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The '''Anagakok''' is a a [[Variant Class|alternative]] [[wizard]] from [[Dungeons & Dragons]], implied to draw its real-world origins from Native Alaskan priestly traditions. In short, it's a "[[barbarian]]" wizard typically found in extreme climates, thus sacrificing a certain amount of spellcasting power for added surviability in the wilderness. It has had three versions over the course of D&D's lifespan; two [[kits]] in [[Advanced Dungeons & Dragons]] and a Variant Class in [[Dragon Magazine]] #344. =Anagakoks of the Great Glacier= The first iteration of the Anagakok was in the [[Forgotten Realms]] [[splatbook]] "The Great Glacier, about the titular Arctic region. These are veteran [[wizard]]s amongst the Ulutiuns, the not!Inuits of Faerun who have undergone mystical training to enhance their survival skills, which most obviously manifests in the form of an inch-thick coat of white fur on their entire body. Qualifying for this kit requires the character to be a Human Wizard of at least 40 years of age and with [[Constitution]] 13. They must seek out a veteran anagakok and petition for training, which will require the character to complete a quest first, then spend an uninterrupted month training and studying under them. If they do this, they are taken out into the wilderness on a freezing evening and must partake in 10 hours of meditation in the snow without any protective garments. Every 2 hours, the prospective anagakok must make both an [[Intelligence]] check and a [[Constitution]] check; failing an Int check immediately breaks their meditation and means they must start over. Failing a Con check causes them to take 2d6 damage from exposure. They can quit at any time, but then must retake their training from the beginning. If they pass the fifth set of checks without dying or quitting, they immediately sprout the trademark fur of their rank and become an anagakok. So, what does doing this actually give you? Well: * You can automatically secure enough food to feed people equal to your level once per day, regardless of the terrain. * You can imbue yourselef and companions equal to your level with good fortune (-1 penalty to all attacks against you or them) for turns equal to your level once per week. * You are immune to the ill-effects of mundane cold, though you still take full damage from magically generated cold. * You suffer a -1 penalty to all attack rolls, damage rolls, ability checks and saving throws in temperatures of 100 F or higher. * You suffer a -2 reaction-penalty when dealing with non-Ulutians. =2e Anagakoks= The Anagakok returned in the Complete Wizard's Handbook, here imagined as a barbarian wizard from an extremely cold ''or'' hot environment, which results in the terms "Frigid Anagakok" and "Torrid Anagakok". As a kit rather than a proto-prestige class, and in conjunction with the hot/cold split, it has a few unique traits compared to the original model. * Firstly, your only requirement to take the Anagakok kit is a Constitution of 13+; there's no race or age restriction here. * Secondly, you're now prohibited from learning [[Illusionist|Illusion]] or [[Necromancer|Necromancy]] spells. * You have the same "find food" and "blessing of good luck" abilities as the Great Glacier anagakok. * You are immune to the environmental effects of either frigid environments (temperature never rises above 0 F) or torrid environments (temperature never drops below 100 F), chosen at character creation - however, you suffer a -1 penalty to all attack rolls, damage rolls, ability checks and saving throws when in areas of the opposite environment (Frigid Anagakok in Torrid Environment, or viceversa) * You get Endurance, Survival and Weather Sense as bonus Non-Weapon Proficiencies, and must choose both a specific weapon proficiency (Bow (any), dagger, harpoon, javelin, knife, sling, trident) and a specific non-weapon proficiency (fisher, forester, hunter, navigator, trapper/furrier). * You suffer a -2 penalty to reaction rolls against people unfamiliar with your culture. It's noted that these are just some examples of anagakok traditions, and you could, for example, be an anagakok who lives in the bottom of an active volcano, in the depths of the ocean, or on an island continually battered by hurricane winds, with some tinkering to the base traits. =3e Anagakoks= Anagakoks made it into 3rd edition in the pages of [[Dragon Magazine]] #344. Here, they're treated as a [[wizard]] [[Variant Class]], being identical to the wizard except as follows: * Anagakoks are considered Specialist Wizards who take the "School of the Anagakok", forsaking [[Illusionist|Illusion]] or [[Necromancer|Necromancy]] spells for the usual specialist wizard bonuses. * Anagakoks get the Illiteracy drawback if taken as your very 1st level, only being able to read their arcane formulas. You can get rid of this drawback the same way as a [[barbarian]]. * Anagakoks can prepare Read Magic from memory, without needing to study their spellbook. * Anagakoks gain Spontaneous Casting, which can be used to cast Endure Elements. * At 1st level, they gain the Wilderness Lore trait, which gives them +2 to Knowledge (Nature) and Survival checks. * Finally, they get the Good Fortune class trait, which gives them a pool of "fortune points" they can expend to grant themselves (or an ally in touching range) a luck bonus to any die roll. The base pool is 2 points, and they gain +2 points at everything 5th level, so at levels 5, 10, 15 and 20, to a maximum of 10 FOrtune Points. Lorewise, these anagakoks drop the temperature-related lore and are instead presented as more a [[druid]]-esque [[wizard]] from remoe tribal cultures, using their powers over animals, plants and fate to benefit their allies and assist them in surviving in the face of a hostile wilderness. The "Anagakore School" of magic contains a number of [[druid]] spells, and specifically consists of the following spells: ::0: Create Water, Know Direction, Purify Food & Drink ::1st: Calm Animals, Charm Animal, Detect Animals or Plants, Detect Snares & 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 ia Plants ::7th: Animate Plants, Transmute Metal to Wood, Windwalk ::8th: Animal Shapes, Control Plants, Repel Metal or Stone ::9th: Elemental Swarm, Regenerate, Shambler {{D&D3e-Variant Classes}}
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