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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.

hiryuu
2011-08-12, 02:23 AM
Black Magician
Stories tell of wonder-workers who attend black sings, who kidnap children and spread their ash into the ground as sand to make paintings, and turn bile into ink for tattoos and scars. They fly through the air, bringing chaos in their wake, digging up the excess pieces of power leftover from creation. They are like scrabbling dogs, baying in the night and slithering at the feet of the giants in the earth, stealing power for themselves. Their evil knows little bound, and they are feared for their magic, from whom no one is safe. Harbingers of disease and painful rot, the Echgla'Alu people make it their life goal to track down these usurpers of power and destroy them.

To hear a black magician talk, they speak of the path of ancient power, the witchery way, that was stolen from humanity and bears the power that humanity is meant to have. Unfortunately, to keep up this power, they must kill humans and harvest the bones of the skull and the fingerprints, burning the rest of the corpse to use for ash to make paintings, in order to harvest what little power all humans still have.

Prerequisites
Skills: Knowledge (religion) 8 ranks, Perform (dance) 8 ranks, Use Magic Device 4 ranks.
Spellcasting: Able to retrieve 2nd-level divine spells.
Invocations: Able to use least invocations.
Class Feature: Chastise Spirits class feature.
Alignment: Any evil.

Black Magician
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+2|
+0|
+2|Chastise Spirits 1d6, Killing Way|+1 level of existing divine spellcasting class

2nd|
+1|
+3|
+0|
+3|Chastising Blast, Skinwalking|+1 level of existing divine spellcasting class, +1 level of existing invocation using class

3rd|
+2|
+3|
+1|
+3|Chastise Spirits 2d6|+1 level of existing divine spellcasting class, +1 level of existing invocation using class

4th|
+3|
+4|
+1|
+4|Contagious Blast|+1 level of existing divine spellcasting class, +1 level of existing invocation using class

5th|
+3|
+4|
+1|
+4|Chastise Spirits 3d6|+1 level of existing divine spellcasting class, +1 level of existing invocation using class

6th|
+4|
+5|
+2|
+5|Eldritch Spellweave|+1 level of existing divine spellcasting class, +1 level of existing invocation using class

7th|
+5|
+5|
+2|
+5|Chastise Spirits 4d6|+1 level of existing divine spellcasting class, +1 level of existing invocation using class

8th|
+6/+1|
+6|
+2|
+6|Cursing Blast|+1 level of existing divine spellcasting class, +1 level of existing invocation using class

9th|
+6/+1|
+6|
+3|
+6|Chastise Spirits 5d6|+1 level of existing divine spellcasting class, +1 level of existing invocation using class

10th|
+7/+2|
+7|
+3|
+7|Thoughtwalking|+1 level of existing divine spellcasting class, +1 level of existing invocation using class[/table]

Class Skills (4 + Int modifier): Bluff, Concentration, Intimidate, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Profession, Sense Motive, Spellcraft, and Use Magic Device.

Chastise Spirits
A black magician continues training in his knowledge of spirits and his path of spiritual power. At 1st level, and every odd-numbered level after that, the black magician's Chastise Spirits ability increases in damage as shown on the chart.

Killing Way
At 1st level, the black magician no longer recovers Chastise Spirits uses from 8 hours of rest every day. Instead, he must get eight hours of rest as normal, but once per week, he must kill another human being and harvest the bones from the back of the skull and the fingers to make into a necklace, and perform a ritual that takes 10 minutes and a Perform (dance) check (DC 20). If he fails, he loses the use of his Chastise Spirits ability for the week.

Chastising Blast
At 2nd level, the black magician learns how to fuse the power of his ability to harm spirits and the power of stolen chaos of creation. Whenever he uses his eldritch blast on a creature that would be vulnerable to his Chastise Spirits ability, the black magician can spend a use of it to add his Chastise Spirits damage to the damage of the eldritch blast. The creature gets no save against this use of Chastise Spirits.

Skinwalking
At 2th level, the black magician gains the ability to transform into other animals and people. In order to turn into a person or animal, the black magician must possess a vital piece of the creature in question, and the black magician can't have more hit dice than the animal or person. A vital piece is anything used for the creature's survival, such as its brain or liver, which has a tendency to rot after a few days. Regardless of whether the black magician preserves this piece or not, he can only use it once, after which it becomes useless. This power works until the black magician transforms back into his own body. You cannot cast spells while transformed into anything that cannot speak, though you may use invocations.

If the black magician uses this power to take the form of a creature of his own race, his body reverts to the age of the person he has become, and acquires their physical ability scores, altering his hit points, saving throws, and skills accordingly, and the power has no duration.

Otherwise, this ability works just like wildshape, but costs a daily use of the black magician's Chastise Spirits ability to activate.

Spellcasting
Each level beyond 1st, you gain spells per day and spells retrieved, as well as an increase in caster level, as if you had gained a level in whatever divine spellcasting class you had belonged to before you became a black magician. If you had more than one divine spellcasting class before becoming a black magician, you must choose which to add to each level.

Invocations
At each level, you gain new invocations known and an increase in caster level as if you had gained a level in whatever invocation-using class you'd belonged to before becoming a black magician (including eldritch blast). If you had more than one invocation-using class before becoming a black magician, you must choose which to add to each level.

Contagious Blast
At 4th level, you can infuse others with the power of the reverse of creation, unmaking parts of things and people. You expend a daily use of your Chastise Spirits ability and use your eldritch blast power, and the target struck is affected as if by the spell contagion. They make a saving throw for the spell as normal, and you choose the disease. If you use this power to affect an object, its hardness does not apply to this damage, and causes a noticeable wear and decay on the item. You cannot apply a Blast Shape or Eldritch Essence to the blast used to activate this power.

Eldritch Spellweave
At 6th level, you can apply an eldritch essence invocation that you know (other than greatreach blast or spellblast) to any divine spell that affects a target or requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence. If the essence requires a saving throw, use the normal saving throw for that essence. If it changes the damage of the spell, it can only be applied to a spell that deals damage. Using this ability changes the casting time of the spell to 1 full-round action. A spell that normally has a casting time of 1 full-round action takes an additional full-round action to cast. If the spell has more than one target, you choose which target is affected by the eldritch essence. The rest are unaffected. Using this ability expends a daily use of your Chastise Spirits ability.

Cursing Blast
At 8th level, you can curse and hurt others with your songs. You expend a daily use of your Chastise Spirits ability and use your eldritch blast power, and the target struck is affected as if by the spell bestow curse. They make a saving throw for the spell as normal, and you choose the curse. You cannot apply a Blast Shape or Eldritch Essence to the blast used to activate this power.

Thoughtwalking
At 10th level, the Black Magician gains the ability to leave his body behind and move about. To use this ability, the Black Magician must be skinwalking as an animal, and this changes the duration to ten minutes per level, and the animal into which the Black Magician "transforms" gains a fly speed equal to twice its base ground speed (average maneuverability). The only difference is that if the projected animal body is killed, the Black Magician simply suffers an equal amount of nonlethal damage.

Demidos
2011-08-12, 02:37 AM
I'm i a bit sleepy, so i might have missed something, but did you ever set a base amount of chastise spirit uses? I can't seem to find it...

Otherwise a very cool class. A sort of cleric/druid/warlock/sorcerer....thing:smallbiggrin::smallwink:

hiryuu
2011-08-12, 02:39 AM
I'm i a bit sleepy, so i might have missed something, but did you ever set a base amount of chastise spirit uses? I can't seem to find it...

Otherwise a very cool class. A sort of cleric/druid/warlock/sorcerer....thing:smallbiggrin::smallwink:

Nah, you got it right, it's supposed to be 3 + Cha mod, just like Turning. I feex.

hiryuu
2011-08-15, 07:11 AM
Sky People are a mysterious race that has some connection to Thunder; they move back and forth from the earth to the sky in oversized baskets. For the most part, they keep careful watch on their things, but every so often, they will drop them or be forced to do so by bandits or other attackers.

Sky Person Fire Orb
These are small silver orbs that, when grasped, attempt to fly out of the hand. When a user lets go, it hangs in the palm as if held there, and three pyramids hover out of the orb and hang near it in the air. When the user wishes to attack someone with it, she holds out her hand and closes her fingers just a little, and a flash of light leaps out of the tiny pyramids toward the target. They make a hissing noise when used. Fire Orbs deal force damage.
Light Exotic Weapon
Damage: 1d6(Medium)/1d4(Small), Threat range 19-20/x2, range increment 50 feet, price 300gp

Sky Person Hotstick
This is a long stick made of the same shining material as a Sky Person basket. It ripples like water when waved around, and can be used as a club. When activated by gripping it with both hands, however, it begins to hiss and bubble inside, and let out streams of smoke. When active like this, a wielder can make normal attacks with the weapon that deal the listed damage as fire damage, but if the wielder missed and would have hit the defender's touch AC, the defender must make a Fortitude save (DC 14) or suffer a 20% miss chance on his or her attack rolls for 1d4 rounds.
Medium Exotic Weapon
Damage: 2d6 fire, Threat range 20/x2, Price 150gp

Magic Items

Rattlesnake Canoe
This is a normal canoe in all respects, except for the fact that it's made of live rattlesnakes. By speaking a command word, the owner of the canoe can cause the snakes to settle down and allow anyone inside, but anyone else attempting to use the canoe is bitten by 1d6+1 small vipers per round, and takes the appropriate damage and must make the appropriate saving throws (DC 10, initial and secondary damage 1d6 Con; thus getting everything they deserve for sitting down in a canoe made of rattlesnakes).
Strong enchantment and transmutation; CL 5th; Craft Wondrous Item, charm animal, speak with animals; Price 4,000 gp; weight 150 lbs.

Gnawing Axe
This +1 vicious handaxe has a spirit of hunger trapped inside; whenever the wielder hits with a melee attack using the axe, he or she can let go of the weapon, which causes the length of the blade to split open sideways and reveal a deep maw containing several rows of blunt, human teeth which gnaw at the wound. The weapon sticks to the attack location and deals its base damage each round (ignoring vicious damage), using the wielder's strength bonus. The axe can be removed by taking a full-round action and making a DC 20 Strength check by any party, otherwise, it only releases its grip on a victim when death comes for him or her.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic fang; Price 10,306 gp; weight 3 lbs.