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 
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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 myth of El Dorado. Originally 
  referring to a golden man, and referencing an initiation rite 
  of the native Muisca people of Colombia involving covering 
  oneself in gold dust, the legend grew over time to eventually 
  become an entire city made of gold, and then a whole 
  kingdom, and finally an entire empire. Though no evidence 
  of the city existed, many believed the myth all the same, and 
  numerous expeditions to find it—and recover its wealth—
  were mounted over several centuries.
  New Archetypes
  The following archetypes are presented in alphabetical order, 
  based on the name of the class that they modify.
  Gilded Warrior (Fighter)
  In ancient El Dorado, elite warriors were taught special 
  rites and rituals that would slowly transform their skin and 
  bodies to pure gold, allowing them to serve as guardians 
  and sentinels of the golden city. The process is slow, often 
  taking years for the transformation to fully occur, but grants 
  powerful protective benefits to those who complete the 
  process. Today, the rituals are still known to a handful, even 
  though the city itself is lost. Some of these gilded warriors 
  still try to keep the old ways of El Dorado alive, while others 
  simply set themselves up as golden gods, terrifying and 
  beautiful lords of the battlefield. 
  Golden Skin (Ex): At 2nd level, a gilded warrior’s skin takes 
  on a faintly golden hue, making him beautiful to behold and 
  giving him an aura of gravitas and authority. He gains a bonus 
  equal to 1/2 his class level on Diplomacy and Intimidate 
  checks. At the GM’s discretion, this bonus may be doubled 
  against creatures that are particularly greedy or attracted to 
  gold.
  This ability replaces the bravery class feature.
  Energy Resistance (Ex): By 3rd level, a gilded warrior’s 
  golden skin becomes metallic enough to protect him against 
  extremes of heat and cold. He gains resist cold 5 and resist 
  fire 5. At 7th level, and every four levels thereafter, this 
  resistance increases by 5 (to a maximum of 25 at 19th level).
  This ability replaces the armor training class feature.
  Reflective Skin (Su): At 19th level, a gilded warrior’s golden 
  skin gleams, reflecting light like a mirror, and reflecting 
  magic as well. The gilded warrior gains an amount of spell 
  resistance equal to 11 + his fighter level. Additionally, three 
  times per day, as an immediate action when a spell fails to 
  overcome his spell resistance, he can turn that spell back on 
  its source as though with the spell spell turning.
  This ability replaces the armor mastery class feature.
  Keeper of the Golden Light (Paladin)
  It is said that in ancient El Dorado, when the sun rose at 
  dawn, its golden rays would land upon the city and be 
  reflected from its glittering spires and gleaming golden 
  walkways with even more beauty and purity than before it 
  touched the gilded city. Legend tells that as the light passed 
  over the brilliant gemstones that littered the place, it took 
  on special properties. Some of this light was captured in 
  grand temples and ritually sanctified, and a special order 
  was developed to preserve and care for this light. Today, 
  descendants of that order are still able to summon forth the 
  ancient light, and use its mystical powers in the pursuit of all 
  things holy.
  Golden Light (Su): As a swift action, a keeper of the golden 
  light can radiate a pure, golden light, which increases the 
  light level to bright within 30 feet, and increases it one step 
  (to a maximum of bright) for another 30 feet beyond that. 
  This light also highlights hidden or false things, granting 
  a +4 bonus on Perception and Sense Motive checks made 
  against creatures within the first 30 feet of the light, and a +2 
  bonus on saving throws made to disbelieve illusions within 
  the first 30 feet of the light. These bonuses are halved against 
  creatures and illusions more than 30 feet from the keeper of 
  the golden light, but less than 60 feet from her. The keeper 
  of the golden light can use this ability at will. Suppressing 
  the light is a swift action. This counts as an evocation effect 
  with the light descriptor, and is treated as having a spell level 
  equivalent to 1/2 the keeper of the golden light’s paladin level 
  (rounded down, minimum zero) for the purposes of how it 
  interacts with spells and effects with the darkness descriptor.
  This ability replaces the detect evil class feature.
  Golden Sacrifice: A keeper of the golden light draws her 
  healing powers not from personal purity and faith, but by 
  making sacrifices to her deity in the form of gold, jewels, and 
  other valuables. Whenever the keeper of the golden light 
  uses the lay on hands class feature, she must expend 50 gp 
  per 2 paladin levels she possesses. If this sacrifice comes in 
  the form of gems or art objects, she must expend only 25 gp 
  per 2 paladin levels she possesses, instead, and if the value 
  of the gems or art objects exceeds the amount required for 
  her to make a single use of her lay on hands class feature, she 
  gains as many uses as the value of the items affords, but any 
  remaining value is wasted (for example, if a 4th-level keeper 
  of the golden light sacrificed a gem worth 225 gp, she would 
  gain two total uses of her lay on hands class feature, and the 
  remaining 25 gp of value would be wasted). 
  Uses gained in this way last until the next time the keeper of 
  the golden light rests and regains her daily abilities. Sacrificed 
  coins, gems, and art objects are consumed in holy golden 
  
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  flames and completely destroyed. It is a full-round action to 
  sacrifice objects in this way. There is no limit on how many 
  uses of lay on hands a keeper of golden light can gain in this 
  way per day.
  This ability modifies the lay on hands and channel energy 
  class features.
  Ruby Light (Su): At 3rd level, while a keeper of the golden 
  light has her golden light class feature active, she can cause 
  the light to change color to a vibrant ruby hue as a swift 
  action. If she does, instead of the light’s normal benefits, it 
  causes all creatures within 30 feet of the keeper of the golden 
  light to gain a +4 morale bonus to Strength and Constitution, 
  a +2 morale bonus on Will saves, and a –2 penalty to AC. 
  These bonuses and penalties are halved for creatures that 
  are more than 30 feet from the keeper of the golden light but 
  less than 60 feet away. The effect is otherwise identical to a 
  barbarian’s rage, except that the subjects aren’t fatigued at the 
  end of the rage. The keeper of the golden light can use this 
  ability for a number of rounds per day equal to 1/2 her paladin 
  level.
  This ability replaces the aura of courage class feature.
  Sapphire Light (Su): At 8th level, while a keeper of the 
  golden light has her golden light class feature active, she 
  can cause the light to change color to a deep sapphire hue 
  as a swift action. If she does, instead of the light’s normal 
  benefits, it instead causes all creatures within 60 feet of the 
  keeper of the golden light to be affected as though by the 
  spell slow for as long as they remain within the light. The 
  saving throw DC to resist the effect is equal to 10 + 1/2 the 
  keeper of the golden light’s paladin level + the keeper of the 
  golden light’s Charisma modifier. Creatures within 30 feet 
  of the keeper of the golden light suffer a –4 penalty on their 
  saving throws. The keeper of the golden light is not affected 
  by this ability. The keeper of the golden light can use this 
  ability for a number of rounds per day equal to 1/2 her paladin 
  level.
  This ability replaces the aura of resolve class feature.
  Amethyst Light (Su): At 14th level, while a keeper of the 
  golden light has her golden light class feature active, she 
  can cause the light to change color to a mystic amethyst hue 
  as a swift action. If she does, instead of the light’s normal 
  benefits, it instead causes all creatures within 60 feet of the 
  keeper of the golden light to be affected as though by the 
  spell confusion for as long as they remain within the light. 
  The saving throw DC to resist the effect is equal to 10 + 1/2 
  the keeper of the golden light’s paladin level + the keeper of 
  the golden light’s Charisma modifier. Creatures within 30 feet 
  of the keeper of the golden light suffer a –4 penalty on their 
  saving throws. The keeper of the golden light is not affected 
  by this ability. The keeper of the golden light can use this 
  ability for a number of rounds per day equal to 1/2 her paladin 
  level.
  This ability replaces the aura of faith class feature.
  Emerald Light (Su): At 17th level, while a keeper of the 
  golden light has her golden light class feature active, she can 
  cause the light to change color to a glittering emerald hue 
  as a swift action. If she does, instead of the light’s normal 
  benefits, it instead causes all creatures within 60 feet of the 
  keeper of the golden light to be affected as though by the 
  spell haste for as long as they remain within the light. For 
  creatures within 30 feet of the keeper of the golden light, the 
  bonuses to attack rolls, AC, and Reflex saves are increased 
  to +2. The keeper of the golden light can use this ability for a 
  number of rounds per day equal to 1/2 her paladin level.
  This ability replaces the aura of righteousness class feature.
  Idol Adherent (Ranger)
  When the people of El Dorado had to venture out from 
  their great golden city, they would often bring small golden 
  figurines with them, to remind them of their home and its 
  beauty. Over the centuries, many of these idols have fallen 
  into the hands of outsiders, but they are still infused with 
  some of the ancient magic of their home city, and many of 
  them manage to find their way into the hands of wanderers, 
  all the same. Those who recognize the idol’s power and 
  embrace it, often known as idol adherents, find that it brings 
  them many useful abilities.
  Golden Idol (Su): An idol adherent gains a unique golden 
  idol at 1st level. Once per day, by performing a special one-
  minute ritual that requires holding and handling the idol, 
  the idol adherent can gain the benefits of an augury spell, 
  with a caster level equal to his ranger level. Additionally, 
  the idol adherent can use the idol to function as a dowsing 
  rod, allowing him to use the dowsing occult skill unlock 
  (Pathfinder Roleplaying Game: Occult Adventures), and 
  granting him a bonus on Survival checks made to dowse 
  equal to 1/2 his ranger level. In addition to the normal things 
  one can dowse for, the idol adherent can also use this idol to 
  dowse specifically for ruins and other sites of archaeological 
  importance, with a DC of 25.
  
  4 4
  If an idol adherent’s idol is stolen or lost, he can create a new 
  one after one week. Doing so requires 500 gp in raw gold, and 
  takes 8 hours.
  This ability replaces the wild empathy class feature.
  Healing Idol (Su): Beginning at 3rd level, touching an idol 
  adherent’s golden idol can heal wounds. As a standard action, 
  the idol adherent or one of the idol adherent’s allies can 
  touch the idol in order to heal a number of hit points equal to 
  1d8 + the idol adherent’s ranger level. Any given creature can 
  benefit from this healing only once per day.
   
  This ability replaces the endurance class feature.
  Guardian Idol (Su): Beginning at 9th level, an idol 
  adherent’s idol can protect him from harmful curses and 
  mental effects. Whenever the idol adherent would be the 
  subject of a curse, as long as he has his idol in his possession, 
  he can cause that curse to affect his idol, instead. The curse 
  is stored in the idol, and can be released by the idol adherent 
  at any time as a standard action, causing a single creature 
  within 30 feet to suffer the effects of the curse, as though 
  that creature had been its original target. If the creature is 
  touching the idol when the idol adherent uses this ability, it 
  suffers a –4 penalty on its saving throw.
  Additionally, once per day, when the idol adherent fails a 
  saving throw to resist a mind-affecting effect, he can redirect 
  that effect to his idol, as long as the idol is in his possession. 
  If he does, the effect is dissipated harmlessly. 
  This ability replaces the evasion class feature.
  Eyes of the Idol (Su): Beginning at 16th level, the idol 
  adherent gains the ability to see through the eyes of his idol. 
  As a swift action, he can abandon his body’s senses and 
  instead see and hear as though positioned where his idol is. 
  He must be within 100 miles of his idol in order to use this 
  ability, and is blind and deaf while using it. He can end the 
  effect with another swift action. The idol adherent can use 
  this ability at will.
  This ability replaces the improved evasion class feature.
  Balladeer of the Golden City (Skald)
  There are many songs written about the famous lost city of 
  El Dorado. Some inspire wonder, some inspire greed, and 
  some, when performed by those well-trained in their art, can 
  have even more profound effects. Those skalds who choose to 
  focus on El Dorado in their performances are often known as 
  balladeers of the golden city.
  Raging Song (Su): A balladeer of the golden city gains access 
  to the following raging songs.
  Song of Greed: At 6th level, a balladeer of the golden 
  city can use raging song to inspire incredible lust for 
  wealth in others. He can use this raging song to affect 
  any number of creatures of his choice within 60 feet, 
  each of which is entitled to a Will save (DC 10 + 1/2 the 
  balladeer of the golden city’s bard level + the balladeer of 
  the golden city’s Charisma modifier) to resist the effect. 
  Affected creatures become overwhelmed with a desire to 
  gain new wealth, and are compelled to attempt to acquire 
  as much wealth as they can for 1 hour per round that the 
  balladeer of the golden city maintains his performance. 
  This compulsion is not strong enough to interfere with 
  a creature’s actions in combat, or other high-stakes 
  situations, but if left to their own devices, affected 
  creatures will attempt to acquire new wealth in the form 
  of coins, gems, art objects, and similar items, and often 
  use underhanded or illegal means to do so. The balladeer 
  can focus his performance on a particular object of 
  wealth, ensuring that the affected creatures know of it, 
  and generally this will cause them to focus their greed 
  on that object, but they may still choose to pursue other 
  wealth, instead.
  This ability replaces the song of strength raging song.
  Midas Song: At 10th level, a balladeer of the golden city 
  can perform a terrifying tune that causes those who hear 
  it to slowly turn to gold. Each enemy within 30 feet that 
  can hear the song must succeed on a Fortitude saving 
  throw (DC 10 + 1/2 the balladeer of the golden city’s 
  bard level + the balladeer of the golden city’s Charisma 
  modifier) or suffer 1 point of Dexterity damage, as parts 
  of its body begin to turn to gold. The creature continues 
  to suffer Dexterity damage on following rounds as long 
  as it is still within 30 feet and the performance continues, 
  but is not entitled to an additional saving throw to resist 
  the effect. Creatures that succeeded on their initial 
  saving throw are immune to the effect for 24 hours.
  If the creature’s Dexterity score is reduced to 0, it is 
  transformed completely into gold, as though with flesh 
  to stone, but with the resulting statue being made of 
  gold, rather than stone. Statues created in this way 
  are generally worth about 1,000 gp, although if large 
  quantities of them are sold they may flood the market 
  and reduce this price dramatically.
  This ability replaces the dirge of doom raging song.
  Song of the Golden Guardian: At 14th level, a balladeer 
  of the golden city can perform an ancient song that 
  summons forth one of the great golden guardians of 
  ancient and lost El Dorado to defend him. This functions 
  as summon monster VII, except that the creature 
  summoned is always one of El Dorado’s golden guardians 
  (use the statistics for a stone golem). The guardian 
  remains for as long as the balladeer of the golden city 
  continues to perform the song. At 17th level, the song 
  summons two guardians, and at 20th level, it summons 
  three guardians.
  This ability replaces the song of the fallen raging song.
  Aurelian Witch (Witch)
  Legend tells that El Dorado was a place where gold was so 
  common that even the streets were paved with it. Few believe 
  that so much gold could naturally exist in the world, and 
  some believe that much of this gold was created magically 
  by powerful spellcasters among El Dorado’s inhabitants, who 
  transformed lesser metals—or perhaps even the city’s foes—
  
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  into raw gold. These aurelian witches are said to be powerful 
  foes, and those who tell such legends often insist that anyone 
  capable of creating a place like El Dorado likely survived the 
  city’s fall, and either still walks the world today, or at least 
  passed on their secrets to a new generation of gold witches.
  Golden Familiar (Ex): An aurelian witch’s familiar has a 
  body that is made of pure gold. It functions in all ways as a 
  normal familiar, except that it gains the following benefits: 
  its natural armor bonus to AC is 2 higher than it otherwise 
  would be, and it gains an amount of cold and fire resistance 
  equal to the aurelian witch’s witch level.
  This ability replaces the patron spells class feature.
  Transmute Metal to Gold (Su): At 4th level, as a standard 
  action, an aurelian witch can cause a single object within 
  30 feet made primarily of metal to be transmuted to gold 
  for 1 minute. A weapon made of gold suffers a –2 penalty on 
  damage rolls, has half its normal hardness, and gains the 
  fragile quality. Armor made of gold has its armor or shield 
  bonus reduced by 2, and its armor check penalty increased by 
  2. Its hardness is halved, and it gains the fragile quality. If the 
  object is attended or magical, it is entitled to a saving throw 
  to resist the effect. This ability cannot affect objects larger 
  than Huge size. Even a cursory examination (Appraise DC 10) 
  reveals that the gold effect is unnatural and likely temporary. 
  The aurelian witch can use this ability a number of times per 
  day equal to 3 + her Intelligence modifier.
  This ability replaces the hex gained at 4th level.
  Flesh to Gold (Su): At 10th level, as a standard action, 
  an aurelian witch can focus her gaze on a single creature 
  within 30 feet and cause that creature to slowly turn to gold. 
  The creature must succeed on a Fortitude save or have his 
  Dexterity score reduced by 1d4, as parts of his body become 
  solid gold. This reduction is not ability damage, and cannot 
  be healed by normal means, but it fades on its own after 1 
  hour, and can be removed prematurely with a stone to flesh 
  spell. If the creature’s Dexterity score is reduced to 0 in 
  this way, the creature is permanently turned to gold, which 
  otherwise functions as the spell flesh to stone. The aurelian 
  witch can use this ability at will, but once a creature has 
  successfully saved against the effect three times in a day, the 
  aurelian witch cannot use it against that creature again that 
  day.
  This ability replaces the hex gained at 10th level.
  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 features 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.
  Zipa (Aegis)
  A special branch of aegis, zipas do not conjure their astral 
  suits from ectoplasm, but rather draw on a special connection 
  to the lost city of El Dorado to summon a suit of gold to 
  protect them in times of trouble.
  Create Gold (Su): Once per day, by performing an elaborate 
  10-minute ritual, a zipa can conjure gold into being, creating 
  raw gold where there was none before. He can create an 
  amount of gold each day worth 5 gp per class level. The gold 
  created this way is rough and unworked, making it a larger 
  volume and mass of gold to reach that value than the same 
  value in coins. As a result, it weighs twice as much as the 
  equivalent in gold coins, but it also counts as twice its actual 
  value (10 gp per class level) for the purposes of using it as the 
  raw materials to craft items made primarily of gold.
  This ability replaces the astral repair class feature.
  Golden Suit: Whenever a zipa forms an astral suit, it 
  manifests not as ectoplasm but as gleaming gold. This has no 
  mechanical effect on the zipa’s astral suit, except that the suit 
  is considered to be made of metal for the purposes of effects 
  like shocking grasp, heat metal, and so on.
  This ability modifies the form astral suit class feature.
  Goldsmith (Ex): Beginning at 2nd level, a zipa gains a +1 
  bonus on all Craft checks made to create or work with objects 
  made primarily of gold. At 6th level, and every four levels 
  thereafter, this bonus increases by 1.
  This ability replaces the craftsman class feature.
  Master Goldsmith (Ex): Beginning at 5th level, a zipa 
  becomes an expert at crafting magic items from gold. 
  Weapons and armor he makes from gold do not suffer the 
  normal penalties for being made of gold. Additionally, 
  he uses his class level as his caster level for the purposes 
  of qualifying for magic item creation feats. Any feats he 
  gains in this way can only be used to create magic items 
  made primarily of gold. If an item is not normally made 
  primarily of gold, the zipa can choose to use gold as the 
  primary material in its creation anyway, allowing him to use 
  these feats to create the item. Doing so increases the cost 
  to craft the item by 500 gp per pound the item weighs. The 
  DC to create the item still increases for any necessary spell 
  requirements.
  This ability replaces the master craftsman class feature.
  Glittering Suit (Su): At 12th level, a zipa’s astral suit glitters 
  and gleams with supernatural power, allowing it to deflect 
  harmful spells. While in his astral suit, the zipa gains an 
  amount of spell resistance equal to 11 + his aegis level.
  This ability replaces the cannibalize suit class feature.
  
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  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 
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  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
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  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
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  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
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  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton 
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  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
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  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
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  Pathfinder Player Companion: Arcane Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, 
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  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 II: El Dorado Copyright 2017, Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  A Golden Opportunity!
  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 installment focuses on the infamous El Dorado, the subject of numerous real-world expeditions. At 
  This installment focuses on the infamous El Dorado, the subject of numerous real-world expeditions. At 
  different times in history, El Dorado has referred to a man, a city, a kingdom, and eventually, even an empire, 
  as the myth has grown with every retelling. Most famous for its fabulous wealth, the most popular myths of 
  El Dorado cast it as a city made entirely of gold, including the buildings and even the streets, studded with 
  glittering gemstones that people could afford to throw away as though they were nothing. This book contains 
  the following archetypes:
  • The gilded warrior, a fighter  archetype whose skin becomes coated with a layer of protective gold.
  • The keeper of the golden light, a paladin archetype whose healing powers come from sacrificing wealth, and 
  • The keeper of the golden light, a paladin archetype whose healing powers come from sacrificing wealth, and 
  who can harness powerful magic light reminiscent of gold and gemstones to accomplish a variety of magical 
  tasks.
  • The idol adherent, a ranger archetype that carries about a magic idol made of gold, that guides and protects 
  him.
  • The balladeer of the golden city, a skald archetype that can inspire great greed in others, turn enemies to gold, 
  and even summon ancient golden guardians of El Dorado to defend himself.
  • The aurelian witch, a witch archetype with a golden familiar, who specializes in transmuting materials to 
  • The aurelian witch, a witch archetype with a golden familiar, who specializes in transmuting materials to 
  gold.
  • A bonus discipline for the aegis, from Psionics Unleashed by Dreamscarred Press, the zipa creates an astral 
  suit not from ectoplasm, but from gold, and is a master at crafting and working with gold.
  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 
  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/Necromancers of the Northwest/Weekly Wonders - Archetypes of the Ancients Volume II - El Dorado.pdf