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In an isolated placelike a cave, remote oasis, or secluded mansionyou 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 gain 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.

Source: Pathfinder Core Rulebook (Second Edition)