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The Wokaniby Nathan Elling
In a twist on the normal mythology…. (see also 7 Secret Crafts of Glantri Revisited)
Background: The Wokani are actually a Class common to the Belcadiz wood elves from the same world as the Flaems. They too wandered here when their world was shattered during the Flaemish/Alphatian war. They were a proud people but considered little more than Gypsies where they came from. Although the Flaemish resented it, they needed the Wokani on the long journey to Mystara because of the unique gifts they possess. Wokani have a unique connection to the world, a sensitivity that goes beyond the world we see, beyond what almost anybody sees. As a result they have a great affinity with nature but also civilisation and it’s greater protections. When the haughty Flaemish arrived in Glantri they thought they no longer needed the Wokani and their gifts so they rejected them and rewrote much of the early history of Glantri in the Flaems’ own image. Resentment between the groups still seethes since the Belcadiz know that they were led here by a Wokani mistress who used her powers to see and protect both her people and the Flaems. Race: Elven or Half-Elven, very rarely Human.
Since coming they have mixed with tribes of the local Traladaran wood elves and the southern Erewan elves. Since their magic is semi-divine in nature and divine magic is forbidden in Glantri not many with Wokani ability still follow the old ways. Except in the Principality of Belcadiz, they generally come from the lower classes and are often viewed with suspicion (another reason for resentment), but those mages and adventurers need healing no matter how much it galls them to admit it so they are “allowed” to follow their old traditions and everyone looks the other way as long as it isn’t overt. The often join the Hospice of Mystic Healers or Temples of Rad. Their “religion”, Voodun, is actually arcane in nature (go figure), reading as arcane conjuration magic based on deals with “vestiges” and giving the practitioner great powers. Since Voodun is arcane, they are still allowed a place on the council but are treated with suspicion. It doesn’t hurt that Clerics resent Voodun, seeing it as an affront to the gods and persecuting it in all other countries. Even the Erewan are uneasy with it. Any politically powerful Wokani are usually dual classed (starting off with some form of arcane schooling). Starting Gold: 1d4 gp. Wokani are naturally chaotic but they can be any alignment. Align: any
Abilities: Wisdom determines how many spells a Wokani can cast, how powerful it is and how hard it is to resist. Dexterity, Intelligence and Charisma are important to many of the Wokani’s skills. HD: d4
Class Skills: The Wokani’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Nature, The Planes) (Int), Perform (Cha), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Int) Initial Skill Points: (2+Int.) x 4. Skill Points per level: 2+ Int.
Class Features: Weapon and armour proficiency: A Wokani is proficient with club, dagger, net, quarterstaff, sap, scimitar, sickle, sling, and all spears. Wokani are not proficient with armour and incur the same arcane spell failure penalties when wearing it that wizards and sorcerers do (though it is unclear why, possibly since their druidic spells are memorised rather than granted and have more complex somatics or their deep ties to Voodun).
Spells: A Wokani casts spells from the Wokani spell list. To learn a spell a Wokani must have a Wisdom score equal to at least 10 + the spell level. The DC for a saving throw is 10 + spell level + Wis modifier. They receive bonus spells for a high Wis. Even though they gain their powers from nature they don’t revere it as a god and must maintain and study a spell book exactly as wizards do. They cannot cast spells or use spells like Dictum/Holy Word opposed to their alignment (as druids).
Wokani Base Fort Ref Will Spell Per Day Level Attack Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8 9 1 +0 +2 +0 +2 Familiar, The Sight 1/day (See Alignment) 3 1 2 +1 +3 +0 +3 6thSense: Sure Stride 4 2 3 +1 +3 +1 +3 Bonus Feat 4 2 1 4 +2 +4 +1 +4 6th Sense: Uncanny Dodge 4 2 2 5 +2 +4 +1 +4 The Sight 2/day (Arcane Sight) 4 3 2 1 6 +3 +5 +2 +5 4 3 2 2 7 +3 +5 +2 +5 5 3 3 2 1 8 +4 +6 +2 +6 6th Sense: Improved U. Dodge 5 3 3 2 2 9 +4 +6 +3 +6
5 3 3 3 2 1 10 +5 +7 +3 +7 The Sight 3/day (Divination) 5 4 3 3 2 2 11 +5 +7 +3 +7
5 4 3 3 3 2 1 12 +6/+1 +8 +4 +8 6thSense: Improved Evasion 6 4 4 3 3 2 2 13 +6/+1 +8 +4 +8 6 4 4 3 3 3 2 1 14 +7/+2 +9 +4 +9 6 4 4 4 3 3 2 2 15 +7/+2 +9 +5 +9 The Sight 4/day (True Seeing) 6 5 4 4 3 3 3 2 1 16 +8/+3 +10 +5 +10 6thSense: Awareness 6 5 4 4 4 3 3 2 2 17 +8/+3 +10 +5 +10
6 5 5 4 4 3 3 3 2 1 18 +9/+4 +11 +6 +11
6 5 5 4 4 4 3 3 2 2 19 +9/+4 +11 +6 +11 6 5 5 5 4 4 3 3 3 2 20 +10/+5 +12 +6 +12 The Sight 5/day (Vision) 6 6 5 5 4 4 4 3 3 2
Familiar: Wokani gain a familiar exactly as Sorcerers and Wizards do, not a companion as druids.
Bonus Feat: As Wizard, gain an item creation or metamagic feat of your choice, you must comply with all prerequisites. Many Wokani (because of their role in the Belcadiz community) choose Brew Potion to enhance their delivery of healing abilities but this is not a requirement.
The Sight: Wokani all enjoy a deeper sense of the world around them. The Wokani’s consciousness can depart her body (leaving her unaware - provokes attacks of opportunity, but she can return to her body as a move action) and Scry using all her normal senses (sight, hearing, touch, taste, smell). Her senses will be affected by local conditions. In normal conditions she can see, hear and ‘touch’ and ‘taste’ up to 120’ radius centred on the sensor and can move it (at up to 150 ft/rnd), ‘touching’ sharp objects or ‘tasting’ poison does 1 hp non-lethal dam if used for that purpose and does not end the Scry. The Wokani makes a Scry check with the DC determined by distance, and mitigating factors (d20 + Wokani lvl + Wis modifier) a failed roll is a wasted Scry/day. She may maintain the Scry for a number rounds equal to her level + Wis modifier, it takes a certain effort to make the connection (time to view) and this is counted against the total viewing time. Example: Carmina, a 7th level Wokani with a WIS 15 (+2), wants to view an area she’s never been to in the next room, behind closed doors with her crystal ball (d20 + 7(lvl)+ 2(Wis)) vs. DC 21, (15 (up to 1 mile) +10 (No Knowledge) - 4 (focus)), she’ll need a roll of 12), she can view the area for 9 rounds but it takes 2 rounds to establish the connection so she has 7 rounds left to view it, she can also hear, touch, taste and smell the room and can See Alignment and use Arcane Sight in the room.
Distance Time to Connect View DC Mitigating Factors Line of sight* instant 10 No Knowledge of place/subject +10 Up to 1 Mile 2 rounds 15 Second-hand (you know of place/subject) +5 Up to 100 Miles 4 rounds 20 *Firsthand (you’ve been there/met subject) 0 Up to 10,000 Miles 6 rounds 25 Familiar (you know place/subject well) -5 Up to 1 planar boundary (space) 8 rounds 30 Likeness or Picture -2 Across 1 planar boundary (ethereal, astral)º 10 rounds 35 Possession or focus (such as clothes, crystal ball, etc.) -4 Across planes (inner planes, outer planes)† 12 rounds 40 Piece of (body part, stone from, portal key, etc.) -10 *if you’re in Line of Sight it’s automatically a ‘firsthand’ roll. º if you can see ethereal/astral then any creature partially or wholly on one of those planes (such as incorporeal creature) looses it’s ability to hide from you in solid objects, can be heard with listen check and looses it’s 50% miss chance against your attacks. †cannot see past 2 boundaries but if the Wokani is on the Prime plane she could see the 1st layer of an Inner plane. Also they could see the 4thlayer of the Abyss from the 2nd or 6th layer, etc., as well as where any portals lead (roaming portals to where they currently lead).
As the Wokani gains power she can perceive a deeper level of reality. At 1st level she can See Alignment (treat as the spells Detect Evil/Good/Chaos/Law all at once). At 5th level she gains the ability of Arcane Sight (as the spell) while using this ability. At 10th level she can begin to see future events as Divination, events can be seen only for that location or items/people currently in that location. At 15th level she can use True Seeing (as the spell). At 20th level she can have Vision(s) (as the spell) events can be seen only for that location or items/people currently in that location. In addition the Wokani can use the following spells cast through the scry or on herself before the scry, they have the normal limits of such spells (Read Magic, Message, Tongues and any sense enhancing spells such as Darkvision). Creatures have a normal chance to see the magical Scrying sensor and can get “annoyed” at the eavesdropping (especially extra-planar ones) and dispel it (as normal, see Scry spell). Nondetection and like spells block the Scrying up to 7th level, then between 7th and 13th level only 4th level spells and above like Mage’s Private Sanctum will work, after 13th level only 7th level spells and above, like Sequester and Mind Blank, can block the scry.
6th Sense: Wokani’s notice things so it’s no surprise that they can travel through any naturally (or artificially) but not magically obstructed terrain without slowing or incurring damage. At 2nd level a Wokani gains Sure Stride and can travel through a forest or city and not be slowed by branches or trash/debris. Magically altered or impassable terrain, like Entangle or cliffs still cause the Wokani to take damage or stop. Treat as Woodland Step (Druid) but any environment. At 4th level Wokani gain Uncanny Dodge (as rogue) due to their deep awareness. This improves to Improved Uncanny Dodge (as rogue) at 8th level. At 12th level she gains Improved Evasion as a Rogue. At 16th level she gains Awareness, treat as the spell Status but for all creatures within 100 ft. +10 ft./level, Will save negates and SR/harmless.
 I changed the description of binder magic to arcane for the Glantri setting because it made sense in my campaign and gave religions a reason to hate Voodun and Glantrian wizards to accept Wokani.
 Due to their eons long exposure to various mageocracies Wokani have become somewhat familiar with magic devices that are arcane in nature.