hiryuu
2011-08-12, 02:19 AM
This is a variant of the Spirit Shaman that I use in my home games; I recently started playing 3.5/d20 again, so I pulled it out of the dark and dragged it back into the light again.
Wonder-Worker
"Come with me into the forest, and we will cut our arms and rub pepper in our eyes, and be blessed for the coming day."
The creator spirits once dwelled in the hidden places of the mist of time. Each of them, then, sat amongst each other and said "what shall we do?" and one of them mentioned that they should create a world. So they set about doing this thing, and each time, the world fell apart. It was not long before a woman came to them and told them that they were not working well together because they each had wildly different ideas. So they each chose a corner of the mist and shouted their ideas to one another. It was then that they decided that one group of them should be in charge of making things, another who should be in charge of making sure those things were ready, and another who would take those things apart when they were done, changing them back to mist.
Thus, the world is now filled with spirits, none truly malevolent, and none truly benign. They simply are. A beast that devours children often has the task of devouring children, and is not to be despised for it, even though you hunt it and kill it. Only when spirits go wrong, devouring children because they enjoy it, though their task is to make rivers run, do they truly become malign. The wonder-worker plies her trade in such a world, making cuttings of her flesh and marking her body with the signs of understanding, putting things back where they belong. As the thinking races, the wonder-worker believes that people have a responsibility to ensure that things work as they should, making them often intersect and work alongside such people as druids while at the same time helping those who live in cities.
The land has a thousand stories, and each story is like a part of its body, giving it life and power. The body, both of the land and the wonder-worker, must be maintained in order for all things to work properly. To this end, wonder-workers wander from town to town, telling stories, collecting stories, and showing the people how to maintain the relationships between themselves and the land.
The wonder-worker is many things in many stories. She is an old witch, a crone in the woods with metal spikes in her back, the brave wanderer from another tribe who battles the horned serpent, and the psychopomp who puts the dead to rest and calls the spirits back out of their holes in the spring. Such people are like the wind or the waves, moving back and forth over the land, often alone, though most often with others, for no one person can hope to be all things; the world itself does not even try this.
Wonder-Worker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+2|
+0|
+2|Spirit Guide, Domain Power, Chastise Spirits 1d6|3|2
2nd|
+1|
+3|
+0|
+3|Detect Spirit|4|3|-
3rd|
+2|
+3|
+1|
+3|Chastise Spirits 2d6|5|4|2|-
4th|
+3|
+4|
+1|
+4|Reading the Signs|6|5|3|-|-
5th|
+3|
+4|
+1|
+4|Chastise Spirits 3d6|6|6|4|2|-|-
6th|
+4|
+5|
+2|
+5|Call the Guide (Large)|6|6|5|3|-|-|-
7th|
+5|
+5|
+2|
+5|Chastise Spirits 4d6|6|6|6|4|2|-|-|-
8th|
+6/+1|
+6|
+2|
+6|Many Wonders|6|6|6|5|3|-|-|-|-|-
9th|
+6/+1|
+6|
+3|
+6|Chastise Spirits 5d6|6|6|6|6|4|2|-|-|-|-
10th|
+7/+2|
+7|
+3|
+7|Purify Land|6|6|6|6|5|3|-|-|-|-
11th|
+8/+3|
+7|
+3|
+7|Chastise Spirits 6d6|6|6|6|6|6|4|2|-|-|-
12th|
+9/+4|
+8|
+4|
+8|See the Truth|6|6|6|6|6|5|3|-|-|-
13th|
+9/+4|
+8|
+4|
+8|Chastise Spirits 7d6|6|6|6|6|6|6|4|2|-|-
14th|
+10/+5|
+9|
+4|
+9|Call the Guide (Elder)|6|6|6|6|6|6|5|3|-|-
15th|
+11/+6/+1|
+9|
+5|
+9|Chastise Spirits 8d6|6|6|6|6|6|6|6|4|2|-
16th|
+12/+7/+2|
+10|
+5|
+10|Spirit Hedge|6|6|6|6|6|6|6|5|3|-
17th|
+12/+7/+2|
+10|
+5|
+10|Chastise Spirits 9d6|6|6|6|6|6|6|6|6|4|2
18th|
+13/+8/+3|
+11|
+6|
+11|Devour Spirit|6|6|6|6|6|6|6|6|5|3
19th|
+14/+9/+4|
+11|
+6|
+11|Chastise Spirits 10d6|6|6|6|6|6|6|6|6|6|4
20th|
+15/+10/+5|
+12|
+6|
+12|Spirit Flesh|6|6|6|6|6|6|6|6|6|5[/table]
Wonder-Worker
{table=head]0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|3|1
2nd|3|2|-
3rd|3|2|1|-
4th|3|3|1|-|-
5th|3|3|1|1|-|-
6th|3|3|2|1|-|-|-
7th|3|3|2|1|1|-|-|-
8th|3|3|2|2|1|-|-|-|-|-
9th|3|3|3|2|1|1|-|-|-|-
10th|3|3|3|2|2|1|-|-|-|-
11th|3|3|3|3|2|1|1|-|-|-
12th|3|3|3|3|2|2|1|-|-|-
13th|3|3|3|3|3|2|1|1|-|-
14th|3|3|3|3|3|2|2|1|-|-
15th|3|3|3|3|3|3|2|1|1|-
16th|3|3|3|3|3|3|2|2|1|-
17th|3|3|3|3|3|3|3|2|1|1
18th|3|3|3|3|3|3|3|2|2|1
19th|3|3|3|3|3|3|3|3|2|2
20th|3|3|3|3|3|3|3|3|3|2[/table]
Class Skills: The Wonder-Worker's class skills (and key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skill Points at 1st level: (4 + Int Modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier
Just to get this out of the way, the following things count as spirits: Fey, elementals, outsiders, incorporeal undead, spirit folk, anything with the (spirit) subtype, and creatures in astral form or with astral bodies (though things on the Astral plane physically don't qualify unless they're present earlier on this list).
Weapon and Armor Proficiency: The wonder-worker is proficient with all simple weapons, battleaxe, handaxe, throwing axe, and shortbow. Wonder-workers are proficient with light armor and shields. The shield is often used as a divine focus for the wonder-worker's spells. Wonder-workers usually cast spells using shields, rattles, and sacred chants or dances as foci; a war-rattle would simply be a mace or club.
Spirit Guide: Wonder-workers possess a link to a part of the natural world; this could be an animal, a location, an object, or a magical beast. This guide appears to the wonder-worker in visions, dreams, and songs in order to impart information or ideas. The guide confers a greater awareness of the universe and presents the wonder-worker with knowledge it drags from all the edges of the world. A spirit guide grants some minor ability based upon its type.
When the spirit shaman casts a spell, her features or the air around her tends to take on a shape representative of this guide, or else seems connected in some way to it. A spirit shaman connected to a spirit guide who is a swamp, for example, may smell of muck and sludge while casting spells, or a shaman bound to Eagle's dreams may seem to take on the caul of an outstretched set of wings while he casts. A spirit guide is both a part of and a separate entity from the wonder-worker. She allows it to work through her or else sees it as a teacher and mentor despite being, herself, a piece of it.
Animal or Magical Beast: This is, obviously, an animal or magical beast that the wonder-worker looks for in the land, or at least, for the signs of its passing, in his or her spiritual quest. Choosing an animal grants the wonder-worker the Alertness feat and the ability to speak with animals of that particular type (as Speak With Animals) with no problem. In the case of magical beasts that are both (like griffins), pick one when you pick him as your guide. However, if you picked something like birds and encounter a griffin, and need to know if you can talk to it, though, treat it as both.
Amphibian: Some tribal lore paints frog as the harbinger of death, salamander as a catalyst of change and mountain streams, and toad as a mystical wellspring of energy. Leave a toad on a stone, and it will not rot, merely dry up. In any case, amphibians almost always represent some type of transformation or change, to the person and to the world.
Arthropod: Beetles, bugs, crustaceans, and all other manner of creeping things are covered under this heading. Arthropods come in several types, usually either dedicated to cleaning up the world or to destroying everything they can get their grubby claws on. A wonder-worker should choose which aspect of insect life he's worrying about when he goes to get a spirit guide who's of the hard-shelled persuasion. Crab, for example, isn't a great destroyer, but a cleanser, while Locust is all about crushing life beneath his feet.
Avian: They will tell you crow is a sign of resourcefulness and wisdom. That is incorrect. Crow brings death in his wake, and is a spirit of suffering and laughing cruelly at the less fortunate (though it is true he does this only so that they'll try to catch him and kill him, and in so doing, save themselves). In fact, lots of birds bring death, especially birds who swoop down out of nowhere to take away the life of small things that stir in the underbrush. However, there are other stories. One tells of how blue jay once stole all the pebbles from the bottom of a stream and stacked them up to make mountains to keep out a great evil from below the ground, and other stories speak of how sparrow brings spring with him every year. A lot of birds, then, are also lucky or clever.
Dinosaur: In a group on its own, dinosaurs are often beings of great power. They, and a large variety of other animals, represent the ancient power of the earth, long forgotten by even thinking races. They often stand for prosecution, fear, and long-buried knowledge. The wonder-worker who reveres such ancient things should likewise be a scholar of history and time, and seek to preserve what is in danger of being lost forever.
Mammal: Mammals encompass beings like bears or badgers. They can cover just about anything you want from fortune to wisdom, compassion, and decisiveness. In fact, rabbit means a thousand things to a thousand different cultures, from fertility to luck, curiosity, the essence of fear, or safety. Bears have a special place in many places as bearers of spring or winter, or just being purveyors of wisdom or the sanctity of families. Mammals are also often the predominant forms of life in places, leading them to fill in as spirit-world leaders or some ideal people strive to reach.
Reptile: Reptiles have a history of representing wisdom to tribal cultures, in addition to pluck, survivability, and hunger. Crocodiles are especially venerated in many places, serving as gluttons or servants to gods, guardians of ancient gold, or having the sun in their foreheads. Reptiles are also often invariably associated with water.
Location: A location is a place, such as a specific valley or forest to which the wonder-worker speaks with and for, and often takes steps to protect or visit physically, if possible. These places are represented by figures. Locations grant powers based upon their environment. An example of location is Mudurubigu the Swamp of Time-Before-Time, which would be an example of marsh terrain. Picking a location as a spirit guide grants a +2 bonus to Survival and Knowledge (nature) checks. The terrain types are aquatic, desert, forest, hills, marsh, mountains, plains, and underground.
Domain Power: Once per day, when the wonder-worker retrieves spells, he can have his spirit guide also retrieve a domain. This is a cleric domain, and the wonder-worker gains the domain power for the day, or until he retrieves a different domain. In addition, the wonder-worker gets to add those spells to his spell list for the day.
Chastise Spirits: At first level, a number of times per day equal to 3 + his or her Charisma modifier, the wonder-worker can utter a series of words that devastates spirits, unmaking them at a fundamental level. It affects all spirits within 60 feet of the wonder-worker, and deals an amount of damage equal to half the wonder-worker's level (round up). Those affected can make a Will save (DC 10 + the wonder-worker's level + the Cha modifier) for half damage. This ability can be used as a standard action. It does not suffer a 50% miss chance when used to damage incorporeal creatures, and it affects nearby creatures on the ethereal plane.
Spells: A wonder-worker casts divine spells from the druid spell list. She can cast any spell she's retrieved without preparing it ahead of time, as long as she has spell slots available.
To retrieve a spell, a wonder-worker must have a Charisma score of 10 + the spell's level. Once retrieved, the wonder-worker can make use of it until the next morning, when she must have her spirit guide bring it to her again. To cast a spell, the wonder-worker must have a Wisdom score of 10 + the spell's level, and the saving throw is Charisma-based. Wonder-workers gain bonus spells per day based on Wisdom.
If the wonder-worker knows a metamagic feat, she must choose to apply it to spells she is retrieving. For example, a wonder-worker could retrieve an empowered cure light wounds as a 3rd-level spell, and she must use a 3rd-level spell slot to cast it; unless she retrieved a normal cure light wounds spell, each time she casts the spell that day, it is empowered.
Detect Spirits: At 2nd level, the wonder-worker can detect the presence of nearby spirits at will. This functions just like the detect undead spell, except it works on anything covered as a spirit (see above).
Reading the Signs: At 4th level, the wonder-worker can take note of his or her surroundings, gaining the ability to ask one question about the local area for every three levels she possesses. These must be yes or no questions, or other questions with similarly simple answers. Examples of such questions include the location or distance of potable water, if there are any bandits in the area, and the distance to nearby towns, in addition to how many people might be in them. Using this ability costs 1 use of the wonder-worker's Chastise Spirits power.
Call the Guide: At 6th level, the wonder-worker gains the ability to call her spirit guide outside of a spell retrieval capacity. A spirit guide has the statistics of a large elemental (of appropriate type; shark, for example, would be a water elemental, while a mountain would manifest as an earth elemental). It remains for 1 round per class level, and can perform any task such an elemental could perform. Using this ability expends two uses of the wonder-worker's Chastise Spirits ability. At 14th level, the wonder-worker can expend four uses of her Chastise Spirits ability to summon an elder elemental instead. Regardless of how many charges the wonder-worker uses, she cannot have more than one elemental under her control this way at any one time.
Many Wonders: At 8th level, the wonder-worker can expend a daily use of her Chastise Spirits ability to send away one of her currently retrieved spells and retrieve a different one instead. This ability takes a full-round action.
Purify Land: At 10th level, the wonder-worker can expend two daily uses of her Chastise Spirits ability to use a dispel magic effect in a 30-foot radius burst, centered on the wonder-worker.
See the Truth: At 12th level, the wonder-worker can expend a daily use of her Chastise Spirits ability to activate a true seeing effect, as if she had just cast the spell.
Spirit Hedge: At 16th level wonder-worker can spend a daily use of her Chastise Spirits ability to create an area that prevents spirits from entering. It works against any creature her Chastise Spirits ability would affect, and is otherwise identical to magic circle against evil. Treat spirits as summoned creatures.
Devour Spirit: At 18th level, the wonder-worker can expend two daily uses of her Chastise Spirits ability and make a melee touch attack against any creature her Chastise Spirits ability would affect, and that creature must make a Will save (DC 10 + 1/2 the wonder-worker's level + her Charisma modifier) or die. If the save succeeds, the spirit takes full Chastise Spirit damage. If the save fails, the wonder-worker also receives the benefits of a heal spell if the creature was at a challenge rating equal to her level or higher. If it was lower, the wonder-worker is affected as if by a cure critical wounds spell instead, cast by a wonder-worker of the creature's hit dice.
Spirit Flesh: At 20th level, the wonder-worker gains damage reduction 20/cold iron and 3 additional daily uses of her Chastise Spirits ability.
Wonder-Worker Feats
Ancient Spirits of the Land
In the land of Hahtchwanu, dragons are ancient spirits, many of whom are fused with the very land they inhabit. In Solmaro, the Dreamin' Land, the dragons are part of the creation myths of the people.
Prerequisites: Speak Draconic, Chastise Spirits ability.
Benefit: You can use your Chastise Spirits abilities to affect dragons and constructs.
Extra Chastisement
You can chastise spirits more often.
Prerequisite: Chastise Spirits ability
Benefit: You gain three more uses per day of your Chastise Spirits ability.
Special: You can take this feat multiple times. Each time, you gain three more uses of your Chastise Spirits ability.
Sacred Object
You have bonded with a sacred object, and through it, you work your power.
Prerequisites: Spirit Guide ability
Benefit: You gain a sacred object, which is a stone or stick from the location that is your spirit guide, or a part of the animal or magical beast who is part of your spirit guide. You gain a +1 bonus to your caster level when casting wonder-worker spells, and can retrieve and cast spells as if your Charisma and Wisdom were 2 points higher. You also gain bonus spells per day as if your Wisdom were 2 points higher than it actually is. The saving throw DC of your spells is unchanged, however. This object becomes a required divine focus for your spells. If you do not have it, you suffer a -2 morale penalty on attack rolls, damage rolls, skills checks, and saving throws until you have it back.
Wonder-Worker
"Come with me into the forest, and we will cut our arms and rub pepper in our eyes, and be blessed for the coming day."
The creator spirits once dwelled in the hidden places of the mist of time. Each of them, then, sat amongst each other and said "what shall we do?" and one of them mentioned that they should create a world. So they set about doing this thing, and each time, the world fell apart. It was not long before a woman came to them and told them that they were not working well together because they each had wildly different ideas. So they each chose a corner of the mist and shouted their ideas to one another. It was then that they decided that one group of them should be in charge of making things, another who should be in charge of making sure those things were ready, and another who would take those things apart when they were done, changing them back to mist.
Thus, the world is now filled with spirits, none truly malevolent, and none truly benign. They simply are. A beast that devours children often has the task of devouring children, and is not to be despised for it, even though you hunt it and kill it. Only when spirits go wrong, devouring children because they enjoy it, though their task is to make rivers run, do they truly become malign. The wonder-worker plies her trade in such a world, making cuttings of her flesh and marking her body with the signs of understanding, putting things back where they belong. As the thinking races, the wonder-worker believes that people have a responsibility to ensure that things work as they should, making them often intersect and work alongside such people as druids while at the same time helping those who live in cities.
The land has a thousand stories, and each story is like a part of its body, giving it life and power. The body, both of the land and the wonder-worker, must be maintained in order for all things to work properly. To this end, wonder-workers wander from town to town, telling stories, collecting stories, and showing the people how to maintain the relationships between themselves and the land.
The wonder-worker is many things in many stories. She is an old witch, a crone in the woods with metal spikes in her back, the brave wanderer from another tribe who battles the horned serpent, and the psychopomp who puts the dead to rest and calls the spirits back out of their holes in the spring. Such people are like the wind or the waves, moving back and forth over the land, often alone, though most often with others, for no one person can hope to be all things; the world itself does not even try this.
Wonder-Worker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+2|
+0|
+2|Spirit Guide, Domain Power, Chastise Spirits 1d6|3|2
2nd|
+1|
+3|
+0|
+3|Detect Spirit|4|3|-
3rd|
+2|
+3|
+1|
+3|Chastise Spirits 2d6|5|4|2|-
4th|
+3|
+4|
+1|
+4|Reading the Signs|6|5|3|-|-
5th|
+3|
+4|
+1|
+4|Chastise Spirits 3d6|6|6|4|2|-|-
6th|
+4|
+5|
+2|
+5|Call the Guide (Large)|6|6|5|3|-|-|-
7th|
+5|
+5|
+2|
+5|Chastise Spirits 4d6|6|6|6|4|2|-|-|-
8th|
+6/+1|
+6|
+2|
+6|Many Wonders|6|6|6|5|3|-|-|-|-|-
9th|
+6/+1|
+6|
+3|
+6|Chastise Spirits 5d6|6|6|6|6|4|2|-|-|-|-
10th|
+7/+2|
+7|
+3|
+7|Purify Land|6|6|6|6|5|3|-|-|-|-
11th|
+8/+3|
+7|
+3|
+7|Chastise Spirits 6d6|6|6|6|6|6|4|2|-|-|-
12th|
+9/+4|
+8|
+4|
+8|See the Truth|6|6|6|6|6|5|3|-|-|-
13th|
+9/+4|
+8|
+4|
+8|Chastise Spirits 7d6|6|6|6|6|6|6|4|2|-|-
14th|
+10/+5|
+9|
+4|
+9|Call the Guide (Elder)|6|6|6|6|6|6|5|3|-|-
15th|
+11/+6/+1|
+9|
+5|
+9|Chastise Spirits 8d6|6|6|6|6|6|6|6|4|2|-
16th|
+12/+7/+2|
+10|
+5|
+10|Spirit Hedge|6|6|6|6|6|6|6|5|3|-
17th|
+12/+7/+2|
+10|
+5|
+10|Chastise Spirits 9d6|6|6|6|6|6|6|6|6|4|2
18th|
+13/+8/+3|
+11|
+6|
+11|Devour Spirit|6|6|6|6|6|6|6|6|5|3
19th|
+14/+9/+4|
+11|
+6|
+11|Chastise Spirits 10d6|6|6|6|6|6|6|6|6|6|4
20th|
+15/+10/+5|
+12|
+6|
+12|Spirit Flesh|6|6|6|6|6|6|6|6|6|5[/table]
Wonder-Worker
{table=head]0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|3|1
2nd|3|2|-
3rd|3|2|1|-
4th|3|3|1|-|-
5th|3|3|1|1|-|-
6th|3|3|2|1|-|-|-
7th|3|3|2|1|1|-|-|-
8th|3|3|2|2|1|-|-|-|-|-
9th|3|3|3|2|1|1|-|-|-|-
10th|3|3|3|2|2|1|-|-|-|-
11th|3|3|3|3|2|1|1|-|-|-
12th|3|3|3|3|2|2|1|-|-|-
13th|3|3|3|3|3|2|1|1|-|-
14th|3|3|3|3|3|2|2|1|-|-
15th|3|3|3|3|3|3|2|1|1|-
16th|3|3|3|3|3|3|2|2|1|-
17th|3|3|3|3|3|3|3|2|1|1
18th|3|3|3|3|3|3|3|2|2|1
19th|3|3|3|3|3|3|3|3|2|2
20th|3|3|3|3|3|3|3|3|3|2[/table]
Class Skills: The Wonder-Worker's class skills (and key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skill Points at 1st level: (4 + Int Modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier
Just to get this out of the way, the following things count as spirits: Fey, elementals, outsiders, incorporeal undead, spirit folk, anything with the (spirit) subtype, and creatures in astral form or with astral bodies (though things on the Astral plane physically don't qualify unless they're present earlier on this list).
Weapon and Armor Proficiency: The wonder-worker is proficient with all simple weapons, battleaxe, handaxe, throwing axe, and shortbow. Wonder-workers are proficient with light armor and shields. The shield is often used as a divine focus for the wonder-worker's spells. Wonder-workers usually cast spells using shields, rattles, and sacred chants or dances as foci; a war-rattle would simply be a mace or club.
Spirit Guide: Wonder-workers possess a link to a part of the natural world; this could be an animal, a location, an object, or a magical beast. This guide appears to the wonder-worker in visions, dreams, and songs in order to impart information or ideas. The guide confers a greater awareness of the universe and presents the wonder-worker with knowledge it drags from all the edges of the world. A spirit guide grants some minor ability based upon its type.
When the spirit shaman casts a spell, her features or the air around her tends to take on a shape representative of this guide, or else seems connected in some way to it. A spirit shaman connected to a spirit guide who is a swamp, for example, may smell of muck and sludge while casting spells, or a shaman bound to Eagle's dreams may seem to take on the caul of an outstretched set of wings while he casts. A spirit guide is both a part of and a separate entity from the wonder-worker. She allows it to work through her or else sees it as a teacher and mentor despite being, herself, a piece of it.
Animal or Magical Beast: This is, obviously, an animal or magical beast that the wonder-worker looks for in the land, or at least, for the signs of its passing, in his or her spiritual quest. Choosing an animal grants the wonder-worker the Alertness feat and the ability to speak with animals of that particular type (as Speak With Animals) with no problem. In the case of magical beasts that are both (like griffins), pick one when you pick him as your guide. However, if you picked something like birds and encounter a griffin, and need to know if you can talk to it, though, treat it as both.
Amphibian: Some tribal lore paints frog as the harbinger of death, salamander as a catalyst of change and mountain streams, and toad as a mystical wellspring of energy. Leave a toad on a stone, and it will not rot, merely dry up. In any case, amphibians almost always represent some type of transformation or change, to the person and to the world.
Arthropod: Beetles, bugs, crustaceans, and all other manner of creeping things are covered under this heading. Arthropods come in several types, usually either dedicated to cleaning up the world or to destroying everything they can get their grubby claws on. A wonder-worker should choose which aspect of insect life he's worrying about when he goes to get a spirit guide who's of the hard-shelled persuasion. Crab, for example, isn't a great destroyer, but a cleanser, while Locust is all about crushing life beneath his feet.
Avian: They will tell you crow is a sign of resourcefulness and wisdom. That is incorrect. Crow brings death in his wake, and is a spirit of suffering and laughing cruelly at the less fortunate (though it is true he does this only so that they'll try to catch him and kill him, and in so doing, save themselves). In fact, lots of birds bring death, especially birds who swoop down out of nowhere to take away the life of small things that stir in the underbrush. However, there are other stories. One tells of how blue jay once stole all the pebbles from the bottom of a stream and stacked them up to make mountains to keep out a great evil from below the ground, and other stories speak of how sparrow brings spring with him every year. A lot of birds, then, are also lucky or clever.
Dinosaur: In a group on its own, dinosaurs are often beings of great power. They, and a large variety of other animals, represent the ancient power of the earth, long forgotten by even thinking races. They often stand for prosecution, fear, and long-buried knowledge. The wonder-worker who reveres such ancient things should likewise be a scholar of history and time, and seek to preserve what is in danger of being lost forever.
Mammal: Mammals encompass beings like bears or badgers. They can cover just about anything you want from fortune to wisdom, compassion, and decisiveness. In fact, rabbit means a thousand things to a thousand different cultures, from fertility to luck, curiosity, the essence of fear, or safety. Bears have a special place in many places as bearers of spring or winter, or just being purveyors of wisdom or the sanctity of families. Mammals are also often the predominant forms of life in places, leading them to fill in as spirit-world leaders or some ideal people strive to reach.
Reptile: Reptiles have a history of representing wisdom to tribal cultures, in addition to pluck, survivability, and hunger. Crocodiles are especially venerated in many places, serving as gluttons or servants to gods, guardians of ancient gold, or having the sun in their foreheads. Reptiles are also often invariably associated with water.
Location: A location is a place, such as a specific valley or forest to which the wonder-worker speaks with and for, and often takes steps to protect or visit physically, if possible. These places are represented by figures. Locations grant powers based upon their environment. An example of location is Mudurubigu the Swamp of Time-Before-Time, which would be an example of marsh terrain. Picking a location as a spirit guide grants a +2 bonus to Survival and Knowledge (nature) checks. The terrain types are aquatic, desert, forest, hills, marsh, mountains, plains, and underground.
Domain Power: Once per day, when the wonder-worker retrieves spells, he can have his spirit guide also retrieve a domain. This is a cleric domain, and the wonder-worker gains the domain power for the day, or until he retrieves a different domain. In addition, the wonder-worker gets to add those spells to his spell list for the day.
Chastise Spirits: At first level, a number of times per day equal to 3 + his or her Charisma modifier, the wonder-worker can utter a series of words that devastates spirits, unmaking them at a fundamental level. It affects all spirits within 60 feet of the wonder-worker, and deals an amount of damage equal to half the wonder-worker's level (round up). Those affected can make a Will save (DC 10 + the wonder-worker's level + the Cha modifier) for half damage. This ability can be used as a standard action. It does not suffer a 50% miss chance when used to damage incorporeal creatures, and it affects nearby creatures on the ethereal plane.
Spells: A wonder-worker casts divine spells from the druid spell list. She can cast any spell she's retrieved without preparing it ahead of time, as long as she has spell slots available.
To retrieve a spell, a wonder-worker must have a Charisma score of 10 + the spell's level. Once retrieved, the wonder-worker can make use of it until the next morning, when she must have her spirit guide bring it to her again. To cast a spell, the wonder-worker must have a Wisdom score of 10 + the spell's level, and the saving throw is Charisma-based. Wonder-workers gain bonus spells per day based on Wisdom.
If the wonder-worker knows a metamagic feat, she must choose to apply it to spells she is retrieving. For example, a wonder-worker could retrieve an empowered cure light wounds as a 3rd-level spell, and she must use a 3rd-level spell slot to cast it; unless she retrieved a normal cure light wounds spell, each time she casts the spell that day, it is empowered.
Detect Spirits: At 2nd level, the wonder-worker can detect the presence of nearby spirits at will. This functions just like the detect undead spell, except it works on anything covered as a spirit (see above).
Reading the Signs: At 4th level, the wonder-worker can take note of his or her surroundings, gaining the ability to ask one question about the local area for every three levels she possesses. These must be yes or no questions, or other questions with similarly simple answers. Examples of such questions include the location or distance of potable water, if there are any bandits in the area, and the distance to nearby towns, in addition to how many people might be in them. Using this ability costs 1 use of the wonder-worker's Chastise Spirits power.
Call the Guide: At 6th level, the wonder-worker gains the ability to call her spirit guide outside of a spell retrieval capacity. A spirit guide has the statistics of a large elemental (of appropriate type; shark, for example, would be a water elemental, while a mountain would manifest as an earth elemental). It remains for 1 round per class level, and can perform any task such an elemental could perform. Using this ability expends two uses of the wonder-worker's Chastise Spirits ability. At 14th level, the wonder-worker can expend four uses of her Chastise Spirits ability to summon an elder elemental instead. Regardless of how many charges the wonder-worker uses, she cannot have more than one elemental under her control this way at any one time.
Many Wonders: At 8th level, the wonder-worker can expend a daily use of her Chastise Spirits ability to send away one of her currently retrieved spells and retrieve a different one instead. This ability takes a full-round action.
Purify Land: At 10th level, the wonder-worker can expend two daily uses of her Chastise Spirits ability to use a dispel magic effect in a 30-foot radius burst, centered on the wonder-worker.
See the Truth: At 12th level, the wonder-worker can expend a daily use of her Chastise Spirits ability to activate a true seeing effect, as if she had just cast the spell.
Spirit Hedge: At 16th level wonder-worker can spend a daily use of her Chastise Spirits ability to create an area that prevents spirits from entering. It works against any creature her Chastise Spirits ability would affect, and is otherwise identical to magic circle against evil. Treat spirits as summoned creatures.
Devour Spirit: At 18th level, the wonder-worker can expend two daily uses of her Chastise Spirits ability and make a melee touch attack against any creature her Chastise Spirits ability would affect, and that creature must make a Will save (DC 10 + 1/2 the wonder-worker's level + her Charisma modifier) or die. If the save succeeds, the spirit takes full Chastise Spirit damage. If the save fails, the wonder-worker also receives the benefits of a heal spell if the creature was at a challenge rating equal to her level or higher. If it was lower, the wonder-worker is affected as if by a cure critical wounds spell instead, cast by a wonder-worker of the creature's hit dice.
Spirit Flesh: At 20th level, the wonder-worker gains damage reduction 20/cold iron and 3 additional daily uses of her Chastise Spirits ability.
Wonder-Worker Feats
Ancient Spirits of the Land
In the land of Hahtchwanu, dragons are ancient spirits, many of whom are fused with the very land they inhabit. In Solmaro, the Dreamin' Land, the dragons are part of the creation myths of the people.
Prerequisites: Speak Draconic, Chastise Spirits ability.
Benefit: You can use your Chastise Spirits abilities to affect dragons and constructs.
Extra Chastisement
You can chastise spirits more often.
Prerequisite: Chastise Spirits ability
Benefit: You gain three more uses per day of your Chastise Spirits ability.
Special: You can take this feat multiple times. Each time, you gain three more uses of your Chastise Spirits ability.
Sacred Object
You have bonded with a sacred object, and through it, you work your power.
Prerequisites: Spirit Guide ability
Benefit: You gain a sacred object, which is a stone or stick from the location that is your spirit guide, or a part of the animal or magical beast who is part of your spirit guide. You gain a +1 bonus to your caster level when casting wonder-worker spells, and can retrieve and cast spells as if your Charisma and Wisdom were 2 points higher. You also gain bonus spells per day as if your Wisdom were 2 points higher than it actually is. The saving throw DC of your spells is unchanged, however. This object becomes a required divine focus for your spells. If you do not have it, you suffer a -2 morale penalty on attack rolls, damage rolls, skills checks, and saving throws until you have it back.