
HermitBackgroundSource Core Rulebook pg. 62 2.0In 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
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.