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Hermit (Geomancer Archetype)
#1
Hermit

[Image: cca8e987bdab7a751686e5e746e4a7a7.jpg]

Those who pursue knowledge of the elements and of nature are often connected to ley lines and to the places they inhabit. But there are also those who seek harmony with heaven and earth, who seek to follow the natural order of the world rather than to control it for their own whims. These are the hermits, and their goal is order, serenity, and ultimately immortality.

The hermit is an archetype of the geomancer class.

Weapon and Armor Proficiency: The hermit is proficient only in simple weapons. The hermit loses proficiency in light armor and shields.

Sheltered Soul: Due to the hermit's pursuit of knowledge through study, his hit die is reduced to d6, and his BAB is lowered from 3/4 to 1/2.

Limit Break (Su): At 1st level, the hermit receives the Limit Break (Serenity Now).

Serenity Now (Su): This Limit Break allows the hermit to gain a moment of absolute clarity and inner peace for 1 round + 1 per four geomancer levels. When in this trance, the hermit may choose to use multiple geomancies with one action, to a maximum of their geomancer level divided by 5. This Limit Break requires only a swift action to activate.

This Limit Break replaces the geomancer's Geocache limit break.

Wu Xing: The hermit does not worry about the trappings of magic or ley lines, relying solely on the basic elements of the world around them. The hermit has access to only five geomancies, each representing one of these elements: Water Ball (Water), Hell Ivy (Wood), Demon Fire (Fire), Local Quake (Earth), and Short Circuit (Metal). These elements interact in two cycles, the generative and the destructive. The generative cycle is as follows:

Water→Wood→Fire→Earth→Metal→Water

While the destructive cycle is as follows:

Water→Fire→Metal→Wood→Earth→Water

To activate a generative geomancy as a standard action, the hermit may spend MP to a maximum of half their class level. For each MP spent, the hermit may:
  • Add 1d6 to the damage inflicted by the geomancy
  • Add 2 to the DC of the reflex save for half damage
  • Add 2 to the DC of the will save to negate the geomancy's status effect
  • Add 1 round to the duration of the geomancy's status effect
Unlike a normal geomancer, a hermit's geomancy does no base damage, and only one quarter of the hermit's class level is applied to the base DC of saves against his geomancies.

The nature of the generative cycle means that, rather than each geomancy being summoned in its own element, it must be summoned from the element that begets it. For example, Hell Ivy, the geomancy of Wood, must be summoned from a nearby source of water. However, this source must be able to provide 1 cubic foot of the element per MP spent on the geomancy, and upon using the geomancy, this source is destroyed and may not be used again.

The destructive cycle, meanwhile, grants the hermit additional potency when their usage of geomancy is in line with the cycle, allowing them to spend 1 additional MP, plus 1 per four class levels, on their geomancy. For example, a 1st level hermit using Demon Fire would be able to spend 1 additional MP on it when attacking an enemy clad primarily in metal armor. However, the nature of the destructive cycle functions in reverse as well, applying a penalty of 1 MP plus 1 per four hit dice of the target to any geomancy used opposite the cycle. For example, a 6th level geomancer would be unable to use Demon Fire against a Large Water Flan (8 hit dice), as their maximum usable MP (3 at 6th level) is equal to the penalty inflicted (-3 MP). The final say on effectiveness of the destructive cycle is up to the DM.

This ability modifies the geomancer's Geomancy ability, and replaces all spellcasting.

Waidan: The hermit, in their studies of the elements and the Three Treasures, finds ways to refine, purify, and combine herbs and minerals in order to further pursue their place in the universe.

At 1st level, the hermit receives Craft Alchemical Item and Brew Potion as bonus feats, and treats Craft (Alchemy) as a class skill, applying their Wisdom modifier to the roll in place of their Intelligence modifier. The hermit starts with knowledge of only 2 geomancer cantrips for the purpose of Brew Potion and must pay as any other caster to learn new spells, but may only learn spells for this purpose of his level divided by 4. This ability allows the hermit to surpass Brew Potion's standard spell level limit of 3rd level.

This ability replaces the geomancer's Nature Sense ability.

Neidan: Through their studies, the hermit becomes a cauldron of the Three Treasures: Jing (Essence), Qi (Breath), and Shen (Spirit). These energies are vital to the life of all living things, and through deep meditation the hermit may align their Three Treasures.

At 2nd level, the hermit gains a number of points of Cauldron Energy equal to their Wisdom modifier. These points may be allocated once per day to each of the Three Treasures as the hermit sees fit. This may be done at any time, but takes one hour of uninterrupted meditation on the part of the hermit. The bonuses from each point allocated is as follows:
  • Jing: Each point grants +1 to Fortitude saves, as well as +1 HP per hit die.
  • Qi: Each point grants +1 to Reflex saves, as well as +1 Dodge AC.
  • Shen: Each point grants +1 to Will saves, as well as +1 MP per day.

This ability replaces the geomancer's Ley Lines ability.

Favored Element: While hermits strive for balance and understanding in the universe, they will inevitably tend toward elements that more closely align with their personality. At 3rd level, and every 4 levels thereafter, the hermit may select one of their five geomancies. When using this geomancy, the hermit may spend 1 additional MP on casting it. The hermit may choose one geomancy multiple times.

This ability replaces the geomancer's Favored Terrain ability.

Transcendent Metabolism: As the hermit continues on his pursuit of knowledge, he slowly becomes able to survive on less food, having aligned himself with nature.

At 5th level, the hermit is able to survive on as much food as a creature one size category smaller than themselves, and requires sleep only once every other day. This increases to two size categories and sleep once per week at 10th level, three size categories and sleep once per month at 15th level, and at 20th level the hermit never tires, and can sustain themselves solely on air and dew.

This ability replaces the geomancer's Geosynchronous ability.

Corpse Untie Immortal: The hermit has studied long for this, the first step to immortality. Though this ritual is the lowest form of immortality, it is by and away more than he ever dreamed when this journey began.

At 9th level, the hermit may perform the Numinous Treasure Talisman of the Grand Mystery for Living in Hiding, a ritual in which the hermit enchants an item so that it ages in his place. This ritual requires 25 pounds of gold, 7 days time, and a Craft (Alchemy) check at DC 25 to succeed. Upon success, the hermit never appears to age, no longer takes any ability score benefits or penalties for aging, and cannot be magically aged by any means. This ritual only prevents the trappings of age, however, and the hermit may still die of old age. The hermit may not perform this ritual for others.

This ability replaces the geomancer's The Earth Speaks ability.

In All Things, Harmony: Through his travels and studies, the hermit has found peace, and in doing so has brought a new wisdom to himself.

At 13th level, the hermit gains 3 additional points of Cauldron Energy per day. In addition, the hermit requires only 10 minutes of meditation to reallocate his Energy, though it still may be done only once per day.

This ability replaces the geomancer's The Air Sings ability.

Paozhi: The second step on the path to true immortality, the hermit has learned to process lesser minerals into cinnabar and gold, the most important materials for his eventual ascension.

At 17th level, the hermit may construct a laboratory, spending one month and using materials costing 50,000 gil. This laboratory must be constructed according to very specific specifications, or the processes performed inside it will be imperfect and likely fail. These specifications are as follows:
  • Built near an east-flowing stream
  • The inner chamber should be 40 feet long and 20 feet wide, with a foundation 4 feet above the ground
  • Must not be built above an old well or a tomb
  • The chamber should have three doors, one to the south, one to the east, and one to the west
  • The stove should be built in the center, with the mouth facing west
  • The crucible should be placed such that it is nine inches from the walls of the stove

When using his laboratory, the hermit gains a +5 bonus to all Craft (Alchemy) checks. Furthermore, the hermit may use his laboratory to refine base metals into gold, making a Craft (Alchemy) check at DC 35 to convert 5 pounds of base metals into 1 pound of gold. This conversion may use larger quantities, increasing the DC by 1 per additional pound, or smaller quantities, decreasing the DC at the same rate.

This ability replaces the geomancer's The Echoes Dance ability.

Xianjie: As the hermit pursues the mysteries of the universe and nears absolute harmony, a place beyond mortal boundaries is often the only place he can find time alone to meditate on himself.

At 19th level, the hermit may, with 24 hours of uninterrupted meditation, create an extraplanar space known as a xianjie, which may have up to 9 cubic miles of space, arranged as the hermit sees fit. The landscape and general appearance of the xianjie is decided by the hermit and may be changed with an additional 24 hours of meditation, but any unnatural structures must be constructed rather than created in this manner.

The entrance to the xianjie may be any opening the hermit wishes, of any size, be it a mountain pass, a long and winding unmarked path, or even a single link of chain. Regardless, this entrance may be used only by the hermit and those who he allows inside. The hermit may remove anyone from their xianjie, including themselves, with a standard action. This deposits the removed in front of the entrance to the xianjie.

This ability replaces the geomancer's Planar Acclimation ability.

Ascension: At 20th level, the hermit has mastered his art. He has come into as perfect of harmony as one can be in a mortal body, and is left with only one final step: The elixir of immortality.

To create the elixir of immortality, the hermit must perform an incredibly long series of precise rituals. Failure will create an improper elixir, requiring a new set of ingredients and preparation from the beginning once more. It is advised that only those hermits absolutely sure of their ability pursue this task. The steps are as follows:
  • First, the hermit must create the elixir at the right time. This should be done at either dawn or dusk, on either the fifth day of the fifth month or the seventh day of the seventh month.
  • Second, the hermit must kindle the fire properly. To do this, he must perform a ritual beside it. Take five pints of good quality white liquor, three pounds of dried ox meat, the same amount of dried mutton, two pints of yellow millet and rice, three pints of large dates, one peck of pears, thirty cooked chicken's eggs, and three carp, each weighing three pounds. Place them on three stands, and on each stand burn incense in two cups. Utter the following invocation: “This petty man/woman, (name of the hermit), verily and entirely devotes his/her thoughts to the Great Essence, the Great Breath, and the Great Spirit. Alas, this petty man/woman, (name of the hermit), covets the Medicines of Life! Lead him/her so that the Medicines will not volatilize and be lost, but rather be fixed by fire! Let the Medicines be good and efficacious, let the transmutations take place without hesitation, and let the Yellow and the White be entirely fixed! When he/she ingests the Medicines, let him/her fly as an immortal, live an unending life, and become an accomplished man/woman!”
  • Third, the hermit must consecrate the elixir. To do this, he must transmute 100 pounds of gold. This gold must be gold that the hermit himself has transmuted, and may not be acquired by any other means. The hermit must then offer it as so: 20 pounds to Heaven; 5 pounds to the Sun and Moon; 8 pounds to the Stars; 5 pounds to the spirit of the well; 5 pounds to the spirit of the stove; 12 pounds to the river; 5 pounds to the spirit of the soil; 5 pounds to the spirits of the doors; and lastly, 12 pounds must be placed in a sack, and left in the center of a bustling city without once looking back at it.
  • Fourth, the making of the elixir itself. To do this, the hermit must follow the following procedure: Take ten pounds of quicksilver and twenty pounds of lead. Place them in an iron vessel, making the fire underneath intense. The lead and the quicksilver will breathe out their essence, which will be purple or gold in color. Gather and collect it with an iron spoon. Place this medicine in a bamboo cylinder, steam it one hundred times, and sublimate it with aqueous solutions of gold and cinnabar. Doing this perfectly requires a DC 40 Craft (Alchemy) check.
  • Finally, the ingestion of the elixir. Before ingestion, the hermit must fast for one week, consuming neither food nor drink. At dawn on the 8th day, kneel to the east. Ingest the medicine in the form of small bits.

Having completed these rituals, the hermit will ascend and become a heavenly immortal. The hermit becomes incorporeal (using his Wisdom modifier in place of his Charisma for the purposes of the associated Deflection bonus to AC) and invisible, losing their physical form. However, they may choose to project the image of their former appearance if they so wish, and may still choose to interact with objects in the world normally.

Furthermore, the hermit may move to their xianjie at any time as a full-round action, and if the hermit ever dies, they may choose to return from the dead 1d4 days later with no penalty, either in the place they perished or within their xianjie.

This ability replaces the geomancer's Geostep and Earthen Ascension abilities.
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