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, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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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 particular installment focuses on the most iconic entity 
  in all of weird fiction, Great Cthulhu himself. Ancient and 
  terrible, described at length in The Call of Cthulhu, this alien 
  entity came to our planet from beyond the stars eons ago, and 
  famously lies dormant, having transcended death, but forced 
  to wait until the stars are right before he can awaken. His 
  malevolence is so great it can be felt from across the globe, 
  by those who are sensitive to it. The archetypes in this book, 
  whether they reference Cthulhu directly or not, all share 
  themes and elements of Cthulhu and from the short story in 
  which he starred, including reliance on the right alignment 
  of the stars, the ability to access and influence the dreams of 
  others, and a peculiar focus on the crafting of idols and other 
  representations of Great Cthulhu and similar creatures.
  New Archetypes
  The following archetypes are presented in alphabetical order.
  Dream Warrior (Fighter)
  Not all battles are fought on physical planes, and dream 
  warriors are among those martial warriors who devote 
  themselves to being able combatants in both this realm and 
  the astral realm. Often a fighter becomes a dream warrior 
  after a traumatic psychic event, such as receiving dreams and 
  visions from Great Cthulhu. Whether they fight against such 
  cosmic horrors or instead throw in their lot behind them, 
  dream warriors are deadly foes in any arena. This archetype 
  makes heavy use of mindscapes and the dimension of 
  dreams. For more information on these topics, see Pathfinder 
  Roleplaying Game: Occult Adventures.
  Star-Aligned (Su): Beginning at 2nd level, a dream warrior’s 
  fate and strength are tied to the stars, and he is stronger when 
  the stars are aligned in the proper positions. When the dream 
  warrior gains this class feature, he must choose a single hour 
  of the day and a single day of the week. Once these choices 
  are made, they can never be changed. The dream warrior 
  gains a +1 circumstance bonus on attack rolls, damage rolls, 
  ability checks, skill checks, and saving throws as long as it 
  is either his chosen hour or chosen day. When it is both the 
  chosen hour and the chosen day, this bonus increases to +2.
  This ability replaces the bonus feat gained at 2nd level.
  Stout Mind (Ex): Starting at 2nd level, a dream warrior gains 
  a +1 bonus on Will saves against confusion effects and fear, as 
  well as all saving throws made in a mindscape or dreamscape, 
  or to resist the effects of spells or abilities utilizing 
  mindscapes and dreamscapes (such as microcosmOA). This 
  bonus increases by +1 for every four levels beyond 2nd.
  This ability replaces the bravery class feature.
  Dream Warrior (Su): Beginning at 12th level, a dream 
  warrior learns to enter the world of dreams, but only when 
  the stars are right. During any time that the dream warrior is 
  currently gaining a circumstance bonus from his star-aligned 
  class feature, he can cast either dream or nightmare as spell-
  like abilities. His caster level is equal to his fighter level, and 
  the saving throw DC uses the highest of his Intelligence, 
  Wisdom, or Charisma modifiers. The dream warrior can use 
  this ability once per day.
   
  Additionally, whenever the dream warrior is in a 
  mindscape or dreamscape, he gains a +4 enhancement bonus 
  to his Strength, Dexterity, and Constitution scores. The 
  dream warrior also automatically realizes whenever he is in a 
  dreamscape or mindscape, regardless of whether it is veiled 
  or overt (he does not necessarily learn the knowledge needed 
  to leave the mindscape, however).
  This ability replaces the bonus feat gained at 12th level.
  Lie Eternal (Su): Beginning at 19th level, whenever the 
  dream warrior dies, he may choose to seek refuge in a 
  mindscape of his own creation. If he does, he creates a 
  mindscape, as the spell greater create mindscapeOA, except 
  that no other creatures are brought into the mindscape, and 
  the duration is equal to 1 year per fighter level the dream 
  warrior possesses. The dream warrior’s mind manifests in 
  the dreamscape separately from his body, and is able to act 
  normally within the mindscape, while his body remains 
  cold and lifeless. The dream warrior is unable to leave the 
  mindscape. If another creature enters the mindscape, it can 
  use magic such as raise dead to restore the dream warrior’s 
  body to life, which ends the effect and causes the dream 
  warrior’s body to reappear in the Material Plane at either the 
  location where he was slain or the location the creature that 
  returned him to life was in when that creature entered the 
  mindscape (the dream warrior chooses which). Creatures 
  in the mindscape can alternatively take the dream warrior’s 
  body with them when they leave, in which case it reappears 
  in their possession when they return to the Material Plane.
  For each year that the dream warrior remains in this 
  dreamscape, he must succeed on a Will save (DC 25) or suffer 
  1d3 points of Wisdom drain, and gain a permanent madness.
  This ability replaces the armor mastery class feature.
  Eldritch Investigator (Inquisitor)
  Most inquisitors hunt down and destroy all things 
  monstrous, including strange and aberrant foes. Eldritch 
  investigators are no exception, but they themselves bear a 
  certain taint of the unnatural which they carry with them, 
  and which may eventually cause them to stray from their 
  righteous path.
  Strange Sight (Sp): Beginning at 2nd level, an eldritch 
  investigator gains the ability to easily sense strange and 
  
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  otherworldly creatures and forces. She can cast detect 
  aberrationAPG and detect psychic significanceOA as spell-like 
  abilities at will.
  This ability replaces the detect alignment class feature.
  Starbound Judgment (Ex): Beginning at 3rd level, an 
  eldritch investigator’s fortunes are tied to the stars. She must 
  select a single hour of the day, and a single day of the week. 
  Whenever she uses her judgment class feature on the chosen 
  day of the week, she may select one more judgment than she 
  otherwise would.  During the chosen hour of the day, she 
  gains a +1 competence bonus on attack and damage rolls.
  This ability replaces the solo tactics class feature.
  Eldritch Defenses (Ex): At 3rd level, an eldritch investigator 
  taps into her own otherworldly nature to defend herself 
  against the creatures she interacts with. She gains DR 1/
  magic and lawful, spell resistance equal to 5 + her inquisitor 
  level, and a +1 bonus on saving throws made to resist 
  mind-affecting effects. At 6th level, and every three levels 
  thereafter, her damage reduction and the bonus to saving 
  throws increases by +1.
  This ability replaces the bonus teamwork feats gained at 3rd, 
  6th, 9th, 12th, 15th, and 18th levels.
  Dream Reader (Sp): At 5th level, an eldritch investigator 
  learns to read the dreams of other creatures. She can cast 
  detect anxietiesUI and detect desiresUI as spell-like abilities, 
  using her inquisitor level as her class level, and her Wisdom 
  modifier to determine the saving throw DC. She can use 
  this ability a number of times per day equal to 1/2 her class 
  level. At 10th level, she can expend two uses of this ability to 
  cast dream scanOA as a spell-like ability. At 15th level, she can 
  expend two uses of this ability to cast dream or nightmare as 
  spell-like abilities.
  This ability replaces the discern lies class feature.
  Seer of Strange Aeons (Occultist)
  While there are many great benefits to being as in tune with 
  mystical energies and the secret psychic potential locked 
  away in mundane objects as occultists often are, there are 
  also certain drawbacks, such as being more receptive to 
  the psychic influences of otherworldly entities, such as the 
  Great Cthulhu. Some occultists, whose minds have been 
  touched by otherworldly forces, find their fortunes dictated 
  by cold and uncaring stars above, and their dreams haunted 
  by strange psychic phenomena. Known in some circles as 
  seers of strange aeons for the alien visions they receive, these 
  occultists have access to powerful secrets, although not 
  always when they need it.
  Focus Idol (Su): At 4th level, a seer of strange aeons learns 
  how to store some of his mental energy in an idol or fetish, 
  allowing him to recover that mental focus later. The seer of 
  strange aeons must choose a specific object to serve as his 
  focus idol, and many choose depictions of strange and dark 
  alien entities. By meditating on the idol for one minute, 
  during which time he must remain in contact with it, he 
  can store a single point of mental focus in the idol. At a later 
  time, he can meditate on the idol in a similar fashion in order 
  to withdraw the stored point of mental focus. This can allow 
  him to have more points of mental focus at a given time than 
  his usual maximum.
  At 12th level, the idol can store up to two points of mental 
  focus, and at 20th level, it can store up to three points of 
  mental focus.
  This ability replaces the shift focus class feature.
  Guiding Star (Su): At 8th level, a seer of strange aeons 
  identifies a particular star in the night sky that has an undue 
  astrological impact over his own fate and destiny, which is his 
  guiding star. He can always feel the presence of this guiding 
  star, even when he cannot see it, allowing him to easily 
  determine which direction is north by comparing it to the 
  location of his guiding star.
  Additionally, the seer of strange aeons must choose a single 
  hour of the day and a single day of the week, which are the 
  times when his star is in a particularly prominent place in the 
  sky. During the chosen hour of the day, the DC of all spells 
  cast by the seer of strange aeons increases by 1. On the chosen 
  day of the week, the seer of strange aeons gains 1 additional 
  point of mental focus, beyond what he would otherwise gain 
  for that day.
  This ability replaces the magic circles class feature.
  Eldritch Dreams (Su): Beginning at 8th level, a seer of 
  strange aeons begins to have powerful revelatory dreams, 
  which show him strange images of things past and future. 
  Each night, when he rests, he must roll 1d4 and consult the 
  table below to determine what type of dream he experiences. 
  Each entry on the table is described in detail below.
  Table 1: Eldritch Dreams
  d4
  Result
  1
  Nightmare
  2
  Alien tongues
  3
  Sights unseen
  4
  Whispered thoughts
  Alien Tongues: The seer of strange aeons gains knowledge 
  of another language from his dream. If the seer of 
  strange aeons encountered a language he did not know 
  the previous day (whether in written or verbal form), 
  he learns that language temporarily, allowing him to 
  translate whatever he heard or read in that language 
  that day. Additionally, he retains the ability to read, 
  speak, and understand that language after he awakens, 
  until the next time he rests. If the seer of strange aeons 
  encountered multiple languages he is not familiar 
  with, the previous day, he chooses one, whereas if he 
  encountered no languages he wasn’t familiar with the 
  previous day, he learns a random language, instead. 
  This ability works on any language that can be learned 
  with Linguistics, as well as secret languages, such as 
  Druidic, but may not function on certain other restricted 
  languages, at the GM’s discretion.
  Nightmare: The seer of strange aeons is visited by 
  
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  horrible, sanity-wracking nightmares. He must succeed 
  on a Will save (DC 10 + 1/2 his class level + his Charisma 
  modifier) or suffer 1d3 points of Wisdom damage. For 
  each point of Wisdom damage suffered in this way, he 
  regains 1 fewer points of mental focus than he otherwise 
  would when he awakens for the next day (to a minimum 
  of 0 points of mental focus).
  Sights Unseen: The seer of strange aeons sees in his mind 
  the hidden things that he missed throughout the day. If 
  he encountered an invisible creature or object that day, 
  he dreams a vision wherein he relives every moment he 
  spent within sight of the invisible creature or object, 
  except this time he is able to see it clearly. Regardless of 
  whether or not he encountered an invisible creature or 
  object that day, when he awakens, he gains a bonus on 
  all Perception checks equal to 1/4 his occultist level until 
  the next time he rests, and he can cast see invisibility as a 
  spell-like ability once during that day, with a caster level 
  equal to his occultist level. If the use of see invisibility has 
  not been spent by the time he next rests, it is wasted.
  Whispered Thoughts: The seer of strange aeons 
  hears in his mind the surface thoughts of a creature 
  he encountered that day. The seer of strange aeons 
  determine which creature’s thoughts are heard, but the 
  GM determines what time during the day the thoughts 
  are drawn from (which may or may not be from the 
  period of time when the seer of strange aeons was 
  interacting with that creature). The seer of strange aeons 
  experiences up to 1 minute of the creature’s thoughts. 
  This ability always focuses on periods of time when 
  thoughts of at least some potential value or importance 
  occurred, although they may not be the ones the seer of 
  strange aeons was hoping for.
  The seer of strange aeons can benefit from only one eldritch 
  dream per day, even if he rests multiple times.
  This ability replaces the outside contacts class feature.
  Deeper Dreams (Su): Beginning at 12th level, whenever the 
  seer of strange aeons rests, he may choose to roll 1d8 and roll 
  on the following table to determine the type of dream he has, 
  rather than the table he normally uses. Each entry on the 
  table is outlined either below, or under the eldritch dreams 
  class feature. 
  Table 2: Deeper Dreams
  d8
  Result
  1
  Dreaded nightmare
  2
  Nightmare
  3
  Alien tongues
  4
  Sights unseen
  5
  Whispered thoughts
  6
  Contact entity
  7
  Dream travel
  8
  Farsight
  Contact Entity: The seer of strange aeons’s mind makes 
  contact with a strange and alien entity. This functions 
  as the spell contact other plane. Treat the entity that the 
  seer of strange aeons contacts as though it were a greater 
  deity, except that any Intelligence or Charisma decrease 
  caused by the effect lasts for only 24 hours.
  Dreaded Nightmare: As the nightmare entry, except that 
  the seer of strange aeons suffers 1d6 points of Wisdom 
  damage on a failed saving throw, and 1d3 points of 
  Wisdom damage even on a successful saving throw.
  Dream Travel: The seer of strange aeons sends his 
  consciousness to the dreams of another creature of his 
  choice, who he must have met in person at least once. 
  This otherwise functions as the spell dream.
  Farsight: The seer of strange aeons gains a vision of 
  a single creature that he has met at least once. This 
  functions as the spell scrying, except that the seer of 
  strange aeons sees the creature at some time during the 
  past 24 hours, rather than seeing what the creature is 
  doing in real time. The seer of strange aeons chooses 
  which creature to target, but the GM determines the 
  exact time the vision shows. Visions gained in this 
  way always have some piece of useful or interesting 
  information, if any is available. The target is entitled to 
  a saving throw, with the normal modifiers for scrying, 
  but the base DC is 10 + 1/2 the seer of strange aeons’s 
  occultist level + the seer of strange aeons’s Intelligence 
  modifier.
  This ability replaces the binding circles class feature.
  Lucid Dreams (Su): Beginning at 16th level, whenever the 
  seer of strange aeons uses his eldritch dreams or deeper 
  dreams class features, he can roll twice and choose which 
  result to use.
  This ability replaces the fast circles class feature.
  Inhabit Idol (Su): At 20th level, a seer of strange aeons gains 
  a limited ability to cheat death. If the seer of strange aeons 
  dies, his spirit can inhabit a single item in his possession 
  that he is capable of using for his focus idol class feature. 
  This functions similar to magic jar, with the idol serving 
  as the jar. The seer of strange aeons gains the ability to see 
  from the idol, to a range of 60 feet, and he can telepathically 
  communicate with creatures within that range. He can 
  remain in this state indefinitely.
  If a creature makes physical contact with the idol that is 
  housing the seer of strange aeons’s spirit, he can attempt to 
  gain control of their body (also similar to magic jar). The 
  DC of the Will save to resist this effect is equal to 10 + 1/2 the 
  seer of strange aeons’s occultist level + the seer of strange 
  aeons’ Intelligence modifier. The seer of strange aeons can 
  control the body for up to 1 hour per caster level, before he 
  must return to the idol. As with magic jar, if the body he is 
  possessing is out of range of the idol at the end of this time, 
  his spirit is lost, and he dies.
  This ability does not prevent the seer of strange aeons’s body 
  from being resurrected. If he would be successfully returned 
  to life, he can choose to have his spirit immediately leave its 
  
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  current location (either the idol or a possessed creature) and 
  return to his body. Otherwise, he must physically touch his 
  body (either in the idol or in a possessed body) to return his 
  spirit to it. During any time that his body does not possess a 
  spirit, it is alive but comatose, and will eventually starve if not 
  cared for.
  This ability replaces the implement mastery class feature.
  Cthulhu Mystery (Oracle)
  Great Cthulhu is a strange and terrible entity from beyond 
  the stars and before recorded time. Although it is generally 
  accepted that it is not a true deity, its powers are so much 
  greater than that of mortal creatures that it may as well be, 
  and it is no surprise that some oracles find that the divine 
  call that they have answered comes not from a god, as they 
  expected, but from Dread Cthulhu itself. Many take this 
  revelation badly, descending into gibbering madness, but a 
  handful follow Great Cthulhu’s path eagerly, unlocking the 
  mysteries of his many eldritch powers.
  Class Skills: An oracle with the Cthulhu mystery adds 
  Intimidate, Knowledge (arcana), Knowledge (geography), 
  and Swim to her list of class skills.
  Bonus Spells: bane (2nd), darkness (4th), water breathing 
  (6th), control water (8th), nightmare (10th), acid fog (12th), 
  insanity (14th), earthquake (16th), overwhelming presenceUM 
  (18th).
  Revelations: An oracle with the Cthulhu mystery can choose 
  from any of the following revelations.
  Aquatic Adaptation (Su): You are at home in the depths, 
  and can grow webbing in your fingers to make it easier 
  for you to swim. You gain a +4 bonus on Swim checks, 
  and can hold your breath for a number of minutes equal 
  to your Constitution score before you risk suffocation. 
  At 5th level, you gain a swim speed equal to your base 
  land speed. At 10th level, you can hold your breath for a 
  number of hours equal to your Constitution score before 
  you risk suffocation. At 15th level, you are immune to the 
  negative effects of high water pressure. At 20th level, you 
  can breathe water as easily as air.
  Brain Drain (Su): You can take a standard action to 
  violently probe the mind of a single intelligent enemy 
  within 100 feet. The target receives a Will save to 
  negate the effect and immediately knows the source of 
  this harmful mental prying. Those who fail this save 
  are wracked with pain, taking 1d4 points of damage 
  for every oracle level you possess. After successfully 
  attacking with this ability, you may use a full-round 
  action to sort through the jumble of stolen thoughts 
  and memories to make a single Knowledge check using 
  the victim’s skill bonus. The randomly stolen thoughts 
  remain in your mind for a number of rounds equal to 
  your Charisma modifier. Treat the knowledge gained as 
  if you had used detect thoughts. This is a mind-affecting 
  effect. You can use this ability once per day at 1st level, 
  plus one additional time per day at 5th level and for every 
  five levels beyond 5th.
  Dream Messenger (Sp): You can send your mind to invade 
  the dreams of others. This functions as the spell dream, 
  except that you must have met and interacted with the 
  chosen creature in person at least once, and the target is 
  entitled to a Will save to resist the effect (they can choose 
  to fail, but know only that someone is attempting to enter 
  their dream, but not who or why). The creature gains 
  modifiers to its saving throw based on your knowledge of 
  and connection to it, as the spell nightmare. At 11th level, 
  whenever you successfully deliver a message to a creature 
  in this way, you also get a glimpse of the target’s dreams, 
  and may glean useful information from their content. At 
  15th level, this functions as dream councilOA, instead. You 
  can use this ability once per day. You must be 7th level to 
  select this revelation.
  Eternal One (Su): You learn that time is simply an 
  illusion, and transcend above petty mortal concerns 
  such as aging and mortality. You are immune to aging 
  effects, and no longer accrue ability score penalties as you 
  increase in age category (although you still gain bonuses 
  to your mental ability scores). Additionally, you gain a +4 
  bonus on saving throws made to resist ability damage, 
  ability drain, death effects, and negative levels. At 20th 
  level, you become immune to death by old age, and no 
  longer have a maximum age.
  Gift of Madness (Su): You tap into the unthinkable 
  void between the stars and cause a single living 
  creature within 30 feet to become confused for 1 
  round. A successful Will save negates the effect. This 
  is a mind-affecting compulsion effect. At 7th level, 
  the confusion lasts for a number of rounds equal to your 
  oracle level. You can use this ability a number of times 
  per day equal to 3 + your Charisma modifier.
  Inhabit Idol (Sp): You can send your consciousness 
  to inhabit images of Great Cthulhu, as well as similar 
  underwater monstrosities, such as aboleths and deep 
  ones. This functions as enter imageAPG, except that the 
  range is equal to 100 feet per caster level, and you can 
  transfer your consciousness to objects bearing the images 
  described above, rather than bearing your own image. At 
  11th level, this functions as majestic imageUI, instead.
  Inspired Artist (Ex): You gain Craft Wondrous Item as a 
  bonus feat. Additionally, while crafting magic items, you 
  can choose to enter a trance, in which you open yourself 
  up to psychic influences that help guide your hand. If 
  you do so, you are completely absorbed in your work, 
  suffering a −10 penalty on Perception checks during the 
  crafting process, but you gain a bonus on all skill checks 
  made as part of creating the magic item equal to 1/2 your 
  oracle level, and each day of work counts as two days for 
  the purposes of determining how many days it takes to 
  create the item. Any items that you create while in such 
  a trance bear the images of strange and alien creatures, 
  which you may or may not be able to identify. 
  Starbound (Su): You draw some portion of your magical 
  might from the configuration of the stars, and when 
  they are right, your magic is more potent. Choose a day 
  of the week and an hour of the day, when the particular 
  alignment of the stars you require comes into place. Once 
  chosen, they cannot be changed. On the chosen day of 
  
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  the week, you gain one additional spell slot of the highest 
  level spell you can cast. During the chosen hour of the 
  day, the saving throw DCs of your spells and revelations 
  are increased by 1. At 11th level, on the chosen hour of the 
  day, the saving throw DCs of your spells and revelations 
  are increased by 2, instead.
  Twisted Mind (Ex): Your mind no longer follows the same 
  mundane patterns that other creatures obey, instead 
  working in strange and terrible fashions not meant for 
  mankind. You gain a +4 bonus on saving throws made to 
  resist fear and emotion effects. Additionally, whenever 
  a creature casts a divination spell that targets you and 
  allows a saving throw, if you succeed on the saving throw, 
  the divination spell returns a harsh backlash of psychic 
  energy, forcing the caster to succeed on a Will save (DC 
  10 + 1/2 your oracle level + your Charisma modifier) 
  or suffer 1d4 points of Wisdom damage and gain a 
  random madness. See Pathfinder Roleplaying Game: 
  GameMastery Guide for more information on madnesses.
  Water Sight (Su): You can see through fog and mist 
  without penalty as long as there is enough light to 
  allow you to see normally. At 7th level, you can use 
  any calm pool of water at least 1 foot in diameter as 
  a scrying device, as if using the scrying spell. At 15th 
  level, this functions like greater scrying. You can use 
  the scrying abilities for a number of rounds per day equal 
  to your oracle level, but these rounds do not need to be 
  consecutive.
  Final Revelation: Upon reaching 20th level, you unlock the 
  secret of Great Cthulhu’s eldritch immortality, gaining the 
  ability to return even from death. When you die, your body 
  evaporates into a cloud of noxious vapor which functions 
  as the spell cloudkill, with a caster level equal to your oracle 
  level, and a saving throw DC equal to 10 + 1/2 your oracle 
  level + your Charisma modifier. Unlike a normal cloudkill, 
  the cloud does not automatically move 10 feet per round. 
  Instead, your spirit animates the cloud, and you can move it 
  up to 40 feet per round. If the cloud is dispelled or dispersed 
  by wind or similar forces, you are destroyed, leaving no body. 
  Otherwise, at the end of the effect’s duration, the cloud 
  coalesces into the form of your body, which lies in a coma-like 
  state, without need for food, water, or even air. You remain 
  in this state for 1d10 days, during which time you can be slain 
  normally. Otherwise, at the end of this time, you awaken, as 
  though you had been returned to life with true resurrection.
  Mad Chanter (Skald)
  Most skalds tap into inner reserves of anger and rage to 
  inspire others to battle frenzy with their songs, but some 
  instead tap into an insane and frenzied savagery that can only 
  come from a broken mind. Mad chanters sing songs of blood 
  and terror around strange graven idols that they believe grant 
  them supernatural power. Although particularly common 
  among the cultists of Great Cthulhu, mad chanters are not 
  limited to that dread being, and can be found in the service 
  of a variety of demons, dark gods, and totem creatures.
  Idol Fetish (Su): Beginning at 2nd level, a mad chanter gains 
  the ability to draw power from strange idols that he carries on 
  his person. When he gains this ability, the mad chanter must 
  choose a single entity or type of creature (such as sharks, 
  deep ones, or Great Cthulhu). Once per day, when making a 
  skill check, the mad chanter can touch a single idol or other 
  art object bearing an image of the chosen entity or type 
  of creature. If he does, he gains a bonus on the skill check 
  equal to his Charisma bonus. Alternatively, if the object was 
  crafted by himself or by a creature under the influence of his 
  sculptor’s chant raging song, he can instead choose to gain a 
  bonus equal to 1/5 the result of the highest Craft check made 
  during the object’s creation.
  At 7th level, and every 5 levels thereafter, the mad chanter 
  can use this ability one additional time per day. However, he 
  must use a different object each time he uses this ability in a 
  given day.
  This ability replaces the versatile performance class feature.
  Strange Mind (Ex): By 2nd level, a mad chanter’s mind is 
  warped and twisted. He gains a +4 bonus on saving throws 
  made to resist confusion and fear effects, as well as all forms 
  of madness and insanity.
  This ability replaces the well-versed class feature.
  Raging Song (Su): A mad chanter gains access to the 
  following raging songs.
  Sculptor’s Chant (Su): At 3rd level, a mad chanter can 
  use raging song to inspire himself or allies to create 
  strange and terrible works of art. By expending 3 rounds 
  of raging song, the mad chanter grants all allies within 
  60 feet a competence bonus on the next Craft check they 
  make that day. The bonus is equal to the mad chanter’s 
  Charisma modifier. Objects crafted using this bonus 
  almost always bear images of strange and alien creatures, 
  which the crafter subconsciously adds, without even 
  thinking about it. If the crafter wishes to craft the item 
  without such motifs, she must concentrate specifically on 
  removing them, halving the bonus.
  This ability replaces the song of marching raging song.
  Chant of Visions (Su): At 6th level, a mad chanter can 
  use raging song to grant strange visions to his allies, from 
  which they may gain greater insight into their futures. 
  By expending 3 rounds of raging song, the mad chanter 
  grants all allies within 30 feet the benefits of an augury 
  spell, with a caster level equal to the mad chanter’s skald 
  level. Additionally, once during the next hour, whenever 
  an affected creature makes an attack roll, ability check, 
  skill check, or saving throw, that creature can choose to 
  gain a +2 insight bonus on the roll. The creature must 
  declare that it is using this ability before the roll is made.
  This ability replaces the song of strength raging song.
  Insane Chant (Su): At 14th level, a mad chanter can speak 
  dread words that drive rational creatures to madness. 
  All creatures within 60 feet of the mad chanter (other 
  than the mad chanter himself) must succeed on a Will 
  save (DC 10 + 1/2 the mad chanter’s skald level + the mad 
  chanter’s Charisma modifier) or be confused for as long 
  as the performance continues, and 1 round thereafter. 
  A creature that succeeds on its saving throw is immune 
  
  7
  for the duration of the performance, even if it remains 
  within 60 feet of the mad chanter, but creatures that 
  were more than 60 feet away from the mad chanter when 
  the performance started, but move within range during 
  the performance, must make a saving throw when they 
  first move within 60 feet, or suffer the same effect.
  This ability replaces the song of the fallen raging song.
  New Cleric Domain
  The following domain is available to any character that 
  chooses to devote herself to Cthulhu, rather than to a deity. 
  Such characters can choose Chaos, Evil, Madness, or Void 
  as their other domain (they can also choose the subdomains 
  Dark Tapestry, Insanity, Nightmare, and Stars). Cthulhu’s 
  favored weapon is a dagger (preferably with a curving blade).
  Cthulhu
  A malevolent entity that holds no love for the human race, 
  many wonder what might bring one to worship the dark 
  thing known as Cthulhu. Many of Cthulhu’s followers exhibit 
  a curious insanity, and while some might say that any who 
  would worship such a foul creature must surely be insane, 
  some believe that this madness is a symptom of Great 
  Cthulhu touching the minds and dreams of these followers, 
  and warping them to better serve its needs.
  Granted Powers: Your devotion to Great Cthulhu allows you 
  to drive lesser men mad with a gaze, and you can inhabit any 
  vessel that bears your master’s otherworldly image.
  Maddening Gaze (Su): As a standard action, you can 
  focus your attention on a single creature within 30 
  feet that can see you. That creature is confused for 1 
  round (no save). You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Eyes of the Idol (Su): Beginning at 8th level, you 
  learn how to access the power of the idols that serve 
  as Great Cthulhu’s eyes in the mortal world. If enter 
  imageAPG does not appear on your class’s spell list, 
  you treat it as though it appeared on your class’s 
  list as a 3rd-level spell, and if your class does not 
  automatically have access to all spells on its spell list, 
  you learn enter image as a bonus spell. Additionally, 
  whenever you cast enter image, you can choose to 
  transfer your consciousness to any object bearing the 
  likeness of either yourself or Great Cthulhu, instead 
  of the spell’s normal restriction.
  Domain Spells: 1st—crafter’s fortuneAPG, 2nd—augury, 3rd—
  stinking cloud, 4th—black tentacles, 5th—nightmare, 6th—
  acid fog, 7th—insanity, 8th—seamantleAPG, 9th—tsunamiAPG.
  
  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 
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  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the 
  License are provided within the License itself.  
   
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game 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 III - Archetypes of Cthulhu Copyright 2016, 
  Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Weekly Wonders
  
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