Hermit

In an isolated place—like a cave, remote oasis, or secluded mansion—you lived a life of solitude. Adventuring might represent your first foray out among other people in some time.

This might be a welcome reprieve from solitude or an unwanted change, but in either case, you’re likely still rough around the edges.

Choose two ability boosts. One must be to Constitution or Intelligence , and one is a free ability boost.

You’re trained in the Nature or Occultism skill, plus a Lore skill related to the terrain you lived in as a hermit (such as Cave Lore or Desert Lore).

You gain the Dubious Knowledge skill feat.

Section 15: Copyright Notice
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.