TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  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
  There are many kinds of dungeons for adventurers to delve 
  in the Pathfinder Roleplaying Game, but perhaps none is 
  quite so satisfying as the ancient ruins of a lost civilization. 
  There is an added air of mystery, wonder, and excitement 
  that comes from uncovering secrets from long ago, and the 
  possibility of rediscovering knowledge or power that was 
  thought forever lost, ushering in a golden age once again, 
  and when a character has a particular stake or tie in an 
  ancient civilization, that excitement grows even further. Each 
  installment of Weekly Wonders: Archetypes of the Ancients 
  presents six archetypes that are thematically tied to a 
  particular real-world ancient civilization, and the legends and 
  tales relating to it.
  For this book, we focus on Shambhala, the mythical hidden 
  kingdom of Chinese and Tibetan origin, said to be found in 
  a secluded valley at the top of a mountain, and to be a pure 
  and unsullied land, a spiritual place that is heaven on earth. 
  The people living in Shambhala were said to be possessed 
  of extremely long lifespans, and a great strength of spirit. 
  In fact, some legends go so far as to claim that anyone who 
  lived in Shambhala was guaranteed to reincarnate in a 
  better form in their next life, simply from their proximity 
  to enlightenment. Numerous other mystical powers were 
  associated with the residents of Shambhala, including the 
  ability to fly, as well as to heal themselves from illness and 
  poison. The archetypes in this book capture these themes, 
  allowing characters to harness the power of Shambhala.
  New Archetypes
  The following archetypes are presented in alphabetical order, 
  based on the name of the class that they modify.
  Chanter of Shambhala (Bard)
  In Shambhala, ritual chants are performed to help one 
  meditate and center oneself, and also to perform a variety 
  of feats of magic. Those who specialize in such chants are 
  known in the outside world as chanters of Shambhala, and 
  can use their voices alone to perform truly remarkable feats.
  Bardic Performance: A chanter of Shambhala gains access 
  to the following types of bardic performance.
  Song of Restoration (Su): At 6th level, a chanter of 
  Shambhala can recite healing mantras over a creature 
  that is afflicted by a disease or poison, mystically 
  curing them of their ailment. To do so, the chanter of 
  Shambhala must be adjacent to the creature, and must 
  perform for 3 rounds. The chanter of Shambhala then 
  makes a special Perform check, with a DC equal to 5 
  + the saving throw DC of the disease or poison. If the 
  check is successful, the target is immediately cured of the 
  affliction. This is a healing effect, and relies on audible 
  components.
  This ability replaces the suggestion class feature.
  Song of Sleep (Su): At 8th level, a chanter of Shambhala 
  can perform a mantra that causes nearby creatures to 
  grow weary, encouraging them towards a peaceful sleep. 
  This bardic performance can be used in one of two ways. 
  If performed when allies are about to rest, it requires 
  5 rounds of bardic performance, and causes all allies 
  within 30 feet of the chanter of Shambhala to be immune 
  to any harmful effects that specifically target sleeping 
  creatures, such as a nightmare spell, until they awaken. 
  Alternatively, the performance can be used at any time 
  to cause all enemies within 30 feet that can see and hear 
  the performance to be fatigued for as long as they remain 
  within 30 feet and the chanter of Shambhala continues 
  the performance, plus 1d4 rounds thereafter. This is a 
  mind-affecting compulsion effect, and relies on audible 
  components.
  This ability replaces the dirge of doom class feature.
  Zephyr Song (Su): A chanter of Shambhala of 14th level 
  or higher can perform a special chant that grants herself 
  and her allies the ability to fly through the air, held aloft 
  by the wind. Up to one ally per bard level, all of which 
  must be within 60 feet of the chanter of Shambhala, 
  gain the benefits of the fly spell for as long as the chanter 
  of Shambhala continues the performance. All affected 
  creatures must remain within 120 feet of the chanter of 
  Shambhala at all times, and straying further than this 
  distance causes the effect to end for that creature. Any 
  creature that is currently airborne when the effect ends is 
  affected as though by the spell feather fall for 3 rounds or 
  until they reach the ground, whichever comes first. This 
  performance relies on audible components.
  This ability replaces the frightening tune class feature.
  Calming Chant (Sp): At 18th level, a chanter of 
  Shambhala can recite a powerful mantra that brings 
  about peace. Each creature that can hear the chanter of 
  Shambhala must succeed on a Will save (DC = 10 + 1/2 
  the chanter of Shambhala’s bard level + the chanter of 
  Shambhala’s Charisma modifier) or be affected as though 
  by the spell calm emotions for as long as the chanter of 
  Shambhala continues the performance. Creatures that 
  succeed on their saving throw must make a new saving 
  throw each round they hear the performance. This is a 
  mind-affecting compulsion effect, and relies on audible 
  components.
  This ability replaces the mass suggestion class feature.
  Chant of the Great Wheel (Sp): At 20th level, a chanter of 
  Shambhala can restore life to a fallen ally with a powerful 
  mantra of reincarnation. Doing so requires that the 
  chanter of Shambhala perform the mantra adjacent to 
  the creature’s corpse for 5 rounds, after which time the 
  creature is affected as though by the spell reincarnate, 
  except that the creature’s new body is formed in only 1 
  minute. Additionally, the chanter of Shambhala can help 
  guide the reincarnation process towards a more desirable 
  result: after making an initial roll to determine what form 
  the creature will come back as, the chanter of Shambhala 
  
  3
  3
  can choose to roll again, using the new result instead of 
  the previous one. She can do this up to three times each 
  time this ability is used, but each time she chooses to do 
  so, she loses access to the result of the previous roll.
  This ability replaces the deadly performance class 
  feature.
  Shambhalan Meditant (Cleric)
  Nearly everyone in Shambhala is devoted to achieving 
  enlightenment and spiritual purity. Rather than worship 
  a particular deity, however, those who seek the divine in 
  Shambhala do so through intense meditation and attempting 
  to become spiritually one with all things.
  Meditation (Ex): As a full-round action, a Shambhalan 
  meditant can focus her thoughts in order to exchange one 
  unused, prepared spell for another spell that can occupy the 
  same spell slot. She simply loses the old spell and gains the 
  new one in its place. She can use this ability once per day per 
  spell level.
  Unarmed Strike: At 1st level, a Shambhalan meditant gains 
  the unarmed strike class feature of the monk, treating her 
  cleric level as her monk level for the purposes of determining 
  her unarmed strike damage. She does not gain the stunning 
  fist or flurry of blows class features.
   Zen Mysticism: A Shambhalan meditant does not devote 
  herself to a particular deity, as many clerics do, but instead 
  attempts to achieve a state of divine enlightenment, 
  becoming one with all things. She does not gain domains, 
  nor does she gain an additional spell slot per day of each spell 
  level for domain spells.
  Cloud Step (Sp): Beginning at 6th level, a Shambhalan 
  meditant gains the ability to walk on air. As a move action, 
  she can grant herself the benefits of the spell air walk, with a 
  caster level equal to her cleric level.  She can use this ability 
  for a total number of minutes each day equal to 10 times her 
  cleric level. These minutes need not be spent consecutively, 
  but must be spent in 10-minute increments.
  Guided Reincarnation: At 8th level, a Shambhalan 
  meditant adds reincarnate to her class’s spell list. 
  Additionally, whenever she casts reincarnate, she can roll 
  twice to determine the creature’s new race, and choose which 
  result to use.
  Shambhalan Guardian (Inquisitor)
  Charged with standing guard over the gates to Shambhala, 
  these inquisitors are particularly skilled at picking out 
  monsters and unclean creatures whose very presence would 
  taint the spiritual purity of Shambhala.
  Watchful (Ex): Shambhalan guardians are particularly 
  skilled at sensing deception and noticing hidden threats, 
  as it is their job to guard paradise on earth from external 
  threats. A Shambhalan guardian receives a morale bonus 
  on all Perception and Sense Motive checks equal to 1/2 her 
  inquisitor level (minimum +1).
  This ability replaces the stern gaze class feature.
  Contemplative (Ex): Shambhalan guardians are not as quick 
  to act as other inquisitors, but when they do so, they do so 
  with a purity of focus. At 2nd level, a Shambhalan guardian 
  gains a +2 bonus on saving throws made to resist mind-
  affecting effects.
  This ability replaces the cunning initiative class feature.
  Detect Monster (Su): Beginning at 2nd level, a Shambhalan 
  guardian gains the ability to sense the presence of 
  creatures whose very proximity could threaten the purity 
  of Shambhala. This functions as detect undead, except 
  that it also detects the presence of aberrations, monstrous 
  humanoids, oozes, and outsiders with the evil subtype. The 
  Shambhalan guardian cannot determine which creature 
  type a given creature belongs to, from among those detected 
  in this way. This ability pierces most illusions and even 
  polymorph effects, unless the effect specifically states that 
  it alters the creature’s aura (such as misdirection). The 
  Shambhalan guardian can use this ability at will.
  This ability replaces the detect alignment class feature.
  Zephyr Dance (Su): At 17th level, a Shambhalan guardian 
  gains the ability to fly through the air. She can grant herself 
  the benefits of the fly spell as a standard action. She can 
  use this ability for a total number of minutes per day equal 
  to her inquisitor level. These minutes need not be spent 
  consecutively, but must be spent in 1-minute increments.
  This ability replaces the slayer class feature.
  Monkey Disciple (Monk)
  Shambhala is an oasis of heavenly paradise on earth, and few 
  mythological figures represent the blending of the heavenly 
  and the earthly so much as the legendary monkey king, who 
  is said to visit Shambhala in secret. An order of monks known 
  as monkey disciples devote themselves to mastering the 
  techniques of the monkey king in lesser form.
  Chaos Disciple: Like the monkey king, a monkey disciple 
  pursues enlightenment by following his heart and his spirit, 
  and many monkey disciples have a decidedly mischievous 
  bent about them. Monkey disciples are not restricted in their 
  alignment. 
  Cloud Step (Su): At 5th level, a monkey disciple learns how 
  to walk on thin air. By spending 1 point from his ki pool as a 
  swift action, the monkey disciple can gain the benefits of the 
  air walk spell for 1 round. Alternatively, by spending 1 point 
  from his ki pool as a move action, he can gain the benefits 
  of air walk for a number of rounds equal to his Wisdom 
  modifier.
  This ability replaces the high jump class feature.
  Object Manipulation (Sp): At 7th level, a monkey disciple 
  learns to use his ki to cause objects to shrink and grow, much 
  like the monkey king’s famous staff. By spending 1 point 
  from his ki pool as a move action, he can affect any object 
  he is currently holding as though with the spell shrink item 
  
  4 4
  (the caster level is equal to his monk level). Alternatively, 
  in the same fashion, he can cause the item to grow by the 
  same amount, rather than shrink. Additionally, the monkey 
  disciple suffers half the normal penalty for wielding a 
  weapon that is the wrong size for him (–1 per size category of 
  difference, rather than –2).
  This ability replaces the wholeness of body class feature.
  Master of Shapes (Sp): At 12th level, a monkey disciple 
  learns the secret of transforming into a wide variety of 
  creatures, much like the monkey king, although like the 
  monkey king’s, the transformations are incomplete. As a 
  standard action, he can expend 2 points from his ki pool 
  to affect himself as though by the spell polymorph, except 
  that some aspect of himself (such as his face, his hands, 
  or another body part, chosen when he gains this ability) 
  always remains the same. This has no impact on the spell’s 
  effects, but it does mean that any creature that views him 
  while transformed can identify that he is not a real version 
  of that creature with a successful DC 15 Knowledge check of 
  the appropriate type, and, if they are familiar with him, may 
  be able to identify that it is him, specifically. Finally, while 
  polymorphed in this way, for all primary natural attacks he 
  possesses, he uses the natural attack’s normal damage dice or 
  the damage dice for his unarmed strike, whichever is higher. 
  His caster level for this effect is equal to his monk level.
  This ability replaces the abundant step class feature.
  Thousand Bodies (Su): At 15th level, a monkey disciple 
  masters the trick of plucking hairs from his own body and 
  transforming them into clones of himself, much as the 
  monkey king was able to do. By expending 3 points from 
  his ki pool as a move action, the monkey disciple can make 
  two or more clones of himself. This functions as the spell 
  simulacrum, creating a total number of Hit Dice worth of 
  clones equal to the monkey disciple’s monk level, each with 
  the same number of Hit Dice. For example, at 15th level, he 
  could create two clones with 7 Hit Dice each, or three clones 
  with 5 Hit Dice each, or five clones with 3 Hit Dice each, 
  and so on. The clones last for a number of rounds equal to 
  the monkey disciple’s Wisdom modifier. Once per day, the 
  monkey disciple can use this ability without spending ki 
  points, but he must do so as a full-round action.
  This ability replaces the quivering palm class feature.
  Cloud Somersault (Su): At 19th level, a monkey disciple can 
  perform incredible leaps that span great distances, similar 
  to the ones performed by the monkey king. As a standard 
  action, he can expend 2 points from his ki pool to leap up 
  to 100 miles per monk level, arriving instantaneously and 
  safely at the destination. This functions as the spell teleport 
  (including the chance of arriving in the wrong location), 
  except that the monkey disciple can bring only as many 
  passengers as he can carry without exceeding a medium load, 
  and he must have line of effect (but not necessarily line of 
  sight) to his destination. This means that he cannot use this 
  ability to enter or leave enclosed spaces unless an entrance or 
  exit is first created.
  This ability replaces the empty body class feature.
  Kalachakra Disciple (Spiritualist)
  Shambhala is the home of the kalachakra, a mystical artifact 
  said to depict the wheel of life and rebirth, which teaches 
  one the path to enlightenment through reincarnation. Some 
  of those who study the kalachakra are able to call upon the 
  spirits of their ancestors to aid them.
  Ancestor’s Shield (Ex): At 4th level, a kalachakra disciple 
  can direct her phantom to shield an ally that it is adjacent to 
  as a move action. As long as the phantom is in ectoplasmic 
  form and remains adjacent to that ally, the ally gains a +2 
  shield bonus to armor class and a +2 circumstance bonus on 
  saving throws. These bonuses do not apply if the phantom 
  is grappled, helpless, or unconscious. At 12th level, these 
  bonuses increase to +4. 
  This ability replaces the spiritual interference and greater 
  spiritual interference class features.
  Spiritual Purity (Sp): Beginning at 5th level, a kalachakra 
  disciple’s spirit is fully purified, and is greatly resistant to 
  corruptive forces. She gains the benefits of protection from 
  evil at all times, with a caster level equal to her spiritualist 
  level. If the effect is dispelled, she can resume it as a standard 
  action. If the kalachakra disciple is not good, or ceases to 
  be good for any reason, this ability has no effect until her 
  alignment becomes good.
  This ability replaces the detect undead class feature.
  Pure Body (Ex): At 14th level, a kalachakra disciple’s body 
  becomes infused with her own spiritual purity, granting her 
  a number of benefits. She becomes immune to diseases and 
  poisons, as well as to any effect that would supernaturally age 
  her. Further, she becomes immune to the effects of aging, and 
  no longer takes penalties to her ability scores for aging. Any 
  such penalties she has already taken remain in place, and age 
  bonuses still accrue as she ages. The kalachakra disciple can 
  still die of old age, but her maximum age is increased by 100 
  years.
  This ability replaces the spiritual bond class feature.
  Natural Reincarnation (Sp): At 16th level, a kalachakra 
  disciple masters the secret of reincarnation. Once per week, 
  when the kalachakra disciple dies, she automatically returns 
  to life one hour later, as though with the spell reincarnate. 
  Further, she has some limited control over the type of 
  creature she returns as, and can roll twice when determining 
  her new race and choose which of the two results to use.
  This ability replaces the call spirit class feature.
  
  5
  5
  Psionic Archetype
  Ancient and lost civilizations are often associated with 
  strange and mystical powers, and popular media often 
  depicts the people of such places as having tapped into latent 
  psionic potential. As a result, six of the seven volumes of 
  Archetypes of the Ancients feature a special bonus archetype 
  for one of the psionic classes from Dreamscarred Press (with 
  the other installment featuring an additional Paizo class, 
  instead). For more information on Psionics Unleashed and 
  other psionic content from Dreamscarred Press, as well as the 
  specific class that this archetype modifies, please visit www.
  dreamscarred.com.
  Lotus Path (Psychic Warrior)
  You are calm and centered in combat, the eye of the storm, 
  focusing yourself while battle rages around you and striking 
  at the precise moment to maximize your potential.
  Powers: Defensive precognition, empty mind.
  Skills: Acrobatics, Perception, Sense Motive.
  Bonus Class Skill: Sense Motive.
  Trance: Beginning at 3rd level, while maintaining psionic 
  focus, you gain a +1 competence bonus on attack rolls made 
  with weapons with the monk special quality. This bonus 
  increases by 1 at 5th level and every four psychic warrior levels 
  thereafter.
  Maneuver : Beginning at 3rd level, you can expend your 
  psionic focus as a move action. If you do, you gain an insight 
  bonus to AC equal to your Wisdom modifier for 1 minute.
  
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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 the Ancients Volume VII: Shambhala Copyright 2017, 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Archetypes of the Ancients Volume VII - Shambhala.pdf