The Hermit Character in Erath | World Anvil
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The Hermit

The Hermit is the God of Travel and Nature. His also known as the God of gates and portals. He is worshipped by explorers and excitement seekers. He was also the God mostly responsible for space travel/spell jamming and the ill fated gate that let THEM in. Since the Second War he has been far more quiet and reserved with the guilt of what happened weighing upon him.

Favored Weapon:


Choose between a Machete and a Halberd.

Divine Domains

Animal Domain

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature’s ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature’s ally VIII (animals only), 9th—shapechange.

Earth Domain

Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th— earthquake, 9th—elemental swarm (earth spell only).

Plant Domain

Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Travel Domain

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd— fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Weather Domain

Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th— control winds, 7th—control weather, 8th—whirlwind, 9th— storm of vengeance.

Divine Symbols & Sigils

Divine Symbol: Holy symbol is made up of animal bones or other things of nature fashioned to look like a boars head.
Sigil: 4 Xs in a vertical row.
Divine Classification
Deity - The NINE
Alignment
Neutral
Age
Eternal
Children
Sex
Male
Gender
Male
Presentation
God
Eyes
Brown
Hair
Grey
Skin Tone/Pigmentation
Tanned
Uncommon knowledge:
The Hermit is often seen by his followers in the shape of a boar as he is as a man. His followers believe that no matter where you are in the world as long as you are in some form of outdoor nature that you are in his presence. After the Second war the reason he became "far more quiet and reserved with the guilt of what happened weighing upon him" was because the ideas of the gates came from him directly; since then the reason he has seemed "away" is because he has been. He has been traveling the cosmos of known creation on a "walkabout" to rediscover his purpose and unravel the mystery of THEM. His travels have finally brought him back to our realm with a dire warning/prophecy as Nature has become corrupted in his absence.

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