Hermit.json 3.8 KB

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  1. {
  2. "ability": [
  3. "Constitution",
  4. "Intelligence"
  5. ],
  6. "breadcrumbs_spa": [],
  7. "category": "background",
  8. "exclude_from_search": false,
  9. "feat": [
  10. "Dubious Knowledge"
  11. ],
  12. "feat_markdown": "[Dubious Knowledge](/Feats.aspx?ID=776)",
  13. "id": "background-21",
  14. "is_general_background": true,
  15. "markdown": "<title level=\"1\" right=\"Background \" pfs=\"Standard\">[Hermit](/Backgrounds.aspx?ID=21)</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 62 <sup>4.0</sup></row>\n\n</column>\r\n\r\nIn 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.\r\n\r\nChoose two ability boosts. One must be to Constitution\r\nor Intelligence, and one is a free ability boost.\r\n\r\nYou're trained in your choice of either the [Nature](/Skills.aspx?ID=10)\r\n or the [Occultism](/Skills.aspx?ID=11) skill, as well as a [Lore](/skills/lore) skill related to the terrain you lived in as a hermit (such as Cave Lore or Desert Lore). You gain the [Dubious Knowledge](/Feats.aspx?ID=776) skill feat.",
  16. "name": "Hermit",
  17. "pfs": "Standard",
  18. "rarity": "common",
  19. "release_date": "2019-08-01",
  20. "resistance": {},
  21. "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 62 <sup>4.0</sup></row>\r\n\r\n**Abilities**\r\nConstitution, Intelligence\r\n\r\n**Skills**\r\n[Nature](/Skills.aspx?ID=10) or [Occultism](/Skills.aspx?ID=11), [Lore](/Skills.aspx?ID=8) related to the terrain you lived in as a hermit (such as Cave Lore or Desert Lore).\r\n\r\n**Feat**\r\n[Dubious Knowledge](/Feats.aspx?ID=776)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIn an isolated place—like a cave, remote oasis, or secluded mansion—you lived a life of solitude. Adventuring might represent your first foray out …\r\n</summary>",
  22. "skill": [
  23. "Nature",
  24. "Occultism",
  25. "Lore related to the terrain you lived in as a hermit (such as Cave Lore or Desert Lore)."
  26. ],
  27. "skill_markdown": "[Nature](/Skills.aspx?ID=10) or [Occultism](/Skills.aspx?ID=11), [Lore](/Skills.aspx?ID=8) related to the terrain you lived in as a hermit (such as Cave Lore or Desert Lore).",
  28. "source": [
  29. "Core Rulebook"
  30. ],
  31. "source_raw": [
  32. "Core Rulebook pg. 62"
  33. ],
  34. "source_category": "Rulebooks",
  35. "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 62 <sup>4.0</sup></row>",
  36. "speed": {},
  37. "summary": "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 …",
  38. "summary_markdown": "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 …",
  39. "text": " Hermit Source Core Rulebook pg. 62 4.0 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 your choice of either the Nature or the Occultism skill, as well as 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.",
  40. "trait_markdown": "",
  41. "type": "Background",
  42. "url": "/Backgrounds.aspx?ID=21",
  43. "weakness": {}
  44. }