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, 
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  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.
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  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, along 
  with the possibility of rediscovering knowledge or power 
  that was thought forever lost, ushering in a golden age once 
  again. When a character has a particular stake in or tie to 
  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 continent of Mu. At one time, 
  popular archaeological theory held that a lost continent of 
  Mu, situated somewhere in the Atlantic ocean, had been the 
  home of an ancient civilization with advanced culture and, 
  in particular, advanced engineering and stoneworking skills. 
  This theory went on to elaborate that the great monuments 
  of several other ancient civilizations, such as Egypt and 
  Mesoamerica, were built by refugees from Mu after that land 
  sunk beneath the waves. As a result, the archetypes in this 
  book focus heavily on feats of incredible engineering and 
  construction, as well as a deep and mystical connection with 
  stone and stonework.
  New Archetypes
  The following archetypes are presented in alphabetical order, 
  based on the name of the class that they modify.
  Child of Mu (Barbarian)
  The ancient empire of Mu once crossed through a great 
  portion of the known world, leaving behind marvels of 
  construction, tales of genius, and an enduring cultural legacy. 
  In the remote parts of the world where the empire once held 
  sway, some few noble savages retain the knowledge of the 
  legacy of the lost continent. These few call themselves the 
  children of Mu. Learned in the ways of the ancient empire, 
  each has come to be a master of understanding stonework, 
  achieving oneness with stone. They can call upon the 
  ancient mysteries to assume the form of the terrible stone 
  gods depicted in the idols of the lost empire. Surprisingly 
  sophisticated for barbarians, children of Mu are both capable 
  warriors and gifted scholars, with a desire to learn all they can 
  through observation of the past and study of ancient mystery.
  Stone Lore (Ex): A child of Mu is learned in the ways of 
  stone and earth from her study of the legacy of the forgotten 
  empire of Mu. A child of Mu gains a bonus equal to her 
  class level on Perception checks made to notice unusual 
  stonework, such as traps or secret doors hidden within the 
  stone, and she receives such a check whenever she merely 
  passes within 30 feet of them. Additionally, she gains a bonus 
  on all Knowledge (engineering) checks related to stonework 
  equal to 1/2 her class level (minimum 1), and can achieve 
  results higher than 10 on Knowledge (engineering)checks 
  related to stonework, even if she is not trained in Knowledge 
  (engineering).
  This ability replaces the fast movement class feature.
  Stone Rage (Ex): A child of Mu can unleash her inner anger 
  in order to transform her body into the fearsome image of a 
  wrathful stone deity, in imitation of the famed idols of Mu. 
  Whenever she enters a rage, her body becomes hard like 
  stone and her features become more rigid, as she begins to 
  slowly transmute into volcanic rock. She gains the rage class 
  feature as normal, except that when she rages she does not 
  gain a bonus to Constitution, nor does she suffer a penalty to 
  AC; instead, she gains a natural armor bonus to AC equal to 
  the bonus on Will saves provided by her rage class feature. 
  This ability modifies the rage class feature.
  Stone Strike (Ex): At 2nd level, a child of Mu is so studied 
  in the secrets of stonework and construction that she knows 
  precisely how to strike to destroy it, allowing her to easily 
  breach ancient ruins, defeat guardian constructs, and destroy 
  the idols of unworthy civilizations. The child of Mu ignores 
  an amount of hardness and an amount of damage reduction 
  possessed by constructs or objects equal to her class level. 
  This ability replaces the rage power gained at 2nd level.
  Stone Trap Sense (Ex): At 3rd level, the child of Mu 
  becomes more resistant to stone-based traps and dangers. 
  The child of Mu gains a +2 bonus on Reflex saves and AC 
  against traps incorporated into or hidden by stonework. 
  This bonus is doubled against traps that are wholly or mostly 
  stonework, such as falling blocks and some pits. At 6th level, 
  and every 3 levels thereafter, this bonus increases by a further 
  +2.
  This ability replaces the trap sense class feature.
  Body of Stone (Ex): At 7th level, a child of Mu’s body 
  becomes made of literal stone when she enters a rage. While 
  raging, she gains DR 3/adamantine or bludgeoning. At 10th 
  level, and every 3 levels thereafter, this damage reduction 
  increase by a further 3. 
  This ability replaces the damage reduction class feature. 
  Stone Flesh (Ex): At 17th level, a child of Mu’s flesh 
  permanently becomes stone, granting her protections against 
  many dangers to her mortal flesh. The child of Mu gains 
  immunity to critical hits and precision-based damage, and 
  a +4 bonus on Will saves against mind-affecting effects, as 
  well as immunity to bleed, paralysis, petrification, sleep, and 
  stunning,
  This ability replaces the tireless rage class feature.
  
  3
  3
   Stonekin (Druid)
  Stonekin are the shamans and spiritual leaders of the 
  ancient continent of Mu, and those that have followed in 
  the footsteps of that sacred tradition. Though essentially 
  worshipers of nature through its aspect of stone, stonekin are 
  surprisingly civil-minded individuals who believe that nature 
  and man must live actively together, rather than merely 
  coexist. In ancient Mu, the stonekin were the chief workers of 
  stone and were responsible for the creation of that forgotten 
  place’s greatest works and most impressive legacies. Modern 
  stonekin are every bit as skilled in stone craft, and each has 
  the potential to create vast and impressive works of stone.
  Stone Casting (Su): At 1st level, a stonekin gains the earth 
  domain and adds 1/2 her level as a bonus to her caster level 
  for the purposes of determining the power of any earth 
  spell. At 5th level, and every 5 levels thereafter, the stonekin 
  chooses a single earth subdomain, and she gains the domain 
  powers associated with that domain (though not any 
  additional bonus spells). She still must be the appropriate 
  level in order to use those abilities, if they require a minimum 
  level. 
  This ability replaces the nature  bond class feature.
  Stone Stride (Ex): At 2nd level, the stonekin can move 
  through stony difficult terrain (such as that caused by 
  rubble, or rough and uneven ground). Additionally, she gains 
  immunity to the spike stone spell and similar spells and 
  effects.
  This ability replaces the woodland stride class feature. 
  Stone Walking (Ex): At 3rd level, the stonekin is so at home 
  moving on stone that she gains a +10-foot enhancement 
  bonus to her movement speed and a +4 dodge bonus to AC 
  vs. attacks of opportunity while in stone environments.
  This ability replaces the trackless step class feature.
  Shape Stone (Sp): At 4th level, a stonekin gains the ability 
  to shape stone to her will. This functions like the spell stone 
  shape, using her druid level as her caster level for the effect. 
  Unlike stone shape, fine detail is possible for this effect, and 
  objects with moving parts always function. She can use this 
  ability a number of times per day equal to her druid level. 
  This ability replaces the wild shape class feature.
  Stone Skin (Su): At 13th level, a stonekin can transform her 
  skin into stone, granting her an amount of damage reduction 
  equal to her class level, which can only be overcome by 
  adamantine weapons. While under the effects of this ability, 
  she also gains immunity to critical hits and precision-based 
  damage. She can use this ability for a number of minutes each 
  day equal to her level; these need not be used consecutively, 
  but must be used in 1-minute increments.
  This ability replaces the a thousand faces class feature. 
  Stone Regent (Hunter)
  Those of ancient Mu were masters of stonework, not 
  just in their monuments and castles, for which they are 
  remembered, but in all aspects of their lives. The mastery 
  of this one element was central to their existence, defining 
  their great and mighty empire. So great was their mastery, 
  in fact, that they discovered the secrets required to animate 
  and ensoul stone structures. Those with an especially close 
  connection to stone were able to bond with these animated 
  stoneworks and were called stone regents. Magicians and 
  warriors, stone regents use their natural magics to empower 
  their stone guardians and serve the great continent from time 
  immemorial. 
  Stone Guardian (Ex): A stone regent begins play with an 
  animated guardian made of living stone that serves as her 
  faithful ally in combat. The stone guardian has statistics 
  identical to a Medium animated object, except that it receives 
  the stone ability for free, and cannot gain the metal ability. 
  The stone guardian gains an additional construct Hit Dice for 
  every 2 hunter levels the stone regent possesses, and gains 
  an additional construction point for every 3 hunter levels the 
  stone regent possesses. Whenever she gains a new level, the 
  stone regent may re-sculpt her stone guardian, reallocating 
  its construction points as she sees fit. If her stone guardian is 
  ever slain, the stone regent can create a new one by spending 
  1,000 gp per character level and imbuing some of her spirit 
  into a man-sized portion of stone over 24 hours. 
  The stone regent may only have one stone guardian at a 
  given time, and she has an empathic link with the stone 
  guardian, which functions like the empathic link of a wizard’s 
  familiar. Any hunter abilities of the hunter that reference an 
  animal companion apply to the stone regent’s stone guardian 
  instead. The stone guardian obeys the stone regent’s spoken 
  commands, and can be commanded with a swift action. 
  This ability replaces the animal companion class feature.
  Guardian Upgrades (Ex): A stone regent learns special 
  techniques of magic and artifice to sculpt her stone 
  guardian in new and unusual ways, allowing her to spend its 
  construction points on more impressive upgrades. Whenever 
  the stone regent sculpts her stone guardian, she can choose 
  to spend its construction points on the following abilities, in 
  addition to those normally available to an animated object.
  Ability Score Increase (Ex, 1 CP): The stone guardian 
  gains a +4 enhancement bonus to one of its ability scores. 
  This ability can be selected multiple times; each time it is 
  selected, it must be applied to a new ability score.
  Fast (Ex, 2 CP): The stone guardian gains a +5 bonus on 
  initiative checks and gains the improved evasion ability 
  of the rogue.
  Fortified (Ex, 1 CP): The stone guardian gains a +2 
  enhancement bonus to its natural armor and 25% 
  immunity to critical hits. 
  Magic Resistant (Ex, 2 CP): The stone guardian gains a 
  +4 bonus on saving throws against spells and spell-like 
  abilities. 
  
  4 4
  Powerful Attack (Ex, 1 CP): The stone guardian’s natural 
  attacks deal damage as though it were one size category 
  larger than it actually is.
  Size Increase (Ex, 3 CP): The stone guardian becomes 
  Large size, gaining a +4 size bonus to Strength and 
  suffering a –2 size penalty to Dexterity. The stone 
  guardian’s natural attacks deal damage appropriate for its 
  new size. 
  Speech (Ex, 1 CP): The stone guardian can speak and 
  read any languages the stone regent knows. The stone 
  guardian must have the sentient upgrade before it can 
  take this upgrade.
  Sentient (Ex, 1 CP): The stone guardian gains an 
  Intelligence score of 10 and can gain skill ranks and learn 
  feats appropriate for its Hit Dice.
  Speak to Stones (Ex, 1 CP): The stone guardian can use 
  stone tell as a spell-like ability once per day, with a caster 
  level equal to its Hit Dice.
  This ability replaces the animal focus class feature.
  Construct Empathy (Ex): The stone regent is able to 
  easily interact with constructions of all sorts. The stone 
  regent can attempt to make a special check to improve 
  the attitude of constructs. She rolls a d20 and adds her 
  class level + her Charisma modifier, and the DC is equal 
  to that of a Diplomacy check to influence the attitude of a 
  creature. This ability is used as a standard action, as the stone 
  regent projects her spirit and force of personality into the 
  construction. She may only attempt to use this ability once 
  per creature. This ability functions on mindless creatures, but 
  the stone regent suffers a –4 penalty against such targets. The 
  stone regent gains a bonus equal to 1/2 her class level on this 
  check against creatures made primarily of stone. 
  This ability replaces the wild empathy class feature.
  Craft Construct (Ex): The stone regent gains Craft Construct 
  as a bonus feat and ignores the spell requirements to create 
  constructs using that feat. 
  This ability replaces the nature training class feature. 
  Master Craftsman (Ex): At 2nd level, a stone regent adds 1/2 
  her level on all Craft and Spell Craft checks made to create 
  constructs and magical items, this bonus is doubled to create 
  objects and constructs made primarily out of stone.
  This ability replaces the track class feature.
  Improved Guardian Upgrades (Ex): At 8th level, the stone 
  regent gains access to the following upgrades, which she 
  can apply to her stone guardian when she re-sculpts it, in 
  addition to those already available to her.
  Ability Score Increase (Ex, 2 CP): The stone guardian 
  gains a +8 enhancement bonus to a single ability score. 
  This ability can be selected multiple times; each time it is 
  selected, it must be applied to a new ability score.
  Sturdy (Ex, 1 CP): The stone guardian gains 10 hit points. 
  This ability can be selected multiple times; its effects 
  stack. 
  Huge Size (Ex, 5 CP): The stone guardian is Huge size, 
  granting it a +8 size bonus to Strength and a –4 size 
  penalty to Dexterity. The stone guardian also gains a +4 
  natural armor bonus to AC. The stone guardian’s natural 
  attacks deal damage appropriate for its new size.
  Solid (Ex, 2 CP): The stone guardian gains immunity to 
  critical hits and precision-based damage,
  Spell Resistance (Ex, 3 CP): The stone guardian gains spell 
  resistance equal to 10 + the stone regent’s class level.
  This ability replaces the second animal focus class feature.
  Fast Construction (ex): A stone regent can create magical 
  items and constructs much faster than other individuals can. 
  Beginning at 8th level, the stone regent can create magical 
  items and constructs in half the time normally required to 
  construct them. 
  This ability replaces the swift tracker class feature.
  Master Stonework (Ex): At 20th level, the stone regent is 
  able to sculpt her stone guardian into a perfect example of 
  her craft, imbuing it with the ancient secret techniques of 
  the lost continent of Mu. The stone guardian gains one of the 
  following abilities.
  Indestructible: The stone guardian gains DR 20/
  adamantine.
  Immune to Magic: The stone guardian gains the magic 
  immunity ability of the golem.
  
  5
  5
  Colossal Size: The stone guardian becomes Colossal size, 
  gaining a +16 size bonus to Strength and suffering a -8 
  size penalty to Dexterity. The stone guardian also gains 
  a +12 natural armor bonus to AC and its natural attacks 
  deal damage as appropriate for its new size. 
  This ability replaces the master hunter class feature.
  Monument Master (Occultist)
  Monument masters are occultists who choose to study the 
  ancient esoteric traditions of the lost civilization of Mu. 
  Capable of reading the latent psychic energies of ancient 
  structures and ritual sites, monument masters seek their lore 
  directly from the source, exploring ancient ruins in search of 
  secrets of the past.
  Place Reading (Sp): At 2nd level, the monument master 
  learns how to read the psychic energies of a place to learn its 
  secrets. By spending 1 minute in a location such as a room, 
  he can learn if it is currently under the effects of any spells, 
  including if the location or anything in it is subject to a 
  divination scrying effect, or if there are invisible creatures or 
  objects in the room (though this ability does not reveal the 
  location of such creatures or objects). He also learns if the 
  location has any secret doors, traps, or hidden compartments, 
  and the means of operation of such things. Finally, if the area 
  is historically significant, he learns one piece of information 
  about the location for each point of Intelligence modifier 
  he possesses. If the area is part of a historically important 
  structure, but is not itself historically significant, this fact is 
  revealed, or a piece of historical information about the larger 
  structure is revealed. The effects of this ability are limited 
  in scope, and while the exact trappings of an area are tied 
  directly to that location’s psychic energies, it is generally 
  confined to a single room or chamber, or an area of no more 
  than a 30-foot-radius spread. 
  This ability replaces the object reading class feature. 
  Ward Location (Sp): At 8th level, the monument master can 
  inscribe a special rune upon an object or structure of worked 
  stone in order to ward an area. This can have the effects either 
  of glyph of warding or sepia’s snake sigil. It requires 1 minute 
  to use this ability and the effect must be centered on worked 
  stone. The monument master can have only one area warded 
  at a given time, but can otherwise use this ability at will. At 
  12th level the rune can instead replicate the effects of guards 
  and wards.
  This ability replaces the magic circles and binding circles 
  class features. 
  Contact Local Spirits (Sp): At 8th level, the monument 
  master can spend 1 minute and expend 1 point of mental 
  focus while in an area he has studied with place reading in 
  order to entreat the local spirits to answer his questions. The 
  local sprits have perfect knowledge of what happened within 
  the area studied by place reading, but have only sharply 
  limited knowledge beyond that (they may know about the 
  happenings in adjacent rooms, for example, but are oblivious 
  to things that happened in other countries unless they 
  were discussed within their domain). This ability otherwise 
  functions like contact other plane except that the monument 
  master may ask only 3 questions, and there is no chance of 
  Intelligence or Charisma reduction. At 12th level, and every 4 
  levels thereafter, the monument master can ask an additional 
  question.
  This ability replaces the outside contact acts class feature. 
   
  Fast Wards (Ex): At 16th level, the monument master can 
  use his ward location ability as a standard action.
  This ability replaces the fast circles class feature. 
  Mu Sorcerer Bloodline
  You can trace your ancestry back to the ancient lost 
  continent of Mu. Your ancestors were masters of magic and 
  architecture, and often blended the two together to create 
  wondrous examples of stonework. This arcane tradition runs 
  strong though you, granting you your own magical powers 
  and a dominion over stone and earth that allows you to create 
  your own monuments. 
  Class Skill: Knowledge (engineering).
  Bonus Spells: stone shieldARG (3rd), stone callAPG (5th), 
  improve trapARG (7th), stone shape (9th), major creation 
  (11th), wall of iron (13th), rampartAPG (15th), create 
  demiplaneUM (17th), resplendent mansionUI (19th).
  Bonus Feats: Craft Construct, Craft Wondrous Item, 
  Defensive Combat Training, Enlarge Spell, Extend Spell, Skill 
  Focus (Craft), Skill Focus (Knowledge [engineering]), Widen 
  Spell. 
  Bloodline Arcana: The duration of conjuration (creation) 
  spells you cast is doubled. Additionally, whenever you make 
  a Craft check as part of casting a spell, you gain a competence 
  bonus on that check equal to your caster level. 
  Bloodline Powers: The blood of Mu that flows in your veins 
  grants you a number of powers to manipulate the natural 
  world in order to create useful and awesome objects and 
  structures. 
  Floating Stones (Su): At 1st level, you can create a floating 
  stone which you can use to make attacks or guard you. 
  If you choose to make an attack with it, the stone can 
  be used to make a ranged attack with a range increment 
  of 30 feet that deals 1d8 + 1/2 your caster level points of 
  bludgeoning damage. If you choose to have the stone 
  guard you, you gain a +2 shield bonus to AC for 1 round. 
  You can use this ability a number of times each day equal 
  to 3 + your Charisma modifier. 
  Minor Stonework (Su): At 3rd level, the blood of Mu 
  manifests in the ability to magically manipulate a small 
  amount of stone and shape it into anything you wish. 
  You can transmute stone into a working stone object 
  worth no more than 10 gp per caster level. You must have 
  an amount of unworked stone in your possession equal 
  to the weight of the item you wish to create. You can 
  create only nonmagical items in this fashion. Objects 
  created in this way may otherwise be anything you desire 
  from chests to weapons, and the item functions like an 
  
  6 6
  ordinary item of its type, except that it is made of stone 
  and has harness and hit points appropriate to stone. You 
  can only create one such item in this way at a time, and 
  attempting to create a new item in this way causes the 
  old item to return to unworked stone. You may choose to 
  return the item to unworked stone at anytime in order to 
  cease using this ability. You can use this ability at will, but 
  only for a total number of minutes each day equal to your 
  caster level + your Charisma modifier. 
  Create Stone Wall (Su): At 9th level, you can call upon 
  the blood of your forgotten ancestors in order to create 
  a megalithic stone wall to shelter behind. This functions 
  like the spell wall of stone, except that it is much larger, 
  being 3 inches thick per level and one 10 ft. square 
  per level. You can craft the wall to look however you 
  please, though particularly complex or beautiful designs 
  may require an appropriate Craft check, at the GM’s 
  discretion. Walls created by this ability last until they are 
  destroyed, or until you decide to create another wall. You 
  may use this ability once each day. At 14th level, you can 
  use this ability twice each day, and can have up to 2 walls 
  in existence at the same time. At 19th level, you can use 
  this ability 3 times each day, and can have up to 3 walls in 
  existence at the same time.
  Create Stone Servant (Su): At 15th level, you can mix 
  some of the sacred blood of Mu with sacred oils and dirt 
  from the place of your birth and feed it to a statue in 
  order to animate it as your servant. This ritual requires 
  24 hours and costs 100 gp per level. This allows you to 
  animate a single stone construction to serve as your 
  bodyguard and servant. This stone servant has statistics 
  identical to a stone golem, except that it has hit points 
  equal to your hit points and a base attack bonus equal 
  to your caster level. Additionally, you can cast spells on 
  your own stone servant, even though it is immune to 
  magic, and the stone servant can understand and obey 
  your spoken commands, even though it is unintelligent. 
  You may only have one stone servant at a time. If your 
  stone servant is destroyed, you can create a new one by 
  performing a special ritual, which requires 24 hours and 
  costs 100 gp per level.
  Inheritor of Mu (Su): At 20th level, your ancient 
  bloodline awakens fully to the majesty of the lost 
  continent, imbuing you with the power to create and 
  shape stone as you wish to serve your whims. You can 
  cast major creation and fabricate as spell-like abilities at 
  will. Additionally, objects you create with major creation 
  can be made permanent by spending an amount of gold 
  equal to 1/2 the item’s cost as an additional material 
  component. 
  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.
  Stone Cipher (Cryptic)
  Stone ciphers are a unique group of cryptics who trace 
  the origins of their tradition back to the lost continent of 
  Mu. These stone ciphers were gifted in noting the psionic 
  reverberations in all things, including the stonework for 
  which Mu was famed, and could transfer their own psionic 
  tattoos as potent hieroglyphs to manipulate these energy 
  patterns.
  Psionic Traps (Su): When the stone cipher manifests a 
  power, he may spend an additional power point in order 
  to store that power in a special glyph in a stonework. The 
  glyph is about 2 feet in diameter and the exact shape of it 
  is dependent on the individual cipher. The glyph can be 
  rendered invisible by spending an additional power point 
  when manifesting a power in this way. The stone cipher can 
  choose either proximity or touch as a trigger for the power, 
  with a proximity trigger causing the power to manifest when 
  a character moves within 5 feet of the glyph, and a touch 
  trigger causing the power to manifest when a character 
  touches the stone object or structure upon which the glyph is 
  placed. When you create the glyph, you can choose to exempt 
  certain individuals or types of individuals from triggering the 
  glyph. The manifested power always targets the triggering 
  character, and in the case of manifested powers with an area 
  effect, the power is centered on the triggering character. 
  At 5th level, and every 4 levels thereafter, the stone cipher 
  reduces the power point cost of placing a glyph in this way by 
  2, to a minimum of 1 total power point.
  This ability replaces the altered defense class feature.
  Explosive Stone Trap (Su): At 4th level, the stone cipher’s 
  stone traps become more deadly. Whenever the stone cipher 
  creates a stone trap, he may have it deal an amount of damage 
  equal to his disrupt pattern attack to the triggering creature 
  and all characters within 5 feet of the triggering creature 
  (except those exempted from triggering the glyph at the time 
  the glyph was created). 
  This ability replaces the rapid defense class feature. 
  Stone Guardian (Su): At 14th level, a stone cipher learns 
  how to manipulate the patterns of stonework to create a 
  powerful stone guardian from inanimate masonry. Whenever 
  he creates a psionic trap, he may choose to spend 20 or more 
  additional power points. If he does, then when the glyph is 
  triggered and the power is manifested, the stone warps into 
  a humanoid shape and expands to become a stone golem, 
  which attacks the triggering creature until it is dead. Once 
  the triggering creature is dead, the stone golem returns to the 
  stone it came from. For every 2 additional power points the 
  stone cipher spends on this ability, the stone golem gains a +1 
  bonus to attack and damage and 5 temporary hit points. The 
  stone cipher cannot spend more additional power points in 
  this way than his character level. 
  This ability replaces the enduring defense class feature.
  
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  illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed 
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  to the extent such content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and derivative works under copyright 
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  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of 
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  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
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  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
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  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the 
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  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  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 III: Mu Copyright 2017, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  The Bedrock of Civilization!
  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 
  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 continent of Mu. At one time, popular archaeological theory 
  This book focuses on the continent of Mu. At one time, popular archaeological theory 
  held that a lost continent of Mu, situated somewhere in the Atlantic ocean, had 
  been the home of an ancient civilization with advanced culture and, in particular, 
  advanced engineering and stoneworking skills. This theory went on to elaborate 
  that the great monuments of several other ancient civilizations, such as Egypt and 
  Mesoamerica, were built by refugees from Mu after that land sunk beneath the 
  waves. As a result, the archetypes in this book focus heavily on feats of incredible 
  engineering and construction, as well as a deep and mystical connection with stone 
  engineering and construction, as well as a deep and mystical connection with stone 
  and stonework.
  • The child of Mu, a barbarian  archetype whose body transforms into living stone 
  when they rage.
  • The stonekin, a druid archetype with a wide variety of stone-related powers.
  • The stone regent, a hunter archetype whose loyal companion is a stone guardian, a 
  powerful animated creature made of stone that fights by his side.
  • The monument master, an occultist archetype that reads the psychic energies of 
  places and monuments, and can ward them against harm.
  • The Mu sorcerer bloodline, which specializes in manipulating stone and creating 
  stone structures.
  • A bonus discipline for the cryptic, from Psionics Unleashed by Dreamscarred Press, 
  the stone cipher is able to manipulate the harmonic frequencies of stone to create 
  devastating traps.
  Whether you're about to embark on an archaeological campaign (such as the official 
  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 3 - Mu.pdf