TEXT: Weekly Wonders
  Greed
  
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2 2
  Introduction
  The seven deadly sins are inextricably tied with the official 
  Pathfinder campaign setting, and, with it, to the very game 
  itself. There is something potent about this particular group 
  of vices that has drawn human fascination for centuries, 
  however, and so it is no surprise that they would turn up 
  here, yet again. But just as the enemies in certain iconic 
  Pathfinder Adventure Path adventures gain their power from 
  sin, so too can players draw their strength from the likes 
  of envy, gluttony, greed, lust, pride, sloth, and wrath. Each 
  installment of Weekly Wonders: Archetypes of Sin presents six 
  new archetypes tied to one of the seven deadly sins.
  This installment focuses on the sin of greed. While a greed 
  for material wealth is the most common and obvious, there 
  can be many forms of greed, and those who seek to acquire 
  endless amounts of power, knowledge, or even trinkets and 
  baubles can be stricken just as strongly. Whatever it is that 
  a character hoards, if greed is the motivation that drives 
  them, then they are never content, never able to rest and be 
  happy with what they have, but must always strive to gather 
  still more, and more, and more, attempting to satisfy an 
  insatiable hole within themselves. The archetypes in this 
  book explore a number of different types of greed.
  New Archetypes
  The following archetypes are presented in alphabetical order, 
  based on the name of the class that they modify.
  Spellmiser (Arcanist)
  While greed is most commonly associated with material 
  wealth, spellmisers represent a greed for knowledge and 
  magical lore. These arcanists are obsessed with accumulating 
  as many spells as possible, filling their libraries with arcana 
  like lesser mortals fill their vaults with gold.
  Efficient Scribe (Su): In their desire to accumulate magical 
  knowledge, spellmisers quickly become experts at copying 
  magical writings quickly and efficiently. A spellmiser 
  gains a bonus equal to 1/2 her arcanist level (minimum 
  1) on Spellcraft checks made to decipher arcane magical 
  writings and prepare spells from the spellbooks of others. 
  Additionally, the material cost and time required for a 
  spellmiser to copy a spell from another spellbook is halved.
  This ability replaces the consume spells class feature.
  Instant Transcription (Su): At 5th level, a spellmiser gains 
  the ability to instantly copy spells into her spellbook, and she 
  need not expend any materials to do so. She can copy spells 
  from one book to another in this way at a rate of 1 page per 
  round, simply by touching both books. The spellmiser can 
  copy a total number of pages’ worth of spells in this fashion 
  each day equal to twice her arcanist level.
  This ability replaces the arcanist exploit gained at 5th level.
  Extradimensional Archive (Su): At 9th level, a spellmiser 
  gains the ability to separate the contents of her spellbooks 
  from reality, storing them in an extradimensional space. 
  In addition to effectively giving her spellbook an infinite 
  number of pages, this also ensures that the contents of 
  the spellbook can survive even if the physical book itself 
  is destroyed. A spellmiser can mystically link all spells 
  that she personally scribed in a given spellbook with her 
  extradimensional archive by performing a 1-minute ritual, a 
  process which allows her to access those spells any time she 
  accesses her extradimensional archive. She can link any blank 
  spellbook with her extradimensional archive by performing 
  a different ritual, which takes 1 hour, and allows her to 
  use that spellbook to read any spell she has stored in her 
  extradimensional archive, regardless of how many pages that 
  spellbook has. She can only have one spellbook linked to her 
  extradimensional archive at any given time.
  This ability replaces the arcanist exploit gained at 9th level.
  Eagle Eye (Su): Beginning at 13th level, a spellmiser is able 
  to learn spells simply by seeing them cast. Whenever a 
  spellmiser makes a Spellcraft check to identify a spell being 
  cast, if the result of the Spellcraft check exceeds the DC by 
  5 or more, she gains sufficient understanding of the spell to 
  copy it into a spellbook. This insight lasts for 24 hours, and 
  if it has not been copied by then, the knowledge is lost. A 
  spellmiser can only learn spells in this way if the spell appears 
  on her spell list and is of a spell level that she is able to cast.
  This ability replaces the arcanist exploit gained at 13th level.
  Order of the Coin (Cavalier)
  A cavalier who belongs to this order cares for material wealth 
  above all else, and will stop at nothing to achieve maximum 
  profit.
  Edicts: The cavalier must do all that he can to acquire 
  material wealth. The order of the coin maintains a collection 
  of mercantile axioms and rules, known collectively as “The 
  Gilded Path,” which members are expected to at least loosely 
  abide by. These rules, currently numbering nearly 400, extol 
  the virtues of predatory and unscrupulous business dealings 
  in order to reap as much short-term profit as possible, at the 
  expense of others. Cavaliers that are widely known to be poor 
  (or worse, generous) are shunned by their order.
  Challenge: Whenever an order of the coin cavalier issues a 
  challenge, if the target of his challenge owns less material 
  wealth than the cavalier, the cavalier gains a +1 morale bonus 
  to AC against the target of his challenge. Alternatively, if 
  the target of his challenge owns more material wealth than 
  the cavalier, the cavalier gains a +1 morale bonus to CMB for 
  combat maneuvers made against the target of his challenge. 
  In either case, this bonus increases by +1 for every four levels 
  the cavalier possesses. 
  Skills: An order of the coin cavalier adds Appraise (Int) and 
  Disable Device (Dex) to his list of class skills. In addition, an 
  order of the coin cavalier adds twice his Intelligence modifier 
  on Appraise checks made to determine the value of objects.
  
  3
  3
  Order Abilities: A cavalier that belongs to the order of the 
  coin gains the following abilities as he increases in level.
  Master of Bribes (Ex): Beginning at 2nd level, an order 
  of the coin cavalier becomes adept at the subtle art of 
  bribery. Any bonuses he gains on Diplomacy checks as a 
  result of offering a bribe are doubled. Additionally, if the 
  target of his bribery attempt would normally react poorly 
  to the offer of a bribe, the order of the coin cavalier can 
  make a Bluff or Diplomacy check (DC = 11 + the target’s 
  Hit Dice + the target’s Wisdom modifier, or 10 + the 
  target’s Sense Motive modifier, whichever is higher) in 
  order to present the bribe so tactfully that there are no 
  negative repercussions.
  Bask in Opulence (Ex): Starting at 8th level, simply being 
  in close proximity to the trappings of wealth can inspire 
  an order of the coin cavalier to greater heights. Any day 
  in which he spends at least 1 hour in an area of particular 
  opulence and luxury, he gains a +1 morale bonus on 
  attack rolls, damage rolls, ability checks, and skill 
  checks until the next time he rests. The GM is the final 
  arbiter of what constitutes opulence and luxury, but any 
  environment which offers one or more of the following 
  should typically qualify: architecture or furniture made 
  of rare or valuable materials (gold-trim, marble floors, 
  etc.), rich and fashionable foodstuffs, large quantities of 
  expensive art objects, and so on.
  Drawn to Wealth (Ex): By 15th level, an order of the coin 
  cavalier has an uncanny knack for finding treasure. Each 
  day, there is a 10% chance that the value of any treasure 
  the party finds that day will be increased by half again 
  as much (for a total value of 150% of the original). The 
  GM should make this roll in secret, and may choose 
  what form the additional treasure takes (coins, gems, art 
  objects, magic items, or some mixture of these).
  Collector (Occultist)
  Occultists tend to be drawn to the esoteric and the strange, 
  and when they give in to the temptations of greed, they 
  tend to hoard not gold, but the very same objects that they 
  otherwise turned to for power. Recognizing the innate power 
  found in objects, occultists who specialize in collecting 
  objects of a certain kind quickly begin to unlock even greater 
  psychic potential buried within.
  Compel Gift (Sp): Beginning at 5th level, a collector can 
  compel others to give him things with little more than a 
  word and a gesture. This functions as the spell demand 
  offeringOA, except that the saving throw DC is equal to 10 + 
  1/2 the collector’s occultist level + the collector’s Intelligence 
  modifier. The collector can use this ability three times per 
  day.
  This ability replaces the aura sight class feature.
  Collection (Su): At 8th level, a collector forms a collection 
  of objects that gives him additional magical power. The 
  exact nature of the collection is up to the collector, but it 
  must have a clearly-defined theme, which must in some 
  way be linked to one of the occultist implement schools 
  that the collector knows: for example, a collector with 
  the abjuration implement school could choose to collect 
  amulets (a common implement associated with abjuration), 
  whereas a collector with the conjuration implement school 
  might choose to collect books about outsiders (as many 
  conjuration spells involve summoning such creatures), 
  and yet another collector with the necromancy implement 
  school might choose to collect possessions of murder 
  victims (as these items are naturally linked to death, and 
  therefore necromancy). The GM is the final arbiter of what 
  criteria are and are not acceptable for defining a collection, 
  and determining what schools are appropriate for a given 
  collection.
  As long as the combined market price of all the items 
  in the collector’s collection is equal to or greater than a 
  certain minimum amount, the collector gains an amount of 
  additional mental focus each day equal to 1/4 his occultist 
  level, which must be invested in an implement of the 
  same school as the one his collection is associated with. 
  Additionally, as long as he maintains this minimum amount, 
  the DC of any spell he casts of the associated school is 
  increased by +1, as is the DC of any of his focus powers of the 
  associated school. If the combined market price of all the 
  items in the collector’s collection is equal to or greater than 
  twice the minimum required amount, he instead gains an 
  amount of additional mental focus each day equal to 1/2 his 
  occultist level, and the DCs of the relevant spells and focus 
  powers are increased by +2.
  The minimum market price for the collector’s collection 
  depends on his occultist level, as outlined on the table below.
  Character level
  Minimum Collection Value
  8th
  3,300 gp
  9th
  4,600 gp
  10th
  6,200 gp
  11th
  8,200 gp
  12th
  10,800 gp
  13th
  14,000 gp
  14th
  18,500 gp
  15th
  24,000 gp
  16th
  31,500 gp
  17th
  41,000 gp
  18th
  53,000 gp
  19th
  68,500 gp
  20th
  88,000 gp
  Table 1: Collection Value Minimums
  This ability replaces the magic circles class feature.
  Black Market Contacts (Ex): At 8th level, a collector 
  develops a network of black market contacts, which can 
  provide him with rare, illegal, or stolen goods or information. 
  Getting in touch with one of these contacts is an elaborate 
  process that takes 2d4 hours. Each time the collector does so, 
  he can have the contact perform one of the following services 
  on his behalf:
  Fence: The collector can sell rare, exotic, or valuable 
  objects to the contact. A collector’s contact has deep 
  pockets, and is capable of spending an amount of 
  gold equal to twice the normal purchase limit of the 
  
  4 4
  settlement he is in per week in this fashion. Additionally, 
  the collector’s contact will generally be willing to 
  purchase even obviously stolen or illegal merchandise 
  (although, at the GM’s discretion, some items may be too 
  hazardous even for a professional).
  Gather Information: The contact can gather information 
  about a particular topic for the collector. Treat this as a 
  Diplomacy check made to gather information, with a 
  bonus equal to the 5 + collector’s occultist level. Only 
  information relating to expensive or exotic merchandise 
  (including the whereabouts, properties, movement, and 
  owners of such items), as well as general information 
  about criminal activity, can be learned in this fashion.
  Provider: The contact can provide rare, exotic, or illegal 
  goods for the collector to purchase. In general, there is a 
  75% chance that the contact can procure any such item 
  whose value is equal to or less than the purchase limit of 
  the settlement he is in within 1d4 days, and a 25% chance 
  that he can procure an item whose value exceeds that 
  limit in twice that time.
  Other: At the GM’s discretion, the collector’s contact 
  may be able to provide other favors, instead, such as 
  putting the collector in touch with a professional thief 
  or assassin, or even arranging and orchestrating a heist 
  to procure an object the collector particularly wants, 
  but which is not for sale. The GM should determine 
  an appropriate fee for these services, as well as the 
  likelihood of their success.
  Additionally, each week, there is a 20% chance that one of the 
  collector’s contacts reaches out to him with an offer to sell 
  a particular object appropriate for the collector’s collection. 
  The GM should randomly generate a medium magic item 
  appropriate for the collection, or use some other means to 
  determine any special features that object may have. Objects 
  sold in this fashion can be purchased at a discount, and the 
  collector need pay only 80% of the normal market price for 
  such an item. Given the nature of the contact, it’s possible 
  that the item may be stolen, cursed, or otherwise lead to 
  trouble. Typically, there is a 25% chance of this for any given 
  item. The GM should determine in secret whether or not the 
  item has any such drawbacks, and what they are, although it’s 
  possible the contact may be willing to share this information 
  with the collector (at the GM’s discretion).
  At 8th level, the collector can reach out to one of his contacts 
  once per week. At 12th level, and every four levels thereafter, 
  he can reach out to one of his contacts one additional time 
  each week.
  This ability replaces the outside contact class feature.
  Collector’s Knack (Su): Beginning at 12th level, a collector 
  develops a supernatural bond with his collection, which 
  grants him limited powers over the types of objects that he 
  collects. By focusing as a full-round action, the collector can 
  supernaturally sense the presence of any objects in a 60-foot 
  cone that fit within the limitations of his collection (i.e., if 
  he collects bells, he would sense any bells in the area, and 
  if he collected human bones, he would sense the presence 
  of any human bones in the area, etc.). He senses the exact 
  location of each such object, and can do so through any kind 
  of barrier.
  Additionally, the collector can telekinetically lift objects of 
  the type that he collects. This functions as the spell mage 
  hand, except that the object can weigh up to 5 lbs. per 
  occultist level. The collector’s caster level for this effect is 
  equal to his occultist level.
  This ability replaces the binding circles class feature.
  Collection Mastery (Sp): At 16th level, a collector’s 
  dominance over the types of objects that he collects is 
  second to none. He gains the ability to cast telekinesis at 
  will, but only to manipulate objects of the type that he 
  collects. Additionally, he can remotely view any object of 
  a type that he collects. This functions as the spell scrying, 
  except that the subject is an object, rather than a creature. 
  The object is always entitled to a saving throw, even if it is 
  non-magical and unattended (in the case of non-magical 
  unattended objects, treat the objects as having a base save 
  modifier of +0). The collector’s knowledge of and connection 
  to the object affects the saving throw DC, as normal, and the 
  collector must have some means of identifying the particular 
  object in question if he is not familiar with it.
  This ability replaces the fast circles class feature.
  Treasure Hunter (Rogue)
  Whether they’re plumbing the depths of ancient ruins 
  in search of long-lost treasures, or simply plying their 
  mercantile wares in the big city, treasure hunters are 
  always concerned with finding their next big score, and 
  accumulating as much wealth as possible. With a sixth sense 
  for treasure and a knack for getting the best prices, these 
  rogues know where to go to get their gold.
  Treasure Finding (Ex): A treasure hunter has an uncanny 
  knack for finding profit. By concentrating as a full-round 
  action, the treasure hunter can sense the proximity of gold, 
  silver, and copper as though she were equipped with a rod 
  of metal and mineral detection. Additionally, she gains a 
  bonus equal to 1/2 her rogue level on Appraise checks and on 
  Perception checks made to notice concealed treasure.
  This ability replaces the trapfinding class feature.
  Negotiator’s Knack (Ex): Beginning at 3rd level, a treasure 
  hunter is an expert at haggling, and can always get the best 
  prices, whether buying or selling. When purchasing goods 
  and services, she reduces the market price by 5%, and when 
  selling goods or services, she can do so for 5% more than 
  she would otherwise be able to. At 6th level, and every three 
  levels thereafter, this bonus increases by an additional 5% (to 
  a maximum of 30% at 18th level).
  This ability replaces the trap sense class feature.
  
  5
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  Disarming Combatant (Ex): At 6th level, a treasure hunter 
  becomes an expert at liberating others of their possessions. 
  She never provokes attacks of opportunity for making disarm 
  or steal combat maneuvers, and when making such combat 
  maneuvers, she treats her base attack bonus as being equal to 
  her rogue level.
  This ability replaces the rogue talent gained at 6th level.
  Wyrmshifter (Shifter)
  Many shifters find that the more that they transform into 
  particular sorts of creatures, the more that aspects of those 
  creatures rub off on them. One reason that few shifters 
  can transform into the shape of a dragon is because these 
  powerful and legendary creatures are so potent that they 
  might well find themselves subsumed in the attempt. But 
  there are a few who dedicate themselves to taking draconic 
  shape, and these shifters, known as wyrmshifters to some, 
  are able to master this particularly difficult form, although 
  in doing so, they begin to exemplify the greed inherent in all 
  dragons.
  Dragon Aspect: At 1st level, when a wyrmshifter gains her 
  first shifter aspect, she must take the dragon aspect, below. At 
  5th level, and later levels, when she gains additional aspects, 
  she may choose normally from among those available to all 
  shifters.
  Dragon
  Terrible engines of destruction, dragons are flying 
  reptiles that are at once enchanting and horrifying. They 
  are resilient, powerful, and have the ability to breathe 
  fire.
  Minor Form: Your natural armor bonus to AC increases 
  by +1. Additionally, you gain a +2 bonus on saving throws 
  made to resist paralysis and sleep effects. At 8th level, 
  these bonuses increase to +2 natural armor and a +4 
  bonus on saving throws made to resist paralysis and sleep 
  effects. 
  Major Form: Your shape changes to that of a Medium 
  dragon. While in this form, you gain a bite attack (1d6 
  damage), two claw attacks (1d3 damage), a fly speed of 
  40 feet (average), and darkvision 60 feet. At 8th level, 
  you gain the ability to breathe fire once each time you 
  shift into this aspect’s major form. Breathing fire in this 
  way takes the form of either a 30-foot cone or a 60-foot 
  line (your choice), and deals 1d8 points of fire damage 
  per two shifter levels to each creature in the area. A 
  successful Reflex save (DC = 10 + 1/2 your shifter level + 
  your Constitution modifier) halves this damage. At 15th 
  level, you instead transform into a Large dragon, causing 
  your bite to deal 1d8 damage, your claw attacks to deal 
  1d4 damage, and granting you a +4 enhancement bonus 
  to Strength and Constitution.
  Nose for Gold (Ex): Beginning at 1st level, a wyrmshifter 
  gains the ability to literally sniff out precious metals and 
  gems. The wyrmshifter gains the scent special ability, but 
  can only use it to detect the scent of platinum, gold, silver, 
  copper, and gems. At the GM’s discretion, other particularly 
  valuable metals and minerals may be able to be detected as 
  well. If the wyrmshifter gains scent from another source, then 
  as long as she has the scent ability, she can detect the scent 
  of precious metals and minerals at a range four times as far as 
  her normal scent abilities.
  This ability replaces the wild empathy class feature.
  Draconic Cunning (Ex): Beginning at 2nd level, a 
  wyrmshifter adds half her level on Appraise checks.
  This ability replaces the track class feature.
  Scaled Body (Ex): At 2nd level, a wyrmshifter’s natural 
  armor bonus to AC increases by +1. At 4th level, and every 
  four levels thereafter, this bonus increases by an additional +1 
  (to a maximum of +6 at 20th level). Additionally, at 2nd level, 
  the wyrmshifter gains an amount of fire resistance equal to 
  her shifter level.
  This ability replaces the defensive instinct class feature.
  Gilded Sleeper (Ex): Beginning at 3rd level, a wyrmshifter 
  is able to rest more soundly as long as she does so on a bed 
  of coins, gems, and other valuables. Whenever a wyrmshifter 
  rests, if she does so atop a pile of coins and similar materials 
  worth at least 1,000 gp, she regains twice as many hit points 
  from resting, and heals twice as much ability damage as 
  she otherwise would. Additionally, upon awaking, she feels 
  particularly refreshed, and gains a +1 morale bonus on attack 
  and damage rolls for the first combat she is engaged in that 
  day.
  This ability replaces the woodland stride class feature.
  Vengeance Against Thieves (Ex): Beginning at 5th level, 
  a wyrmshifter is able to bring down a terrifying fury against 
  those who would steal from her. She gains a +1 morale bonus 
  on attack and damage rolls made against any creature that 
  is currently in possession of one or more objects that were 
  stolen from her. If the stolen object’s market value is equal 
  to or greater than 1,000 gp per shifter level the wyrmshifter 
  possesses, this bonus is increased to +2.
  This ability replaces the trackless step class feature.
  Superior Dragon Aspect (Su): At 18th level, a wyrmshifter’s 
  dragon aspect improves still further. As long as she is shifted 
  into the major form of her dragon aspect, she is immune to 
  sleep and paralysis, and gains spell resistance equal to 10 + 
  her shifter level.
  This ability replaces the timeless body class feature.
  Plundering Blade (Swashbuckler)
  It is not uncommon for swashbucklers to seek out fame and 
  fortune, but for some, the latter is far more important than 
  the former. Plundering blades are swashbucklers who are 
  motivated so heavily by a lust for gold, jewels, and other 
  wealth, that they have even adjusted their fighting style to 
  better ensure that they profit from each encounter.
  Deeds: A plundering blade gains the following deeds, each of 
  which replaces an existing deed.
  
  6 6
  Make a Better Offer (Ex): Beginning at 3rd level, a 
  plundering blade becomes an expert in negotiating for 
  the loyalty of her opponents’ hired help. As a standard 
  action, a plundering blade can make a special Diplomacy 
  check to attempt to bribe one or more foes into sitting 
  the fight out. The DC for this check is equal to 30 + the 
  creature’s Charisma modifier, and requires that the 
  plundering blade offer a bribe of at least 100 gp per CR of 
  the creature. If the plundering blade offers a bribe of at 
  least 500 gp per CR of the creature, she gains a +5 bonus 
  on this check, and if she offers a bribe of at least 1,000 
  gp per CR of the creature, she gains a +10 bonus on the 
  check.
  If attempting to bribe multiple creatures, the plundering 
  blade makes a single Diplomacy check and applies the 
  result to each creature separately, and must pay the bribe 
  for each creature she successfully bribes separately. If the 
  result of the plundering blade’s check is at least 10 higher 
  than the DC for a given creature, the bribe is sufficient 
  to convince that creature to fight on her side, rather than 
  simply not fighting at all.
  This ability functions only against creatures with an 
  Intelligence score of 3 or greater. The GM may determine 
  that some creatures cannot be bribed in this way, such 
  as if they are not motivated by greed, disbelieve that 
  the plundering sword is capable of making good on 
  her offers, or for other reasons relating to the creature’s 
  motives.
  This ability replaces the menacing swordplay deed.
  Miser’s Initiative (Ex): By 3rd level, a plundering sword is 
  always ready to make a profit at a moment’s notice. She 
  gains a +5 bonus on initiative checks made in situations 
  where there is an obvious opportunity for financial profit 
  or loss (such as against opponents with obvious wealth, 
  or against an opponent attempting to steal something 
  from the plundering sword, etc.). The GM determines 
  whether or not this bonus is applicable for any given 
  situation.
  This ability replaces the swashbuckler initiative deed.
  Stealing Strike (Ex): At 7th level, whenever a plundering 
  blade successfully hits an opponent with a light or 
  one-handed piercing melee weapon, she can spend 1 
  panache point in order to make a disarm or steal combat 
  maneuver against that creature as a free action. Disarm 
  and steal combat maneuvers made in this way never 
  provoke attacks of opportunity.
  This ability replaces the targeted strike deed.
  Guard of Greed (Ex): At 15th level, a plundering blade 
  becomes so adept at protecting her valuables that it is all 
  but impossible to steal anything of worth from her. She 
  gains a bonus equal to her swashbuckler level to CMD 
  against all disarm and steal combat maneuvers made 
  against her that attempt to take an item worth more than 
  1,000 gp. Similarly, the DC of any Sleight of Hand check 
  made to take an item worth more than 1,000 gp from the 
  plundering blade is increased by an amount equal to her 
  swashbuckler level.
  This ability replaces the dizzying defense deed.
  Gold Sense (Ex): Beginning at 4th level, a plundering 
  blade develops an uncanny knack for finding profit. By 
  concentrating as a full-round action, the plundering blade 
  can sense the proximity of gold, silver, and copper as though 
  she were equipped with a rod of metal and mineral detection. 
  Additionally, when presented with any sort of business 
  proposition, the plundering blade can attempt a DC 20 
  Appraise check to get a hunch as to whether or not the 
  proposition is likely to be profitable for her: this is merely 
  a gut feeling, and is similar to hunches made with a Sense 
  Motive check, but a plundering blade can generally count on 
  such hunches not to lead her astray.
  This ability replaces the bonus feat gained at 4th level.
  Bury Treasure (Ex): At 12th level, a plundering blade learns 
  the value having a few caches of treasure buried here and 
  there, and doing so not only gives her peace of mind, but also 
  improves her status and celebrity. Burying treasure in this 
  fashion takes 8 hours of work, which includes digging the 
  hole, unloading the treasure, filling the hole, and drawing a 
  map allowing the treasure to be found again. The plundering 
  blade must always create a map for any treasure buried in this 
  way, even if she uses other means to remember the treasure’s 
  location (for the purposes of this ability, the map can also 
  take the form of a short rhyme or series of cryptic clues, as 
  long as they are capable of being deciphered; whatever form 
  the map takes, it must be reasonably accurate, although the 
  plundering blade can certainly create additional, fake maps if 
  desired).
  As long as the plundering blade keeps a certain amount of 
  treasure buried (either in a single buried trove or distributed 
  amongst several different troves), she gains a +1 morale bonus 
  on attack rolls, damage rolls, ability checks, saving throws, 
  and skill checks. If she keeps twice the minimum amount 
  of treasure buried, this bonus increases to +2. Additionally, 
  as long as the plundering blade maintains the minimum 
  amount of buried treasure, she gains a further +4 bonus on 
  Bluff, Diplomacy, and Intimidate checks due to her increased 
  reputation and prestige.
  The minimum amount that a plundering blade must keep 
  buried in order to gain these benefits depends on her level, as 
  outlined below.
  Character level
  Minimum Buried Treasure
  12th
  7,500 gp
  13th
  10,000 gp
  14th
  13,000 gp
  15th
  17,000 gp
  16th
  22,000 gp
  17th
  28,500 gp
  18th
  37,000 gp
  19th
  48,000 gp
  20th
  60,000 gp
  Table 2: Buried Treasure Minimums
  Any treasure that is dug up (whether by the plundering blade 
  or another character) ceases to count towards this minimum 
  
  7
  7
  immediately, which may cause the plundering blade to lose 
  these benefits. The plundering blade intuitively knows the 
  instant that one of her buried treasure troves has been dug 
  up, though she does not necessarily know by whom, and has 
  no special ability to determine the location of any buried 
  treasure that has been claimed in this way.
  This ability replaces the bonus feat gained at 12th level.
  Hidden Interest (Su): At 20th level, the treasure troves that 
  a plundering blade buries supernaturally accrue wealth as 
  they lie hidden in wait beneath the sand. Each week, each 
  such treasure trove’s total value in gold pieces increases by 1% 
  of its current value, rounded down (so a trove of 100 gp would 
  increase to 101 gp). At the GM’s discretion, this additional 
  wealth may come in the form of additional coins, gems, or 
  other objects, or an art object in the trove may simply have its 
  value increased, etc.
  This ability replaces the bonus feat gained at 20th level.
  Greed Subschool (Wizard)
  Some wizards study the school of transmutation less because 
  of an interest in transformative magic, and more because of 
  the school’s metaphysical connection with the sin of greed. 
  Associated School: Transmutation.
  Replacement Powers: The following school powers replace 
  all of the normal powers of the transmutation school.
  Lead into Gold (Su): As a standard action, you can touch 
  an object made of lead, and transmute it into gold. Treat 
  this as an instantaneous transmutation effect with a 
  caster level equal to your wizard level. You can use this 
  ability at will, but can create only so much wealth each 
  day. The total difference in market value between the 
  lead objects you transmute and the gold objects they 
  become on any given day cannot exceed 10 gp per class 
  level. If transmuting an entire touched object would 
  exceed this limit, only part of the object is transformed, 
  but further progress can be made on subsequent days. At 
  20th level, the limit on how much wealth you can create 
  increases to 500 gp per wizard level.
  Telekinetic Theft (Su): As a standard action, you can 
  attempt to use telekinesis to perform a disarm or steal 
  combat maneuver against a single creature within 30 feet. 
  For this combat maneuver, use your Intelligence in place 
  of your Strength score. On a success, the item is whisked 
  telekinetically into your hand (or lands at your feet, if 
  you do not have a free hand). You can use this ability a 
  number of times per day equal to 3 + your Intelligence 
  modifier.
  Enhance Item (Su): At 8th level, once per day, by 
  performing a one-minute ritual, you can imbue a single 
  mundane item with temporary magical abilities. This 
  ability can grant enhancement bonuses to weapons, 
  armor, and shields, and can replicate the effects of 
  wondrous items. The item to be affected must be of a 
  form appropriate for the magical effect. The GM is the 
  final arbiter of what items can receive what effects, but 
  generally speaking, the effects of magic items that occupy 
  a particular magic item slot should be limited to being 
  placed on objects that will also occupy that slot, and the 
  effect should make sense with the item. Only magic item 
  effects that are continuous or can be used at will can be 
  applied in this way: those with limitations on how often 
  they can be used, which have limited charges, or which 
  are consumed after one use, cannot be applied. Further, 
  the market price of the magical effect or magic item to be 
  replicated must be no greater than 1,000 gp per wizard 
  level. Once the ritual is complete, the effect lasts for 1 
  minute per wizard level. If the market price was less than 
  half the maximum amount, the effect lasts for 10 minutes 
  per wizard level, instead.
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. 
  Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. 
  Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, 
  Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley 
  Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny 
  Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross 
  Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ 
  Taylor. 
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton 
  J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, 
  Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. 
  Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, 
  Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ 
  Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ 
  Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, 
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen 
  Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason 
  Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  Pathfinder Player Companion: Arcane Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, 
  Steven T. Helt, and David N. Ross. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Psionics Unleashed. Copyright 2010, Dreamscarred Press. 
  Weekly Wonders: Archetypes of Sin Volume III: Greed Copyright 2018, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Keep these miserly new archetypes all for yourself!
  Envy, gluttony, greed, lust, pride, sloth, and wrath. The temptation and allure of the seven 
  deadly sins is undeniable. They have fascinated and tantalized audiences for centuries, and 
  the idea of the seven deadly sins appears frequently in movies, books, games, and other 
  media. They even have a role at the very heart of the Pathfinder Campaign Setting, and 
  feature centrally in its most iconic Adventure Path. While sin magic is a famous part of 
  the Pathfinder setting, and due to be revisited in an upcoming Adventure Path, there are 
  other ways to gain power from the seven deadly sins. Each installment of Weekly Won-
  ders: Archetypes of Sin presents several new archetypes tied to one of the seven deadly 
  ders: Archetypes of Sin presents several new archetypes tied to one of the seven deadly 
  sins, allowing characters of various classes to tap into the power of sin.
  For this book, we focus on the sin of greed. While a greed for material wealth is the most 
  common and obvious, there can be many forms of greed, and those who seek to acquire 
  endless amounts of power, knowledge, or even trinkets and baubles can be stricken just as 
  strongly. Whatever it is that a character hoards, if greed is the motivation that drives 
  them, then they are never content, never able to rest and be happy with what they have, 
  but must always strive to gather still more, and more, and more, attempting to satisfy an 
  insatiable hole within themselves. This book includes the following archetypes:
   
  • The spellmiser, an arcanist archetype whose quest for the knowledge of new and 
  different spells knows no bounds.
   
  • The order of the coin, a cavalier order exclusive to the wealthy, that are masters of 
  bribery and empowered by lavish surroundings.
   
  • The collector, an occultist archetype that focuses on collecting a specific kind of 
  object, and gains powers both from and over the items of his collection.
   
  • The treasure hunter, a rogue archetype that specializes in finding extra profit from 
  dungeon and deal alike.
   
  • The wyrmshifter, a shifter archetype that can take the form of a fearsome dragon, 
  but also gains the legendary greed of dragonkind.
   
  • The plundering blade, a swashbuckler archetype that cheats, bribes, and steals to get 
  ahead, and can gain power from burying her treasures in hidden caches.
   
  • The greed subschool, for transmutation-focused wizards who wish to harness the 
  power of sin.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Archetypes of Sin Volume III - Greed.pdf