TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
  privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  Pathfinder is a game about heroes and villains, and 
  most of the time, you wind up playing the heroes. You might 
  not necessarily play a character that’s good, but even if you’re 
  a reluctant, self-serving, brooding anti-hero with a dark and 
  mysterious past, the goal is still to stop the bad guys and save 
  the world. Being a hero is great and all, but every once in a 
  while, it’s nice to set aside all that goody two-shoes nonsense 
  and play an irredeemable, unrepentant, downright-bad 
  villain. But in a game designed for heroes, sometimes it can 
  be hard to get support for evil-doing PCs. 
  	
  This	book	contains	five	archetypes	for	five	different	
  classes, all of which share a common theme of villainy. 
  Whether	you’re	about	to	embark	on	Paizo’s	first	ever	
  Adventure Path for evil characters (issues #103 - #108 in 
  their	official	Adventure	Path	line),	the	Way of the Wicked 
  Adventure Path by Fire Mountain Games, or you just want 
  an excuse to do bad things, these archetypes will help pave 
  the way to world domination… or whatever your evil and 
  nefarious heart desires.
  Archetypes
   
   
  The following archetypes are presented in 
  alphabetical order based on the name of the class that they 
  modify.
   
   
  Eldritch	Devourer	(Arcanist)
  There are many specialties that an arcanist can develop with 
  regards to magic. Those who focus on the means to consume, 
  steal, or otherwise siphon the power of magic are known in 
  some circles as eldritch devourers, and they greedily suck in 
  magical energy from the world around them, transforming it 
  into raw magic power.
  Consume Magic (Su): As a standard action, an eldritch 
  devourer can touch a creature that is capable of casting 
  spells or using spell-like abilities, and drain that creature’s 
  magical power. Doing so requires a successful melee touch 
  attack, and the target is entitled to a Will save (DC 10 + 1/2 
  the eldritch devourer’s class level + the eldritch devourer’s 
  Charisma	modifier)	to	resist	the	effect.	If	the	eldritch	
  devourer is successful, the target loses access to a single 
  unused spell or spell-slot of the highest level that she can 
  cast. If she can’t cast spells, she loses one use of the highest-
  level spell-like ability she can cast. If she doesn’t have any 
  spell-like	abilities,	this	has	no	effect.	If	a	spell,	spell	slot,	
  or spell-like ability is lost in this way, the eldritch devourer 
  gains a number of points in her arcane reservoir equal to the 
  spell level of the lost spell, spell slot, or spell-like ability. The 
  eldritch devourer can use this ability any number of times 
  per day, but the maximum number of points she can gain for 
  her arcane reservoir as a result of this ability in a single day is 
  equal to the highest level spell she can cast multiplied by her 
  Charisma	modifier.
  This ability replaces the consume spells class feature.
  Suppress Magic Item (Su): Beginning at 5th level, an 
  eldritch devourer can touch a magic item in order to 
  temporarily strip it of its powers. This requires a melee touch 
  attack, followed by a successful caster level check (DC 11 + 
  the	item’s	caster	level).	If	the	eldritch	devourer	succeeds,	
  the magic item loses all magical properties and functions as 
  a mundane item for 1 minute. Artifacts are immune to this 
  effect.	The	eldritch	devourer	must	expend	1	point	from	her	
  arcane pool in order to use this ability. This point is spent 
  after determining whether or not the touch attack is a success 
  (meaning	that	it	is	not	expended	if	the	arcanist	misses),	but	
  before determining if the caster level check succeeds.
  This ability replaces the arcanist exploit gained at 5th level.
  Aura of Magic Consumption (Su): Beginning at 15th level, 
  an eldritch devourer learns how to siphon magical power 
  from spells cast nearby. As a swift action, she can expend 1 
  point from her arcane reservoir in order to create a 60-foot-
  radius aura centered on herself that drains magic from 
  spells as they are cast. Any spell cast within this aura by any 
  creature other than the eldritch devourer is treated as though 
  its caster level were 2 lower than it actually is. For every 5 
  spells	affected	in	this	way,	the	eldritch	devourer	adds	one	
  point to her arcane reservoir. Once created, the aura lasts for 
  as long as the eldritch devourer continues to spend a swift 
  action each round to maintain it, up to a maximum of one 
  minute per class level.
  This ability replaces the arcanist exploit gained at 15th level.
  Doomsday	Cultist	(Cleric)
  Many cultists worship deities with dark, or at least 
  destructive, plans for the Material Plane, but for some 
  clerics, the object of their devotion is less the deity itself, and 
  more the promised apocalypse. These dark mystics devote 
  themselves to bringing about the end of the world, and are 
  known to some as doomsday cultists.
  Alignment: A doomsday cultist must be of a non-good 
  alignment, and must worship a non-good deity.
  Doom Channel (Su): Rather than channeling negative 
  energy	to	directly	harm	living	creatures	(or	heal	the	undead),	
  a doomsday cultist can instead harness that negative energy 
  to create an aura of despair and doom that weakens her 
  foes’ resolve. As a standard action, by presenting her holy 
  (or	unholy)	symbol,	a	doomsday	cultist	can	create	a	burst	
  that	affects	all	enemies	in	a	30-foot	radius	centered	on	her.	
  Each such creature must succeed on a Will save (DC 10 + 1/2 
  the doomsday cultist’s class level + the doomsday cultist’s 
  Charisma	modifier)	or	suffer	a	–2	penalty	on	attack	rolls,	
  damage rolls, ability checks, skill checks, and saving throws 
  for one minute. The doomsday cultist can use this ability a 
  number	of	times	per	day	equal	to	3	+	her	Charisma	modifier.	
  This	is	a	mind-affecting	emotion	and	fear	effect.
  Beginning at 5th level, even if a creature succeeds on its 
  saving	throw,	it	still	suffers	half	the	penalty.
  Beginning at 9th level, the size of the burst increases to 60 
  feet.
  
  3
  Beginning	at	13th	level,	the	penalty	increases	to	–4.
  Beginning at 17th level, the duration of the penalty increases 
  to 1 hour.
  This ability replaces the channel energy class feature.
  Sacrificial Spells (Su): A doomsday cultist does not gain 
  an additional spell slot at each spell level for her domain 
  spells. Instead, a number of times per day equal to 3 + her 
  Charisma	modifier,	she	can	channel	the	life	energy	of	herself	
  or a nearby willing or helpless creature in order to cast a 
  spell without expending a spell slot. The spell she casts can 
  be any spell that she prepared that day (including ones that 
  have	already	been	expended),	or	any	of	her	domain	spells,	up	
  to the highest spell level that she can currently cast. When 
  she casts the spell, she, or an adjacent willing or helpless 
  creature,	suffers	2d6	points	of	damage	per	spell	level	of	the	
  spell that she casts. This damage does not force the doomsday 
  cultist to make a concentration check, or raise the DC of any 
  concentration checks she otherwise has to make to cast the 
  spell. Other than these restrictions, and the fact that the 
  spell does not expend a spell slot, casting the spell works as 
  normal (meaning that the doomsday cultist must provide any 
  required	components).
  This ability replaces the additional spell slots granted by the 
  domains class feature.
  Callous	Outlaw	(Gunslinger)
  Most gunslingers will tell you that guns are not inherently 
  good or bad, and that it is the one wielding the gun who 
  determines	whether	that	firearm	will	be	used	for	good	or	evil.	
  Callous outlaws are an example of gunslingers who are sure to 
  use	their	firearms	for	evil	ends,	and	they	are	known	for	taking	
  hostages, making sneak attacks, and cruelly playing with 
  their victims before shooting them dead.
  Deeds: A callous outlaw gains the following deeds.
  Take Hostage (Ex): At 3rd level, a callous outlaw becomes 
  an expert at taking others hostage. Whenever the callous 
  outlaw is in control of a grapple with a creature of her 
  size or smaller, she may choose to use the creature as a 
  living shield whenever she maintains the grapple, instead 
  of	inflicting	damage.	If	she	does,	then	any	attack	directed	
  at the callous outlaw has a 50% chance of hitting the 
  hostage, instead. This applies only to attacks that require 
  an attack roll, so spells such as magic missile or hold 
  person	are	unaffected	(although	this	effect	would	apply	to	
  an acid arrow	spell,	for	example).	Further,	she	is	treated	
  as having cover from all opponents that she is aware 
  of. If the result of her most recent combat maneuver 
  check to maintain the grapple beat the hostage’s CMD 
  by 5 or more, she can also move the grapple whenever 
  she uses this ability. Finally, if her hostage is helpless or 
  pinned and she uses this ability, she can ready an action 
  to	shoot	the	hostage	with	a	firearm	as	a	swift	action	(this	
  is an exception to the rule that readying is a standard 
  action).	The	normal	rules	for	specifying	a	condition	for	
  
  4
  the readied action to take place still apply. If the readied 
  action	is	triggered,	the	attack	roll	with	the	firearm	is	
  automatically treated as a critical hit, and the target 
  must	succeed	on	a	Fortitude	save	(DC	10	+	damage	dealt)	
  or die. Unlike normal for a readied action, the callous 
  outlaw’s	place	in	initiative	order	is	not	affected	by	using	
  this ability.
  This ability replaces the utility shot deed.
  Dance for Me (Ex): At 7th level, a callous outlaw can 
  deliberately	fire	at	an	opponent’s	feet	in	order	to	force	
  them to seemingly dance in place. As a full-round action, 
  by	spending	1	point	of	grit,	the	callous	outlaw	fires	1d4	
  bullets at the feet of a single creature within 60 feet. If 
  the	callous	outlaw	is	incapable	of	firing	enough	bullets	
  (such	as	because	her	firearm’s	capacity	is	too	low),	the	
  ability	automatically	fails,	with	no	effect.	Otherwise,	the	
  target must choose whether or not to dance in place to 
  avoid the bullets.
  If he chooses to avoid the bullets, he can take no action 
  on his next turn other than to prance about in place. This 
  imposes	a	–4	penalty	to	AC	and	a	–8	penalty	on	Reflex	
  saves, and it negates any AC bonus granted by the target’s 
  shield. The dancing provokes attacks of opportunity.
  If he chooses not to avoid the bullets, the callous outlaw 
  makes	an	attack	roll	for	each	bullet	fired.	The	first	attack	
  uses her full base attack bonus minus 2, and each attack 
  beyond	that	suffers	a	cumulative	–5	penalty.	Each	attack	
  that hits deals damage as normal, and also reduces the 
  target’s movement speed by 5 feet until the damage 
  inflicted	by	the	attack	is	healed	(to	a	minimum	of	5	feet).	
  The	callous	outlaw	cannot	inflict	precision-based	damage	
  (including	damage	from	Deadly	Aim)	with	attacks	made	
  in this way.
  This	ability	does	not	function	with	firearms	with	the	
  scatter quality.
  This ability replaces the startling shot deed.
  Villain’s Luck (Ex): Beginning at 11th level, a callous 
  outlaw’s	luck	reduces	the	number	of	misfires	her	guns	
  have.	She	reduces	the	misfire	chance	of	any	firearm	she	
  wields by 1, to a minimum of 1.
  This ability replaces the expert loading deed.
  Dastardly Attack (Ex): Beginning at 15th level, a callous 
  outlaw	becomes	adept	at	attacking	her	opponents	first,	
  usually because they aren’t aware she’s even going to 
  attack. Whenever the callous outlaw makes an attack 
  with	a	firearm	against	a	character	who	is	within	the	
  firearm’s	first	two	range	increments,	if	the	target	is	not	
  aware of her attack (such as if she attacked while hidden, 
  or shot the target from under a table, but not simply 
  because	the	target	is	flat-footed),	she	can	expend	1	grit	
  point in order to have the attack automatically be treated 
  as a critical threat. The initial attack roll must still be 
  high enough to successfully hit the target, and she must 
  still	roll	a	confirmation	roll,	as	normal.
  This ability replaces the slinger’s luck deed.
  Back from the Grave (Sp): Beginning at 19th level, a 
  callous outlaw’s grit and determination allow her to come 
  back even from death. When she dies, if she has at least 
  3	points	of	grit	remaining,	she	is	automatically	affected	
  as though by the spell raise dead	after	24	hours.	For	every	
  point of grit she has remaining beyond 3, this time is 
  reduced	by	4	hours,	to	a	minimum	of	1	hour.	Negative	
  levels	inflicted	on	the	callous	outlaw	by	this	ability	fade	
  at	a	rate	of	1	every	24	hours.
  This ability replaces the cheat death deed.
  Suppressor	of	Wills	(Mesmerist)
  At the best of times, mesmerists can be said to be 
  mischievous, but when one deals in twisting the minds of 
  others, no matter how well-intentioned, there is always a 
  touch of intrusion, a hint of corruption that comes from 
  bending others to your will. Some mesmerists completely 
  embrace their mastery over the minds of lesser mortals, and 
  they are sometimes known as suppressors of wills.
  Beguiling Touch (Su): Beginning at 3rd level, a suppressor 
  of wills can impose his will upon another with merely a 
  touch. Using this ability is a standard action, and requires a 
  successful melee touch attack. If the attack hits, the target 
  is entitled to a Will save (DC 10 + 1/2 the suppressor of wills’ 
  class	level	+	the	suppressor	of	wills’	Charisma	modifier)	
  to	resist	the	effect.	If	the	target	fails	his	saving	throw,	the	
  suppressor of wills can choose to make the target either 
  fascinated or shaken for 1 minute. The suppressor of wills can 
  use this ability a number of times per day equal to 3 + 1/2 his 
  class level. A creature that succeeds on his saving throw to 
  resist	the	effect	is	immune	to	this	ability	for	24	hours.
  At 6th level, the suppressor of wills can instead choose 
  to	inflict	the	confused,	dazed,	frightened,	or	sickened	
  conditions for 1 minute if the target fails his saving throw.
  At 10th level, the suppressor of wills can expend two uses of 
  this	ability	to	instead	affect	the	target	as	though	by	the	spell	
  suggestion.
  At	14th	level,	the	suppressor	of	wills	can	expend	three	uses	of	
  this	ability	to	instead	affect	the	target	as	though	by	the	spell	
  geas/quest.
  This ability replaces the touch treatment class feature.
  Domineering Control (Su): Beginning at 5th level, the 
  suppressor of wills becomes a master of exerting control 
  over those whose minds he already has a foothold in. He 
  gains	a	+4	bonus	on	Charisma	checks	made	to	exert	control	
  over	a	creature	that	is	affected	by	one	of	his	mind-affecting	
  effects	(including	opposed	Charisma	checks	made	to	order	
  a	creature	affected	by	charm person to perform an action 
  it ordinarily would not do, as well as opposed Charisma 
  checks	made	when	two	different	creatures	give	conflicting	
  orders to the same target with spells like dominate person).	
  Additionally, if the suppressor of wills casts any charm or 
  compulsion	spells	that	offer	a	secondary	saving	throw	(such	
  as the saving throws allowed each round to end a hold person 
  
  5
  spell, or the saving throw allowed to targets of dominate 
  person that are ordered to do something against their 
  nature),	the	DC	for	any	such	saving	throw	increases	by	+2.
  This ability replaces the mental potency class feature.
  Die for Me (Su): Beginning at 10th level, the suppressor 
  of wills is able to override even the most basic level of self-
  preservation in his victims. Whenever he casts a charm or 
  compulsion spell that normally prevents him from issuing 
  suicidal commands, he ignores that restriction. Any time he 
  issues a suicidal command he would not otherwise be able to, 
  the	target	is	entitled	to	a	new	saving	throw	to	resist	the	effect,	
  and	he	gains	a	+4	bonus	on	that	saving	throw	(although	
  the +2 bonus to the DC from the domineering control class 
  feature	still	applies).
  This ability replaces the mesmerist trick gained at 10th level.
  Singer	of	Midnight	Steel	(Skald)
  Most skalds can be said to have intense performances, but 
  singers of midnight steel elevate the art of using performance 
  to express rage, fury, and black unholy wrath to a higher 
  level. Known for their strange and unsettling face paint and 
  seeming insanity, their performances tap into a deep level of 
  the human psyche, awakening a primitive and terrible anger.
  Mask of Terror (Ex): A singer of midnight steel is an expert 
  at applying makeup and face paint to transform someone’s 
  face into a terrifying visage. He treats Disguise as a class skill, 
  and gains a bonus on Disguise checks involving makeup 
  or face paint equal to 1/2 his class level. Additionally, by 
  spending one hour applying a special arrangement of makeup 
  and face paint, he can make a creature more intimidating. At 
  the end of the hour, the singer of midnight steel must make 
  a	Disguise	check	(DC	15).	If	the	check	succeeds,	the	target	
  gains a bonus on Intimidate checks equal to 1/3 the singer of 
  midnight	steel’s	class	level	(rounded	down)	for	as	long	as	the	
  face paint is worn. For every 5 points by which the singer of 
  midnight steel’s Disguise check exceeds the DC, this bonus 
  increases by +2. The singer of midnight steel can use this 
  ability on himself without penalty. If a character sleeps or 
  rests while wearing the face paint, or is submerged in water 
  or a similar substance, the face paint is ruined and ceases to 
  provide	any	benefit.
  This ability replaces the bardic knowledge class feature.
  Raging Song (Su): A singer of midnight steel gains the 
  following raging songs.
  Song of Violence (Su): At 3rd level, a singer of midnight 
  steel can use raging song to whip his allies into a horrible 
  frenzy	of	violent	destruction.	Affected	allies	deal	an	
  additional 1d6 points of damage with each successful 
  melee	attack	they	make,	but	also	suffer	this	additional	
  damage	themselves,	similar	to	the	effect	of	a	vicious 
  weapon. At 9th level, the bonus damage increases to 
  2d6, and at 15th level, it increases to 3d6. The singer 
  of midnight steel can perform a song of violence and 
  the inspired rage raging song simultaneously, but must 
  expend 2 rounds of raging song for each round that he 
  does so.
  This ability replaces the song of marching raging song.
  Song of Black Bones (Sp): Beginning	at	14th	level,	a	singer	
  of midnight steel can play music that literally wakes the 
  dead, causing skeletons and zombies to rise and obey 
  his unspoken commands. This functions similarly to 
  animate dead, with several exceptions. First, the spell 
  does not target existing corpses, and can instead conjure 
  human skeletons and human zombies in unoccupied 
  squares within 120 feet of the singer of midnight steel. 
  If there are any existing corpses within this range, they 
  are	affected	as	well,	and	rise	as	skeletons	or	zombies,	but	
  they don’t count against the number of Hit Dice worth 
  of undead the singer of midnight steel can create with 
  the	effect	(but	they	do	count	against	the	number	of	Hit	
  Dice	worth	of	undead	creatures	that	he	can	control).	
  The singer of midnight steel can choose to summon 
  fewer human skeletons and human zombies than the 
  maximum amount, in order to avoid animating more 
  Hit Dice worth of undead than he can control, but the 
  effect	automatically	animates	any	and	all	existing	corpses	
  within range.
  Undead	creatures	controlled	by	this	effect	serve	the	
  singer of midnight steel, obeying his orders, which are 
  expressed through his performance. If a full round passes 
  without the singer of midnight steel continuing the 
  performance,	the	effect	ends,	and	all	undead	creatures	
  animated or conjured by the spell collapse into a pile of 
  bones	and	rotting	flesh.	However,	the	singer	of	midnight	
  steel need expend only one round of raging song for 
  every minute that he continues the performance.
  This ability replaces the song of the fallen raging song.
  Intimidating Prowess: At 1st level, a singer of midnight 
  steel gains Intimidating Prowess as a bonus feat.
  This ability replaces the Scribe Scroll class feature.
  Favored Terrain (Ex): Singers of midnight steel are well 
  known for their tendency to wander through lonely and 
  remote locales in search of the perfect setting to perform 
  their dark and wrathful music. Beginning at 2nd level, they 
  gain a favored terrain, as the ranger class feature of the same 
  name. At 7th level, and every 5 levels thereafter, the singer 
  of midnight steel may select an additional favored terrain. In 
  addition, at each such interval, the skill bonus and initiative 
  bonus in any one favored terrain (including the one just 
  selected,	if	so	desired),	increases	by	+2.
  This ability replaces the versatile performance class feature.
  Guttural Scream (Ex): Beginning at 7th level, a singer of 
  midnight steel can make his voice perform strange feats that a 
  human throat should not be capable of, including a guttural, 
  bestial shout. Whenever he begins an inspired rage, song of 
  violence, or song of black bones rage song, he may make an 
  Intimidate check as a free action. Treat this as an Intimidate 
  check made to demoralize an opponent, but apply the result 
  to each opponent within 30 feet.
  This ability replaces the lore master class feature.
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  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 
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  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
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  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
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  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  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, 
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  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 
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  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, 
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  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: 
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  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
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  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
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  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, 
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  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
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  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 
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  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. 
  Pathfinder Player Companion: Knights of the Inner Sea © 2012, Paizo Publishing, LLC; Authors: 
  Gareth Hanrahan, Steve Kenson, Patrick Renie, Tork Shaw, and Jerome Virnich. 
  Weekly Wonders: Villainous Archetypes Volume IV Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  It’s Good to Be Bad
   
  Sick of saving the world? Tired of being expected to leap at the 
  chance to solve everyone’s petty problems? Have a thing for twirling 
  mustaches and overly-elaborate deathtraps? Why not mix things up 
  with a villainous character! At some point in their gaming career, 
  everyone has considered playing an “evil campaign,” but with the 
  Pathfinder Roleplaying Game being devoted to goody-two-shoes heroes, 
  Pathfinder Roleplaying Game being devoted to goody-two-shoes heroes, 
  it can sometimes be hard to find support. Want some evil options for 
  your character? You’ve found them!
   
  This book presents five new villainous archetypes for five different 
  classes. Included are the eldritch devourer, an arcanist archetype that 
  focuses on stealing magic from those around them, the doomsday 
  cultist, a cleric archetype devoted to ruin and sacrifice, the callous 
  outlaw, a gunslinger archetype whose deeds focus on cruel and unusual 
  uses for firearms, the suppressor of wills, a mesmerist that excels at 
  enslaving others, and the singer of midnight steel, a skald archetype 
  enslaving others, and the singer of midnight steel, a skald archetype 
  that wears intimidating face paint and can raise hordes of the undead 
  with his screaming songs.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Villainous Archetypes Volume IV.pdf