Anagakok

The Anagakok is a wizard from the cold wastes of the Eismeer or the burning sands of the Yusuf. The Anagakok is a primitive wizard who specializes in his/her particular terrain using magical means to survive and help the locals as they attempt to survive as well. While they were once regarded as outsiders, Anagakok have become principle parts of the tribes that live in these environments. Often, Anagkoks are the fonts of knowledge for survival techniques and combat tactics within their domain. They often take the role of the educator, helping to bring up young who can survive and even prosper.

Though an Anagakok can renounce his heritage and sever ties with his society, he cannot renounce this kit; the traits of an Anagakok are inborn and permanent.

Role

The Anagakok is serious-minded, even-tempered, and soft-spoken. Though unfamiliar with societies and cultures other than his own, he adapts quickly and is fascinated by technology in all its forms. An Anagakok tends to assume responsibility for the safety of his companions; their security is always foremost in his mind. Though the Anagakok are not natural leaders (such roles are usually reserved for the strongest warriors in their tribes) they are superb and fearless combatants, quick to volunteer for the most dangerous missions.

Distinctive Appearance

None

Special Benefits

An Anagakok can find food in even the most barren of environments. In a 24-hour period, an Anagakok can find enough food to feed himself and a number of people equal to his level (for instance, a 4th-level Anagakok can find enough food to feed himself and four others every day).

Once per week, an Anagakok can cast a special good fortune spell on himself and a number of people equal to his level; the effect of good fortune lasts for a number of turns equal to his level (for instance, a 4th-level Anagakok can cast good fortune on himself and four others, and the effect lasts for four turns). All opponents have a -1 penalty on their chance to hit when attacking those under the effect of good fortune. This ability is innate; an Anagakok is not required to memorize good fortune, nor does it count against his daily spell limit. To cast the spell, an Anagakok must merely concentrate for 1 round and point to the subjects to be affected; no verbal or material components are required.

Additionally, an Anagakok has natural immunities to environmental extremes based on his background. A Frigid Climate Anagakok suffers no penalties, damage, or other restrictions in environments of extreme cold. A Torrid Climate Anagakok suffers no penalties, damage, or other restrictions in environments of extreme heat. These immunities apply to natural conditions only; for instance, a Frigid Climate Anagakok suffers normal damage from cone of cold and other cold-based spells, while a Torrid Climate Anagakok suffers normal damage from fireball and other heat-based spells.

Special Hindrances

Exposure to harsh climates gives the Anagakok an unusual appearance, such as a tough, leathery skin for the Yusuf Anagakok, and a head-to-toe covering of short, coarse hair for the Eismeer Anagakok. Because of his appearance and strange manner, an Anagakok suffers a -2 reaction penalty from all NPCs unfamiliar with the Anagakok's culture.

Just as their backgrounds provide them with natural immunities to certain environmental extremes, all Anagakok suffer penalties when exposed to environments radically different from those in which they were born. A Eismeer Anagakok suffers a -1 penalty to all attack rolls, damage rolls, Ability Checks, and saving throws in environments with temperatures above 100 degrees F. A Yusuf Anagakok suffers a -1 penalty to all attack rolls, damage rolls, Ability Checks, and saving throws in environments with temperatures below 0 degrees F.

Class

Wizard

Attribute Requirements

Constitution 13

Barred Beliefs

None

Race Requirement

None

Bonus Weapon Proficiencies

None

Required Weapon Proficiencies

Choose one of the following, based on the Anagakok's background: Bow (any), dagger, harpoon, javelin, knife, sling, trident.

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Endurance, Survival, Weather Sense

Recommended Non-Weapon Proficiencies

Direction Sense, Fire Building , Riding (Land-Based), Rope Use, Swimming, Astrology, Animal Lore, Hunting, Mountaineering, Running, Set Snares

Equipment

A beginning Anagakok can buy weapons only from those listed in the Weapon Proficiency entry above. He can buy only equipment that would normally be available in his area; the DM has the right to veto any initial purchase. An Anagakok must spend all his initial money. Any money not spent is lost.

Wealth Options

A beginning Anagakok receives only (d4+1) x8 gp as starting money.

Homeland Terrain

None

Economic System

None

Recommended Discipline(s)

None

Recommended Devotion(s)

None

Recommended Science(s)

None

Barred Discipline(s)

None

Preferred Schools

School of Abjuration, School of Alteration, School of Enchantment/Charm, School of Divination, School of Invocation/Evocation