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
   
  Pathfinder is a game about heroes and villains, and 
  most of the time, you wind up playing the heroes. You might 
  not necessarily play a character who’s good, but even if you’re 
  a reluctant, self-serving, brooding anti-hero with a dark and 
  mysterious past, the goal is still to stop the bad guys and save 
  the world. Being a hero is great and all, but every once in a 
  while, it’s nice to set aside all that goody-two-shoes nonsense 
  and play an irredeemable, unrepentant, downright-bad 
  villain. But in a game designed for heroes, sometimes it can 
  be hard to get support for evil-doing PCs. 
  	
  This	book	contains	five	archetypes	for	five	different	
  classes, all of which share a common theme of villainy. 
  Whether	you’re	about	to	embark	on	Paizo’s	first	ever	
  Adventure Path for evil characters (issues #103 - #108 in 
  their	official	Adventure	Path	line),	the	Way of the Wicked 
  Adventure Path by Fire Mountain Games, or you just want 
  an excuse to do bad things, these archetypes will help pave 
  the way to world domination…or whatever your evil and 
  nefarious heart desires.
  Archetypes
   
   
  The following archetypes are presented in 
  alphabetical order based on the name of the class that they 
  modify.
  Brutal	Oppressor	(Barbarian)
  Those who most value the belief that might makes right tend 
  to be the mighty, and that is certainly the case with brutal 
  oppressors, heartless barbarians who take every opportunity 
  to use their bulging muscles to crush the hopes and dreams 
  of their victims.
  Bully (Ex): Beginning at 3rd level, a brutal oppressor gains 
  a +1 bonus on Intimidate checks. This bonus is doubled on 
  Intimidate checks made against creatures that are smaller 
  than she is, or which have a lower Strength score than she 
  does. At 6th level, and every three levels thereafter, this 
  bonus increases by 1 (to a maximum of +6 at 18th level, 
  doubled	to	+12	against	smaller	or	weaker	opponents).
  Additionally, beginning at 3rd level, whenever the brutal 
  oppressor successfully demoralizes an opponent with the 
  Intimidate skill, the number of rounds that that creature 
  remains shaken increases by 1. At 6th level, and every three 
  levels thereafter, the number of rounds increases by an 
  additional 1 (to a maximum of 6 additional rounds at 18th 
  level).
  This ability replaces the trap sense class feature.
  Rage Powers: A brutal oppressor gains access to the 
  following rage powers, in addition to the ones available to all 
  barbarians.
  Gory Display (Ex): Whenever the brutal oppressor 
  confirms	a	critical	hit	while	raging,	she	may	make	an	
  Intimidate check with a +4 bonus to demoralize a single 
  creature within 60 feet as a free action.
  Grab by the Throat (Ex): While raging and in control of 
  a grapple, the brutal oppressor can choose to conduct 
  the	grapple	by	lifting	her	opponent	off	the	ground	by	
  his throat with a single hand. In order to do so, she must 
  succeed on a combat maneuver check to maintain the 
  grapple, at a –10 penalty. If she succeeds, her opponent 
  is considered grappled, but she is not (although she 
  is unable to use the arm that is holding the opponent 
  aloft).	While	conducting	a	grapple	in	this	way,	the	brutal	
  oppressor is not able to take any special action as a 
  result of maintaining the grapple, but must spend only 
  a move action each round to maintain it. Additionally, 
  the grappled creature is unable to breathe while grappled 
  in this way, and each round that the brutal oppressor 
  maintains the grapple counts as an additional round of 
  the creature holding its breath. The brutal oppressor 
  must be at least 7th level to select this rage power.
  Stay Down (Ex): Whenever the brutal oppressor makes 
  an attack against a prone character while raging, she 
  inflicts	an	additional	amount	of	damage	equal	to	her	
  class level, and the target is unable to stand up from 
  prone until the end of the brutal oppressor’s next turn.
  Bloodlust (Ex): Beginning at 17th level, a brutal oppressor 
  draws strength from each creature she slays. Whenever she 
  kills a living creature while raging, the number of rounds that 
  she can rage that day increases by 1d4.
  This ability replaces the tireless rage class feature.
  Elemental	Defiler	(Kineticist)
  All kineticists draw in energy from the world around them, 
  but some aren’t as careful as others about ensuring that they 
  do so in a way that doesn’t harm their environment. The 
  worst	offenders	are	known	as	elemental	defilers,	and	they	
  leave a trail of blighted wasteland wherever they go.
  Drain Energy (Su): Beginning at 6th level, an elemental 
  defiler	gains	the	ability	to	draw	in	elemental	energy	from	the	
  surrounding area. Doing so is a move action that provokes 
  attacks of opportunity. The next time that round that the 
  elemental	defiler	would	suffer	1	or	more	points	of	burn,	she	
  suffers	1	less	point	of	burn,	instead.
  This	has	a	deleterious	effect	on	the	surrounding	area,	
  however, which is blighted in a 20-foot-radius area centered 
  on	the	location	the	elemental	defiler	was	in	when	she	used	
  this ability. Plants will not grow in the area, and roughly 1/2 
  of	the	plants	already	in	the	area	die	off	over	the	course	of	1	
  week. There is a 50% chance that any water source in the 
  area	becomes	infected	with	a	disease	(typically	filth	fever,	
  although	other	diseases	are	possible,	at	the	GM’s	discretion).	
  This	effect	lasts	for	one	month.	The	elemental	defiler	cannot	
  use this ability while within an area that has been blighted in 
  this way, and cannot use this ability more times per day than 
  her	Constitution	modifier.
  At 11th level, and again at 16th level, the number of points of 
  burn that this ability prevents increases by 1 (to a maximum 
  of	3	points	at	16th	level).
   
  This	ability	replaces	the	internal	buffer	class	feature.
  
  3
  Drain Creature (Su): Beginning at 19th level, an elemental 
  defiler	can	touch	a	living	creature	to	drain	his	energy	in	a	
  fashion similar to her drain energy class feature. Doing so 
  is	a	standard	action,	and	requires	a	successful	melee	touch	
  attack. The target is entitled to a Fortitude save (DC 10 + 1/2 
  the	elemental	defiler’s	class	level	+	the	elemental	defiler’s	
  Constitution	modifier)	to	negate	the	effect,	as	well.	If	the	
  attack	hits	and	the	target	fails	his	Fortitude	save,	he	suffers	
  1d6 points of Constitution damage, and for each point of 
  Constitution	damage	he	suffers	in	this	way,	the	elemental	
  defiler	ignores	that	many	points	of	burn.	The	burn	negated	in	
  this way need not occur all at once, and can be divided over 
  multiple rounds. Any remaining points of burn not negated 
  after	1	minute	are	wasted.	The	elemental	defiler	can	use	this	
  ability three times per day, but cannot use it on the same 
  creature more than once in a 24-hour period.
  This ability replaces the metakinetic master class feature.
  Extortioner	(Investigator)
  All investigators love discovering secrets, but some want to 
  do so for reasons of personal gain, rather than the thrill of 
  discovery itself. Those who seek out secrets only to use them 
  against their owners are known as extortioners, and they are 
  masters of blackmail.
  Stunted Inspiration: An extortioner is less driven by 
  inspiration than other investigators, and his inspiration pool 
  is 1 less than it would otherwise be.
  Secret Finder (Ex): Beginning at 3rd level, the bonus on 
  Perception	checks	granted	by	the	extortioner’s	trapfinding	
  class feature also applies to secret doors and compartments, 
  and the bonus on Disable Device checks also applies to 
  disabling locks.
  This ability replaces the investigator talent gained at 3rd 
  level.
  Guilt Sense (Su): Beginning at 3rd level, an extortioner gains 
  an almost supernatural knack for identifying others’ guilt. He 
  gains a +1 bonus on Sense Motive checks. At 6th level, and 
  every three levels thereafter, this bonus increases by 1 (to a 
  maximum	of	+6	at	18th	level).
  Additionally, at 6th level, the extortioner can study an 
  individual for 1 minute and, drawing on years of experience 
  in sussing out the dark secrets of his victims, identify the 
  general	nature	of	the	creature’s	vices.	Doing	so	requires	a	
  successful	Sense	Motive	check	(DC	20),	and	success	identifies	
  which of the following best describes the character: envy, 
  gluttony, greed, lust, pride, sloth, or wrath. The extortioner 
  can use this ability at will, but if he fails, he cannot try again 
  on the same creature until the next time he gains a rank in 
  Sense Motive.
  At 12th level, the extortioner can cast detect thoughts as a 
  spell-like ability three times per day. The saving throw DC is 
  Charisma-based.
  
  4
  At 18th level, the extortioner can force a single creature 
  within 30 feet to succeed on a Will save (DC 10 + 1/2 the 
  extortioner’s class level + the extortioner’s Charisma 
  modifier)	or	be	compelled	to	speak	aloud	a	single	secret	
  about which she is guilty or ashamed. The extortioner has no 
  control	over	what	specific	secret	is	revealed.	The	extortioner	
  can use this ability up to three times per day, but cannot use 
  it on the same creature more than once in a 24-hour period.
   
  This ability replaces the trap sense class feature.
  Lingering Threat (Ex): Beginning at 4th level, an 
  extortionist	learns	how	to	keep	his	threats	effective	over	an	
  extended period of time. Whenever the extortionist uses 
  Intimidate	to	influence	an	opponent’s	attitude,	the	effects	last	
  for 1d6 days, rather than the normal period of time. At 8th 
  level, and every 4 levels thereafter, the number of days that 
  the	effect	lasts	increases	by	an	additional	1d6.
  This ability replaces the swift alchemy class feature.
  Villainous	Bloodline	(Sorcerer)
  One of your ancestors was not merely evil, but infamous 
  throughout the land for his or her dark deeds and vile nature. 
  Whether you come from a long line of malicious ne’er-do-
  wells, or both you and your villainous ancestor are black 
  sheep in the family, there can be no doubt that you take after 
  your infamously evil ancestor.
  Class Skill: Sleight of Hand.
  Bonus Spells: negative reactionUC (3rd),	miserable pityUM 
  (5th),	nondetection (7th),	malicious spiteUM	(9th),	smug 
  narcissismUM (11th),	mass suggestion	(13th),	insanity	(15th),	
  binding (17th),	dominate monster (19th).
  Bonus Feats: Deceitful, Dodge, Fearsome SpellOA, Great 
  Fortitude, Iron Will, Persistent SpellAPG, Skill Focus 
  (Intimidate),	Skill	Focus	(Sleight	of	Hand).
  Bloodline Arcana: Whenever a creature fails a saving throw 
  to resist a spell that you cast, you gain a surge of magical 
  power, which causes the next spell you cast to have its caster 
  level treated as 2 higher than it actually is. The caster level 
  cannot be increased by more than 2 in this way, even if 
  multiple creatures fail saving throws to resist the spell. If you 
  do	not	cast	a	spell	within	one	minute,	this	benefit	is	wasted.
  Bloodline Powers: Your nefarious heritage makes you a 
  natural at several underhanded magical tricks, and forbidden 
  arcane lore.
  Draining Touch (Su): As a standard action, you can make 
  a melee touch attack against a living creature. If the 
  attack	hits,	the	target	suffers	1d4	points	of	damage	plus	
  1 point per 2 sorcerer levels you possess, and you heal a 
  number	of	hit	points	equal	to	half	this	amount.	You	can	
  use	this	ability	a	number	of	times	per	day	equal	to	your	
  Charisma	modifier.
  Villainous Defenses (Su): Beginning at 3rd level, you can 
  call up potent defenses that can only be overcome by the 
  truly virtuous. As a swift action, you can gain DR 5/good 
  and gain a +2 bonus on all saving throws, except those 
  made against spells with the good descriptor, or which 
  are	cast	by	good-aligned	characters.	These	benefits	last	
  for one minute. You can use this ability three times per 
  day.
  Getaway (Sp): Beginning at 9th level, you are always 
  prepared to escape if things go wrong. Whenever you 
  are reduced to less than 1/4 your maximum hit points, 
  as an immediate action, you may cast dimension door as 
  a spell-like ability. You must use this ability at the time 
  that you are reduced to less than 1/4 your maximum hit 
  points, and if you do not do so, you cannot use this ability 
  again until you have been healed to more than 1/4 your 
  maximum	hit	points	and	then	suffer	damage	to	bring	you	
  below that threshold again. You can use this ability three 
  times per day.
  Hostage Taker (Su): Beginning at 15th level, with a touch, 
  you can disable an opponent, transforming him into a 
  perfect	hostage.	This	requires	a	melee	touch	attack,	and	
  the target is entitled to a Will save (DC 10 + 1/2 your class 
  level	+	your	Charisma	modifier)	to	negate	the	effect.	If	
  the attack hits, and the target fails his saving throw, he is 
  paralyzed. Each round, the target can make a new Will 
  save	to	end	the	effect,	but	it	otherwise	lasts	indefinitely.	
  Creatures whose Hit Dice exceed your class level, or 
  which are one or more size categories larger than you, 
  gain a +4 bonus on their saving throws to resist this 
  ability. You can use this ability once per day.
  Additionally, as long as you are adjacent to a paralyzed 
  creature, as a move action, you can use him as a living 
  shield. If you do, then any attack made against you has a 
  50% chance of hitting you, and a 50% chance of hitting 
  the paralyzed creature used as a shield.
  Master of Deception (Su): Beginning at 20th level, you are 
  unquestionably	deceptive.	You	gain	a	competence	bonus	
  equal	to	your	Charisma	modifier	on	all	Bluff,	Sleight	of	
  Hand, and Stealth checks, and can cast disguise self and 
  alter auraOA at will (targeting yourself only, in the case 
  of alter aura).	Finally,	you	are	immune	to	any	magical	or	
  supernatural	effect	that	would	detect	your	lies	or	force	
  you to speak the truth.
  Eldritch	Slavemaster	(Summmoner)
  The	morality	of	summoning	spells	is	questionable	under	
  even relatively benign situations, but the eldritch slavemaster 
  elevates the conjurer’s arts to a new level of cruelty. Acting 
  with complete disregard for the outsiders he binds to his 
  will, he is able to put them to use in a number of cruel and 
  heartless—but	unquestionably	efficient—ways.
  Conjurer’s Leash (Su): Unlike most summoners, an eldritch 
  slavemaster controls his eidolon through magical force, 
  rather than forming a close bond. An invisible, intangible 
  cord of magic connects the eldritch slavemaster to the 
  eidolon as long as it is summoned. The eldritch slavemaster 
  and the eidolon must remain within 50 feet of one another 
  for the eldritch slavemaster’s control over the eidolon to 
  remain stable with little to no concentration on the part of 
  
  5
  the eldritch slavemaster. The eldritch slavemaster can stretch 
  this leash, but does so at his own peril.
  When an eldritch slavemaster starts his turn and his eidolon 
  is more than 50 feet away from him, the eldritch slavemaster 
  must concentrate on the link as a full-round action that 
  provokes attacks of opportunity, or the eidolon is released 
  from his control. This concentration can be interrupted as 
  if	it	were	a	spell.	Treat	this	effect’s	spell	level	as	equal	to	1	
  + 1 per 10 feet farther than 50 feet that the eidolon is from 
  the	eldritch	slavemaster	(maximum	spell	level	6th).	If	the	
  eidolon is ever more than 100 feet away from the eldritch 
  slave master, the tether is automatically broken. If the tether 
  is interrupted or the check fails, the eidolon is immediately 
  released from control.
  An eidolon that is freed from the eldritch slavemaster’s 
  control in this fashion no longer responds to the eldritch 
  slavemaster’s will, and acts of its own accord. Each round, roll 
  on the following table to determine the action taken by an 
  uncontrolled eidolon.
  Table: Uncontrolled Eidolon
  d%
  Action Taken
  01–25
  Attack eldritch slavemaster
  26–50
  Flee the eldritch slavemaster
  51–75
  Do nothing but babble incoherently
  76–100
  Return to its home plane
  Greater Slave Shield (Su): Beginning at 12th level, whenever 
  the eldritch slavemaster uses his slave shield ability, his 
  eidolon	suffers	only	the	amount	of	damage	that	the	eldritch	
  slavemaster	himself	avoids,	rather	than	suffering	twice	that	
  much damage.
  This ability replaces the greater shield ally class feature.
  Drain Summoned Creature (Su): Beginning at 14th level, 
  the eldritch slavemaster learns how to pervert the bond 
  between himself and the creatures he summons, allowing 
  him to drain their very life essence. As a move action, the 
  eldritch	slavemaster	can	inflict	1d6	points	of	damage	per	2	
  class levels he possesses to a single creature within 60 feet 
  that he summoned with his summon monster class feature. 
  For	every	5	points	of	damage	he	inflicts	in	this	way,	he	
  heals 1 hit point. Using this ability does not interfere with 
  the eldritch slavemaster’s ability to control the summoned 
  creature.
  This ability replaces the life bond class feature.
  Explosive Summons (Su): Beginning at 16th level, the 
  eldritch slavemaster can cause creatures that he has 
  summoned to explode in a grisly shower of bone fragments 
  and gore. Using this ability is a standard action, and 
  the eldritch slavemaster must select a single creature he 
  summoned with his summon monster class feature, which 
  must be within 60 feet. The summoned creature is instantly 
  destroyed,	and	each	creature	within	10	feet	of	it	suffers	an	
  amount	of	piercing	damage	equal	to	1d6	per	2	class	levels	the	
  eldritch	slavemaster	possesses.	A	successful	Reflex	save	(DC	
  10 + 1/2 the eldritch slavemaster’s class level + the eldritch 
  slavemaster’s	Charisma	modifier)	halves	this	damage.	If	the	
  chosen creature was not the only creature summoned by that 
  use of the summon monster ability (such as if the eldritch 
  slavemaster chose to summon 1d3 creatures from a lower-
  level	list),	the	damage	is	divided	by	the	number	of	creatures	
  that were summoned as part of the ability. If the summon 
  monster	effect	had	less	than	10	rounds	of	duration	remaining,	
  the damage is reduced by 1d6 for every round fewer than 10 
  that remained.
  This ability replaces the merge forms class feature.
  Slave Army (Su): Beginning at 20th level, an eldritch 
  slavemaster can command a great many summoned slaves 
  at the same time. He is no longer restricted to only having 
  one summon monster or gate spell active at one time with 
  his summon monster class feature, and can use his summon 
  monster class feature while his eidolon is summoned.
  As long as the eldritch slave master has more than one 
  summon monster or gate spell active at one time with his 
  summon monster class feature, or uses his summon monster 
  class feature while his eidolon is summoned, he must make a 
  concentration check each round in order to maintain control 
  over his eidolon and the summoned creatures, as outlined in 
  the conjurer’s leash class feature. For each summon monster 
  effect,	gate	effect,	or	eidolon	beyond	the	first,	the	DC	for	this	
  check increases by 4.
  This ability replaces the twin eidolon class feature.
  If the eidolon returns to its home plane in this way, it cannot 
  be summoned again until the following day.
  This ability replaces the life link class feature.
  Slavedriver (Su): An eldritch slavemaster can magically 
  compel	the	creatures	that	he	summons	to	fight	unnaturally	
  hard for his cause, possibly driving them to the brink of 
  death, or beyond. When he uses his summon monster class 
  feature, he can choose to use this ability to compel the 
  summoned creature into a vicious, self-destructive state. 
  If he does, each of the summoned creature’s attacks deal 
  an additional 1d6 points of damage with each successful 
  hit, both to the target of the attack and to the summoned 
  creature itself. Additionally, the summoned creature 
  suffers	5	points	of	damage	at	the	beginning	of	the	eldritch	
  slavemaster’s turn each round. The eldritch slavemaster must 
  declare	that	he	is	using	this	ability	when	the	creature	is	first	
  summoned, and he cannot later change his mind.
  Slave Shield (Su): Beginning at 4th level, as long as the 
  eldritch slavemaster is within his eidolon’s reach, he takes 
  only	half	damage	(rounded	up)	from	all	wounds	and	attacks	
  (including	those	dealt	by	special	abilities)	that	deal	hit	point	
  damage,	and	his	eidolon	suffers	twice	the	damage	that	the	
  eldritch slavemaster avoids in this way (for example, if the 
  eldritch slavemaster would suffer 29 points of damage, he 
  suffers 15 points of damage, and his eidolon suffers 30 points 
  of damage).	The	eldritch	slavemaster	can	suppress	or	resume	
  this ability as a swift action, but most be within his eidolon’s 
  reach to do so.
  This ability replaces the shield ally 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 
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  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
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  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
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  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
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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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  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 
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  Pathfinder Player Companion: Knights of the Inner Sea © 2012, Paizo Publishing, LLC; Authors: 
  Gareth Hanrahan, Steve Kenson, Patrick Renie, Tork Shaw, and Jerome Virnich. 
  Weekly Wonders: Villainous Archetypes Volume II Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  It’s Good to Be Bad
   
  Sick of saving the world? Tired of being expected to leap at the 
  chance to solve everyone’s petty problems? Have a thing for twirling 
  mustaches and overly-elaborate deathtraps? Why not mix things up 
  with a villainous character! At some point in their gaming career, 
  everyone has considered playing an “evil campaign,” but with the 
  Pathfinder Roleplaying Game being devoted to goody-two-shoes heroes, 
  Pathfinder Roleplaying Game being devoted to goody-two-shoes heroes, 
  it can sometimes be hard to find support. Want some evil options for 
  your character? You’ve found them!
   
  This book presents five new villainous archetypes for five different 
  classes. Included are the brutal oppressor, a barbarian archetype focused 
  on savagely demoralizing her foes, the elemental defiler, a kineticist 
  archetype that draws elemental energy from places and even living 
  things, harming them in order to gain power, the extortioner, an 
  investigator archetype that uses the secrets he learns to force others to 
  investigator archetype that uses the secrets he learns to force others to 
  do what he wants, the villainous bloodline for sorcerers, with a variety 
  of special powers suited for a dark lord of magic, and the eldritch 
  slavemaster, a summoner archetype who enslaves the eidolons and 
  creatures he summons against their will, and can sacrifice them for 
  great benefits.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Villainous Archetypes Volume II.pdf