TEXT: Weekly    Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
  privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
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  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2 2
  Introduction
  Players have long wanted a chance to play as monsters, and 
  GMs are always on the lookout for new and creative ways 
  to torment their player characters. Pathfinder Roleplaying 
  Game: Horror Adventures provided new rules for corruptions 
  as a potential way to kill both of those birds with one stone, 
  giving players access to exciting and monstrous abilities, 
  while simultaneously tainting them and eroding their 
  humanity and sense of self. While the eleven corruptions 
  presented in Horror Adventures provide a wide array of 
  options to choose from, there are far more things that can 
  strip away humanity than those presented in that book.
  This book focuses on a new source of corruption, or, in this 
  case, one could say purification, in the form of the angelic 
  corruption. While being touched by an angel seems like it 
  wouldn’t be a particularly horrifying experience, there are 
  plenty of examples in popular media where angels turn out 
  to not be that nice after all, taking hosts in the mortal world 
  much like demons do, and often with little regard for what 
  happens to them. Other angels are disgusted by the minor 
  impurities that every human possesses, and wish to purge all 
  humans in order to truly root evil from the world. It is these 
  angels that have inspired this corruption, in which a host’s 
  body and soul are scoured of all impurities so that they can 
  serve as a host to a member of the heavenly forces.
  Angelic Corruption
  Your body and soul are being scoured of all impurities, to 
  make you the perfect host for an angelic being.
  Catalyst
  You have been selected by the forces of the heavens as a 
  potential host for an angelic being, such as an archon or 
  angel. Such unions of the divine and the earthly allow the 
  forces of good to do great works in the multiverse, and for 
  the devout, serving as such a host is a great honor. However, 
  in order to better serve as a host, your mortal imperfections 
  must first be scoured away by divine power, a process which 
  unfortunately restricts the mortal host’s free will, and may 
  erase undesirable portions of his personality. While the 
  celestial registries are usually careful to ensure that only those 
  who would be glad to serve are selected as hosts, occasionally 
  clerical errors lead to the wrong mortal being selected, or 
  those with stained souls who make dramatic conversions may 
  be deliberately chosen to serve as hosts, to prevent them from 
  backsliding. 
  Progression
  As your mind and soul are scoured clean in order to make 
  way for an angelic host to inhabit your body, the angelic 
  corruption progresses through you. Whenever you would 
  perform a significant selfish action (typically, but not 
  necessarily, an evil one), you must succeed on a Will save 
  (DC = 15 + your manifestation level), or be compelled to pass 
  up the opportunity, and take a more selfless route, instead. 
  What counts as significant is up to the GM, but the action 
  should be one that would be of notable benefit to you, and at 
  least some minor detriment to at least one other individual. 
  Additionally, for each month that passes without you taking 
  at least one significant selfish action, you must succeed 
  on a Will save (DC = 15 + your manifestation level) or your 
  corruption advances one stage.
  Corruption Stage 1: The first time you fail, your eyes begin 
  to glow with a golden light, and your alignment shifts one 
  step closer to lawful good.
  Corruption Stage 2: The second time you fail, your 
  alignment shifts to lawful good.
  Corruption Stage 3: The third time you fail, the process is 
  complete, and your body becomes inhabited by an angel or 
  archon of some kind (typically a dominion archon, see page 
  4) under the GM’s control.
  Removing the Corruption
  Ending an angelic corruption usually requires petitioning an 
  archon or angel to release you from the corruption’s effects. 
  Doing so is difficult, as few angels have the authority to do 
  so, and most such creatures are sternly unsympathetic to 
  the afflicted, viewing anyone who would wish to be free of 
  an angelic corruption as inherently flawed and evil, and 
  therefore most in need of the angelic corruption in the first 
  place. The corruption can also be ended by selling one’s soul 
  to a devil or similar evil outsider, but often this results only 
  in exchanging the angelic corruption for the accursed or 
  hellbound corruption.
  Manifestations
  The following are manifestations of the angelic corruption.
  Aura of Menace
  When your righteous anger is awakened, evildoers quake.
  Prerequisites: Manifestation level 3rd, true faith.
  Gift: You can project an aura of righteous fury as a swift 
  action. The aura has a radius of 5 feet per manifestation 
  level you possess. Evil creatures that enter the aura, or begin 
  their turn within it, must succeed on a Will save or suffer a 
  −2 penalty on attacks, AC, and saving throws. This penalty 
  lasts until you stop projecting the aura, or until the creature 
  successfully damages you. You can project this aura for a 
  number of minutes each day equal to 1/2 your manifestation 
  level. These minutes do not need to be used all at once, but 
  must be used in increments of at least 1 minute.
  Stain: You cannot suffer any evil deed to go unanswered. 
  Whenever you witness a creature performing an evil act, you 
  must succeed on a Will save (DC = 15 + your manifestation 
  level) or immediately confront the creature, either verbally or 
  physically.
  Divine Protection
  Your connection to the divine protects you from the forces of 
  evil.
  Prerequisite: True faith.
  Gift: As an immediate action, you can gain the benefits of 
  protection from evil. You can use this ability for a number of 
  minutes each day equal to your manifestation level. These 
  minutes do not need to be used all at once, but must be used 
  in increments of at least 1 minute. At manifestation level 
  5th, you can instead cause this to function as a magic circle 
  against evil. If you do, each minute that you use the ability 
  counts as two minutes for the purposes of determining how 
  many minutes per day you can use the ability.
  Stain: Your body naturally resists the influence of evil, even 
  
  3
  3
  when it is beneficial. Whenever you are subject to a spell or 
  spell-like ability cast by an evil creature, you must attempt a 
  saving throw to resist it, if one is offered, and cannot choose 
  to fail this saving throw. Additionally, you cannot benefit 
  from the aid another action if used by an evil creature, nor 
  can you benefit from flanking if the creature you are flanking 
  with is evil.
  Divine Touch
  Your touch gives succor to the needy, but is harmful to those 
  who are impure.
  Prerequisite: True faith.
  Gift:  As a standard action, you can touch a living creature 
  in order to channel divine energy into them. If the creature 
  is not evil, and has not committed any evil acts in the last 
  week, she heals a number of hit points equal to twice your 
  manifestation level, and is cured of your choice of one of the 
  following conditions: fatigued, shaken, or sickened. If the 
  creature is not evil, but has committed at least one evil act 
  in the last week, she instead heals a number of hit points 
  equal to your manifestation level, and is not cured of any 
  conditions. If the creature is evil, regardless of whether or not 
  she has committed any evil acts in the last week, she instead 
  suffers an amount of damage equal to your manifestation 
  level, and is sickened for 1d4 rounds. You can use this ability 
  a number of times per day equal to 1/2 your manifestation 
  level.
  Stain: You feel strong compulsions to avoid romantic 
  contact. Any time you would perform an act of passion (such 
  as a kiss), you must succeed on a Will save (DC = 15 + your 
  manifestation level) or be unable to carry through, and take 
  whatever actions necessary to resist the act. If the reason you 
  would be performing the act of passion is due to a charm 
  or compulsion effect, and you fail this saving throw, the 
  source of the charm or compulsion effect must succeed on a 
  Charisma check (DC = 11 + your manifestation level), or this 
  effect overrides the charm or compulsion effect.
  Fearless Faith
  There is no room in your heart for fear, and you will gladly 
  sacrifice yourself for the greater good.
  Prerequisites: Manifestation level 3rd, true faith.
  Gift: You gain a +4 bonus on saving throws made to resist 
  fear and pain effects.
  Stain: You have little sense of self-preservation, assigning 
  little value to your own life, by comparison to those who need 
  you. In order to willingly retreat from or avoid combat against 
  evil creatures (including escape by magical means, such as 
  teleport), you must succeed on a Will save (DC = 10 + your 
  manifestation level, or 15 + your manifestation level if the evil 
  creatures in question include dragons, outsiders, or undead). 
  You can still be forced to retreat or prevented from combat 
  against your will.
  Halo
  You can create a brilliant halo of divine light above your head.
  Gift: As a swift action, you can cause a halo to appear 
  above your head. This increases the light level to normal in 
  a 20-foot-radius centered on you, and increases it by one 
  step, to a maximum of normal light, for a further 20 feet. At 
  manifestation level 3rd, the halo increases the light level to 
  bright in a 20-foot radius, and increases it by two steps, to a 
  maximum of normal light, for a further 20 feet. As long as 
  the halo is active, you gain a +2 sacred bonus on Diplomacy 
  checks made against non-evil creatures, and a +2 sacred 
  bonus on Intimidate checks made against evil creatures. You 
  can use this ability for a number of minutes per day equal to 
  your manifestation level. This time need not be used all at 
  once, but must be spent in increments of at least one minute.
  Stain: You have difficulty empathizing with others and 
  appreciating their hardships and difficulties. You suffer a 
  penalty equal to your manifestation level on Sense Motive 
  checks, as well as on Diplomacy checks made to influence a 
  creature’s attitude.
  Heavenly Smite
  You channel the wrath of heaven into a single destructive 
  blow.
  Prerequisite: True faith.
  Gift: As a swift action, you can choose a single target within 
  sight. If the target is evil, you add your manifestation level 
  to the next attack roll you make against that creature, and if 
  that attack hits, you add twice your manifestation level to the 
  damage roll. Further, this attack bypasses any DR that the 
  creature might possess. You can use this ability a number of 
  times per day equal to 1/2 your manifestation level (minimum 
  1).
  Stain: You are more vulnerable to profane attacks. If you 
  possess damage reduction, that damage reduction can always 
  be overcome by evil creatures or weapons, in addition to 
  the normal means of bypassing it. Additionally, whenever 
  you suffer damage from an attack that counts as evil for 
  the purposes of bypassing damage reduction, you suffer 
  additional damage equal to twice your manifestation level.
  Purity of Body
  Your body is a temple, and impurities are not tolerated.
  Gift: You gain a sacred bonus equal to 1/2 your manifestation 
  level (minimum 1) on saving throws made to resist disease, 
  petrification, and poison. At manifestation level 5th, you no 
  longer need to eat or drink.
  
  4 4
  Stain: Your body is highly intolerant of anything impure. 
  Whenever you consume drugs or alcohol of any kind, you are 
  nauseated for 1d4 rounds, and sickened for 1d4 minutes, in 
  addition to their normal effect. At manifestation level 5th, 
  this effect applies whenever you consume any foods or liquids 
  (including potions).
  True Faith
  Your sense of right and wrong are inviolate, and you know 
  intuitively when you would perform any action that might 
  violate your beliefs.
  Gift: You can easily become aware of any action or item that 
  could adversely affect your alignment and your standing 
  with your deity, including magical effects. If you have levels 
  in a class with a code of conduct or similar restrictions, you 
  are also aware of any action that could adversely affect your 
  standing in your class, as well. You acquire this information 
  prior to performing such an action or becoming associated 
  with such an item if you take a moment to contemplate the 
  act (a swift action).
  Stain: Each time you attempt to perform an evil action, 
  righteous pain jolts through your body, inflicting 1d4 points 
  of nonlethal damage per manifestation level you possess. 
  This only applies to actions that are evil in and of themselves 
  (for example, it would not apply if you donned a helm of 
  opposite alignment). The damage occurs before you take the 
  action, and if it is sufficient to cause you to fall unconscious, 
  then you do not complete the action.
  Truespeech
  You can speak in tongues.
  Gift: You are constantly affected as though by comprehend 
  languages. At manifestation level 4th, you are constantly 
  affected as though by tongues, instead. 
  Stain: Your voice echoes with a divine mandate, which 
  is unsettling for others to hear. You gain a +2 bonus on 
  Intimidate checks involving speech, but suffer a −3 penalty 
  on Bluff and Diplomacy checks, as well as all Perform checks 
  involving speech. At manifestation level 4th, this penalty 
  increases to −6.
  Wings of the Pure
  In times of need, you can sprout wings of golden light that 
  hold you aloft.
  Gift: You can use feather fall and jump as spell-like abilities. 
  You can use them in any combination a total number of times 
  per day equal to your manifestation level. At manifestation 
  level 3rd, you can expend two uses of this ability to cast fly 
  as a spell-like ability, instead. When using these spell-like 
  abilities, you can only target yourself, even if the spell would 
  normally allow you to target other creatures. Additionally, 
  as long as you are benefitting from any of these spell-like 
  abilities, you manifest visible wings of golden light, which are 
  easily discernible to anyone watching you.
  Stain: You suffer a strong compulsion to clean yourself, and 
  must ritually bathe at least twice each day, for at least 20 
  minutes at a time. If it has been more than 12 hours since the 
  last time you bathed in this way, you are sickened until the 
  next time you do so.
  Archon, Dominion
  This glowing, golden creature appears more or less humanoid 
  from the waist up, although its body is completely smooth, 
  and the space where its face should be is featureless. Beneath 
  its waist is a horizontal wheel of gold, from which four spokes 
  protrude a foot or so. The wheel spins slowly through the air, 
  and seems to keep the golden thing aloft somehow.
  DOMINION ARCHON  
   
   
           CR 12
  XP 19,200
  LG Medium outsider (archon, good, extraplanar, incorporeal, 
  lawful)
  Init +5; Senses darkvision 60 ft., detect evil, discern lies, low-
  light vision; Perception +21
  Aura aura of menace (DC 24), magic circle against evil
  DEFENSE
  AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 
  dodge)
  hp 175 (14d10+98)
  Fort +12, Ref +14, Will +15; +4 vs. poison; +2 resistance vs. 
  evil
  Defensive Abilities incorporeal; DR 10/evil; Immune 
  electricity, fear, petrification; SR 23
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee 4 slams +20 touch (2d6 plus 2d6 fire and purge sin)
  Special Attacks purify vessel
  Spell-Like Abilities (CL 14th; concentration +21)
       Constant—detect evil, discern lies, magic circle against evil
       At Will—forbid actionUM (DC 18), greater teleport (self plus 
  50 lbs. of objects only), prayer, spiritual weapon
       3/day—atonement, dispel magic, greater possessionOA (DC 
  25), holy word (DC 24)
       1/day—dominate person (DC 22), hallow, serenityUM (DC 
  23)
  STATISTICS
  Str —, Dex 21, Con 22, Int 14, Wis 19, Cha 25
  Base Atk +14; CMB +19; CMD 42
  Feats Ability Focus (purify vessel), Combat Reflexes, Dodge, 
  Great Fortitude, Iron Will, Toughness, Weapon Focus (slam)
  Skills Bluff +24, Intimidate +24, Knowledge (planes) +19, 
  Knowledge (religion) +19, Perception +21, Sense Motive +21, 
  Spellcraft +19, Stealth +22
  Languages Celestial, Infernal; truespeech
  SQ take host
  ECOLOGY
  Environment any
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Purge Sin (Su): A dominion archon’s slam attack drives 
  sinful thoughts from its victims, and can even strip them of 
  their free will. Each time a non-good creature is struck by 
  the dominion archon’s slam attack, it must succeed on a Will 
  save (DC 24) or suffer 1d2 points of ability score damage to 
  the higher of its Intelligence or Charisma scores (note that 
  which score is higher may change as ability damage accrues). 
  
  5
  5
  If the creature is evil, it suffers 1d4 points of ability score 
  damage, instead. A creature whose Intelligence or Charisma 
  score is reduced to 0 in this way does not fall unconscious, 
  but instead enters a catatonic and suggestive state, in which 
  they are compelled to obey any commands that are directed 
  to them to the best of their ability, as though affected by 
  dominate monster, except that they obey commands issued 
  by any creature. If two creatures give opposing commands, 
  they must make opposed Charisma checks to determine 
  which command is followed.
  Purify Vessel (Sp): As a full-round action, a dominion 
  archon can touch a helpless or willing creature and infuse 
  it with divine energy, marking it as a potential host. The 
  creature must succeed on a Will save (DC 26) or gain the 
  angelic corruption. If a creature gains the angelic corruption 
  in this way, the dominion archon may choose the first 
  manifestation that creature receives. The saving throw DC is 
  Charisma-based, and includes a +2 bonus from Ability Focus.
  Take Host (Su): A dominion archon can take possession of 
  creatures that have been purified by its purify vessel ability. 
  Such creatures suffer a penalty on saving throws made to 
  resist the dominion archon’s greater possession spell-like 
  ability equal to the number of manifestations they possess 
  for the angelic corruption. Additionally, a dominion archon 
  can use its greater possession ability on a creature that has 
  progressed to stage 3 of the angelic corruption from any 
  distance, or even when on another plane, as long as it is 
  aware of that creature and its condition. Further, whenever 
  a dominion archon uses its greater possession ability on 
  a creature that has progressed to stage 3 of the angelic 
  corruption, the spell’s duration increases to permanent 
  (although the dominion archon can still end the effect at 
  any time), and the dominion archon can activate the host’s 
  extraordinary and supernatural abilities, as well as any spell-
  like abilities it possesses. Finally, the dominion archon can 
  use its purge sin and purify vessel abilities even when using 
  greater possession, when possessing a creature that has 
  progressed to stage 3 of the angelic corruption.
  Ecology
  One answer to the age-old question of why there is evil in the 
  world is that it is created by men and women on the Material 
  Plane, and that the forces of the various upper planes cannot 
  eradicate it without also eradicating mortals’ free will. While 
  this answer vastly underestimates the various forces of the 
  lower planes, it does serve to point out that there are some 
  who believe that the only way to truly rid the world of evil is 
  to strip away choice and create a benevolent and omnipotent 
  dictatorship. This belief has led to the rise of various cults 
  and sects on the Material Plane, but it is also championed 
  by some celestial creatures as well, not least of which are the 
  archons known as the dominions.
  Dominions claim that they have been tasked with 
  the governance of lesser creatures, and that it is their 
  responsibility to step in when certain mortals prove that they 
  cannot be trusted with the gift of free will. For centuries, 
  they pushed for more intervention by archons and angels 
  in the Material Plane, arguing that mortal governments are 
  incapable of creating societies that foster goodness in their 
  subjects, and that it is the moral duty of the enlightened 
  celestials to step in and begin to clean up the mess that 
  thousands of years of self-governance by humanoid races has 
  created.
  Eventually, a compromise was reached between the 
  dominions and the various celestial factions that prefer not to 
  interfere as heavily in such matters: dominions would be free 
  to do as they will in the Material Plane, but only if they could 
  find mortals who were willing to set aside their own minds 
  and spirits and surrender their bodies to the dominions to 
  serve as their hands in the world. Although such individuals 
  were rare, the dominions did find them soon enough, and 
  have been working to bring divine order to the Material 
  Plane ever since. However, they found that the evil here 
  was more resistant than they expected, and the number of 
  willing hosts much smaller than they anticipated. Over time, 
  they began to become less and less discerning in their hosts, 
  using coercion, and, eventually, simply erasing all sin and 
  selfishness from potential hosts in order to mold them into 
  obedient vessels.
  
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  Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
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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 Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton 
  J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, 
  Mark Seifter, and Linda Zayas-Palmer.
  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 Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend.
  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. 
  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: Angelic Corruption Copyright 2016, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Your Sins Will Be Purged!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Angelic Corruption.pdf