TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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  LLC does not guarantee compatibility, and does not endorse this product.
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  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 installment focuses on an eldritch being known as the 
  Father of Wendigos, a primal creature of the frozen north 
  that is said to be the progenitor of the terrible creatures 
  known as wendigos, primordial spirits of fear, cold, and 
  endless, insatiable hunger. Inspired by the mythos entity 
  Ithaqua, from August Derleth’s short story of the same 
  name, which itself was based on Algernon Blackwood’s The 
  Wendigo, this being is a terrible, maddening entity from 
  the fringes of human civilization. Whether they reference 
  the Father of Wendigos directly or not, each archetype in 
  this book draws on themes of frigid arctic winds, and an 
  unyielding hunger for human flesh.
  New Archetypes
  The following archetypes are presented in alphabetical order 
  based on the class that they modify.
  Windwalker Bloodline (Bloodrager)
  The blood of the wendigo runs in your veins, a frigid taint 
  that deadens your heart towards others, and leaves you with 
  a profound feeling of emptiness. The north wind whispers its 
  secrets to you each time it blows past, urging you to kill and 
  consume.
  Bonus Feats: Diehard, Dodge, Endurance, Fleet, 
  Intimidating Prowess, Mobility, Spring Attack.
  Bonus Spells: chill touch (7th), gust of wind (10th), sleet 
  storm (13th), hunger for fleshHA (16th).
  Bloodline Powers: You are consumed with an indescribable 
  hunger for the flesh of intelligent creatures, and the winter 
  winds themselves are your ally, bearing you aloft.
  Hungry Blade (Su): Beginning at 1st level, you can 
  channel your never-ending hunger into your weapon, 
  allowing it to consume a part of your essence in order 
  to better bite into your foes. As a swift action, while in a 
  bloodrage, you can cause your weapon to gain the vicious 
  magic weapon special ability. Another swift action ends 
  the effect, and it ends automatically if you end your 
  bloodrage. If the weapon already has the vicious magic 
  weapon special ability, the effects stack. You can use this 
  ability for a total number of rounds per day equal to 3 + 
  your bloodrager level.
  Consumptive Rage (Ex): At 4th level, you gain the ability 
  to draw power from your dead foes by consuming their 
  flesh. By spending 10 minutes consuming raw flesh from 
  the corpse of a creature with an Intelligence score of 3 
  or higher, you regain the use of a number of rounds of 
  bloodrage equal to the creature’s Hit Dice. You cannot 
  regain more rounds of bloodrage per day in this fashion 
  than your bloodrager level. 
  Swift Steps (Su): By 8th level, as long as you are 
  bloodraging, your feet carry you with supernatural speed, 
  as though you were pushed forward by a raging gale. 
  You gain the Run feat as a bonus feat, and your base 
  movement speed increases by 10 feet. Unlike the fast 
  movement gained by all bloodragers, this increase to 
  your movement speed applies regardless of what kind of 
  armor you wear. At 16th level, your base movement speed 
  increases by an additional 10 feet.
  Waste Walker (Su): At 12th level, your windwalker 
  heritage allows you to ignore many of the perils of the 
  frozen wastes. You gain resist cold 5, which increases to 
  resist cold 10 while bloodraging. Additionally, you do 
  not become fatigued when you have suffered nonlethal 
  damage due to a lack of food or water. Instead, as long as 
  you have any nonlethal damage due to a lack of food or 
  water, you gain a +2 circumstance bonus on attack rolls, 
  damage rolls, and initiative checks. 
  Endless Hunger (Su): By 16th level, your hunger for 
  flesh knows no bounds. Whenever you eat raw flesh 
  from an intelligent creature (one with an Intelligence 
  score of 3 or higher), you may choose whether or not to 
  have that count as eating for the purposes of the effects 
  of starvation (allowing you to eat such flesh without 
  ending your starvation, if desired). Additionally, you 
  can consume the raw hearts of intelligent creatures in 
  order to gain a portion of their power. Doing so takes 
  10 minutes, and grants you a single cannibal point. You 
  can expend 1 cannibal point as part of an attack roll, 
  ability check, saving throw, or skill check in order to gain 
  a +2 bonus on the roll. You can have a total number of 
  cannibal points at any given time up to an amount equal 
  to your Constitution modifier.
  Wind Walker (Sp): At 20th level, you are borne aloft by 
  the arctic winds, and are constantly affected as though 
  by the spell wind walk. Additionally, you gain immunity 
  to cold. Both of these effects apply regardless of whether 
  you are bloodraging or not.
  
  3
  Order of the Wendigo (Cavalier)
  Cavaliers who join the order of the wendigo dedicate 
  themselves first and foremost to increasing their own 
  personal strength and power. They believe that it is the right 
  of the strong to rule, and the place of the weak to serve—or 
  even be consumed by—their betters.
  Edicts: The cavalier must give no aid to those who are not 
  able to earn it. He must not coddle the weak, nor give them 
  any succor, and he must show no mercy for incompetence or 
  failure. He must not stand in the way of those who use their 
  might to claim what they desire, unless he desires the same 
  thing for himself, and is attempting to claim it.
  Challenge: An order of the wendigo cavalier gains a +2 
  bonus on Intimidate checks made against the target of his 
  challenge. At 5th level, and every 5 levels thereafter, this 
  bonus increases by an additional +2. Additionally, whenever 
  the order of the wendigo cavalier confirms a critical hit 
  against the target of his challenge, he gains a number of 
  temporary hit points equal to his cavalier level.
  Class Skills: An order of the wendigo cavalier adds 
  Perception and Survival to his list of class skills. Whenever 
  the cavalier uses Perception or Survival to find or follow 
  tracks, he gains a competence bonus on the check equal to 1/2 
  his cavalier level (minimum +1).
  Order Abilities: An order of the wendigo cavalier receives 
  the following abilities as he increases in level, and deepens 
  his pact with the father of wendigos.
  Walker of the Wastes (Su): At 2nd level, an order of 
  the wendigo cavalier gains the benefits of endure 
  elements at all times, but only to resist the effects of cold 
  environments. At 10th level, he gains resist cold 5, and at 
  18th level he gains resist cold 10. Additionally, he does not 
  become fatigued when he has suffered nonlethal damage 
  due to a lack of food or water. Instead, as long as he has 
  any nonlethal damage due to a lack of food or water, he 
  gains a +2 circumstance bonus on attack rolls, damage 
  rolls, and initiative checks. If the nonlethal damage he 
  is currently suffering from as a result of a lack of food or 
  water is greater than 1/2 his maximum hit points, this 
  bonus increases to +4.
  Rime Weapon (Su): At 8th level, an order of the wendigo 
  cavalier can cause any weapon he wields to become 
  coated in a thin layer of supernatural frost. As a swift 
  action, he can grant any melee weapon he is holding the 
  frost weapon special ability. If the weapon already has the 
  frost weapon special ability, the effects stack. This effect 
  ends immediately if the weapon leaves his possession 
  for any reason, or if he chooses to end the effect as a free 
  action. The order of the wendigo cavalier can use this 
  ability for a total number of minutes per day equal to 
  1/2 his cavalier level. These minutes need not be spent 
  consecutively, but must be spent in 1-minute increments.
  Boreal Steed (Su): At 15th level, an order of the wendigo 
  cavalier’s mount becomes infused with the essence of 
  the father of wendigos. It gains the cold subtype, and 
  is constantly affected as though by the spell air walk. 
  Additionally, it can cast wind walk as a spell-like ability 
  three times per day, affecting both itself and its rider.
  Wendigo Kin (Druid)
  Many druids struggle with balancing their human need for 
  society against their fundamental connection to nature. In 
  few druids is this struggle more profound than the wendigo 
  kin, druids who have been touched by the wendigo, dark 
  fey who embody a never-ending hunger for sentient flesh. 
  Wendigo kin consume the bodies of their foes to gain their 
  strength, and many enjoy swallowing their victims whole—
  and still quite alive—while transformed into large animals.
  Cannibal (Su): Once per day, a wendigo kin can perform a 
  special 15-minute ritual during which she consumes at least 
  10 pounds of flesh from the corpse of a humanoid creature. 
  If she does, she immediately gains a single spell slot for each 
  spell level she can cast, and can immediately prepare spells 
  in those spell slots. Additionally, she gains a +2 bonus to her 
  Strength and Constitution scores until the next time she rests 
  and regains her spells. Because the ritual mystically draws 
  strength from the corpse, no single corpse can be used for 
  this ritual more than once.
  At 8th level, the bonuses to her Strength and Constitution 
  scores increase to +4, and at 14th level, they increase to +6.
  This ability replaces the nature bond class feature.
  Scent (Ex): A wendigo kin gains the scent universal monster 
  ability at 1st level, but she can only use this ability to detect 
  humanoid creatures.
  This ability replaces the nature sense class feature.
  Man-Eater (Ex): A wendigo kin is surrounded by an 
  intangible but palpable energy that makes her unsettling to 
  other humanoids, although they cannot place exactly why. 
  She gains a bonus equal to 1/2 her druid level on Intimidate 
  checks made against humanoid creatures.
  This ability replaces the wild empathy class feature.
  Arctic Step (Ex): Starting at 2nd level, a wendigo kin can 
  move through any sort of ice or snow at her normal speed and 
  without taking damage or suffering any other impairment. 
  Ice or snow that has been magically manipulated to impede 
  motion, however, still affects her.
  This ability replaces the woodland stride class feature.
  Cold Resistance (Ex): At 4th level, a wendigo kin gains 
  resist cold 5. At 14th level, this resistance increases to 10.
  This ability replaces the resist nature’s lure class feature.
  Wild Shape (Su): At 6th level, when a wendigo kin gains 
  the ability to transform into an elemental, she is limited to 
  transforming into air or ice elementals. She does not gain the 
  ability to transform into plants.
  This ability modifies the wild shape class feature.
  
  4
  Cloak of Winds (Su): At 8th level, a wendigo kin is 
  constantly protected by frigid gales that deflect incoming 
  projectiles. All ranged attacks made against the wendigo kin 
  suffer a –2 penalty. Unusually massive ranged weapons (such 
  as boulders or ballista bolts) and ranged attacks generated 
  by natural attacks or spell effects aren’t subject to this 
  protection.
  Swallow Whole (Ex): Beginning at 9th level, whenever a 
  wendigo kin uses her wild shape ability to transform into an 
  animal of Large or larger size, she gains the swallow whole 
  universal monster ability. If the animal she transforms into 
  has a bite attack, she also gains the grab special ability for 
  that bite attack. Otherwise, whenever she begins her turn 
  with an opponent pinned, she can attempt a new combat 
  maneuver check, and, if she succeeds, she swallows the 
  pinned creature. As normal for swallow whole, only creatures 
  one or more size categories smaller than the wendigo kin can 
  be swallowed whole in this way.
  The armor class of the interior of the wendigo kin is equal 
  to 10 + 1/2 her natural armor bonus or 1/4 her druid level, 
  whichever is higher, but in either case, there are no modifiers 
  for size or Dexterity. The amount of damage that must be 
  done to the wendigo kin’s interior in order to escape is equal 
  to 1/10 her maximum hit points. A swallowed creature suffers 
  an amount of damage each round equal to 1d8 per two 
  druid levels the wendigo kin possesses, half of which is acid 
  damage, and the other half of which is bludgeoning damage.
  As long as the wendigo kin has a living creature swallowed 
  in this fashion, she gains fast healing equal to 1/2 her druid 
  level, and a +2 bonus on attack and damage rolls. Even if 
  the wendigo kin returns to her normal form, the swallowed 
  creature remains trapped inside her, although if the creature 
  is no longer at least one size category smaller than the 
  wendigo kin, she becomes exhausted for as long as the 
  creature remains alive and inside her, and is fatigued even 
  after it dies or escapes.
  This ability replaces the venom immunity class feature.
  Steal Identities (Sp): Beginning at 13th level, a wendigo 
  kin can take on the forms of humanoids she has consumed. 
  She can cast alter self at will, but each time she does so, she 
  must take on the appearance of a humanoid creature she has 
  consumed (whether through her cannibal class feature, her 
  swallow whole class feature, or some other means). This is an 
  exception to the rule that polymorph spells cannot generally 
  be used to transform into specific individuals.
  This ability replaces the a thousand faces class feature.
  Endless Hunger (Su): At 15th level, a wendigo kin is always 
  consumed by hunger, but while that hunger drives her, it 
  does not threaten her well-being. The wendigo kin no longer 
  needs to eat, sleep, or even breathe.
  This ability replaces the timeless body class feature.
  Arctic Channeler (Kineticist)
  Harnessing the boreal power of the frozen north, arctic 
  channelers tap into a primal force of winter’s fury. After a 
  time, the north winds begin to whisper to them each time 
  they use their powers, beckoning them to consume the flesh 
  of their friends and allies in order to increase their power.
  Arctic Channeler: At 1st level, when choosing a primary 
  element on which to focus, the arctic channeler must choose 
  either air or water. At 7th level, when she gains the expanded 
  element class feature, she must again choose either air or 
  water. At 15th level, the arctic channeler is free to choose 
  whichever element she likes for her expanded element class 
  feature.
  This ability modifies the elemental focus and expanded 
  element class features.
  Utility Talents: The following utility talents are available 
  to arctic channelers, in addition to those available to all 
  kineticists. The normal rules for selecting a utility talent still 
  apply.
  HOWL
  Element air; Type utility (Su); Level 3; Burn 0
  You can unleash a fearsome howl, amplified by arctic winds. 
  Make a single Intimidate check to demoralize a foe, adding 
  your Constitution bonus as a circumstance bonus on the roll, 
  and apply the result to each opponent within 30 feet that can 
  hear you.
  SLICK ICE
  Element water; Type utility (Su); Level 3; Burn 0
  You create a sheet of slippery ice in a 30-foot-radius area 
  centered on your current location. The ice counts as difficult 
  terrain, and any creature attempting to move at more than 
  1/4 its speed must succeed on a DC 15 Acrobatics check or fall 
  prone at the start of its movement. Creatures that succeed 
  at this check by 5 or more can move at their full speed, and 
  creatures that succeed at this check by 10 or more have 
  their movement speed increased by 10 feet, as they glide 
  effortlessly across the ice. You gain a +10 bonus on Acrobatics 
  checks made to move across your own slick ice. The ice lasts 
  for 2d6 rounds in most locations, although extreme heat or 
  cold may cause it to last for more or less time, at the GM’s 
  discretion.
  SNOW FLURRY
  Element water; Type utility (Su); Level 1: Burn 0
  You create a burst of snow that fills a 20-foot-radius spread 
  centered on your location. This functions as obscuring 
  mist, except it lasts for 1d4 rounds. In particularly cold 
  environments, multiple uses of this ability may cause snow 
  to pile on the ground in the area, with the normal effects for 
  snow or heavy snow, at the GM’s discretion.
  WIND WALK
  Element air; Type utility (Sp); Level 6; Burn 0
  You transform into the very wind itself, as though with the 
  spell wind walk, except that the effect lasts for only a single 
  round, and affects only you. By accepting 1 point of burn, you 
  can instead have the effect last for 1 hour per level (or until 
  dismissed), and affect you and up to one touched creature per 
  two kineticist levels you possess.
  
  5
  Consume Vital Essence (Su): At 6th level, an arctic 
  channeler learns an ancient and forbidden secret, allowing 
  her to restore her body’s elemental energy by consuming 
  the flesh of humanoid creatures. By performing a 15-minute 
  ritual and consuming 10 pounds of flesh from the corpse of 
  a humanoid creature, the arctic channeler can reduce her 
  current burn by 1. At 6th level, the arctic channeler can use 
  this ability once per day. At 11th level, and again at 16th level, 
  she can use the ability one additional time per day.
  This ability replaces the internal buffer class feature.
  Arctic Master (Su): At 19th level, an arctic channeler is so 
  adept at channeling the power of the frozen north winds that 
  she can do so almost effortlessly. She can use any air or water 
  utility talents as a move action, rather than a standard action.
  This ability replaces the metakinetic master class feature.
  Body of the Wendigo (Su): At 20th level, an arctic channeler 
  becomes immune to cold and fear and gains DR 10/cold iron 
  and magic.
  This ability replaces the omnikinesis class feature.
  Caller of the North Wind (Skald)
  While many skalds come from areas in the frozen north, a 
  select few draw their power directly from the primal forces 
  that inhabit that place, infusing their songs with a hint of 
  the madness of the wendigo, and drawing on their dark, 
  cannibalistic powers.
  Endurance: At 1st level, a caller of the north wind gains 
  Endurance as a bonus feat.
  This ability replaces the scribe scroll class feature.
  Raging Song: A caller of the north wind gains the following 
  raging songs.
  Symphony of the North Wind (Su): At 6th level, a caller 
  of the north wind can conjure an arctic gale, which 
  emanates outwards from him, causing the temperature 
  to drop by 20 degrees Fahrenheit in a 20-foot-radius area 
  centered on him, which moves with him. In addition 
  to potentially affecting any ongoing effects of extreme 
  temperatures, this also grants each creature in the area 
  resist fire 5 against all sources of fire damage other than 
  ambient temperature. These effects last for as long as the 
  caller of the north wind continues his performance, plus 
  1 additional round thereafter.
  
  6
  Elegy of the Wind Walker (Sp): At 14th level, a caller of 
  the north wind can play a haunting melody that allows 
  him to transform himself and any number of allies 
  within 30 feet into a frigid wind. This functions as the 
  spell wind walk, except that the caller of the north wind 
  can continue his performance while transformed, even 
  if that would normally be physically impossible, and the 
  effect lasts only as long as the caller of the north wind 
  continues his performance, plus 1 additional round 
  thereafter.
  This ability replaces the song of the fallen class feature.
  Consume Skill (Su): Beginning at 2nd level, a caller of the 
  north wind can consume the flesh of intelligent creatures 
  (those with an Intelligence score of 3 or higher) in order to 
  gain some of their knowledge and abilities. The caller of 
  the north wind can perform a special ritual which takes 10 
  minutes and requires consuming portions of a dead creature. 
  By doing so, he may choose any two skills that the consumed 
  creature had ranks in, and he gains a bonus equal to 1/3 his 
  class level (rounded down, minimum 1) on skill checks made 
  for those skills. Alternatively, he can choose a single skill that 
  the consumed creature had ranks in, and he gains a bonus 
  to that skill equal to his skald level, but this bonus plus the 
  number of ranks that the caller of the north wind has in the 
  chosen skill combined cannot exceed the caller of the north 
  wind’s skald level. Either way, the bonus lasts for 24 hours, 
  or until the next time the caller of the north wind performs 
  the ritual, whichever comes first. The caller of the north wind 
  can perform this ritual up to three times per day. Because 
  the ritual requires consuming specific parts of the corpse, no 
  corpse can be used more than once in this way.
  This ability replaces the versatile performance class feature.
  Walker of the Wastes (Su): At 2nd level, a caller of the north 
  wind gains the benefits of endure elements at all times, but 
  only to resist the effects of cold environments. Additionally, 
  he does not become fatigued when he has suffered nonlethal 
  damage due to a lack of food or water. Instead, as long as he 
  has any nonlethal damage due to a lack of food or water, he 
  treats the caster level of all spells that he casts as though it 
  were 2 higher than it actually is. If the nonlethal damage he is 
  currently suffering from as a result of a lack of food or water 
  is greater than 1/2 his maximum hit points, the saving throw 
  DCs of spells that he casts increases by +1, as well. Finally, 
  whenever the caller of the north wind consumes raw flesh 
  from an intelligent creature (one with an Intelligence score of 
  3 or higher), he may choose whether or not to count that as 
  eating for the purposes of the effects of starvation.
  This ability replaces the well-versed class feature.
  Arcane Cannibal (Su): Beginning at 5th level, whenever a 
  caller of the north wind uses his consume skill class feature, 
  if the creature whose flesh is consumed was able to cast spells 
  or use spell-like abilities, he may choose a number of spells 
  that that creature could cast equal to his Charisma modifier. 
  He adds the chosen spells to his list of spells known, and can 
  cast them as though they appeared on the skald list at the 
  same spell level that the creature was able to cast them. He 
  must still expend spell slots in order to cast these spells, as 
  normal. Spells added to his spell list in this way last for 24 
  hours or until the next time he uses his consume skill class 
  feature.
  This ability replaces the spell kenning class feature.
  New Cleric Domain
  The following domain is available to any character that 
  chooses to devote herself to the enigmatic deity known as 
  the father of wendigos. Such characters can choose air, evil, 
  travel, or weather as their other domain. The favored weapon 
  of the father of wendigos is the handaxe.
  Father of Wendigos
  Most who turn to the worship of the father of wendigos do 
  so out of a strange mix of desperation and self-loathing. 
  Driven close to madness by circumstances that leave them 
  isolated and alone in a bleak, icy wasteland, they are plagued 
  by whispers that come on the wind, telling them to kill and 
  eat other sentient creatures, often starting with their loved 
  ones. For those that give in to the pressure and the seductive 
  whispers of the wind, there can be no turning back, and they 
  devote themselves to the father of wendigos sooner or later, 
  as they come to terms with the fact that no others will accept 
  them now.
  Granted Powers: You can command the winds, allowing you 
  to walk upon air as though it were solid, and you are filled 
  with the icy, empty hunger of the wendigo, gaining power 
  from your need for sustenance.
  Hunger for Frost (Su): Your body hungers for arctic 
  chill. You suffer all cold damage as nonlethal damage. 
  Additionally, if the amount of nonlethal damage you 
  have is greater than 1/4 your maximum hit points, 
  you gain a +1 bonus on attack and damage rolls. If the 
  amount of nonlethal damage you have is greater than 1/2 
  your maximum hit points, this bonus increases to +2, and 
  if the amount of nonlethal damage you have is greater 
  than 3/4 your maximum hit points, it increases to +3.
  Wind Walker (Sp): Beginning at 8th level, you are able to 
  walk on air, born aloft by the north wind, which serves 
  you at your deity’s command. This functions as the spell 
  air walk. You can use this ability for a total number of 
  minutes per day equal to your Wisdom modifier. These 
  minutes need not be spent consecutively, but must be 
  spent in 1-minute increments.
  Domain Spells: 1st—frostbiteUM, 2nd—feast of ashesAPG, 
  3rd—sleet storm, 4th—hunger for fleshHA, 5th—fickle 
  windsUM, 6th—wind walk, 7th—mass hunger for fleshHA, 
  8th—whirlwind, 9th—polar midnightUM.
  
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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 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game 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. 
  Pathfinder Player Companion: Occult Origins © 2015, Paizo Inc.; Authors: Robert Brookes, Ben 
  McFarland, Jason Nelson, and Mark Seifter. 
  Weekly Wonders: Eldritch Archetypes Volume XIV - Archetypes of The Wind Walker Copyright 
  2016, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Archetypes of Wintry Madness
   
  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.
   
  For this book, we focus on the Wind Walker, a primal deity of cold, whose voice whispers on the 
  northern winds, driving men to madness, and to consume the flesh of their fellows. Inspired by the 
  legends of the wendigo, the Wind Walker is an unnatural force of corruption, an endlessly-hungering 
  deity of frost and madness. The archetypes in this book build on these themes of hunger, cannibalism, 
  arctic frost, and, of course, the ability to walk the northern winds. This book includes the following 
  archetypes:
   
  • The windwalker bloodline, for bloodragers, that draws power from hunger and from eating 
  the corpses of humanoid creatures.
   
  • The order of the wendigo, a cavalier archetype whose weapons are rimed with frost, and 
  whose mounts gain the ability to walk the northern winds.
   
  • The wendigo kin, a druid archetype that specializes in swallowing her foes alive.
   
  • The arctic channeler, a kineticist archetype with access to several unique snow- and ice-
  themed talents, and the ability to reduce burn through cannibalism.
   
  • The caller of the north wind, a skald archetype that can conjure arctic gales and absorb the 
  skills of those whose bodies he consumes.
   
  • A bonus cleric domain for those who worship the Wind Walker.
   
  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 
  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 XIV - Archetypes of the Wind Walker.pdf