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
  Introduction
  The eldritch, the strange, and the weird are often relegated 
  to the domains of villains and NPCs in fantasy, with the good 
  guys being the ones who stand in the way of the dark things 
  that remain just beyond our perception, which we can never 
  truly understand. But sometimes, it can be fun to take on the 
  mantle of the otherworldly, and to embrace the alien terrors 
  of the cosmos. Each installment of Weekly Wonders: Eldritch 
  Archetypes contains five archetypes for eldritch characters—
  those that are weird, alien, and otherworldly, who don’t fit in 
  with normal society—as well as a cleric domain devoted to a 
  specific mythos entity or race.
  This particular installment focuses on Nyarlathotep, a dark 
  deity that recurs repeatedly throughout the works of H.P. 
  Lovecraft and many other authors. A creature capable of 
  appearing in any of a seemingly endless parade of avatars and 
  forms, each more horrifying than the last, the only common 
  thread that seems to tie all aspects of Nyarlathotep together 
  is its underlying malevolence towards mankind. Whether 
  or not they mention Nyarlathotep by name, each archetype 
  in this book is directly inspired by him in one or more of his 
  many aspects, from a horrible beast with a three-lobed eye 
  that is confined to the darkness, to a skinless giant that grants 
  knowledge of powerful flesh magic, to a charismatic and 
  dark-skinned pharaoh, and more.
  New Archetypes
  The following archetypes are presented in alphabetical order.
  Dark Pharaoh (Mesmerist)
  One of Nyarlathotep’s most well-known forms is that of 
  the black pharaoh, a charismatic and swarthy man who 
  effortlessly attracts throngs to follow in his wake. Those who 
  seek to emulate this aspect of Nyarlathotep study him closely, 
  hoping to glean his secrets, and many pattern themselves off 
  of his image, calling themselves dark pharaohs.
  Eldritch Grace (Ex): A dark pharaoh moves with an 
  unnatural and unconventional grace, which lesser mortals 
  can’t help but admire. He adds 1/2 his mesmerist level 
  (minimum 1) as a bonus on Diplomacy checks. In addition, 
  the dark pharaoh can use his Charisma score, instead of his 
  Dexterity score, to meet the prerequisites of feats that require 
  a minimum Dexterity score.
   
  This ability replaces the consummate liar class feature.
  Pharaoh’s Curse (Su): At 3rd level, the dark pharaoh can 
  inflict mental and physical anguish with a touch. Using this 
  ability is a standard action, and requires a successful melee 
  touch attack. He can impose one condition to the target 
  each time he uses this ability. The target is entitled to a 
  Will save (DC 10 + 1/2 the dark pharaoh’s mesmerist level + 
  the dark pharaoh’s Charisma modifier) to resist the effect. 
  At 3rd level, he can inflict a single condition on the minor 
  conditions list, with a duration of 2d6 rounds. At 6th level, he 
  can instead choose to inflict any condition on the moderate 
  conditions list, with a duration of 1d6 rounds. At 10th level, 
  he can instead choose to inflict any condition on the greater 
  conditions list, with  duration of 1d4 rounds.
  Minor Conditions: Fascinated, fatigued, deafened, 
  shaken, sickened.
  Moderate Conditions: Confused, blinded, exhausted, 
  nauseated.
  Greater Conditions: Frightened, stunned.
  At 14th level, the dark pharaoh can instead expend two uses 
  of this ability to have it function as bestow curse, with a caster 
  level equal to his mesmerist level (the dark pharaoh must still 
  touch the target).
  The dark pharaoh can use this ability a number of times per 
  day equal to 3 + his Charisma modifier.
  This ability replaces the touch treatment class feature.
  Inscrutable (Su): At 11th level, the dark pharaoh becomes 
  so mysterious as to confound many forms of investigation. 
  All Sense Motive checks made against him, as well as all 
  Perception checks made to see through his disguises, notice 
  his sleight of hand, or otherwise interact with him beyond 
  simply noticing his presence, suffer a –5 penalty. Additionally, 
  he is immune to all divination effects whose spell level is less 
  than 1/3 his mesmerist level (rounded down).
  This ability replaces the glib lie class feature.
  Natural Ruler (Ex): At 20th level, the dark pharaoh learns 
  to stretch the limits of mental domination. The total 
  number of Hit Dice worth of creatures he can affect with any 
  enchantment or illusion spell he casts increases by 20, and 
  the Hit Dice limit of such spells increases by 5. Further, for 
  enchantment and illusion spells he casts that target a number 
  of creatures greater than one, the number of creatures 
  affected increases by 10, and he ignores any restrictions about 
  how close such creatures must be to one another (although 
  they must all still be within the spell’s range). These increases 
  do not stack with mental potency.
  This ability replaces the rule minds class feature.
  
  3
  Lurker in Darkness (Rogue)
  Many rogues find that darkness and concealment are their 
  friends, but none more so than the lurkers in darkness. 
  The first lurkers in darkness were cultists of the Hunter of 
  the Dark, one of the many aspects of the malevolent entity 
  known as Nyarlathotep, whose horror is held at bay only 
  by light. It bestowed upon them some of the powers that it 
  gains from the darkness. While the secrets of the lurkers in 
  darkness have escaped beyond the confines of this cult, it 
  is whispered that the Hunter of the Dark maintains some 
  eldritch connection with all lurkers in darkness, whether they 
  serve it or not.
  Dark Spy (Ex): A lurker in darkness adds 1/2 her level to all 
  Perception and Stealth skill checks she makes as long as she 
  (and anything she is perceiving, in the case of Perception 
  checks) is in an area of dim light, darkness, or supernatural 
  darkness. A lurker in darkness can use Disable Device to 
  disarm magic traps, but only if those traps are in an area of 
  dim light, darkness, or supernatural darkness.
  This ability replaces the trapfinding class feature. 
  Strike From the Shadows (Ex): As long as both the lurker 
  in darkness and the creature she is attacking are in an area 
  of dim light, darkness, or supernatural darkness, the lurker 
  in darkness gains a +1 morale bonus on attack rolls, and adds 
  her rogue level on damage rolls. At 5th level, and every four 
  levels thereafter, the morale bonus on attack rolls increases 
  by +1 (to a maximum of +5 at 17th level). The additional 
  damage is precision-based damage, and is not multiplied in 
  the event of a critical hit.
  This ability replaces the sneak attack class feature.
  Dark Lurker’s Sight (Su): Beginning at 2nd level, a lurker 
  in darkness’s irises change to become a bright, unnatural 
  orange color. She gains darkvision to a range of 60 feet, 
  or, if she already had darkvision, her existing darkvision’s 
  range extends an additional 60 feet. Additionally, she can 
  distinguish color normally while using darkvision (it is not 
  black and white). However, she also gains light sensitivity, 
  suffering a –1 penalty on attack rolls and sight-based 
  Perception checks in areas of bright light. If she already had 
  light sensitivity, the penalties increase to –2.
  This ability replaces the rogue talent gained at 2nd level.
  Shroud of Darkness (Su): At 3rd level, a lurker in darkness 
  learns how to draw the dark around herself like a protective 
  shield. Any miss chance she gains due to being in dim light 
  or darkness increases by 5% (typically, this means she has 
  a 25% miss chance in dim light, and a 55% miss chance in 
  darkness or supernatural darkness). This does not have any 
  effect against attacks to which miss chance does not apply 
  (including attacks made by creatures with darkvision, or who 
  can otherwise see her clearly in the darkness). At 6th level, 
  and every three levels thereafter, this bonus increases by a 
  further 5% (to a maximum increase of 30% at 18th level).
  This ability replaces the trap sense class feature.
  Dark Hunter’s Sight (Su): At 6th level, the lurker in 
  darkness’s eyes adjust still further to the darkness. Her irises 
  change shape, changing from circles to three-pointed stars 
  with long, narrow arms. She can cause her eyes to glow faintly 
  with an eldritch light, not providing any illumination, but 
  allowing her location to be identified (any miss chance still 
  applies). She gains a +4 bonus on Intimidate checks made 
  against creatures that can only see her eyes. She can suppress 
  
  4
  or resume her eye glow as a swift action. If she is in an area of 
  magical darkness that suppresses mundane light sources, her 
  eye glow is similarly suppressed.
  This eye mutation has another side effect, allowing her to 
  see perfectly in darkness of all kinds, including supernatural 
  darkness. This functions as the see in darkness universal 
  monster ability. She also gains light blindness, and is blinded 
  for 1 round if exposed to bright light. If she already had light 
  blindness, she is instead blinded for 1d4 rounds if exposed to 
  bright light.
  This ability replaces the rogue talent gained at 6th level.
  Skintaker (Slayer)
  Of Nyarlathotep’s many horrible shapes and guises, perhaps 
  none is more intimately terrifying than the Skinned Stalker, 
  a horrible giant of a man whose body is completely devoid of 
  skin, with muscles and sinew exposed for all to see. A terrible 
  cult has risen up in service of this dark entity, referring to 
  themselves as the Fraternity of the Flesh, and they specialize 
  in horrific practices involving the taking and perversion of 
  human body parts, especially the skin. One branch of the 
  organization are the skintakers, terrible enforcers who kill 
  their victims and claim their skins. The secrets of the cult 
  eventually escaped, and independent skintakers now roam 
  the world pursuing their own twisted ends.
  Skin Artist (Ex): A skintaker adds 1/2 his slayer level 
  (minimum 1) on all Disguise checks made to appear as any 
  kind of humanoid creature, as well as on all Craft (leather) 
  checks.
  This ability replaces the track class feature.
  Harvest Skin (Su): Beginning at 4th level, a skintaker is able 
  to ritually harvest the skins of humanoid creatures, which he 
  can use in a variety of ways. Taking a creature’s skin in this 
  way requires 10 minutes and access to a dagger or similar light 
  weapon capable of dealing slashing damage. The skintaker 
  must succeed on a DC 20 Craft (leather) check, or the skin 
  is ruined. The skinned creature must not have been dead 
  for more than 1 hour per slayer level the skintaker possesses, 
  or the attempt automatically fails. If the creature is alive, it 
  must be either helpless or willing, and skinning it in this way 
  inflicts 3d6 points of Constitution damage to the skinned 
  creature, as well as 1d10 points of bleed damage, but grants 
  the skintaker a +5 bonus on the Craft (leather) check.
  A skin harvested in this way can be worn by the skintaker 
  as a suit, granting him a +5 bonus on Disguise checks made 
  to appear as the person whose skin he is wearing. This also 
  supernaturally grants him the ability to mimic that creature’s 
  voice, but does not automatically cause him to mimic the 
  creature’s mannerisms.
  Unless preserved through some means, a skin harvested in 
  this fashion is usable for 1 week before it becomes too rotten 
  and decomposed to be usable in this way.
  This ability replaces the slayer talent gained at 4th level.
  Create Skin Servant (Su): At 8th level, a skintaker learns 
  how to animate a skin that he has procured through his 
  harvest skin class feature, transforming it into a hungry flesh 
  (Pathfinder Roleplaying Game Bestiary 4). Animating a skin 
  in this way takes 1 hour, and he can only animate one skin 
  per day. The animated skin obeys his commands, in a fashion 
  similar to the way a spellcaster can control undead created 
  with animate dead. At 8th level, the skintaker can control 
  up to one hungry flesh in this way at a time. At 10th level, 
  and every five levels thereafter, he can control one additional 
  hungry flesh at any given time (to a maximum of four hungry 
  fleshes at 20th level).
  This ability replaces the slayer talent gained at 8th level.
  Preserve Flesh (Sp): At 11th level, the skintaker learns to 
  preserve the flesh with which he works. He can cast gentle 
  repose as a spell-like ability three times per day. His caster 
  level for this ability is equal to his slayer level.
  This ability replaces the swift tracker class feature.
  Warp Flesh (Su): Beginning at 12th level, a skintaker 
  can touch a living creature in order to cause their skin to 
  literally begin to crawl on their body, twisting and warping 
  in unnatural ways. The creature is entitled to a Fortitude 
  save (DC 10 + 1/2 the skintaker’s slayer level + the skintaker’s 
  Intelligence modifier) to resist this effect. If the creature fails 
  its saving throw, choose one of the following five effects to 
  impose upon the target.
  Bulk Limb: Choose a single one of the creature’s natural 
  attacks. That natural attack deals damage as though it 
  were one size category larger, and its critical multiplier 
  increases by 1.
  Harden Skin: The creature’s natural armor bonus to AC 
  increases by +4, but its Dexterity score is reduced by 4.
  Soften Skin: The creature’s natural armor bonus is 
  decreased by −4, to a minimum bonus of +0. If this 
  would otherwise reduce the creature’s natural armor 
  bonus to −2 or less, the creature also gains vulnerability 
  to piercing and slashing damage (suffering half again 
  as much damage from such attacks as they otherwise 
  would).
  Twist Limbs: Each of the creature’s movement speeds is 
  halved, rounded down.
  Wither Limb: Each of the creature’s natural attacks suffer 
  a −2 penalty on attack and damage rolls.
  Regardless of which effect is chosen, the benefits or 
  penalties last for one hour. This ability can affect undead and 
  constructs, provided that they have flesh, but amorphous 
  creatures and those without flesh are immune (including 
  elementals, oozes, plants, gaseous or incorporeal creatures, 
  and skeletons). The skintaker can use this ability three times 
  per day.
  This ability replaces the slayer talent gained at 12th level.
  
  5
  Flesh Shape (Sp): At 16th level, a skintaker learns to shape 
  and control flesh in all its forms. By touching one or more 
  masses of flesh, (including corpses and parts from corpses, 
  but nothing that has been processed, such as cooked meat 
  or leather) he can transmute them into any shape he desires, 
  as though with the fabricate spell, except that only flesh can 
  be affected. His caster level for the purposes of this ability is 
  equal to his slayer level. The affected flesh can include living 
  humanoid creatures, provided they are helpless or willing, 
  but such creatures are entitled to a Fortitude save (DC 10 + 
  1/2 the skintaker’s slayer level + the skintaker’s Intelligence 
  modifier) to resist the effect. 
  If a living creature is incorporated into the shaped flesh in 
  this way, depending on the shape created, the creature may 
  die as a result, may be helpless but able to survive indefinitely 
  (provided it is fed, and any other needs are attended to), may 
  be largely able to function but impaired in some way (such 
  as penalties to its movement speeds, penalties to its ability 
  scores, loss of certain natural attacks, special attacks, and 
  special qualities, or anything else that the GM determines is 
  appropriate), or may be purely cosmetic, with no mechanical 
  effect on the creature. This ability cannot impart any benefits 
  on a living creature. If a living creature is incorporated in the 
  created object, then as long as that creature remains alive, the 
  created object does not decay (even if the living creature is 
  only a small portion of the total object).
  The skintaker can use this ability three times per day.
  This ability replaces the slayer talent gained at 16th level.
  Summon the Skinned Stalker (Sp): At 20th level, the 
  skintaker learns to summon the skinned stalker, an avatar 
  of Nyarlathotep which appears as a giant man whose skin 
  has been removed, leaving muscles and organs exposed. 
  Doing so is a full-round action, and inflicts 2d6 points of 
  Wisdom damage to the skintaker. When summoned in this 
  way, the skinned stalker has game statistics identical to an 
  advanced ecorche (Pathfinder Roleplaying Game Bestiary 
  3). The skinned stalker is entitled to a Will save (DC 10 + 
  1/2 the skintaker’s slayer level + the skintaker’s Intelligence 
  modifier). Success indicates that the skinned stalker is free to 
  act as it pleases, which often involves attacking the skintaker 
  and his allies. Failure indicates that the skinned stalker 
  obeys the skintaker’s commands for 5 minutes, after which it 
  returns whence it came. In all other respects, this functions 
  as the spell summon monster IX. The skintaker can use this 
  ability three times per day.
  This ability replaces the master slayer class feature.
  Disciple of the Black Book (Witch)
  Many witches speak in hushed whispers of a dark-skinned 
  man who bargains with those who dabble in the occult, 
  promising them great power if they only sign their name in 
  a book he carries with him, bound in a strange black skin. 
  What many don’t know is that this is yet another avatar of 
  Nyarlathotep, and that those who sign the book gain some 
  measure of his deceptive cunning, although the price they 
  pay is said to be dear indeed.
  Bonus Spells: At 2nd level, and every two levels thereafter, 
  a disciple of the black book adds the listed spell to her list of 
  spells known, automatically adding them to the list of spells 
  stored by her familiar. The spells she gains are as follows: 
  charm person (2nd), skinsendUM (4th), deeper darkness 
  (6th), eyes of the voidACG (8th), polymorph (10th), symbol of 
  persuasion (12th), insanity (14th), mind blank (16th), canopic 
  conversionPC:OLoP (18th).
  This ability replaces the patron spells class feature.
  Ruse Master (Su): At 4th level, a disciple of the black book 
  gains Stylized SpellUI as a bonus feat. Additionally, a number 
  of times per day equal to her Intelligence modifier, she can 
  apply the feat to a spell as she casts it without increasing the 
  spell’s casting time or causing it to take up a higher level spell 
  slot. Alternatively, she can expend one use of this ability to 
  ignore the requirement that the spell must appear to be a 
  spell of the same school, subschool, and descriptors, instead 
  causing it to appear as any spell she desires (she can do both 
  by expending two uses of the class feature as she casts the 
  spell).
  This ability replaces the hex gained at 4th level.
  Spell Feint (Ex): At 8th level, a disciple of the black book 
  learns to use deception to lend power to her spells by making 
  her opponents open themselves up accidentally to her 
  influence. As a move action, the disciple of the black book 
  can make a Bluff check, opposed by the Sense Motive check 
  of a single creature within 60 feet. The GM should note the 
  result of the opposed check in secret. If the disciple of the 
  black book wins the opposed check, then the next spell that 
  offers a saving throw not denoted as harmless which she casts 
  on that creature before the end of the round has its caster 
  level increased by +1. For every 5 points by which her Bluff 
  check exceeded the target’s Sense Motive check, the spell’s 
  caster level increases by an additional +1, to a maximum 
  increase of +5. The disciple of the black book can use this 
  ability at will, but may not use it on the same creature more 
  than once in a 24-hour period.
  This ability replaces the hex gained at 8th level.
  Puppetmaster’s Strings (Su): At 12th level, a disciple of the 
  black book learns how to forge a connection between herself 
  and another creature by manipulating that creature into 
  taking an action she predetermines. Using this ability is a 
  standard action, and she must touch the target and mentally 
  visualize the action she wishes him to take. Based on how 
  unlikely the creature is to perform the specified action, 
  the GM assigns a bonus of between +0 and +3, with +0 
  representing actions that the creature was already reasonably 
  likely to take on its own, and +3 representing actions that the 
  
  6
  creature would almost never take, under any circumstances. 
  If the creature performs the specified action at any point in 
  the next hour, the connection is forged, and the DCs of any 
  spells or hexes that the disciple of the black book uses on the 
  creature in question are increased by the amount the GM 
  determined. This effect lasts for one hour. The disciple of the 
  black book can’t use this ability on the same creature more 
  than once in a 24-hour period.
  This ability replaces the hex gained at 12th level.
  Master of Many Faces (Wizard)
  Nyarlathotep is known for his wide array of avatars, 
  appearing in numerous different forms, each different and 
  terrible to behold in one way or another, but each with their 
  own distinct purpose, as though each face were merely 
  another tool in Nyarlathotep’s ever-shifting arsenal. There 
  are those who seek to emulate this trait, casting aside some 
  portion of their identities in order to become masters of 
  shape change.
  Disguise Specialist: At 1st level, a master of many faces 
  gains his choice of either Deceitful or Skill Focus (Disguise) 
  as a bonus feat.
  This ability replaces the scribe scroll class feature.
  Subtle Shifter (Ex): Beginning at 5th level, a master of many 
  faces can change his shape with discretion. Whenever he 
  casts a spell of the polymorph subschool which affects only 
  himself, he may choose to apply the Silent Spell and Still 
  Spell feats to that spell, without increasing its casting time 
  or causing it to use up a higher-level spell slot. He can do 
  so even if he does not have one or both of those metamagic 
  feats.
  This ability replaces the bonus feat gained at 5th level.
  A Thousand Faces (Sp): Beginning at 10th level, a master 
  of many faces can cast alter self at will. The effect lasts 
  indefinitely until dispelled, or until the master of many faces 
  chooses to end it.
  This ability replaces the bonus feat gained at 10th level.
  Natural Caster (Ex): Beginning at 15th level, a master 
  of many faces is able to complete the verbal and somatic 
  components of spells while polymorphed, even if the shape 
  he is polymorphed into would not normally be able to do 
  so. He can also use any material components or focuses he 
  possesses, even if such items are melded within his current 
  form. He can use these abilities only to cast spells that are at 
  least three spell levels lower than the highest-level spells he 
  is capable of casting. Finally, no matter what form he takes, 
  he always retains the ability to speak, and can do so in any 
  language he knows.
   
  This ability replaces the bonus feat gained at 15th level. 
  Inscrutable Guise (Su): At 20th level, as long as a master of 
  many faces is under the effects of a polymorph spell or effect, 
  he gains the benefits of a nondetection spell. Additionally, 
  Knowledge checks made to identify him while he is affected 
  by a polymorph spell or effect do not reveal information 
  about his true identity, unless the creature making the 
  Knowledge check already knows his true identity. Similarly, 
  attempts to scry or otherwise locate the master of many faces 
  work only if the master of many faces is currently in the 
  shape that the scrying creature is looking for, or the scrying 
  creature is aware that the master of many faces is capable 
  of magically changing shape (for example, searching for 
  “that gorilla that attacked me” will work only if the master 
  of many faces is still in the form of a gorilla, but searching 
  for “that wizard who attacked me while polymorphed into a 
  gorilla” would work regardless of the master of many faces’ 
  current shape). Otherwise, the scrying attempt has no effect, 
  revealing nothing but darkness, as if the target were invalid 
  or did not exist.
   
  This ability replaces the bonus feat gained at 20th level. 
  New Cleric Domain
  The following domain is available to any character that 
  chooses to devote herself to Nyarlathotep. Such characters 
  can choose Chaos, Destruction, Evil, Madness, or Void as 
  their other domain. Nyarlathotep’s favored weapon is the 
  sickle.
  Nyarlathotep
  Nyarlathotep is unusual amongst mythos entities in that 
  he both possesses the power of a true deity, being counted 
  amongst the outer gods, and also shows an interest in 
  humanity. That said, while the Crawling Chaos is more 
  than capable of attracting throngs of followers when he 
  manifests as the Black Pharaoh, his overall worship is not 
  very widespread. Because he has so many different forms, 
  many of which inspire their own separate cult followings, 
  when all of these separate cults are taken together, there are a 
  surprisingly large number of Nyarlathotep worshippers, even 
  if none of them could recognize the god the others worship. 
  Granted Powers: Like Nyarlathotep, you have many faces, 
  and are most at home in the gentle embrace of the darkness.
  Many Masks (Sp): You can cast disguise self as a spell-like 
  ability a number of times per day equal to your Wisdom 
  modifier. Additionally, while affected by disguise self, you 
  gain a competence bonus equal to your Wisdom modifier 
  on Bluff and Diplomacy checks.
  Eyes of Darkness (Su): At 8th level, your vision is not 
  impaired by lighting conditions, even in absolute 
  darkness and magical darkness. You can use this ability 
  for a number of rounds per day equal to 1/2 your cleric 
  level. These rounds do not need to be consecutive.
  Domain Spells: 1st—charm person, 2nd—skinsendUM, 3rd—
  deeper darkness, 4th—aura of doomUM, 5th—polymorph, 
  6th—symbol of persuasion, 7th—insanity, 8th—mind blank, 
  9th—canopic conversionPC:OLoP.
  
  Permission to copy, modify and distribute the files collectively known as the System Reference 
  Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a.  
   
  This material is being released using the Open Gaming License Version 1.0a and you should read 
  and understand the terms of that license before using this material.  
   
  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the 
  License are provided within the License itself.  
   
  The following items are designated Product Identity, as defined in Section 1(e) of the Open Game 
  License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not 
  Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, 
  d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, 
  proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the 
  City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of 
  Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak 
  Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of 
  Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of 
  Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, 
  Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile 
  Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, 
  mind flayer, 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 Open Game Content; (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open 
  Game Content” means the game mechanic and includes the methods, procedures, processes and 
  routines 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 law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “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 this agreement.  
   
  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 
  License except as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License 
  to Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of 
  the work that you are distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.  
   
  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 Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor. 
  Pathfinder Companion: Osirion, Land of Pharaohs. © 2008, Paizo Publishing, LLC; Authors: Jason 
  Nelson and Todd Stewart.
  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 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 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 Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda 
  Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason 
  Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, 
  David Schwartz, Mark Seifter, Linda Zayas-Palmer. 
  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. 
  Weekly Wonders: Eldritch Archetypes Volume VII - Archetypes of Nyarlathotep Copyright 2016, 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
   
  The eldritch, the strange, and the weird are often relegated to the domains of villains 
  and NPCs in fantasy, with the good guys being the ones who stand in the way of the dark 
  things that remain just beyond our perception, which we can never truly understand. But 
  sometimes, it can be fun to take on the mantle of the otherworldly, and to embrace the alien 
  terrors of the cosmos. Each installment of Weekly Wonders: Eldritch Archetypes contains five 
  archetypes for eldritch characters—those that are weird, alien, and otherworldly, who don’t fit 
  in with normal society—as well as a cleric domain devoted to a specific mythos entity or race.
   
  This particular installment focuses on the various avatars and incarnations of the 
  mysterious entity known as Nyarlathotep. Described in numerous different, and sometimes 
  contradictory, fashions by a variety of authors, the only constant that seems to apply to 
  Nyarlathotep is its malevolent interest in mortal affairs.  Each of the archetypes in this book 
  is patterned off of one of Nyarlathotep’s many avatars, aspects, or forms. This book contains 
  the following archetypes:
   
  • The dark pharaoh, an mesmerist archetype that can deliver pharaonic curses to his foes, 
  an excels at controlling large crowds.
   
  • The lurker in darkness, a rogue archetype who gains a variety of supernatural powers 
  from darkness, including increased combat capabilities and a defensive shroud of shadows. 
   
  • The skintaker, a slayer archetype that can wear the skins of its foes to create super-
  natural disguises, animate severed skins into servitor minions, and much more.
   
  • The disciple of the black book, a witch archetype focused on deceiving her foes through 
  disguising her spells and manipulating enemies into doing her bidding unknowingly.
   
  • The master of many faces, a wizard archetype specializing in polymorph spells, allow-
  ing them to adopt as many personas as Nyarlathotep itself.
   
  • A bonus cleric domain devoted to those who worship Nyarlathotep.
   
  Whether you're about to embark on a campaign of eldritch horror (such as the official 
  Paizo adventure path dealing with strange and alien entities), or you just want an excuse to 
  play a servant of the unknowable and uncaring cosmic entities of the Cthulhu mythos, 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 insane cultist NPCs as well, and can make for exciting and 
  memorable encounters.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Eldritch Archetypes Volume VII - Archetypes of Nyarlathotep.pdf