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 
  privileges to any art presented herein.
  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 the lost city of Ys. This mythical 
  place was said to be a part of northern France, along the 
  shore, built by a King Gradlon at the request of his daughter 
  Dahut. It was said to be a rich and magnificent city of 
  wonders, but quickly fell into hedonism and corruption, 
  with Dahut being perhaps the most debased of them all, 
  said to engage in regular orgies and kill her lovers with the 
  morning’s light. One night, when a fierce storm was raging, 
  the legend says that a red knight, who is generally described 
  as being the devil in disguise, appeared and seduced Dahut, 
  convincing her to take her father’s keys and use them to open 
  the levy that held the ocean at bay, resulting in the entire city 
  being lost beneath the waves. As a result, this book focuses 
  on archetypes with themes of seduction (especially deadly 
  seduction), treachery, and the devil.
  New Archetypes
  The following archetypes are presented in alphabetical order, 
  based on the name of the class that they modify.
  Order of the Red Knight (Cavalier)
  Legend tells of a red knight who caused the fall of Ys by 
  convincing the princess of the land to steal her father’s key 
  and open the levy gates that protected the city from a raging 
  ocean storm. According to tradition, this red knight was, 
  in fact, the devil in disguise. The order of the red knight 
  venerates this aspect of infernal triumph, and attempts to 
  emulate the red knight’s deeds, living up to the legend by 
  sowing treachery and evil wherever they go.
  Edicts: The cavalier must do what he can to bring ruin 
  and desolation to those around him, not by taking direct 
  action himself, but by convincing them to damn themselves. 
  Although he is not precluded from acting in his own 
  interests, he must always strive to create situations where 
  others will be driven to make the choice of their own free will 
  to perform terrible acts of betrayal.
  Challenge: When an order of the red knight cavalier issues 
  a challenge, the target of his challenge suffers 1 point of fire 
  damage at the beginning of her turn each round as long 
  as she remains within 30 feet of the cavalier. This damage 
  increases by +1 at 4th level and every two levels thereafter.
  Skills: An order of the red knight cavalier adds Knowledge 
  (planes) and Knowledge (religion) to his list of class skills. 
  In addition, an order of the red knight cavalier gains a bonus 
  equal to 1/4 his class level on Bluff, Diplomacy and Intimidate 
  checks made to convince a creature to perform a sinful or 
  self-destructive act.
  Order Abilities: A cavalier that belongs to the order of the 
  red knight gains the following abilities as he increases in 
  level.
  Tempting Order (Ex): At 2nd level, as a swift action, the 
  cavalier can issue an order to a single creature within 
  60 feet, ordering that creature to attack a specific foe. 
  The target of the ability must consider the designated 
  creature to be an enemy, or this ability has no effect. 
  Until the cavalier’s next turn, the target gains a +2 morale 
  bonus on all attack and damage rolls made against the 
  designated creature, but suffers a –2 penalty on all attack 
  and damage rolls made against other creatures.
  Dark Suggestion (Sp): Beginning at 8th level, the cavalier 
  can lace his words with magic power, making it easier 
  to convince creatures to perform evil deeds. Once per 
  day, he can cast suggestion as a spell-like ability. The 
  saving throw DC to resist this effect is equal to 10 + 
  1/2 the cavalier’s class level + the cavalier’s Charisma 
  modifier. For the purposes of this ability, any suggestion 
  that involves violence or betraying someone’s trust is 
  considered a reasonable suggestion.
  Infernal Revelation (Su): Beginning at 15th level, the 
  cavalier receives a dark blessing from hell, becoming 
  infused with infernal power. He gains resist fire 10, and 
  can see perfectly in darkness of all kinds, including 
  magical darkness.
  Faustian Pact (Psychic)
  You gain your psychic powers from a dark pact made with 
  an infernal denizen from the pits of hell. Your psychic magic 
  is tainted with infernal power, and each time you use it you 
  open your mind more and more to the whispers of devilish 
  taskmasters.
  Phrenic Pool Ability: Charisma.
  Bonus Spells: charm person (1st), demand offeringOA (4th), 
  detect desiresUI (6th), charm monster (8th), mind fog (10th), 
  geas/quest (12th), crime waveUI (14th), life of crimeUI (16th), 
  gate (18th)
  Discipline Powers: Your powers, granted to you from the 
  depths of Hell, allow you to drive others to commit dark and 
  terrible deeds.
  Sower of Temptation (Su): You gain a bonus equal to 1/2 
  your class level on all Bluff, Diplomacy, and Intimidate 
  checks made to convince a creature to take actions that 
  are either evil or self-destructive. Additionally, once per 
  day, when you fail such a check, you can roll 1d6 and add 
  the result of the roll to your result, possibly changing 
  the outcome of the check. At 6th level, you can roll 1d8, 
  instead, at 12th level you can roll 1d10, and at 18th level 
  you can roll 1d12.
  
  3
  3
  Temptation’s Reward (Su): Whenever you successfully 
  convince a creature to perform an evil or self-destructive 
  action that the creature would not otherwise have been 
  willing to take, you regain 1 point in your phrenic pool. 
  The maximum number of points you can regain in this 
  way per day is equal to your Charisma modifier.
  Hellish Resistance (Su): At 5th level, your dark patron 
  grants you more of Hell’s power. You gain an amount of 
  fire resistance equal to your psychic level, gain a +4 bonus 
  on saving throws made to resist poison effects, and can 
  see perfectly in darkness of any kind (including magical 
  darkness).
  Infernal Allies (Su): At 13th level, you gain the ability to 
  call on lesser fiends for aid. You add lesser planar ally and 
  planar ally to your list of spells known. At 16th level, you 
  also add greater planar ally to your list of spells known. 
  Additionally, whenever you use these spells to summon a 
  devil, you must pay only half the normal cost to acquire 
  the devil’s services.
  Dawnslayer (Slayer)
  According to legend, in its final days, the city of Ys became a 
  decadent and corrupt place, ruled over by the princess Dahut, 
  who partook in all kinds of hedonistic pleasures, and is said 
  to have taken a different lover every night and would slay 
  them by the morning. While many see this as a cautionary 
  tale, there are those who seek to emulate Dahut’s powers of 
  seduction, as well as her darker inclinations, and they are 
  often referred to as dawnslayers.
  Seductive (Ex): A dawnslayer adds 1/2 his level (minimum 1) 
  on Bluff and Diplomacy checks made to seduce creatures or 
  convince them to engage in carnal acts with the dawnslayer. 
  This bonus applies only on checks made against creatures 
  that are normally attracted to members of the dawnslayer’s 
  race and gender.
  This ability replaces the track class feature.
  Ladykiller/Man-Eater (Ex): At 7th level, a dawnslayer 
  chooses a gender. He gains a +2 bonus on attack rolls, damage 
  rolls, and skill checks made against creatures of the chosen 
  gender.
  This ability replaces the stalker class feature.
  Heat of Battle (Ex): At 11th level, a dawnslayer is skilled 
  at turning war into love, just as he turns love into war. As 
  a full-round action, he can attempt a Bluff or Diplomacy 
  check against an adjacent opponent (DC 25 + the target’s Hit 
  Dice + the target’s Wisdom modifier) in order to convince 
  that creature to cross the thin line between love and hate, 
  and abandon the combat to turn to acts of passion. The 
  dawnslayer gains a +8 bonus on this check if the two are 
  currently grappling. This ability functions only if the target 
  is normally attracted to members of his race and gender, and 
  only if he and the target are (or seem to be) alone together. 
  The target’s attitude is increased from hostile to indifferent, 
  and they engage in acts of passion with the dawnslayer. 
  This does not prevent the target from taking future hostile 
  actions against the dawnslayer, depending on the course of 
  events after using the ability. If the check fails, the dawnslayer 
  cannot use this ability on that creature again for 24 hours.
  This ability replaces the swift tracker class feature.
  Surprise Strike (Ex): At 13th level, a dawnslayer becomes an 
  expert at taking foes by surprise. He can take a full round’s 
  worth of actions during any surprise rounds he acts in, and 
  during a surprise round, he gains a bonus equal to 1/2 his 
  slayer level on damage rolls.
  This ability replaces the slayer’s advance class feature.
  Devil Summoner (Summoner)
  No figure looms as large in the legend of Ys as the red knight 
  who, depending on who tells the story, was secretly the devil 
  himself. Even before the city’s destruction, the inhabitants 
  of Ys were said to be a decadent sort, prone to worshipping 
  fiends and other unwholesome things. Some of Ys’s ancient 
  secrets of devil summoning still survive to this day, passed 
  down through the generations in secret grimoires, and of 
  great value to summoners who choose to specialize in such 
  things.
  Infernal Eidolon: A devil summoner’s eidolon is an infernal 
  spirit, drawn from the depths of Hell. It gains the devil 
  subtype, including immunity to fire and poison, resist acid 
  10 and cold 10, the ability to see in darkness, and telepathy 
  to a range of 60 feet. Further, its natural weapons, as well as 
  all weapons it wields, are treated as lawful and evil for the 
  purpose of resolving damage reduction.
  Hellish Life Link: Unlike most summoners, a devil 
  summoner’s life link with his eidolon is not fully under 
  his control. He cannot choose whether or not to sacrifice 
  hit points for his life link. Instead, whenever the eidolon 
  takes enough damage to send it back to its home plane, the 
  summoner must sacrifice enough hit points to prevent this 
  from occurring. If this would reduce the summoner to 0 
  or fewer hit points, the summoner can attempt a Will save 
  (DC 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s Charisma 
  modifier) to avoid sacrificing hit points in this way. Success 
  allows him to choose to not sacrifice any hit points for that 
  particular source of damage.
  This ability modifies the life link class feature.
  Fiend Summoner: Unlike most summoners, a devil 
  summoner is able to summon only creatures from the lower 
  planes. He can only use his summon monster spell-like ability 
  to summon creatures of evil alignment.
  This ability modifies the summon monster I class feature.
  Baleful Influence (Su): At 4th level, a devil summoner’s 
  eidolon is able to impose a baleful influence on a single 
  nearby enemy. As a swift action, the eidolon can cause a 
  single adjacent creature to suffer a –2 penalty to attack rolls, 
  damage rolls, skill checks, and saving throws for 1 round. 
  At 12th level, this penalty increases to –4. This is a mind-
  affecting evil and lawful effect.
   
  This ability replaces shield ally and greater shield ally.
  
  4 4
  Seeker of Ys (Swashbuckler)
  To this day, legends persist that the ruins of Ys remain, just 
  beneath the waves, off the coast, waiting for some pre-
  ordained day when it would arise again. While there are 
  many theories as to the exact location of Ys, and few seem 
  to have much to support them, nonetheless daring treasure 
  hunters and archaeologists regularly take up the call to find 
  the lost city, and they are collectively known as the seekers of 
  Ys.
  Deeds: A seeker of Ys gains access to the following deeds.
  Seductive (Ex): At 1st level, a seeker of Ys is able to 
  draw upon the ancient arts of seduction employed by 
  the legendary figures of that lost city. She can spend 1 
  panache point when she makes a Bluff, Diplomacy, or 
  Intimidate check in order to roll 1d6 and add the result 
  to the check. She can do this after she makes the check 
  but before the result is revealed. If the creature the check 
  is made against is normally attracted to creatures of the 
  seeker of Ys’s race and gender, she instead rolls 2d6. In 
  either case, if the result of a d6 roll made in this way is a 
  natural 6, she rolls another 1d6 and adds it to the check. 
  She can continue to do this as long as she rolls natural 6s, 
  up to a number of times equal to her Charisma modifier 
  (minimum 1).
  This ability replaces the derring-do deed.
  Archaeologist (Ex): By 3rd level, a seeker of Ys is well-
  versed in archaeological practices, due to her efforts 
  to uncover the lost city. She can make Knowledge 
  (dungeoneering), Knowledge (engineering), Knowledge 
  (geography), Knowledge (history), Knowledge (nobility), 
  and Linguistics checks untrained. She can also make 
  Disable Device and Spellcraft checks untrained, but 
  only when those checks relate to ruins or relics from 
  lost civilizations. Finally, she gains a bonus on all checks 
  made in this way equal to 1/3 her swashbuckler level.
  This ability replaces the menacing swordplay deed.
  Strong Swimmer (Ex): By 7th level, a seeker of Ys is an 
  expert swimmer, to better be able to search out the 
  sunken city. As long as she has at least 1 panache point, 
  she gains a swim speed equal to her base land speed, 
  and can hold her breath for a number of minutes equal 
  to 1 + her Constitution modifier before needing to make 
  Constitution checks to avoid drowning, rather than the 
  normal amount of time.
  This ability replaces the swashbuckler’s grace deed.
  Stormbreaker (Ex): By 11th level, a seeker of Ys gains the 
  ability to resist the effects of storms, such as the one that 
  supposedly brought Ys beneath the waves. The seeker of 
  Ys is unaffected by winds of less than windstorm speed 
  (51+ mph), and when exposed to winds of this speed 
  or higher, suffers the effects of winds two wind force 
  categories lower (so, when exposed to windstorm speed 
  winds, she suffers the effect of strong winds, instead). 
  Additionally, she is not subject to penalties from rain, 
  snow, sleet, and hail. Finally, she gains resist electricity 5.
  This ability replaces the subtle blade deed.
  Disguised Devil (Vigilante)
  It is said that the city of Ys was destroyed when a powerful 
  devil came to the city in disguise and tricked its leaders 
  into opening its gates and allowing a storm to sink the city. 
  To this day, many devils continue to act in disguise in the 
  mortal world, sharing a body with a poor human victim or 
  willing diabolical accomplice, and using them to further their 
  infernal aims.
  Disguised Devil: A disguised devil’s vigilante form is 
  actually infused with infernal power, and when he adopts 
  this form, he is inhabited by the spirit of a powerful devil. 
  While in vigilante form, a disguised devil is treated as having 
  the lawful and evil subtypes. A disguised devil’s alignment 
  in his vigilante identity is always lawful evil. His alignment 
  in his social identity is not restricted by his alignment in his 
  vigilante identity.
  This ability modifies the dual identity class feature.
  Flame Resistant (Ex): At 2nd level, as long as a disguised 
  devil is in his vigilante identity, he gains resist fire 5. At 
  8th level, this increases to resist fire 10. At 14th level, this 
  increases to resist fire 20. At 20th level, while in his vigilante 
  identity, the disguised devil is immune to fire.
  This ability replaces the vigilante talent gained at 2nd level.
  Poison Resistance (Ex): At 3rd level, a disguised devil gains 
  a +4 bonus on saving throws made to resist poison.
  This ability replaces the unshakable class feature.
  See in Darkness (Su): At 8th level, as long as a disguised 
  devil is in his vigilante identity, he can see perfectly in 
  darkness of all kinds, including supernatural darkness.
  This ability replaces the vigilante talent gained at 8th level.
  Aligned Weapons (Su): At 12th level, as long as a disguised 
  devil is in his vigilante identity, any weapon he wields counts 
  as both lawful and evil for the purposes of overcoming 
  damage reduction. Further, such weapons deal an additional 
  1d6 points of damage against creatures with the chaotic or 
  good subtypes, and an additional 2d6 points of damage 
  against characters with both of those subtypes.
  This ability replaces the vigilante talent gained at 12th level.
  Infernal Wounds (Su): At 17th level, as long as a disguised 
  devil is in his vigilante identity, all damage inflicted by 
  weapons wielded by the disguised devil is cursed, and 
  difficult to heal. Anyone attempting to magically heal such 
  damage must succeed on a caster level check (DC 11 + the 
  disguised devil’s vigilante level), or the healing has no effect. 
  Wounds inflicted this way do not heal naturally or with fast 
  healing, but can be healed with regeneration.
  This ability replaces the stunning appearance class feature.
  
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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.
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  Weekly Wonders: Archetypes of the Ancients Volume IV: Ys Copyright 2017, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  The Original City of Sin!
  Plumbing ancient ruins in search of long-forgotten secrets and the power of lost civilizations is nothing new to 
  adventurers. Few fantasy settings are without some lost civilization from ages before, which boasted magic or technology 
  far more advanced than anything seen today. But if you’re going to go after mythical cities from bygone eras, you may as 
  well go after the best of the best. Each installment of Weekly Wonders: Archetypes of the Ancients takes a single 
  real-world mythological city, lost continent, or hidden kingdom and provides six archetypes specifically designed to invoke 
  the themes and elements that that place is known for. 
  This book focuses on the city of Ys. The legend of Ys is a tragic tale, describing how a shining and beautiful city fell to sin 
  This book focuses on the city of Ys. The legend of Ys is a tragic tale, describing how a shining and beautiful city fell to sin 
  and debauchery, until finally the devil, in the guise of a red knight, visited the city and tricked its princess into opening the 
  floodgates during a massive storm, causing the entire city to become buried beneath the waves. This book includes the 
  following archetypes:
   
  • The order of the red knight, a cavalier order with supernatural powers who sow the seeds of corruption wherever they pass.
   
  • The faustian pact psychic discipline, for psychics whose powers come from deals with the devil.
   
  • The dawnslayer, a slayer archetype that focuses on seduction, using their wiles to let down an opponent’s guard and then striking when 
  they are most vulnerable.
   
  • The devil summoner, a summoner archetype that specializes in summoning fiends, and whose eidolon is more powerful than normal, but 
  carries a tainted and manipulative bond with the summoner.
   
  • The seeker of Ys, a swashbuckler archetype that provides just the right mix of seduction, archaeology, and strong swimming skills needed to 
  seek out the lost city.
   
  • The disguised devil, a vigilante archetype that is actually possessed by a devil, which takes over whenever he transforms into his vigilante 
  identity.
  Whether you're about to embark on an archaeological campaign (such as the official Paizo adventure path dealing with seeking out the secrets of a 
  Whether you're about to embark on an archaeological campaign (such as the official Paizo adventure path dealing with seeking out the secrets of a 
  lost and ancient civilization), or you just want to play a character with a connection to the ancient past, this book has lots of tantalizing options 
  to offer. Even GMs can get in on the fun, as several of the archetypes here are perfect for NPCs tied to mythical places as well, and can make for 
  exciting and memorable encounters.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Wayward Rogue/Weekly Wonders - Archetypes of the Ancients 4 - Ys.pdf