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View Full Version : [D&D3.5e/PF Classes] The Hermite and other Hermetic Pool Classes (PEACH)



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2014-01-31, 10:36 PM
The Hermite
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FluffHermites practice a discipline considered disgusting and decrepit. Even though as a whole they may not be evil, the vast majority are reclusive, ill mannered and vengeful at best. A hermite is a manipulator of death - not life, not a practitioner of necromancy, simply a student of the process of slaughter and practitioner of drawing negative energy from the moment of death.

They blend alchemical science and magic but particularly Hermites are specialists of 'the moment of death', the exact point when a creatures life force ceases to grip the material plane. They are capable of harnessing this shift in energy to create strange forbidden and forgotten magic’s, enhancing their allies and harming their foes - even emulating spellcasters.

Adventures: Hermites are equally comfortable adventuring in the wilderness, and in urban environments. They have a special aptitude for misdirection, manipulation, literature and lore, as well as surviving in the natural world and make excellent informants as well as healers - thus are often in demand by those who can stomach their unsavoury nature. A hermite turns adventurer for a singular purpose - to experience life and the resulting inevitable death. In other words Hermites often choose a life adventuring because of the adventurers typical penchant for dealing death, not to mention the opportunity to experiment with different means of doing so.

Characteristics: Hermites tend toward being socially reticent, sometimes because of scholarly ambitions that leaves them little time to practice being pleasant and sometimes because they simply are not capable of social niceties. Their art may reek of evil or rather, evil by social acceptances, but a few Hermites are actually good natured and misunderstood individuals. Those that don't pursue death arts for a love of death might pursue it because of childhood trauma or upheaval, sparking a life-long obsession. The most however, if not outright evil, at least regularly dance with the prospect of evil.

Alignment: Hermites tend toward evil and neutrality (on the law and chaos axis). Their death practices are difficult to reconcile with a righteous morality system, but their studious devotion to the practice limits the time they can devote to holding up a code or law system, or opposing such things. Such concerns are often seen as petty and unimportant by most hermites. Not all hermites are evil, despite their practices, but none are good. It is next to impossible to manipulate dead spirits with a pure heart.

Background: Hermites originate from two camps of widely differing origins, those born and brought up in a hermetic order and those who sought out membership in a hermetic order. Either way hermites usually begin their training at a younger age, rarely beginning study after adulthood. The former vary drastically in outlook, some are distraught by and abhor the powers that they wield, that their families and brethren wield - seeking to either ignore or suppress their abilities, or to only use them in service to a greater good. Others are deeply respectful of the wide breadth of tradition, strong familial connection and enigmatic culture. These are the kind who tend to value the death arts above all else, the most staunchly and fervently fanatical. The latter hermetic origin, of those who sought out an order to train under, is the most tragic of all. Typically an individual only develops a fascination with death and the occult arts surrounding it in one of three ways, an emotionally compromised upbringing, a tragic event or a malevolent inclination. Compounding this are the battery of stringent tests and requirements that a hermetic order typically pushes upon prospective initiates. Those that seek out the hermetic orders of death are amongst the most unhinged of individuals.

Religion: Although they may not pay much respect to them, or venerate them in traditional ways, a hermite is as likely as anyone else to take up religious worship. Some scorn religious worship as futility, having seen first-hand the frailty of life. Others see religious worship as necessity, for the exact same reasons. Hermites typically worship deities that have dominion over death and the afterlife - but rarely do they venerate deities of undeath, as the undead are to be scorned as creatures locked and prevented from completing their journey toward true death. The one true master that all hermites share however, is the ever present shade of death. Some even go as far as personifying it as an entity or governing deity, assigning it mannerisms, beliefs and committing acts of worship and sacrifice in it's name, as they feel appropriate.

Races: Any race can be a member of a hermetic order, but the calling is especially present in humans, halflings and dwarves, three races who have prevalent tendencies toward veneration and celebration of the dead. Dwarves are the only exception to the typical rule that; the longer lived a race, the less likely it is for members to become hermites. Elves, as an example, tend not to think as much on death as shorter-lived races and are unlikely to dedicate portions of their lives to it's study. The only universal exception to this rule however, is that any race that reaches a venerable age might suddenly develop an interest in death.

Other Classes: Hermites feel most at ease with druids and rangers of a neutral or evil alignment, sharing beliefs in inevitability, stewardship and tradition. Druids/rangers of a good alignment are less likely to travel alongside hermites due to the stigma involved in the dark practices of the latter. Many people often associate hermites with necromancers, due to the obvious parallels of death-based magic, but the two classes frequently find themselves at odds not the least due to a hermite's aversion to undead creatures.

Multiclassing: Hermites do not typically multiclass without special training, their death arts require too much depth and devotion to juggle with other training excluding the few unique and capable individuals who devote their time to a dual mastery or more. Hermites suffer no penalties for multiclassing but, as with many other classes, no longer progress their class features. Some specially trained hermites (with specific feats) can progress their art whilst training as a barbarian, monk, bard, wizard or sorcerer. Prestigious and unique hermetic orders exist too, such as the grimfledged who specialise in assassination, the haruspex who divine the future from the entrails of dead animals or the congruent - a loosely organised group of individuals who excel at connecting others.

Role: A hermite can be a dangerous foe since they are skilled, practice magic and warfare in equal abandon, are difficult to detect by appearance alone (a typical hermite could appear as an armoured mercenary, a simple pilgrim, or anything in between) - and in combat they are unstoppable once fuelled by death. A hermite is by nature adaptable and is possessed of the ability to freely divert their energies and abilities as required - one moment a hermite is a protector or healer of allies, the next a crippler of foes or engine of melee destruction.

Combat: In combat a hermite typically weakens foes and enhances their allies, waiting for a perfect moment to strike so that they might refresh their pool of hermetic energy and contribute more to the battle. Their manipulation of darker forces allows them access to the spell effects of many different classes, stacking curse upon curse to cripple their enemies. Hermites must co-ordinate with their companions so that they can deal killing blows to maximise their abilities. Without being close to death a hermite is particularly limited in what capabilities they might bring to bear in any confrontation, but with an ample supply of enemies to be slain they become nigh unstoppable.


GAME RULE INFORMATION
Abilities: A hermites most important ability score is their wisdom modifier, as it governs their hermetic pool, spells known, saving DC of their curses, malefactions and other abilities. Additionally a hermite relies on their constitution modifier to supplement their low hit dice, as a higher level hermite can use it to power their hermetic pool. Strength and dexterity deserve a mention as the ability scores that can govern accuracy - swift decisive strikes are very important for a hermite.

Hit Die: d6
Alignment: Any, although most are non-good
Starting Age: Complex (as Druid)
Starting Gold: 2d4 x 10 gp (as Druid)

Class Skills: Concentration, Craft, Decipher Script, Disguise, Forgery, Gather Information, Intimidate, Knowledge(Arcana), Knowledge(Geography), Knowledge(History), Knowledge(Nature), Knowledge(The Planes), Heal, Profession, Sense Motive, Speak Language, Spellcraft, Survival, Use Magic Device

Skill Points at 1st level: (6+INT)*4
Skill Points at Each Additional Level: 6+INT

{TABLE ENTRY GOES HERE]
Older table here for reference (temporary)

{table=head]Level | Base Attack Bonus | Fort | Ref | Will | Pool Bonus | Special
1st| +0 | +0 | +0 | +2 |
n/a | Essence Bleed, Alchemical Focus, Spell Tricks
2nd| +1 | +0 | +0 | +3 |
1 | Cursecasting, Hermetic Pool, Hermetic Taboo
3rd| +2 | +1 | +1 | +3 |
1 | Last Testimony, Alchemical Familiarity (+1)
4th| +3 | +1 | +1 | +4 |
2 | Hermetic Taboo
5th| +3 | +1 | +1 | +4 |
2 | Malefaction
6th| +4 | +2 | +2 | +5 |
2 | Hermetic Taboo, Alchemical Familiarity (+2)
7th| +5 | +2 | +2 | +5 |
2 | Deathblessing, Malefaction
8th| +6/+1 | +2 | +2 | +6 |
3 | Blood Pact, Hermetic Taboo
9th| +6/+1 | +3 | +3 | +6 |
3 | Malefaction, Alchemical Familiarity (+3)
10th| +7/+2 | +3 | +3 | +7 |
3 | Greater Cursecasting, Hermetic Taboo
11th| +8/+3 | +3 | +3 | +7 |
3 | Malefaction
12th| +9/+4 | +4 | +4 | +8 |
4 | Hermetic Taboo, Alchemical Familiarity (+4)
13th| +9/+4 | +4 | +4 | +8 |
4 | Residual Blood Pact, Malefaction
14th| +10/+5 | +4 | +4 | +9 |
4 | Hermetic Taboo
15th| +11/+6/+1 | +5 | +5 | +9 |
4 | Alchemical Immunity, Malefaction
16th| +12/+7/+2 | +5 | +5 | +10 |
5 | Alchemical Manifestation, Hermetic Taboo
17th| +12/+7/+2 | +5 | +5 | +10 |
5 | Essence Drain, Malefaction
18th| +13/+8/+3 | +6 | +6 | +11 |
5 | Hermetic Taboo
19th| +14/+9/+4 | +6 | +6 | +11 |
5 | Endless, Malefaction
20th| +15/+10/+5 | +6 | +6 | +12 |
6 | True Deathblessed, Hermetic Taboo [/table]

Spells Known:
{table=head]Level | 1st | 2nd | 3rd | 4th | 5th | 6th
1st | - | - | - | - | - | - |
2nd | 0* | - | - | - | - | - |
3rd | 1 | - | - | - | - | - |
4th | 2 | 0* | - | - | - | - |
5th | 2 | 1 | - | - | - | - |
6th | 3 | 2 | - | - | - | - |
7th | 3 | 2 | 0* | - | - | - |
8th | 3 | 3 | 1 | - | - | - |
9th | 4 | 3 | 2 | - | - | - |
10th | 4 | 3 | 2 | 0* | - | - |
11th | 4 | 4 | 3 | 1 | - | - |
12th | 4 | 4 | 3 | 2 | - | - |
13th | 4 | 4 | 3 | 2 | 0* | - |
14th | 4 | 4 | 4 | 3 | 1 | - |
15th | 4 | 4 | 4 | 3 | 2 | - |
16th | 4 | 4 | 4 | 3 | 2 | 0* |
17th | 4 | 4 | 4 | 4 | 3 | 1 |
18th | 4 | 4 | 4 | 4 | 3 | 2 |
19th | 4 | 4 | 4 | 4 | 4 | 3 |
20th | 4 | 4 | 4 | 4 | 4 | 4 |[/table]

*If the hermite has a high enough wisdom score they may have bonus spells of this level.

Weapon and Armour Proficiencies: Hermites are proficient with light armour, shields (excluding tower shields) and simple weapons.

Bonus Languages: Normally none, although certain evil druid clans that house and consort with hermites may share the druidic language in exceptional circumstances.

Spells: A hermite can cast divine spells drawn from their own unique spell list which comprises both arcane and divine spells. They can cast any spell they know spontaneously, without preparing it ahead of time. To learn or cast a spell a hermite must have a wisdom score equal to at least 10 + the spell level. The difficulty class for a saving throw against a hermite's spell is 10 + the spell level + the hermite's wisdom modifier.

A hermites selection of spells is limited. They begin play knowing three cantrips (0th level spells) and slowly gain spells of a higher spell level each new hermite level, as indicated on the 'spells known' table above. Unlike a sorcerer or other spontaneous caster, the number of spells a hermite knows is affected by their wisdom score, a higher wisdom score (even a temporary increase) granting additional known spells. If a hermite's wisdom score ever decreases to a point that it is less than the wisdom score that granted a bonus spell known they may no longer cast the spell, although they do not lose knowledge of it, until their wisdom score increases to the same point again.

Editor's Note (Clarification)If the hermite gains a temporary increase in wisdom score and chooses a new spell known, the chosen spell is known whenever the hermite's wisdom score grants the bonus spell. The hermite may not change their decision.

E.g. Icarus, the 7th level hermite, has a wisdom score of 19 but equips a periapt of wisdom +1, increasing his wisdom score to 20 and gaining a 1st level bonus spell known. Icarus chooses mark of the damned as his new 1st level bonus spell known. Icarus already knows incite, black karma curse and scare as 1st level spells, plus he learned colour spray as his first bonus 1st level spell known, for having a wisdom score of 12 or greater. If Icarus later unequips his periapt of wisdom, and his wisdom score decreases to 19 , he loses his most recently gained bonus 1st level spell which in this case is mark of the damned, not colour spray as it was gained earlier, nor any of his other 1st level spells as he gained those for increasing his hermite level. If Icarus advances to 8th level and chooses to increase his wisdom score to 20 by virtue of the 8th level ability score increase then he learns mark of the damned automatically as a bonus spell known, he may not change his previous choice.

Upon reaching 4th level, and at every even-numbered hermite level after that (6th, 8th, and so on), a hermite can choose to learn a new spell in place of one they already know. In effect the hermite "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level hermite spell the hermite can cast. A hermite may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Editor's Note (Clarification)If the hermite swaps out a spell granted by a bonus slot the new spell still counts as granted by the same bonus spell known for the purpose of spells restricted by an inhibited wisdom score. The hermite may not swap out spells that they cannot currently cast due to a decreased wisdom score.

Hermite's cast spells by manifesting the magical energies of spells previously cast, 'dead' spells, expending points from their hermetic pool to do so. Hermite's do not utilise spell slots and therefore do not have spells per day. In order to cast a spell a hermite must expend a number of points from their hermetic pool equal to the level of the spell to be cast. Special rules apply to spells cast by a hermite (see the 'cursecasting' ability).

Essence Bleed (Su): A hermite is fascinated with death - empowered by it even. Whenever a hermite is responsible for slaying an enemy creature they gain temporary hit points and restore their hermetic pool, if they have one. The temporary hit points gained are equal to half the hermite's class level, but the hermite may not gain temporary hit points beyond half their class level through this ability. Any temporary hit points gained in excess of this (from this ability only, the hermite may still gain temporary hit points in other ways) are lost.

If the hermite has a hermetic pool they regain a number of points equal to two thirds their hermetic pool bonus. If the slain creature was of the construct, ooze, outsider, plant, undead or vermin type then the hermite instead regains a number of points equal to one half their hermetic pool bonus but the creature grants no temporary hit points. The hermite may not exceed their hermetic pool maximum as a result of this restoration.

If the hermite was fatigued or exhausted they may choose to remove the fatigue condition, or become fatigued rather than exhausted, instead of gaining the benefit of temporary hit points. The hermite may not opt to do so if they would not gain any temporary hit points from the slain creature.

Editor's Note (Clarification)E.g. Regardless of whether a hermite or not chooses to forego the restoration of their hermetic pool after slaying an enemy creature, they may not later use the same creature's body to restore their hermetic pool through meditation.
Alchemical Focus (Ex): A hermite has special understanding of how to treat alchemical substances. Any thrown splash weapon that deals energy damage (fire, cold, acid, electricity or sonic) deals additional damage equal to the hermite's wisdom modifier and the hermite gains a +1 bonus to attack when making an attack with a thrown splash weapon. Additionally a hermite may apply an alchemical substance to a weapon as a standard action (that provokes an attack of opportunity). Any alchemical substance applied in this fashion afflicts the next creature hit with the weapon as if they had been directly struck by the splash weapon.

Spell Tricks (Sp): A hermite can cast a number of cantrips (see 'hermite spell list') without expending any energy from their hermetic reserves. A hermite of 1st level chooses three cantrips and may cast them up to a number of times per day equal to their wisdom modifier + 3. Hermite cantrips may not be swapped out when gaining hermite levels.

Cursecasting (Sp): Hermetic magic is twisted and unnatural. A spell 'cast' by a hermite is not truly cast through or by the hermite, it is instead a manifestation of a spell previously cast at some point in the past, likely by a long dead spellcaster although these echoes are no less potent than true spells. Hermites spells are referred to as 'curses'.

Spells cast by a hermite are altered, aspects are changed from the parameters of the original spells. All spells cast by a hermite have a range of 'close' (25 feet, improving by 5 feet for every 2 caster levels) and only affect a single target/creature. Their spells can be additionally augmented through use of hermetic taboos, increasing range, affected targets, area of effect and duration. Additionally any spell cast by a hermite may be dispelled by another spellcaster casting the spell 'remove curse' and succeeding on an opposed caster level check against the hermite. The target of any spell that previously affected an area is considered to always be within the centre of the effect for the purposes of effects based on positioning.

Hermetic Pool (Ex): A hermite draws magical power from the life essence of slain foes, capturing the moment of death. To outsiders it often isn't clear whether their ability is manifest from a manipulation of life energy, or an inner ability powered by killing. A hermite has a number of points in a 'hermetic pool' that they use to power their class abilities. The hermite's hermetic pool is equal to their pool bonus (beginning with one point at 2nd level but increasing as the hermite gains levels - see the hermetic pool bonus column of the class table) plus their wisdom modifier.

A hermite may restore their hermetic pool at any time by communing with dead spirits whilst at rest, so long as they manage a minimum of eight hours communal (although this period does not need to be consecutive). As a side effect of this communal is that by listening to the whispers of the dead the hermite may gain the benefit of an augury spell, cast at their hermite caster level, at the conclusion of their communal.

As long as the hermite has at least one point in their hermetic pool they may make a will save (DC20) to avoid becoming fatigued or exhausted when an effect calls for it. if the hermite fails this check they are fatigued or exhausted as normal but otherwise they avoid the effect.

Normally a hermite restores their hermetic pool through the slaying of creatures but, if anything else other than the hermite dealt the killing blow, then the hermite may instead refresh their entire Hermetic Pool (but not gain temporary hit points) by touching the body of a dead creature (of any type) and meditating for a full minute. A body does not have be 'complete' to be considered the body of a deceased creature (e.g. it may be missing a head or limbs), but it must comprise at least 50% of the original creatures weight or size, a single ear will not do.

The hermite may choose to forgo any restoration of the hermetic pool that they gain if they wish, but they may only gain benefits from a slain creature once even if they choose to forgo the restoration. A hermite may not attempt to restore their hermetic pool points from the creature's death in more than one way.

A hermite may restore their hermetic pool in a number of ways, as follows;
By being responsible for the attack that brings a creature to 0 hit points or less
Meditating for one full minute whilst touching the corpse of a slain creature
Communing with dead spirits for eight hours
Witnessing the death of a creature slain by another*
Sacrificing their own constitution score*
Taking serious hit point damage*

*These methods require higher level hermite abilities, 'last testimony', 'blood pact' and 'residual blood pact' respectively.

Editor's Note (Design)Originally this class did not add their wisdom modifier to their hermetic pool but, after concerns the class would frequently be unable to contribute, I slightly lowered the hermetic pool bonus (previously referred to as a 'hermetic pool maximum value') and added the wisdom modifier as an additional bonus, the two determining the new hermetic pool maximum. I'd love more feedback on whether this feels imbalanced or not prior to playtesting.

Hermetic Taboo (Su and Sp): Hermite's may harness the essence of slain creatures to produce beneficial effects for themselves and their allies. As they increase in level the hermite gains additional methods of harnessing this energy, choosing a new 'taboo' at 2nd level and every 2nd level afterwards (4th, 6th, 8th, etc.).

A hermetic taboo is a protection or augmentation that the hermite improves by expending points from their hermetic pool. Hermetic taboos are wards and blessings gleaned from the memories, skills and abilities of dead spirits and the hermetic pool points that represent them. Some taboos require the hermite to first reach a certain class level before they may choose it. Every taboo has a constant effect and an enhanced effect. The former is an always-on supernatural ability that provides a small benefit to the hermite themselves. The latter is an activateable ability that provides a more potent benefit to the hermite, and their allies as long as the hermite has expended at least one point from their hermetic pool to activate it and the ally is within line of effect. Expending points from a hermetic pool to activate or augment an enhanced taboo effect is a free action, and is only limited by the remaining number of points in the hermite's hermetic pool. Unless otherwise noted in the description an enhanced taboo effect has a radius of 20 feet and the hermite may continually augment it, expending more points as they restore their hermetic pool, until they have augmented it with a number of hermetic pool points equal to half their class level. Any additional points from a hermetic pool spent augmenting an enhanced taboo effect have no effect and are wasted.

Hermite's thrive when in dangerous situations, and the enhanced taboo effects are constant (their durations are paused) when in an encounter or an otherwise hostile situation in which the hermite is threatened by any number of creatures. Otherwise, for the purpose the enhanced taboo effects activated outside of encounter or their longevity after the conclusion of an encounter, an enhanced taboo effect lasts one round per hermite class level. Adding additional points to an enhanced taboo effect refresh the duration but do not stack the duration, hence when an enhanced taboo effect concludes all benefits from the enhanced taboo effect end, not just the oldest effects. All taboo effects, constant or enhanced, cease to function whilst the hermite is unconscious, dying or otherwise incapacitated and the hermite may end an enhanced taboo effect willingly as a free action.

Last Testimony (Ex): Death is gruesome and difficult to forget, even the hardiest of warriors still possess the capacity to be taken aback. At 3rd level a hermite causing or witnessing the death of a creature will always regain a single point of their hermetic pool, regardless of the type of creature or the hermite's participation in it's slaying. In order to gain this benefit the hermite must at least be able to see and have line of sight toward the creature.

Editor's Note (Clarification)If the hermite uses their last testimony ability to restore their hermetic pool they may not use the body of the slain creature to meditate and restore their full hermetic pool. As with other forms of hermetic pool recovery the hermite may willingly forego this recovery, except unlike with the essence bleed ability the hermite may still use the body of the creature to recover their hermetic pool through meditation as long as they themselves weren't responsible for the kill.

Alchemical Familiarity (Ex): In addition to the darker arts and their normal alchemical practices, hermites often dabble in poison craft. They tend toward a limited but specialist knowledge when it comes to applied poisons and alchemy, choosing particular substances and learning everything they possible can about them.

A hermite of 3rd level may choose any poison (ingestion, inhalation or contact-based) or alchemical splash weapon (e.g. alchemist's fire) to specialise in. They gain immunity to the chosen poison or splash weapon, may apply it to a weapon as a swift action instead of a standard action and once applied the chosen substance will last for two successful attacks rather than one.

Regardless of the hermite's choice they gain a +1 insight bonus to all saving throws against poisons and a +1 dodge AC bonus against all alchemical splash weapons. At 6th, 9th and 12th level the hermite may choose an additional poison or alchemical splash weapon to apply this ability to, and the general bonuses against poisons/splash weapons improve by +1.

Malefaction (Su): At 5th level, and every odd level afterwards (e.g. 7th, 9th, 11th etc.), the hermite may choose a 'malefaction'. A malefaction is a unique fluctuation of the energy coalesced from the defeat of creatures, unique to the hermite who created it. Every malefaction the hermite chooses applies to a single taboo, but most malefactions may be chosen multiple times as long as they apply to different hermetic taboos each time. Not every malefaction is applicable to every taboo, as listed in it's entry.

Deathblessing (Ex): Few hermites worship death as if it was an actual deity but most agree that it is a force worthy of respect and understanding. As a result many hermites dislike forms of death that they deem 'unnatural' such as undeath and magical disease. Through a special pact or ritual known only to members of hermetic orders a hermite may render themselves protected against such things. A hermite of 7th level is immune to all diseases, whether non-magical or magical, and gains +2 on saves against death effects and negative energy.

Blood Pact (Sp): Sometimes a hermite finds themselves without time to spare communing, nor death to witness or experience. In those such situations desperate hermites have been known to let their own blood and use their own anguish as fuel for their magic. As a standard action a Hermite of 8th level may take a sharpened knife and cut their own skin whilst muttering secret hermite words of power; doing so creates a wound that doesn't heal normally yet sharpens the hermite's energy and resolve. The hermite suffers 1 stacking point of bleeding damage (either staunched by magical healing or a DC15 + points of bleeding damage heal check) and 1 point of constitution burn (ability burn; see psionic conditions), but they restore their hermetic pool by a single point.

Greater Cursecasting (Ex): Powerful hermites understand a simple truth - their magic isn't true magic, everything they cast is tinged with necromantic energy, all their spells are comprised of 'dead' magical energy and distinctly different to normal spells. At 10th level a hermite's spells may no longer be dispelled, they are always considered true curses and may only be removed by another spellcaster casting remove curse and succeeding on an opposed caster level check. Additionally a hermite may convert any cast spell in to a spell of the necromancy school by expending an extra point from their hermetic pool at the time of casting.

Residual Blood Pact (Sp): By practice, and repeated application, a hermite may find themselves possessed of a constant bloodpact-like effect that activates whenever the hermite receives excessive damage. Any time the hermite receives 25 or more hit point damage their hermetic pool is restored by a number of points equal to the damage taken divided by 25 (rounded down). This ability may not increase your hermetic pool beyond it's normal maximum value.

Alchemical Immunity (Ex): A 15th level hermite is a master of poisons and alchemical material. They gain immunity to all poisons, magical and non-magical, and alchemical splash weapons.

Alchemical Manifestation (Sp): Hermite's use many poisons and alchemical substances as part of warfare - they breed a familiarity so strong that they can create certain substances through magical willpower alone. A hermite of 16th level is capable of recreating any ingestible or contact poison or any alchemical substance from nothing. The cost of the process is determined by the amount created. To create a normal sized quantity requires the hermite touch a container of suitable size (compared to normal instances of the substance), expend one point from their hermetic pool and sacrifice special hermite materials equivalent to half the normal material cost. To create enough to coat a weapon, if a contact poison or alchemical splash weapon, for one (regardless of your alchemical familiarity ability) attack requires the hermite touch the weapon but requires no expenditure of material nor points from the hermetic pool. This is a conjuration(creation) effect.

Essence Drain (Su): Extremely powerful hermites no longer thrive on the moment of death - they absolutely revel in it. To a powerful hermite death is an addictive drug and they grow despondent without it's presence. At 17th level the hermite is completely attuned to the nature of death and the fleeting essence of dying creatures. A hermite's hermetic pool is restored by their hemertic pool bonus, if the hermite is responsible for the killing blow. A creature of the construct, ooze, outsider, plant, undead or vermin type now restores the hermite's hermetic pool by two-thirds instead of one-half. Additionally instead of half their class level, they gain temporary hit points equal to their class level (although this may not bring their temporary hit points to higher than their class level). All these effects also apply if an ally is responsible for the death blow of a creature (rather than the hermite), so long as the creature is within 30 feet of the hermite upon it's death.

Endless (Ex): A hermite of 19th level no longer accrues penalties for ageing, only bonuses, although any penalties they have already gained still apply and they cannot be magically aged. Additionally, when the hermite reaches their maximum age, they may add half their lifespan + 1d10 to determine their 'true' maximum age thanks to the hermetic understanding of death. Once the hermite reaches this true maximum age they die of old age as normal however.

True Deathblessed (Ex): At 20th level a hermite is so knowledgeable about death, it's magic and the surrounding moments, that they become capable of ignoring and avoiding many ill effects. The hermite becomes completely immune to negative levels and instant death effects, whether non-magical or magical. They automatically become stable upon reaching negative hit points, and may choose to act as if disabled rather than dying (as per the 'diehard' feat). Additionally the hermite no longer dies upon reaching -10 hit points, instead having to reach negative hit points equal to half their maximum hit points before dying.

Editor's Note (Clarification)E.g. a Hermite with 150 hit points would have to reach -75 hit points before they die, and would be capable of acting if disabled from the moment they reached 0 hit points until that point.

Hermite Spell List0th/Cantrips: Create Water, Detect Poison, Detect Magic, Know Direction, Launch Item (SC), Light, Read Magic, Slash Tongue (BoVD), Preserve Organ (BoVD), Purify Food and Drink

1st: Buzzing Bee (SC), Black Karma Curse (PHBII), Charm Person, Chill Touch, Colour Spray, Distract (SC), Hideous Laughter, Hypnotism, Incite (SC), Inhibit (SC), Mark of the Damned*, Mark of the Outcast (SC), Phantom Threat (SC), Ray of Clumsiness (SC), Ray of Enfeeblement, Rebuke(SC), Scale Weakening (SC), Scare, Shock and Awe (SC), Stay the Hand (PHBII)

2nd: Blinding Colour Surge (PHBII), Contagion, Curse of Ill Fortune (SC), Curse of Impending Blades (SC), Delusions of Grandeur (SC), Dispel Magic, Fog Cloud, Ghoul Touch, Heartfire (SC), Inevitable Defeat (PHBII), Kelgore's Grave Mist (PHBII), Lash of Darkness*, Phantom Foe (SC), Ray of Sickness (SC), Ray of Stupidity (SC), Ray of Weakness (SC), Silence, Slapping Hand (SC), Touch of Idiocy (PHBII), Vertigo (PHBII), Wave of Grief (SC)

3rd: Backlash (SC), Blinding Spittle (SC), Contagious Fog (SC), Crushing Despair, Curse of Arrow Attraction (PHBII), Decomposition (SC), Disquietude (SC), Fear, Halt (PHBII), Hesitate (PHBII), Mesmerising Glare (SC), Mind Poison (SC), Miser's Envy (SC), Phantasmal Decoy (SC), Poison, Ray of Dizziness (SC), Ray of Exhaustion, Ray of the Python (PHBII), Vampiric Touch

4th: Bestow Curse, Blood Creepers (PHBII), Charm Monster, Confusion, Crushing Grip (PHBII), Dismissal, Doom Scarabs (PHBII), Hypothermia (SC), Phantasmal Killer, Slashing Dispel (PHBII), Sortilege*, Starvation (SC), Stifle Spell (PHBII), Stinking Cloud, Viscid Glob (SC), Waves of Fatigue, Wingbind (SC)

5th: Baleful Polymorph, Condemnation (PHBII), Curse of Constant Wounds*, Dominate Person, Enervation, Eyebite, Freezing Fog (SC), Incite Riot (PHBII), Langour (SC), Lucent Lance (SC), Mana Flux (PHBII), Mind Fog, Ray of Entropy (SC), Reciprocal Gyre (SC), Rejection (SC), Rusting Grasp, Slay Living, Wrack (SC)

6th: Antimagic Ray (SC), Banishment, Body Harmonic (SC), Dirge (SC), Disintegrate, Drown (SC), Evil Glare (SC), Flesh to Stone, Freeze (SC), Friend to Foe (PHBII), Graymantle (SC), Greater Dispel Magic, Greater Sortilege*, Irresistable Dance, Night's Caress (SC), Overwhelm (PHBII), Swamp Lung (SC), Symphonic Nightmare (SC)

PHBII = Players Handbook II
SC = Spell Compendium
BoVD = Book of Vile Darkness
* = New spell described in a later post
Alternate Class FeaturesNot all hermites are created equal - hermetic orders are many and they vary significantly in their teachings, practices and magical art. Some emphasise anticipating danger, some the importance of a guarded mind and others the nobility of martial combat.

Hermetic Discipline of the Watchful Eye
Hermetic orders that practice the discipline of the watchful eye have an inherent danger sense, simply gleaned from studying so many forms of death that they can recognise patterns leading up to the moment of death.
Lose: All 'Alchemical Familiarity' abilities (at 3rd, 6th, 9th and 12th level), 'Deathblessing' (at 7th level) and 'Alchemical Immunity' (at 15th level).
Gain: Trap Sense +1 at 3rd level, improving by +1 at every 3rd level to a maximum of +6 at 18th level.

Hermetic Discipline of the Staunch Thought
Hermites practising the discipline of staunch thought spend less time focused on the practical application of death and more time on the theoretical. These hermites often gain a significant appreciation for subtler forms of elimination and close themselves off as best they can. This approach can have a negative effect on their ability to manipulate death energy however.
Lose: All 'Alchemical Familiarity' abilities (at 3rd, 6th, 9th and 12th level), 'Deathblessing' (at 7th level), 'Alchemical Immunity' (at 15th level) and 'Essence Drain' (at 18th level).
Gain: +1 to all saves against mind-affecting effects at 3rd level, improving by +1 at every 3rd level until the hermite gains a constant mind blank effect (as per the spell) at 18th level.

Hermetic Discipline of the Vicious Arm
A traditional form of death dealing, most hermites will only celebrate the art of killing with a melee weapon, preferring spells, poisons and alchemy for their own work. Some however, will take up a blade themselves, cutting a swathe through their enemies in place of studying.
Lose: Alchemic Manifestation (at 16th level), the 1st level spell known gained at 3rd level, the 2nd level spell known gained at 5th level, the 3rd level spell known gained at 8th level, the 4th level spell known gained at 11th level, the 5th level spell known gained at 14th level and the 6th level spell known gained at 17th level.
Gain: Increased base attack bonus progression (equal to HD instead of 3/4 HD), martial weapon proficiency at 1st level, weapon focus at 5th level, weapon specialisation at 8th level, greater weapon focus at 14th level, greater weapon specialisation at 17th level
Special: As part of the hermite's 'spell tricks' ability you may only choose two cantrips, instead of three, and you may only use your cantrips a number of times per day equal to your wisdom modifier (minimum one).

Change Log2nd February 2014/ Original version posted to GiTP, includes two prestige classes and a number of customised feats.
23rd February 2014/ Began long planned rewrite of full post, have been wanting to do so because I feared the class significantly underpowered and borderline useless, and the requests to PEACH the post largely ignored because of the bad formatting. Noticed spell list hadn't been posted. Still needs real playtesting.
24th February 2014/ Finished formatting and content rewrite of hermite class. Changed taboo class ability to be a choice, rather than automatically assigned hermetic taboos. Added a large number of taboos and malefactions, significantly expending class options. Added spells from the players handbook II and spell compendium, rewriting the spell list to contain a majority negative effect and condition applying spells, with a tiny smattering of damage dealing spells thrown in.
25th February 2014/ Finished applying formatting and content edits to the grimfledged prestige class. Tidied the hermetic homebrew feats and got rid of a bunch of stupid/superfluous ones. Created a handful of custom spells.
26th February 2014/[I] Completed rewrite/formatting edits of the haruspex prestige class. Corrected some confusing hermite/haruspex information regarding bonus spells known. Planned additional prestige class - an abjuration/taboo based buffer class with a hermetic metaconcert ability.

Newwby
2014-02-01, 03:23 PM
Choices of TabooTaboo of Barrier
Constant Effect: A hermite with this taboo gains a bonus to deflection AC equal to their hermetic pool bonus.
Enhanced Effect: Each point spent from the hermite's hermetic pool grants the hermite and all allies within the radius of effect resistance 3 against all forms of energy damage (acid, cold, electricity, fire or sonic).

Taboo of Fleet Footedness
Constant Effect: The hermite does not lose their dexterity bonus, even when flat-footed.
Enhanced Effect: For every point spent from the hermetic pool this taboo grants the hermite and their allies a 5 feet movement speed increase, affecting all forms of movement.

Taboo of Limited Foresight
Constant Effect: A hermite with this taboo may always act during a surprise round.
Enhanced Effect: For every hermetic pool point spent, the hermite and all allies within the radius of the taboo gain a +1 insight bonus to attack.

Taboo of Magic Precision
Constant Effect: The hermite's curses may affect creatures at up to medium range (100 feet + 10 feet/level).
Enhanced Effect: This taboo can enhance the range at which the hermite may cast their spells, or 'curses' whilst it is active. By expending two points the hermite's curses change to long range (400 feet + 40 feet/level). For one point the hermite's curses may affect an additional target, up to one per point expended, although the curses cast at these targets do not create radius bursts if the hermite utilises the taboo of spell bursts and the targets must all be within 30 feet of each other.
Special: This taboo only affects the hermite themselves. This taboo only affects the hermite, specifically spells cast by the hermite.

Editor's Note (Clarification)With all taboos that affect hermetic spellcasting/curses the taboo must be activated before the spell is cast for the spell to gain the benefit of the enhanced effect. All spells cast whilst the taboo is active are affected by the enhanced effect.

Taboo of Metamagic
Constant Effect: A hermite with this taboo may choose and gain one metamagic feat that they qualify for, immediately upon taking this taboo.
Enhanced Effect: The hermite may expend additional points from their hermetic pool to apply metamagic feats to their hermetic 'curses'. The hermite must expend a number of points equal to the adjusted spell level of the spell, although they may not expend more points than the highest spell level they may cast.
Special: This taboo only affects the hermite, specifically spells cast by the hermite.

Editor's Note (Clarification)E.g. if the hermite can cast up to 5th level spells they may only spend up to five hermetic pool points on a spell, they may not apply metamagic that would increase the hermetic pool point cost beyond that. This taboo need not be activated before the hermite casts a hermetic spell/curse, it is activated as part of casting the spell/curse.

Taboo of Protection
Constant Effect: A hermite with this taboo gains a bonus to natural AC equal to their hermetic pool bonus.
Enhanced Effect: For every point from their hermetic pool expended the taboo of protection provides a +1 dodge AC bonus to the hermite and all allies within the effect radius.

Taboo of Restoration
Constant Effect: This taboo grants the hermite an additional amount of healing equal to their class level whenever they receive the benefit of a healing effect.
Enhanced Effect: For every point spent from the hermite's hermetic pool they heal every ally (but not themselves) within the radius of effect a number of hit points equal to their wisdom modifier multiplied by their hermetic pool bonus.
Special: This taboo's enhanced effect is not a constantly active effect once invested in, it is an activated effect, and it has no effect on the hermite themselves. You may only spend a number of hermetic pool points, equal to the normal maximum you may invest in a taboo, at one time.

Taboo of Skill Capability
Constant Effect: This taboo grants the hermite the chosen skill as a class skill for all classes.
Enhanced Effect: For every hermetic pool point the hermite and all allies within the radius of the taboo gain an insight bonus with the chosen skill equal to their hermetic pool bonus. Regardless of your hermetic pool bonus this taboo still does not allow you to have a taboo bonus greater than half your class level.
Special: You may choose this taboo multiple times but each time it applies to a different skill.

Editor's Note (Clarification)Each instance of this taboo counts as a different taboo entirely for the purpose of determining invested hermetic pool points and the maximum allowance of invested hermetic pool points.
Taboo of Spell Bursts
Constant Effect: The hermite's curses affect all creatures within 10 feet of the target creature.
Enhanced Effect: This taboo can enhance the range at which the hermite's spells (or 'curses') affect creatures. For every point from their hermetic pool spent the range of the hermite's curses increases by an additional 10 feet.
Special: This taboo only affects the hermite themselves. This taboo only affects the hermite, specifically spells cast by the hermite.

Editor's Note (Clarification)With all taboos that affect hermetic spellcasting/curses the taboo must be activated before the spell is cast for the spell to gain the benefit of the enhanced effect. All spells cast whilst the taboo is active are affected by the enhanced effect.

Taboo of Utter Strength
Constant Effect: The hermite gains a profane bonus to damage equal to their hermetic pool bonus.
Enhanced Effect: For every point spent from their hermetic pool the hermite (and all allies within the area of effect) may consider their strength score two points higher than it actually is, for the purpose of all bull rush, grapple, trip checks and strength checks.

Taboo of Annihilation
Constant Effect: The hermite may choose, at the moment of death, to disintegrate the body of any creature slain by their melee attack.
Enhanced Effect: For two points spent the hermite, and all allies within radius of the effect, gains +1d6 negative energy damage with their weapon, unarmed or natural weapon attacks.
Special: The hermite must be at least 6th level to choose this taboo.

Taboo of Curse Mastery
Constant Effect: The duration of the hermite's curses changes to caster level/rounds if it was less beforehand.
Enhanced Effect: By expending points from their hermetic pool the hermite may increase the minimum duration of their curses. One point increases the minimum duration to caster level/minutes, two points to caster level/hours and four points to permanent. Any curse with a lengthier duration is unaffected by the change and any curse with an instantaneous effect is unaffected by the change.
Special: The hermite must be at least 6th level to choose this taboo. This taboo only affects the hermite, specifically spells cast by the hermite.

Editor's Note (Clarification)With all taboos that affect hermetic spellcasting/curses the taboo must be activated before the spell is cast for the spell to gain the benefit of the enhanced effect. All spells cast whilst the taboo is active are affected by the enhanced effect.

Editor's Note (DM Discretion)Instantaneous effect not duration. Some instantaneous spells/curses are suitable for extending the duration, it all depends on the type of effect. For example, a spell that inflicts damage could inflict it's damage each round, but consider the hermite's caster level to be half what it otherwise is for the purpose of determining the damage (instantaneous duration spells usually inflict greater damage). Spells that inflict a condition should be considered to inflict the condition for the listed duration if successful, but should not attempt to inflict the condition each and every round. Ultimately the effect of this taboo on instantaneous duration spells is at the discretion of your DM.

Taboo of Empathic Manipulation
Constant Effect: When the hermite uses the aid another ability they may add a bonus equal to their hermetic pool bonus instead of the normal bonus of +2.
Enhanced Effect: The hermite may move hit points between allies within the radius of this taboo. They may choose to move up to 10 hit points per point spent from their hermetic pool, and the hit points must be moved from one willing creature to another willing creature. The hermite may be a willing recipient or donor. This ability has no effect on unwilling creatures.
Special: The hermite must be at least 6th level to choose this taboo. This taboo's enhanced effect is not a constantly active effect once invested in, it is an activated effect. You may only spend a number of hermetic pool points, equal to the normal maximum you may invest in a taboo, at one time.

Taboo of Hardiness
Constant Effect: The hermite gains an additional two points of constitution. This increase in ability score is non-magical and cannot be removed.
Enhanced Effect: For every point the hermite spends from their hermetic pool they, and all allies within the area of effect, gain 1 point of damage reduction. This damage reduction cannot be overcome by any type of attack.
Special: The hermite must be at least 6th level to choose this taboo.

Taboo of Lift
Constant Effect: The hermite gains the effect of a feather fall spell whenever falling from a height that would cause them physical harm.
Enhanced Effect: By expending a point from the hermetic pool the hermite grants themselves and allies within the radius of effect a flight speed of 20 feet and a manoeuvrability of clumsy. For every additional point spent the flight speed granted improves by 10 feet and the manoeuvrability improves by one step, to a maximum of perfect.
Special: The hermite must be at least 6th level to choose this taboo. The radius of this taboo improves by 10 feet per hermetic pool point spent.

Taboo of Potent Sorcery
Constant Effect: The hermite may choose one spell of either first level or second level that they can cast. They may cast this spell at a hermetic pool point cost reduced by the spell's level, up to a number of times equal to 3 - the spell's level.
Enhanced Effect: By spending additional hermetic pool points upon casting a hermetic spell/curse the hermite may increase the DC of a cast spell/curse. The increase in DC is equal to the number of additional hermetic pool points spent.
Special: The hermite must be at least 6th level to choose this taboo. This taboo only affects the hermite, specifically spells cast by the hermite. This taboo's enhanced effect is not a constantly active effect once invested in, it is an activated effect. You may only spend a number of hermetic pool points, equal to the normal maximum you may invest in a taboo, at one time.

Editor's Note (Clarification)With all taboos that affect hermetic spellcasting/curses the taboo must be activated before the spell is cast for the spell to gain the benefit of the enhanced effect. All spells cast whilst the taboo is active are affected by the enhanced effect.

Taboo of Profound Mystery
Constant Effect: The hermite gains an additional skill point per level, as if their intelligence ability score was two points higher than it actually is.
Enhanced Effect: For every two points spent the hermite, and all allies within the radius of effect, gain a 10% miss chance. This miss chance does not stack with the concealment, total concealment or any other form of miss chance, use the higher amount.
Special: The hermite must be at least 6th level to choose this taboo. This taboo only affects the hermite themselves.

Taboo of Fast Healing
Constant Effect: The hermite gains fast healing 1 upon gaining this taboo. The effect of this taboo improves by +1 (to fast healing 2) if the hermite is at least 16th level and again (to fast healing 3) if they are at least 20th level.
Enhanced Effect: For every point spent the hermite may designate one ally to gain the same constant effect that the hermite benefits from.
Special: The hermite must be at least 12th level to choose this taboo. This taboo only affects chosen allies, and only if they are within the radius of the effect.

Taboo of Hermetic Prowess
Constant Effect: You may always attempt a will save (DC20) to resist fatigue or exhaustion, even when your hermetic pool is empty.
Enhanced Effect: Choose two hermetic taboos you know - whenever you expend points from your hermetic pool to augment the enhanced taboo effect of one, consider the linked taboo's enhanced effect augmented by the same amount of points. This taboo does not increase the number of points you may invest in any single taboo, the hermetic pool points count toward the limit of both.
Special: The hermite must be at least 12th level to choose this taboo. You may choose this taboo multiple times and each time you may choose to add one more known taboo to the link.

Taboo of Mirroring
Constant Effect: The hermite gains spell resistance equal to 10 + their hit dice
Enhanced Effect: For every point spent the hermite may designate one ally to gain the same constant effect that the hermite benefits from.
Special: The hermite must be at least 12th level to choose this taboo. This taboo only affects chosen allies, and only if they are within the radius of the effect.

Taboo of Salvation
Constant Effect: On chosen saving throws where the hermite would normally take half damage on a successful save they instead take no damage.
Enhanced Effect: For every point spent the hermite and all affected allies gain a +1 insight bonus to the chosen save.
Special: The hermite must be at least 12th level to choose this taboo. You may choose this taboo multiple times but each time it applies to a different saving throw.


Choices of MalefactionMalefaction of Absorption
Effect: Upon gaining this malefaction you must choose an energy type (acid, cold, electricity, fire or sonic). For every point from your hermetic pool invested in the taboo of barrier you gain 20% immunity to the chosen energy type (e.g. with three points invested you would take only 2/5ths damage from the chosen energy type). This immunity applies before resistance. Any immunity beyond 100% causes you to receive healing equal to a percentage of the damage (equal to the immunity percentage - 100, e.g. 140% immunity grants you 40% of the original damage as hit points). Resistance does not lower the received hit points.
Applicable Taboos: Barrier
Special: You may choose this malefaction up to five times but each time it applies to a different energy type. Points invested in the taboo of barrier only grant immunity against one chosen energy type, not against all, and the hermite must split the points between their chosen energy types as they see fit.

Editor's Note (Clarification)If a hermite chooses the malefaction of absorption three times, for fire, cold and acid respectively, then invests six points in their taboo of barrier, this would grant them a total of 120% of immunity and they may then choose to assign the points to the energy types as they see fit. They could choose to gain 80% immunity to cold and 40% immunity to acid, 40% immunity to all three energy types, 120% immunity to fire and so forth.

Malefaction of Aptitude
Effect: Hermetic pool points invested in the chosen taboo are doubled, e.g. for every point the hermite expends to augment the taboo it instead receives benefit as if the hermite had spent two points. This malefaction does not allow you to invest more points from your hermetic pool than otherwise possible.
Applicable Taboos: Annihilation, Barrier, Curse Mastery, Empathic Manipulation, Fast Healing, Fleet Footedness, Hardiness, Lift, Limited Foresight, Magic Precision, Mirroring, Profound Mystery, Potent Sorcery, Protection, Restoration, Salvation, Skill Capability, Spell Bursts, Utter Strength
Special: You may choose this malefaction multiple times. You may choose the same taboo multiple times. Each time you choose this malefaction for the same taboo the effect increases by one step, e.g. once chosen twice the taboo receives the benefit of three points for every one point invested in the taboo.

Malefaction of Benevolence
Effect: Choose any one condition, e.g. negative levels, ability damage, poison, disease, silence. Whenever the taboo of restoration or the taboo of empathic manipulation are activated (by expending hermetic pool points) all affected allies (but not the hermite themselves) are cured of the condition. This ability does not prevent the condition from reoccurring.
Applicable Taboos: Empathic Manipulation, Restoration
Special: You may choose the malefaction multiple times but each time you must choose a new condition. Progressive iterations of conditions (e.g. shaken, frighten, panic) count as a single condition but similar versions (e.g. ability damage, ability drain) do not.

Malefaction of Bizarre Movement
Effect: Choose one movement type other than flight (e.g. burrow, climb, swim). The taboo of fleet footedness grants the hermite (and all applicable allies) this movement speed at an equal speed to the speed bonus granted by the taboo. The speed bonus additionally applies on top of this movement speed, effectively doubling the speed.
Applicable Taboos: Fleet Footedness
Special: You may choose this malefaction multiple times but each time it applies to a different movement type

Malefaction of Calm
Effect: The chosen taboo considers any stressful or distracting situation (e.g. a storm, a pitched battle around you or a wave-tossed ship) an encounter for the purposes of whether the normal duration of the enhancement taboo effect depletes. Additionally the chosen taboo applies for one hour from the point of activation, instead of the one minute normal duration, or the conclusion of the encounter it was activated within.
Applicable Taboos: Annihilation, Barrier, Curse Mastery, Fast Healing, Fleet Footedness, Hardiness, Lift, Limited Foresight, Magic Precision, Mirroring, Profound Mystery, Protection, Salvation, Skill Capability, Spell Bursts, Utter Strength
Special: You may only choose this malefaction twice per taboo. If chosen a second time the enhancement effect of the chosen taboo only expires at dawn every day, or after eight hours rest.

Malefaction of Dark Magic
Effect: For every point invested in the chosen taboo your spells to inflict one point of magical damage, regardless of whether they are otherwise successful. This damage stacks if you choose this malefaction in the other applicable taboos. Additionally your spells inflict 1d6 magical damage per point spent from the hermetic pool in order to cast them.
Applicable Taboos: Curse Mastery, Magic Precision, Metamagic, Potent Sorcery, Spell Bursts
Special: You may only choose this malefaction once per taboo.

Editor's Note (Clarification)As points invested in the taboo of potent sorcery count only toward the spell cast at the time of investment they count twice - once for having been invested in the taboo and once for being points spent from the hermetic pool on the spell. The same applies for spells/curses affected by the taboo of metamagic but only for additional points expended due to metamagic.

Malefaction of Embodiment
Effect: The chosen taboo constantly provides an enhancement effect as if you had invested a number of points equal to half your hermetic pool bonus (to a minimum of +1), without expending any points from your hermetic pool. This malefaction applies even when the hermite is dying, unconscious or otherwise incapacitated. If your hermetic pool bonus later increases, so does the effect of this malefaction.
Applicable Taboos: Annihilation, Barrier, Curse Mastery, Fleet Footedness, Hardiness, Lift, Limited Foresight, Magic Precision, Mirroring, Profound Mystery, Protection, Salvation, Skill Capability, Spell Bursts, Utter Strength
Special: You may choose this malefaction multiple times, but only three times per taboo. If you choose it a second time for the same taboo it instead grants an enhancement effect bonus as if you had invested a number of points equal to your hermetic pool bonus, if chosen for a third time the point bonus improves to equal twice your hermetic pool bonus. This malefaction still does not allow you to have a taboo bonus greater than half your class level.

Malefaction of Exceptional Perception
Effect: Choose either blindsight or tremorsense. You gain this sense out to 5 feet per point from your hermetic pool invested in the chosen taboo.
Applicable Taboos: Limited Foresight, Profound Mystery, Skill Capability
Special: You may choose this malefaction multiple times, but only twice per taboo. Each time you choose this malefaction for the same taboo you must select a different sense (blindsight or tremorsense).

Malefaction of Further Gifts
Effect: Choose a different skill, saving throw or taboo. The effect additionally applies to this skill/saving throw/taboo as if you had chosen the taboo again and picked this option.
Applicable Taboos: Hermetic Prowess, Salvation, Skill Capability
Special: You may not choose this malefaction more than once per taboo. You may not take this malefaction in the chosen taboo if no other option exists, e.g. if you already have the salvation taboo for all three saving throws or you have already linked all your malefactions with the hermetic prowess taboo.

Malefaction of Martial Supremacy
Effect: Whilst the chosen taboo is active any weapon the hermite wields is treated as if it had the 'keen' property. Additionally the taboo of limited foresight grants an insight bonus to damage equal to the attack bonus it grants through it's enhanced taboo effect, and the taboo of utter strength grants a profane bonus to attack equal to the damage bonus it grants through it's constant taboo effect.
Applicable Taboos: Limited Foresight, Utter Strength
Special: You may choose this malefaction twice but each time it applies to a different taboo.

Editor's Note (Clarification)The bonuses granted to the individual taboo effects only apply if you have taken this malefaction in the chosen taboo, e.g. taking malefaction of martial supremacy (utter strength) does not grant you an insight bonus to damage when you activate the taboo of limited foresight.

Malefaction of Power
Effect: You may increase the maximum number of points you may invest in a taboo by 2, to a new maximum limit of your class level. This malefaction does not grant you any additional or automatic hermetic pool points, you must invest them as normal. If your class level later increases, so does the limitation of this malefaction.
Applicable Taboos: Annihilation, Barrier, Curse Mastery, Empathic Manipulation, Fast Healing, Fleet Footedness, Hardiness, Lift, Limited Foresight, Magic Precision, Mirroring, Potent Sorcery, Profound Mystery, Protection, Restoration, Salvation, Skill Capability, Spell Bursts, Utter Strength
Special: You may only choose this malefaction up to five times per taboo.

Malefaction of Radiation
Effect: The chosen taboo's radius of effect is doubled (e.g. a radius of 20 feet increases to 40 feet).
Applicable Taboos: Annihilation, Barrier, Empathic Manipulation, Fast Healing, Fleet Footedness, Hardiness, Lift, Limited Foresight, Mirroring, Protection, Restoration, Salvation, Skill Capability, Utter Strength
Special: You may choose this malefaction multiple times. You may choose the same taboo multiple times. Any taboo whose range increases as part of it's 'special' entry does not have that range increase doubled - it is a flat increase.

Malefaction of Retribution
Effect: For every point invested from your hermetic pool in the activated taboo you inflict one point of energy damage to a creature damaging you with a melee range attack spell. The energy damage may be acid, cold, electricity, fire or sonic. This damage stacks if you choose this malefaction in the other applicable taboos.
Applicable Taboos: Barrier, Hardiness, Profound Mystery, Protection, Salvation
Special: You may choose this malefaction multiple times but each time it applies to a different taboo. Upon choosing a new taboo with this malefaction you may additionally choose a new energy type, or choose the same energy type to apply to the new taboo as well. Whenever you activate a taboo that has this malefaction, beyond the first, you may choose to change the chosen energy type to the energy type associated with the new taboo.

Malefaction of the Planes
Effect: Choose one energy type (acid, cold, electricity, fire or sonic). Every time you first activate your taboo of annihilation (when you invest the first point from your hermetic pool) you may choose how many energy types you wish to wield (to a maximum of four), and which. Any damage inflicted by attacks affected by the taboo is divided by the number of energy types (rounded down), inflicting an equal amount of damage of every type.
Applicable Taboos: Annihilation
Special: You may choose this malefaction multiple times but each time you must choose a different energy type.

Malefaction of Superior Speed
Effect: You may invest hermetic pool points in the chosen taboo as either an immediate action or free action, even whilst flat-footed (despite not normally being able to take swift actions whilst flat-footed) and even at the beginning of an encounter. If you invest hermetic pool points at the beginning of an encounter, utilising this malefaction, the number of hermetic pool points invested is additionally granted as a luck bonus to initiative. This bonus lasts until the end of the encounter.
Applicable Taboos: Annihilation, Barrier, Curse Mastery, Fast Healing, Fleet Footedness, Hardiness, Lift, Limited Foresight, Magic Precision, Mirroring, Profound Mystery, Protection, Salvation, Skill Capability, Spell Bursts, Utter Strength
Special: You may choose this malefaction multiple times but each time it applies to a different taboo.

Malefaction of Vampirism
Effect: Upon a successful attack whilst the taboo of annihilation is active the struck creature must make a fortitude save or suffer one negative level. The DC of this save is equal to half the hermite's class level + their wisdom modifier. For each negative level the struck creature already has they gain a +2 bonus on the save. Every time the hermite inflicts a negative level on a creature they gain a number of temporary hit points equal to their wisdom modifier and restore their hermetic pool by a single point.
Applicable Taboos: Annihilation
Special: You may choose this malefaction multiple times. Each additional time you take it the DC of this effect increases by +2.