different classes, stacking curse upon curse to cripple their enemies. Hermites must co-ordinate with their companions so that they can deal killing blows to maximise their abilities. Without being close to death a hermite is particularly limited in what capabilities they might bring to bear in any confrontation, but with an ample supply of enemies to be slain they become nigh unstoppable.
GAME RULE INFORMATION
Abilities: A hermites most important ability score is their wisdom modifier, as it governs their hermetic pool, spells known, saving DC of their curses, malefactions and other abilities. Additionally a hermite relies on their constitution modifier to supplement their low hit dice, as a higher level hermite can use it to power their hermetic pool. Strength and dexterity deserve a mention as the ability scores that can govern accuracy - swift decisive strikes are very important for a hermite.
Hit Die: d6
Alignment: Any, although most are non-good
Starting Age: Complex (as Druid)
Starting Gold: 2d4 x 10 gp (as Druid)
Class Skills: Concentration, Craft, Decipher Script, Disguise, Forgery, Gather Information, Intimidate, Knowledge(Arcana), Knowledge(Geography), Knowledge(History), Knowledge(Nature), Knowledge(The Planes), Heal, Profession, Sense Motive, Speak Language, Spellcraft, Survival, Use Magic Device
Skill Points at 1st level: (6+INT)*4
Skill Points at Each Additional Level: 6+INT
{TABLE ENTRY GOES HERE]
Older table here for reference (temporary)
{table=head]Level | Base Attack Bonus | Fort | Ref | Will | Pool Bonus | Special
1st| +0 | +0 | +0 | +2 |
n/a | Essence Bleed, Alchemical Focus, Spell Tricks
2nd| +1 | +0 | +0 | +3 |
1 | Cursecasting, Hermetic Pool, Hermetic Taboo
3rd| +2 | +1 | +1 | +3 |
1 | Last Testimony, Alchemical Familiarity (+1)
4th| +3 | +1 | +1 | +4 |
2 | Hermetic Taboo
5th| +3 | +1 | +1 | +4 |
2 | Malefaction
6th| +4 | +2 | +2 | +5 |
2 | Hermetic Taboo, Alchemical Familiarity (+2)
7th| +5 | +2 | +2 | +5 |
2 | Deathblessing, Malefaction
8th| +6/+1 | +2 | +2 | +6 |
3 | Blood Pact, Hermetic Taboo
9th| +6/+1 | +3 | +3 | +6 |
3 | Malefaction, Alchemical Familiarity (+3)
10th| +7/+2 | +3 | +3 | +7 |
3 | Greater Cursecasting, Hermetic Taboo
11th| +8/+3 | +3 | +3 | +7 |
3 | Malefaction
12th| +9/+4 | +4 | +4 | +8 |
4 | Hermetic Taboo, Alchemical Familiarity (+4)
13th| +9/+4 | +4 | +4 | +8 |
4 | Residual Blood Pact, Malefaction
14th| +10/+5 | +4 | +4 | +9 |
4 | Hermetic Taboo
15th| +11/+6/+1 | +5 | +5 | +9 |
4 | Alchemical Immunity, Malefaction
16th| +12/+7/+2 | +5 | +5 | +10 |
5 | Alchemical Manifestation, Hermetic Taboo
17th| +12/+7/+2 | +5 | +5 | +10 |
5 | Essence Drain, Malefaction
18th| +13/+8/+3 | +6 | +6 | +11 |
5 | Hermetic Taboo
19th| +14/+9/+4 | +6 | +6 | +11 |
5 | Endless, Malefaction
20th| +15/+10/+5 | +6 | +6 | +12 |
6 | True Deathblessed, Hermetic Taboo [/table]
Spells Known:
{table=head]Level | 1st | 2nd | 3rd | 4th | 5th | 6th
1st | - | - | - | - | - | - |
2nd | 0* | - | - | - | - | - |
3rd | 1 | - | - | - | - | - |
4th | 2 | 0* | - | - | - | - |
5th | 2 | 1 | - | - | - | - |
6th | 3 | 2 | - | - | - | - |
7th | 3 | 2 | 0* | - | - | - |
8th | 3 | 3 | 1 | - | - | - |
9th | 4 | 3 | 2 | - | - | - |
10th | 4 | 3 | 2 | 0* | - | - |
11th | 4 | 4 | 3 | 1 | - | - |
12th | 4 | 4 | 3 | 2 | - | - |
13th | 4 | 4 | 3 | 2 | 0* | - |
14th | 4 | 4 | 4 | 3 | 1 | - |
15th | 4 | 4 | 4 | 3 | 2 | - |
16th | 4 | 4 | 4 | 3 | 2 | 0* |
17th | 4 | 4 | 4 | 4 | 3 | 1 |
18th | 4 | 4 | 4 | 4 | 3 | 2 |
19th | 4 | 4 | 4 | 4 | 4 | 3 |
20th | 4 | 4 | 4 | 4 | 4 | 4 |[/table]
*If the hermite has a high enough wisdom score they may have bonus spells of this level.
Weapon and Armour Proficiencies: Hermites are proficient with light armour, shields (excluding tower shields) and simple weapons.
Bonus Languages: Normally none, although certain evil druid clans that house and consort with hermites may share the druidic language in exceptional circumstances.
Spells: A hermite can cast divine spells drawn from their own unique spell list which comprises both arcane and divine spells. They can cast any spell they know spontaneously, without preparing it ahead of time. To learn or cast a spell a hermite must have a wisdom score equal to at least 10 + the spell level. The difficulty class for a saving throw against a hermite's spell is 10 + the spell level + the hermite's wisdom modifier.
A hermites selection of spells is limited. They begin play knowing three cantrips (0th level spells) and slowly gain spells of a higher spell level each new hermite level, as indicated on the 'spells known' table above. Unlike a sorcerer or other spontaneous caster, the number of spells a hermite knows is affected by their wisdom score, a higher wisdom score (even a temporary increase) granting additional known spells. If a hermite's wisdom score ever decreases to a point that it is less than the wisdom score that granted a bonus spell known they may no longer cast the spell, although they do not lose knowledge of it, until their wisdom score increases to the same point again.
Editor's Note (Clarification)If the hermite gains a temporary increase in wisdom score and chooses a new spell known, the chosen spell is known whenever the hermite's wisdom score grants the bonus spell. The hermite may not change their decision.
E.g. Icarus, the 7th level hermite, has a wisdom score of 19 but equips a periapt of wisdom +1, increasing his wisdom score to 20 and gaining a 1st level bonus spell known. Icarus chooses mark of the damned as his new 1st level bonus spell known. Icarus already knows incite, black karma curse and scare as 1st level spells, plus he learned colour spray as his first bonus 1st level spell known, for having a wisdom score of 12 or greater. If Icarus later unequips his periapt of wisdom, and his wisdom score decreases to 19 , he loses his most recently gained bonus 1st level spell which in this case is mark of the damned, not colour spray as it was gained earlier, nor any of his other 1st level spells as he gained those for increasing his hermite level. If Icarus advances to 8th level and chooses to increase his wisdom score to 20 by virtue of the 8th level ability score increase then he learns mark of the damned automatically as a bonus spell known, he may not change his previous choice.
Upon reaching 4th level, and at every even-numbered hermite level after that (6th, 8th, and so on), a hermite can choose to learn a new spell in place of one they already know. In effect the hermite "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level hermite spell the hermite can cast. A hermite may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Editor's Note (Clarification)If the hermite swaps out a spell granted by a bonus slot the new spell still counts as granted by the same bonus spell known for the purpose of spells restricted by an inhibited wisdom score. The hermite may not swap out spells that they cannot currently cast due to a decreased wisdom score.
Hermite's cast spells by manifesting the magical energies of spells previously cast, 'dead' spells, expending points from their hermetic pool to do so. Hermite's do not utilise spell slots and therefore do not have spells per day. In order to cast a spell a hermite must expend a number of points from their hermetic pool equal to the level of the spell to be cast. Special rules apply to spells cast by a hermite (see the 'cursecasting' ability).
Essence Bleed (Su): A hermite is fascinated with death - empowered by it even. Whenever a hermite is responsible for slaying an enemy creature they gain temporary hit points and restore their hermetic pool, if they have one. The temporary hit points gained are equal to half the hermite's class level, but the hermite may not gain temporary hit points beyond half their class level through this ability. Any temporary hit points gained in excess of this (from this ability only, the hermite may still gain temporary hit points in other ways) are lost.
If the hermite has a hermetic pool they regain a number of points equal to two thirds their hermetic pool bonus. If the slain creature was of the construct, ooze, outsider, plant, undead or vermin type then the hermite instead regains a number of points equal to one half their hermetic pool bonus but the creature grants no temporary hit points. The hermite may not exceed their hermetic pool maximum as a result of this restoration.
If the hermite was fatigued or exhausted they may choose to remove the fatigue condition, or become fatigued rather than exhausted, instead of gaining the benefit of temporary hit points. The hermite may not opt to do so if they would not gain any temporary hit points from the slain creature.
Editor's Note (Clarification)E.g. Regardless of whether a hermite or not chooses to forego the restoration of their hermetic pool after slaying an enemy creature, they may not later use the same creature's body to restore their hermetic pool through meditation.
Alchemical Focus (Ex): A hermite has special understanding of how to treat alchemical substances. Any thrown splash weapon that deals energy damage (fire, cold, acid, electricity or sonic) deals additional damage equal to the hermite's wisdom modifier and the hermite gains a +1 bonus to attack when making an attack with a thrown splash weapon. Additionally a hermite may apply an alchemical substance to a weapon as a standard action (that provokes an attack of opportunity). Any alchemical substance applied in this fashion afflicts the next creature hit with the weapon as if they had been directly struck by the splash weapon.
Spell Tricks (Sp): A hermite can cast a number of cantrips (see 'hermite spell list') without expending any energy from their hermetic reserves. A hermite of 1st level chooses three cantrips and may cast them up to a number of times per day equal to their wisdom modifier + 3. Hermite cantrips may not be swapped out when gaining hermite levels.
Cursecasting (Sp): Hermetic magic is twisted and unnatural. A spell 'cast' by a hermite is not truly cast through or by the hermite, it is instead a manifestation of a spell previously cast at some point in the past, likely by a long dead spellcaster although these echoes are no less potent than true spells. Hermites spells are referred to as 'curses'.
Spells cast by a hermite are altered, aspects are changed from the parameters of the original spells. All spells cast by a hermite have a range of 'close' (25 feet, improving by 5 feet for every 2 caster levels) and only affect a single target/creature. Their spells can be additionally augmented through use of hermetic taboos, increasing range, affected targets, area of effect and duration. Additionally any spell cast by a hermite may be dispelled by another spellcaster casting the spell 'remove curse' and succeeding on an opposed caster level check against the hermite. The target of any spell that previously affected an area is considered to always be within the centre of the effect for the purposes of effects based on positioning.
Hermetic Pool (Ex): A hermite draws magical power from the life essence of slain foes, capturing the moment of death. To outsiders it often isn't clear whether their ability is manifest from a manipulation of life energy, or an inner ability powered by killing. A hermite has a number of points in a 'hermetic pool' that they use to power their class abilities. The hermite's hermetic pool is equal to their pool bonus (beginning with one point at 2nd level but increasing as the hermite gains levels - see the hermetic pool bonus column of the class table) plus their wisdom modifier.
A hermite may restore their hermetic pool at any time by communing with dead spirits whilst at rest, so long as they manage a minimum of eight hours communal (although this period does not need to be consecutive). As a side effect of this communal is that by listening to the whispers of the dead the hermite may gain the benefit of an augury spell, cast at their hermite caster level, at the conclusion of their communal.
As long as the hermite has at least one point in their hermetic pool they may make a will save (DC20) to avoid becoming fatigued or exhausted when an effect calls for it. if the hermite fails this check they are fatigued or exhausted as normal but otherwise they avoid the effect.
Normally a hermite restores their hermetic pool through the slaying of creatures but, if anything else other than the hermite dealt the killing blow, then the hermite may instead refresh their entire Hermetic Pool (but not gain temporary hit points) by touching the body of a dead creature (of any type) and meditating for a full minute. A body does not have be 'complete' to be considered the body of a deceased creature (e.g. it may be missing a head or limbs), but it must comprise at least 50% of the original creatures weight or size, a single ear will not do.
The hermite may choose to forgo any restoration of the hermetic pool that they gain if they wish, but they may only gain benefits from a slain creature once even if they choose to forgo the restoration. A hermite may not attempt to restore their hermetic pool points from the creature's death in more than one way.
A hermite may restore their hermetic pool in a number of ways, as follows;
By being responsible for the attack that brings a creature to 0 hit points or less
Meditating for one full minute whilst touching the corpse of a slain creature
Communing with dead spirits for eight hours
Witnessing the death of a creature slain by another*
Sacrificing their own constitution score*
Taking serious hit point damage*
*These methods require higher level hermite abilities, 'last testimony', 'blood pact' and 'residual blood pact' respectively.
Editor's Note (Design)Originally this class did not add their wisdom modifier to their hermetic pool but, after concerns the class would frequently be unable to contribute, I slightly lowered the hermetic pool bonus (previously referred to as a 'hermetic pool maximum value') and added the wisdom modifier as an additional bonus, the two determining the new hermetic pool maximum. I'd love more feedback on whether this feels imbalanced or not prior to playtesting.
Hermetic Taboo (Su and Sp): Hermite's may harness the essence of slain creatures to produce beneficial effects for themselves and their allies. As they increase in level the hermite gains additional methods of harnessing this energy, choosing a new 'taboo' at 2nd level and every 2nd level afterwards (4th, 6th, 8th, etc.).
A hermetic taboo is a protection or augmentation that the hermite improves by expending points from their hermetic pool. Hermetic taboos are wards and blessings gleaned from the memories, skills and abilities of dead spirits and the hermetic pool points that represent them. Some taboos require the hermite to first reach a certain class level before they may choose it. Every taboo has a constant effect and an enhanced effect. The former is an always-on supernatural ability that provides a small benefit to the hermite themselves. The latter is an activateable ability that provides a more potent benefit to the hermite, and their allies as long as the hermite has expended at least one point from their hermetic pool to activate it and the ally is within line of effect. Expending points from a hermetic pool to activate or augment an enhanced taboo effect is a free action, and is only limited by the remaining number of points in the hermite's hermetic pool. Unless otherwise noted in the description an enhanced taboo effect has a radius of 20 feet and the hermite may continually augment it, expending more points as they restore their hermetic pool, until they have augmented it with a number of hermetic pool points equal to half their class level. Any additional points from a hermetic pool spent augmenting an enhanced taboo effect have no effect and are wasted.
Hermite's thrive when in dangerous situations, and the enhanced taboo effects are constant (their durations are paused) when in an encounter or an otherwise hostile situation in which the hermite is threatened by any number of creatures. Otherwise, for the purpose the enhanced taboo effects activated outside of encounter or their longevity after the conclusion of an encounter, an enhanced taboo effect lasts one round per hermite class level. Adding additional points to an enhanced taboo effect refresh the duration but do not stack the duration, hence when an enhanced taboo effect concludes all benefits from the enhanced taboo effect end, not just the oldest effects. All taboo effects, constant or enhanced, cease to function whilst the hermite is unconscious, dying or otherwise incapacitated and the hermite may end an enhanced taboo effect willingly as a free action.
Last Testimony (Ex): Death is gruesome and difficult to forget, even the hardiest of warriors still possess the capacity to be taken aback. At 3rd level a hermite causing or witnessing the death of a creature will always regain a single point of their hermetic pool, regardless of the type of creature or the hermite's participation in it's slaying. In order to gain this benefit the hermite must at least be able to see and have line of sight toward the creature.
Editor's Note (Clarification)If the hermite uses their last testimony ability to restore their hermetic pool they may not use the body of the slain creature to meditate and restore their full hermetic pool. As with other forms of hermetic pool recovery the hermite may willingly forego this recovery, except unlike with the essence bleed ability the hermite may still use the body of the creature to recover their hermetic pool through meditation as long as they themselves weren't responsible for the kill.
Alchemical Familiarity (Ex): In addition to the darker arts and their normal alchemical practices, hermites often dabble in poison craft. They tend toward a limited but specialist knowledge when it comes to applied poisons and alchemy, choosing particular substances and learning everything they possible can about them.
A hermite of 3rd level may choose any poison (ingestion, inhalation or contact-based) or alchemical splash weapon (e.g. alchemist's fire) to specialise in. They gain immunity to the chosen poison or splash weapon, may apply it to a weapon as a swift action instead of a standard action and once applied the chosen substance will last for two successful attacks rather than one.
Regardless of the hermite's choice they gain a +1 insight bonus to all saving throws against poisons and a +1 dodge AC bonus against all alchemical splash weapons. At 6th, 9th and 12th level the hermite may choose an additional poison or alchemical splash weapon to apply this ability to, and the general bonuses against poisons/splash weapons improve by +1.
Malefaction (Su): At 5th level, and every odd level afterwards (e.g. 7th, 9th, 11th etc.), the hermite may choose a 'malefaction'. A malefaction is a unique fluctuation of the energy coalesced from the defeat of creatures, unique to the hermite who created it. Every malefaction the hermite chooses applies to a single taboo, but most malefactions may be chosen multiple times as long as they apply to different hermetic taboos each time. Not every malefaction is applicable to every taboo, as listed in it's entry.
Deathblessing (Ex): Few hermites worship death as if it was an actual deity but most agree that it is a force worthy of respect and understanding. As a result many hermites dislike forms of death that they deem 'unnatural' such as undeath and magical disease. Through a special pact or ritual known only to members of hermetic orders a hermite may render themselves protected against such things. A hermite of 7th level is immune to all diseases, whether non-magical or magical, and gains +2 on saves against death effects and negative energy.
Blood Pact (Sp): Sometimes a hermite finds themselves without time to spare communing, nor death to witness or experience. In those such situations desperate hermites have been known to let their own blood and use their own anguish as fuel for their magic. As a standard action a Hermite of 8th level may take a sharpened knife and cut their own skin whilst muttering secret hermite words of power; doing so creates a wound that doesn't heal normally yet sharpens the hermite's energy and resolve. The hermite suffers 1 stacking point of bleeding damage (either staunched by magical healing or a DC15 + points of bleeding damage heal check) and 1 point of constitution burn (ability burn; see psionic conditions), but they restore their hermetic pool by a single point.
Greater Cursecasting (Ex): Powerful hermites understand a simple truth - their magic isn't true magic, everything they cast is tinged with necromantic energy, all their spells are comprised of 'dead' magical energy and distinctly different to normal spells. At 10th level a hermite's spells may no longer be dispelled, they are always considered true curses and may only be removed by another spellcaster casting remove curse and succeeding on an opposed caster level check. Additionally a hermite may convert any cast spell in to a spell of the necromancy school by expending an extra point from their hermetic pool at the time of casting.
Residual Blood Pact (Sp): By practice, and repeated application, a hermite may find themselves possessed of a constant bloodpact-like effect that activates whenever the hermite receives excessive damage. Any time the hermite receives 25 or more hit point damage their hermetic pool is restored by a number of points equal to the damage taken divided by 25 (rounded down). This ability may not increase your hermetic pool beyond it's normal maximum value.
Alchemical Immunity (Ex): A 15th level hermite is a master of poisons and alchemical material. They gain immunity to all poisons, magical and non-magical, and alchemical splash weapons.
Alchemical Manifestation (Sp): Hermite's use many poisons and alchemical substances as part of warfare - they breed a familiarity so strong that they can create certain substances through magical willpower alone. A hermite of 16th level is capable of recreating any ingestible or contact poison or any alchemical substance from nothing. The cost of the process is determined by the amount created. To create a normal sized quantity requires the hermite touch a container of suitable size (compared to normal instances of the substance), expend one point from their hermetic pool and sacrifice special hermite materials equivalent to half the normal material cost. To create enough to coat a weapon, if a contact poison or alchemical splash weapon, for one (regardless of your alchemical familiarity ability) attack requires the hermite touch the weapon but requires no expenditure of material nor points from the hermetic pool. This is a conjuration(creation) effect.
Essence Drain (Su): Extremely powerful hermites no longer thrive on the moment of death - they absolutely revel in it. To a powerful hermite death is an addictive drug and they grow despondent without it's presence. At 17th level the hermite is completely attuned to the nature of death and the fleeting essence of dying creatures. A hermite's hermetic pool is restored by their hemertic pool bonus, if the hermite is responsible for the killing blow. A creature of the construct, ooze, outsider, plant, undead or vermin type now restores the hermite's hermetic pool by two-thirds instead of one-half. Additionally instead of half their class level, they gain temporary hit points equal to their class level (although this may not bring their temporary hit points to higher than their class level). All these effects also apply if an ally is responsible for the death blow of a creature (rather than the hermite), so long as the creature is within 30 feet of the hermite upon it's death.
Endless (Ex): A hermite of 19th level no longer accrues penalties for ageing, only bonuses, although any penalties they have already gained still apply and they cannot be magically aged. Additionally, when the hermite reaches their maximum age, they may add half their lifespan + 1d10 to determine their 'true' maximum age thanks to the hermetic understanding of death. Once the hermite reaches this true maximum age they die of old age as normal however.
True Deathblessed (Ex): At 20th level a hermite is so knowledgeable about death, it's magic and the surrounding moments, that they become capable of ignoring and avoiding many ill effects. The hermite becomes completely immune to negative levels and instant death effects, whether non-magical or magical. They automatically become stable upon reaching negative hit points, and may choose to act as if disabled rather than dying (as per the 'diehard' feat). Additionally the hermite no longer dies upon reaching -10 hit points, instead having to reach negative hit points equal to half their maximum hit points before dying.
Editor's Note (Clarification)E.g. a Hermite with 150 hit points would have to reach -75 hit points before they die, and would be capable of acting if disabled from the moment they reached 0 hit points until that point.
Hermite Spell List0th/Cantrips: Create Water, Detect Poison, Detect Magic, Know Direction, Launch Item (SC), Light, Read Magic, Slash Tongue (BoVD), Preserve Organ (BoVD), Purify Food and Drink
1st: Buzzing Bee (SC), Black Karma Curse (PHBII), Charm Person, Chill Touch, Colour Spray, Distract (SC), Hideous Laughter, Hypnotism, Incite (SC), Inhibit (SC), Mark of the Damned*, Mark of the Outcast (SC), Phantom Threat (SC), Ray of Clumsiness (SC), Ray of Enfeeblement, Rebuke(SC), Scale Weakening (SC), Scare, Shock and Awe (SC), Stay the Hand (PHBII)
2nd: Blinding Colour Surge (PHBII), Contagion, Curse of Ill Fortune (SC), Curse of Impending Blades (SC), Delusions of Grandeur (SC), Dispel Magic, Fog Cloud, Ghoul Touch, Heartfire (SC), Inevitable Defeat (PHBII), Kelgore's Grave Mist (PHBII), Lash of Darkness*, Phantom Foe (SC), Ray of Sickness (SC), Ray of Stupidity (SC), Ray of Weakness (SC), Silence, Slapping Hand (SC), Touch of Idiocy (PHBII), Vertigo (PHBII), Wave of Grief (SC)
3rd: Backlash (SC), Blinding Spittle (SC), Contagious Fog (SC), Crushing Despair, Curse of Arrow Attraction (PHBII), Decomposition (SC), Disquietude (SC), Fear, Halt (PHBII), Hesitate (PHBII), Mesmerising Glare (SC), Mind Poison (SC), Miser's Envy (SC), Phantasmal Decoy (SC), Poison, Ray of Dizziness (SC), Ray of Exhaustion, Ray of the Python (PHBII), Vampiric Touch
4th: Bestow Curse, Blood Creepers (PHBII), Charm Monster, Confusion, Crushing Grip (PHBII), Dismissal, Doom Scarabs (PHBII), Hypothermia (SC), Phantasmal Killer, Slashing Dispel (PHBII), Sortilege*, Starvation (SC), Stifle Spell (PHBII), Stinking Cloud, Viscid Glob (SC), Waves of Fatigue, Wingbind (SC)
5th: Baleful Polymorph, Condemnation (PHBII), Curse of Constant Wounds*, Dominate Person, Enervation, Eyebite, Freezing Fog (SC), Incite Riot (PHBII), Langour (SC), Lucent Lance (SC), Mana Flux (PHBII), Mind Fog, Ray of Entropy (SC), Reciprocal Gyre (SC), Rejection (SC), Rusting Grasp, Slay Living, Wrack (SC)
6th: Antimagic Ray (SC), Banishment, Body Harmonic (SC), Dirge (SC), Disintegrate, Drown (SC), Evil Glare (SC), Flesh to Stone, Freeze (SC), Friend to Foe (PHBII), Graymantle (SC), Greater Dispel Magic, Greater Sortilege*, Irresistable Dance, Night's Caress (SC), Overwhelm (PHBII), Swamp Lung (SC), Symphonic Nightmare (SC)
PHBII = Players Handbook II
SC = Spell Compendium
BoVD = Book of Vile Darkness
* = New spell described in a later post
Alternate Class FeaturesNot all hermites are created equal - hermetic orders are many and they vary significantly in their teachings, practices and magical art. Some emphasise anticipating danger, some the importance of a guarded mind and others the nobility of martial combat.
Hermetic Discipline of the Watchful Eye
Hermetic orders that practice the discipline of the watchful eye have an inherent danger sense, simply gleaned from studying so many forms of death that they can recognise patterns leading up to the moment of death.
Lose: All 'Alchemical Familiarity' abilities (at 3rd, 6th, 9th and 12th level), 'Deathblessing' (at 7th level) and 'Alchemical Immunity' (at 15th level).
Gain: Trap Sense +1 at 3rd level, improving by +1 at every 3rd level to a maximum of +6 at 18th level.
Hermetic Discipline of the Staunch Thought
Hermites practising the discipline of staunch thought spend less time focused on the practical application of death and more time on the theoretical. These hermites often gain a significant appreciation for subtler forms of elimination and close themselves off as best they can. This approach can have a negative effect on their ability to manipulate death energy however.
Lose: All 'Alchemical Familiarity' abilities (at 3rd, 6th, 9th and 12th level), 'Deathblessing' (at 7th level), 'Alchemical Immunity' (at 15th level) and 'Essence Drain' (at 18th level).
Gain: +1 to all saves against mind-affecting effects at 3rd level, improving by +1 at every 3rd level until the hermite gains a constant mind blank effect (as per the spell) at 18th level.
Hermetic Discipline of the Vicious Arm
A traditional form of death dealing, most hermites will only celebrate the art of killing with a melee weapon, preferring spells, poisons and alchemy for their own work. Some however, will take up a blade themselves, cutting a swathe through their enemies in place of studying.
Lose: Alchemic Manifestation (at 16th level), the 1st level spell known gained at 3rd level, the 2nd level spell known gained at 5th level, the 3rd level spell known gained at 8th level, the 4th level spell known gained at 11th level, the 5th level spell known gained at 14th level and the 6th level spell known gained at 17th level.
Gain: Increased base attack bonus progression (equal to HD instead of 3/4 HD), martial weapon proficiency at 1st level, weapon focus at 5th level, weapon specialisation at 8th level, greater weapon focus at 14th level, greater weapon specialisation at 17th level
Special: As part of the hermite's 'spell tricks' ability you may only choose two cantrips, instead of three, and you may only use your cantrips a number of times per day equal to your wisdom modifier (minimum one).
Change Log2nd February 2014/ Original version posted to GiTP, includes two prestige classes and a number of customised feats.
23rd February 2014/ Began long planned rewrite of full post, have been wanting to do so because I feared the class significantly underpowered and borderline useless, and the requests to PEACH the post largely ignored because of the bad formatting. Noticed spell list hadn't been posted. Still needs real playtesting.
24th February 2014/ Finished formatting and content rewrite of hermite class. Changed taboo class ability to be a choice, rather than automatically assigned hermetic taboos. Added a large number of taboos and malefactions, significantly expending class options. Added spells from the players handbook II and spell compendium, rewriting the spell list to contain a majority negative effect and condition applying spells, with a tiny smattering of damage dealing spells thrown in.
25th February 2014/ Finished applying formatting and content edits to the grimfledged prestige class. Tidied the hermetic homebrew feats and got rid of a bunch of stupid/superfluous ones. Created a handful of custom spells.
26th February 2014/[I] Completed rewrite/formatting edits of the haruspex prestige class. Corrected some confusing hermite/haruspex information regarding bonus spells known. Planned additional prestige class - an abjuration/taboo based buffer class with a hermetic metaconcert ability.