Esoteric Hermit

The stone of your cave is one with the stars. Silence and perfection. Now the chaos of a fallen world disturbs your rituals and the caul of night grows blacker than your cavern’s gloom. Irritating!  

Features

Begins with 1d6×10 silver and d4 Omens. HP: Toughness+d4  

Abilities

Wise. Roll 3D6+2 for Presence.   Weak. Roll 3D6−2 for Strength.   Ordinary starting equipment plus one random scroll (sacred or unclean). Roll a D4 on the weapons table and D2 on the armor table.  

Eldritch Origins (d6)

  1. Awakening, adult, in a ritual circle underneath the northern bridge to Grift .
  2. Wandered, memoryless, from the mouth of a cavern at the seaside cliffs whalloped by the Crimson Sea .
  3. Single child survivor of an incident in the Valley of the Unfortunate Undead .
  4. Dying of plague in a Bergen Chrypt hovel, you touched something from outside.
  5. An average individual until you encountered something in a dim glade in Daerwold .
  6. Raised on a lonely island in Lake Onda . No one else has ever heard of this island and you can’t return.
 

You also begin with one of the following (d6)

  1. Master of fate: What use are maps when the substance of causality itself is open to you? You know the right way with a DR8 Presence test.
  2. Book of boiling blood: You may open and read from this book once a day. Your enemy must make a DR12 test to prevent this. If they fail d2 Berserker-slayers (see page 59) appear from the depths of a forgotten dimension of blood. Roll a d6. On a 1–4 these creatures fight alongside you. On a 5–6 they turn on you, attempting to kill you and destroy the book. After the battle they return to their imprisonment.
  3. Speaker of truths: Twice per day use your wisdom, knowledge, advice and inner calm to bring clarity to a creature of your choice. The DR of the next test they undertake is lowered by 4.
  4. Initiate of the invisible college: Once per day you may summon d2 scrolls, whose power can be used only once. Roll a d4, on a 1–2 the scrolls are sacred, on a 3–4, unclean. If the scrolls are not used before sunrise they turn to ash.
  5. Bard of the undying: You learnt your melodies in the Otherworld. The music of your Harp gives +d4 on reaction rolls.
  6. Hawk As weapon: Your crafty almost-intelligent hawk is loyal only to you. Even without shared language, you understand its cries as it keeps watch, scouts and swoops to attack foes. Attacks/defence DR10 (claws/bite D4) HP 8.

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