Anagakok

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Anagakoks are great like wizards for the sheer versatility and provide their own special ability in good fortune and a special school they can specialize in, in order to become apt at surviving harsh elements, very strong for a group without a druid or ranger.

Role: Spell

Characteristics: A tribal wizard with good fortune and a special school of magic

Source: Dragon Magazine #344

Game Rule Information

The Anagakok has the following game statistics.

Abilities: Intelligence for Casting and skills, Constitution for survivability, Dexterity for your armor

Alignment: Any, rarely Lawful

Hit Die: d4

Starting Gold: 5d4

Class Skills

The Anagakok's class skills are Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Scry (Int), Search (Int), Spellcraft (Int), Spot (Wis), Wilderness Lore (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Anagakok.

Weapon and Armor Proficiency: A Anagakok is proficient with all simple weapons, no armor

Spellbooks: Just like a wizard, an anagakok must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all anagakoks can prepare from memory. An anagakok's spellbook is usually made from crudely cut layers of bark. Some anagakoks even carve the formulas for their spells on stone, tree roots, or other materials found in nature, but most prefer bark because it is lighter and easier to write on.

School Specialization: An anagakok is a specialist wizard (see School Specialization) specializing in a distinctive school of magic unique to anagakoks. Unlike typical wizard schools, the anagakok's school of magic regroups spells especially useful to survival in harsh environmental conditions as well as spells affecting nature in general. As such, the anagakok school of magic allows him to cast spells not typically available to other wizards (i.e., not on the wizard spell list). As a type of specialist wizard, an anagakok can prepare one additional spell of this specialty school per spell level each day, as normal. These spells go on the anagakok's spell list, allowing him to prepare them in any spell slot. He also gains a +2 bonus on Spellcraft checks to learn spells of this school. The anagakok's prohibited schools are always illusion and necromancy, and he may never learn or cast spells from them. An anagakok cannot become a specialist in any other school.


The anagakok's school includes the following spells:

0 - create water, know direction, purify food and drink;

1st - calm animals, charm animal, detect animals or plants, detect snares and pits, longstrider, pass without trace;

2nd - animal trance, hold animal, reduce animal, wood shape;

3rd - diminish plants, dominate animal, neutralize poison, quench, snare;

4th - antiplant shell, command plants, repel vermin, rusting grasp;

5th - awaken, commune with nature, control winds, tree stride;

6th - find the path, repel wood, stone tell, transport via plants;

7th - animate plants, transmute metal to wood, windwalk;

8th - animal shapes, control plants, repel metal or stone;

9th - elemental swarm, regenerate, shambler.

Illiteracy: With the exception of arcane spell formulas, the anagakok cannot read or write. He may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

An anagakok who gains a level in any other class except barbarian automatically gains literacy. Any other character who gains an anagakok level does not lose the literacy he already had.

Spontaneous Casting: An anagakok can channel stored spell energy into an endure elements spell the anagakok did not prepare ahead of time. The anagakok can "lose" any prepared spell of 1st level or higher that is not his specialist bonus spell in order to cast endure elements.

Wilderness Lore: An anagakok is learned in the ways of nature. He gains a +2 bonus on Knowledge (nature) and on Survival checks.

Good Fortune: The anagakok is well regarded by the many spirits that inhabit the wilderness and begins to attract their attention early in his career. Blessed by the spirits of nature, he gains a number of good fortune points he can apply (as an immediate action) to any die roll to gain a luck bonus equal to the number of points he expends. At 1st level, he receives 2 good fortune points per day, and this number increases by 2 more points at 5th level and every five levels thereafter. The anagakok may spread out his good fortune points to add bonuses to a number of rolls, checks, or saving throws or expend them all on a single die roll. As a readied action, the anagakok may also choose to expend his good fortune points to grant a luck bonus on the roll of an ally he can touch.

Table 1-1: Anagakok Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day1
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Good fortune (2 points), illiteracy, spontaneous casting, wilderness lore 3+1 1+1
2nd +1 +0 +0 +3 4+1 2+1
3rd +1 +1 +1 +3 5+1 2+1 1+1
4th +2 +1 +1 +4 5+1 3+1 2+1
5th +2 +1 +1 +4 Good fortune (4 points) 6+1 3+1 2+1 1+1
6th +3 +2 +2 +5 6+1 3+1 3+1 2+1
7th +3 +2 +2 +5 7+1 4+1 3+1 2+1 1+1
8th +4 +2 +2 +6 7+1 4+1 3+1 3+1 2+1
9th +4 +3 +3 +6 8+1 5+1 4+1 3+1 2+1 1+1
10th +5 +3 +3 +7 Good fortune (6 points) 8+1 5+1 4+1 3+1 3+1 2+1
11th +5 +3 +3 +7 9+1 6+1 5+1 4+1 3+1 2+1 1+1
12th +6/+1 +4 +4 +8 9+1 6+1 5+1 4+1 3+1 3+1 2+1
13th +6/+1 +4 +4 +8 10+1 7+1 6+1 5+1 4+1 3+1 2+1 1+1
14th +7/+2 +4 +4 +9 10+1 7+1 6+1 5+1 4+1 3+1 3+1 2+1
15th +7/+2 +5 +5 +9 Good fortune (8 points) 11+1 8+1 7+1 6+1 5+1 4+1 3+1 2+1 1+1
16th +8/+3 +5 +5 +10 11+1 8+1 7+1 6+1 5+1 4+1 3+1 3+1 2+1
17th +8/+3 +5 +5 +10 12+1 9+1 8+1 7+1 6+1 5+1 4+1 3+1 2+1 1+1
18th +9/+4 +6 +6 +11 12+1 9+1 8+1 7+1 6+1 5+1 4+1 3+1 3+1 2+1
19th +9/+4 +6 +6 +11 12+1 9+1 8+1 7+1 6+1 5+1 4+1 4+1 3+1 3+1
20th +10/+5 +6 +6 +12 Good fortune (10 points) 12+1 9+1 8+1 7+1 6+1 5+1 4+1 4+1 4+1 4+1

Bonus Spells

In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.

Table 1-2: Bonus Spells
Skill Bonus Level 0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
1 1 1 1 0 0 0 0 0 0 0
2 2 2 1 1 1 1 0 0 0 0
3 3 3 2 2 1 1 1 0 0 0
4 4 4 2 2 1 1 1 1 1 0
5 5 5 3 2 1 1 1 1 1 1
6 6 6 3 2 2 1 1 1 1 1
7 7 7 4 2 2 1 1 1 1 1
8 8 8 4 3 2 2 1 1 1 1
9 9 9 5 3 2 2 2 1 1 1
10 10 10 5 3 3 2 2 1 1 1
11 11 11 6 4 3 2 2 1 1 1