Artifacts, Herm

Herms are magical items used by heralds to store memories and spells.
Occult Lore
Author Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb
Series Lore
Publisher Atlas
Publish date 2002
Only members of the heraldic wanderer prestige class know the secrets involved in creating them. Before beginning the process of creation, the herald must choose the caster level of the herm, up to a maximum of 6. Upon completion, the creator must spend an extra 100 XP per herm level to activate it. If a herm is physically damaged, it is rendered inactive. Heralds can only commune with active herms; see the heraldic wanderer prestige class for more on the powers of herms.
Using the Commune with Herm special ability, a heraldic wanderer touching the pedestal with her bare skin can spend a memory palace use and the associated Concentration check with a DC equal to 15 plus the level of the herm to Deposit Locus, Wander the Herm Palace, Deposit Spell, or Retrieve Spell; see the heraldic wanderer prestige class for more on these. Communion lasts as long a physical contact with the herm is maintained.
Because each herald’s memory palace is unique, when communing with a herm or another object containing a memory palace, a heraldic wanderer can identify the creator of a particular locus by making a Bardic Knowledge or Heraldic Knowledge check with a DC of 15.
Caster Level: 1st 6th; Prerequisites: Craft Wondrous Item, heraldic wanderer prestige class; Market Price: 1000 gp per caster level; Weight: immobile.
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