Angakkuq

The icy lands are as barren and as desolate as the darkest depths of the ocean world. It takes a particularly strong will to thrive in this land, to make something of it. Angakkuit (plural form of angakkuq) embody this will more so than any other inhabitant of these treacherous environs. Angakkuits see omens in the wind and life in the inanimate ice and bones of those beings not strong enough to survive the wastelands they call home. In short, the angakkuq is never alone. As inhospitable as Isinblare is, the angakkuq creates companions by force of will alone and constantly converses with spirits of nature and the dead.

**Role:** Angakkuit use a unique form of magic, more an act of will than any arcane mastery, to harness spirits of both the natural world and the one beyond the pale. These manifestations allow the angakkuq to communicate with the world around them and, even more impressively, lets them craft life from the inanimate world.

**Alignment:** Any.

**Hit Die:** d8.

**CLASS SKILLS:** The angakkuq’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis)

**Skill Ranks per Level:** 4 + Int modifier.

### **CLASS FEATURES**

All of the following are class features of the angakkuq.

### **Weapon and Armor Proficiency**

Angakkuit are proficient with all simple weapons, plus the leiomano and greatspear. Angakkuit are also proficient with all light and medium armor.

### **Spells**

An angakkuq casts divine spells which are drawn from the angakkuq spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good and Lawful spells. An angakkuq must choose and prepare her spells in advance. To prepare or cast a spell, the angakkuq must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an angakkuq’s spell is 10 + the spell level + the angakkuq’s Charisma modifier.

*(Librarian's Note: There is no reference to alignment-based restrictions in the source book. I believe this may have been a copy/paste error from the Cleric spell section.)*

Like other spellcasters, an angakkuq can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3-1. In addition, she receives bonus spells per day if she has a high Charisma score.

An angakkuq must spend 1 hour each day in deep meditation. An angakkuq may prepare and cast any spell on the angakkuq spell list, provided that she can cast spells of that level but she must choose which spells to prepare during her daily meditations.

Angakkuit can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3-1 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

### **Tupilaq**

Each angakkuq forces their will upon the world to instill an essence of their spirit in a chosen inanimate receptacle or fetish. This act grants life to the receptacle, so many are often crafted in the form of living beings.

Consequently, these tupilaqs are frequently mistaken for golems and other constructs. Often times, these receptacles have a special importance to the angakkuq. Many are crafted by the angakkuq herself.

All of these inanimate receptacles must be made of flesh, frost, or sea flora (the few materials that can actually be gathered in the angakkuq’s native land). An angakkuq’s tupilaq harbors a special nature spirit known as a tornat, which, in most cases, did not originate from a living being. Particularly evil necromancers have learned to corrupt the tupilaq ritual, creating small tupilaqs that harbor the souls of the dead. Traditionally, these evil mages preform these dark arts in utmost secret as to not incur the wrath of the angakkuit who see this perversion to be particularly vile. Statistics for this version of the tupilaq can be found in PATHFINDER BESTIARY 3 by Paizo Publishing.

Angakkuit may begin the game with one premade tupilaq that was crafted during her training. Tupilaqs can also be constructed and animated later. Crafting a tupilaq is a two part process, with only the latter part requiring the angakkuq to do the work.

The first part of crafting a tupilaq is creating the vessel. Unlike most animated constructs, this process is actually the least important. As long as they are crafted from the correct materials, all of which are fairly easy to gather for free in a short time, this process is usually a success. Tupilaqs are typically crafted from one of three materials: Frost, flesh, or flora. The most common are frost tupilaqs which are made from ice and snow. Flesh tupilaqs are made primarily of bone decorated with fur and animal parts. Lastly and perhaps least common, are the flora tupilaqs that are made of seaweed, sea sponges, moss, coral and other slow moving or immobile marine invertebrates. Certain feats may expand or mix these materials.

It takes a minimum of 1d4 hours per Hit Dice to assemble a tupilaq vessel from a pile of raw materials. Appearance and stability is not important, so long as the vessel is sturdy enough to rest in one spot for 24 hours. Some angakkuit will even hire sculptors or engineers to craft more elaborate tupilaq vessels, though the result is purely aesthetic. The cost of this option varies by material and the person doing the work.

Another way of procuring a tupilaq vessel is stealing it from a rival angakkuq. All angakkuit gain a first level spell, *untether spirit*, which allows them to vacate the spirit of any tupilaq whose Hit Die is less than or equal to their own level. This empty vessel can then be stolen and animated with a loyal spirit through the next step in the tupilaq creation process.

The second part of the tupilaq creation process is the ritual. This must be carried out without interruption and is quite intensive. The angakkuq ritualistically negotiates with a series of potential tornat spirits, decides on the best candidate, infuses the spirit will the power of her will and then imbues the tupilaq vessel with that spirit. After 12 + 3d4 hours, the tupilaq vessel strengthens and animates becoming a full-fledged tupilaq under control of the angakkuq. The vital essence of a tupilaq is the tornat spirit fortified and amplified through the will of the angakkuq.

Although an injured or damaged tupilaq can be healed with magical healing, its wounds can also be repaired by an angakkuq who spends 1d6 uninterrupted minutes to repair 1 hp point of damage. A slain tupilaq that is not utterly annihilated (brought to less than -30 hit points) can be repaired in this way but will not respond to magical healing until its spirit is put back into place, which requires a perfect (undamaged) tupilaq vessel. If the same tornat spirit used, the negation and interview process can be skipped, reducing the ritual time to 6 + 1d6 hours. A tornat spirit itself cannot be destroyed, as it is a borderline metaphorical apparition whose only connection to the mortal realm is the imagination and willpower of the angakkuq who experiences it.

Alternatively, the angakkuq may decide to replace the vessel but keep the tornat spirit. If the vessel is damaged beyond repair, or the angakkuq simply wants to improve the tupilaq’s vessel or change the base material, she can have a new vessel made and discard the old one. *Untether spirit* can be used on the angakkuq’s own tupilaq whose spirit was not dislodged due to death. Its old abilities are then retrofitted to work with the new form according to the angakkuq's desires.

Occasionally, an angakkuq will grow tired or cross with a particular tornat spirit and expel it utterly. If such is the case, the ritual can be performed in its entirety so that a new spirit can be acquired. These new spirits can inhabit the old vessels without issue and even instantly grow in power to fill the appropriate Hit Dice. In fact, there may be no mechanical change at all. However, many angakkuit use this opportunity to assign new tasks to a tupilaq, which is the only way to alter tasks that have already been assigned (see Tasks in Tupilaq Statistics below).

An angakkuq may have and control more than one tupilaq, though this is rare, as the amount of hit dice she can control and maintain does not change. That means, for example, that a 12th level angakkuq may have a 7 HD and a 5 HD tupilaq, or a dozen 1 HD tupilaqs, or any combination that adds up to 12 HD.

(Tupilaqs can be found here)

### **Outward Attunement**

An angakkuq is constantly within himself while also being open to the spirits of the dead and natural world. Constantly alert and intimately attuned to their surroundings, the angakkuq imbues her surroundings with her willpower, in hopes of communicating with spirits, at all times.

Attuned to her surroundings in such a manner, the angakkuq possesses fantastic knowledge of her locale. Starting at 1st level, an angakkuq may, once per day, gain the effects of both *clairvoyance* and *clairaudience* of any point within 100 feet of her. Alternatively, an angakkuq may use this power to gain a bonus to any skill check equal to their Charisma bonus. The angakkuq gains an additional use of this power every three levels, maxing out at four times per day at 10th level.

### **Spirits’ Whisper**

An angakkuq is constantly inundated with the hushed, secretive warnings of the spirit world. This constant communication grants the seer uncanny insight. This supernatural benefit manifests in multiple ways.

At 2nd level, an angakkuq is able to lean on her unseen allies for increased awareness; she may now add her Charisma bonus to any Perception or Sense Motive checks. This ability is cumulative with those granted by attunement.

At 5th level, an angakkuq may add her Charisma bonus to her initiative roll. At 8th level, an angakkuq’s ability to speak with spirits grants her the ability to avoid danger before it is sprung. She now gains her Charisma bonus to Reflex saves.

At 11th level, an angakkuq can commune with spirits for 1 round and ask any yes or no question of the GM that is relevant to her immediate surroundings. This ability is useable once per day and the answer is always open to GM interpretation and determination of what a given spirit can ascertain.

At 14th level, an angakkuq may reroll any one roll, once per day. This simulates her ability to constantly call on spirits for direction and aid.

### **Enhanced Imbuement**

As an angakkuq becomes more proficient in using her willpower to fuel her tupilaq, she may bestow upon it spectacular abilities. At 3rd level and every three levels thereafter, the angakkuq may wish to enhance her tupilaq in the following ways, each of which may be chosen more than once:

(Angakkuq Imbuements can be found here)

### **Improved Outward Attunement**

At 13th level, the angakkuq may add a +2 bonus to all outward attunement rolls. This bonus increases to +4 at 16th level and +6 at 20th level.

Additionally, the limit of her *clairaudience/clairvoyance* increase to 200 feet at 13th level and increases by 100 feet for every three levels thereafter.

### **Part of the Living World**

At 20th level, the angakkuq is so attuned to her surroundings, so skillful at imbuing her environment with the force of her will and sentience, she may use her shared perception ability to increase her saving throws and skill checks after a roll is made instead of before. Additionally, she may use *clairvoyance/clairaudience* within 1 mile.