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 
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  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.
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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
  The Pathfinder Roleplaying Game is full of combat and 
  bloodshed. They are, in many ways, the bulk of what the 
  game is, and what it is about. But there is a difference 
  between simply fighting, even fighting for one’s life, and 
  fighting in a war. Wars are chaotic and bloody things, and 
  a battlefield is not a single, neat, orderly conflict, but in 
  fact hundreds, perhaps thousands of small life-and-death 
  struggles, each of which impacts the others around it. It is 
  an order of magnitude larger than the standard battles of 
  an adventurer, and while many adventurers can certainly 
  contribute in a true battle between opposing armies, that’s 
  not the same as being specifically trained and equipped for 
  it. Each installment of Weekly Wonders: Archetypes of War 
  presents six new archetypes for military characters, focused 
  on a particular theme.
  For this book, we focus on archetypes relating to those who 
  make up the bulk of armies, without whom wars would 
  be an impossibility: the footsoldiers. These rank and file 
  military men and women are the ones who do the most of 
  the fighting, and the dying, and they must learn to use their 
  surroundings to their advantage, work together with one 
  another, and rely on shock and awe tactics if they are to have 
  any chance of surviving to see another battle. The archetypes 
  in this book promote these themes, transforming members 
  of their class into frontline warriors ready to dive into the 
  fray.
  New Archetypes
  The following archetypes are presented in alphabetical order.
  Military Bloodline (Bloodrager)
  You are descended from a long line of warriors, and a strong 
  part of you lusts for blood and battle. You find that combat 
  comes particularly easy to you, but you have quite a legacy of 
  heroic combatants to live up to.
  Bonus Feats: Great Fortitude, Improved Initiative, 
  Intimidating Prowess, Power Attack, Toughness, Weapon 
  Focus, Weapon Specialization.
  Bonus Spells: magic weapon (7th), protection from arrows 
  (1oth), heroism (13th), stoneskin (16th).
  Bloodline Powers: Combat flows through your veins, and in 
  the heat of battle, your warrior heritage takes over, allowing 
  you to perform incredible feats of martial might.
  Martial Training (Ex): At 1st level, your martial heritage 
  allows you to effortlessly adapt to new weapons. While 
  bloodraging, you are considered proficient with all 
  weapons, including exotic weapons and improvised 
  weapons. Additionally, you treat your bloodrager level 
  as your fighter level for the purposes of meeting the 
  prerequisites of feats.
  Concentrated Assault (Ex): At 4th level, your warrior 
  instincts allow you to make the most of openings 
  created by your allies. While bloodraging, you gain a +2 
  competence bonus on attack and damage rolls made 
  against creatures that have been damaged by one or more 
  of your allies since the end of your last turn.
  Tactical Advantage (Ex): By 8th level, your warrior 
  heritage allows you to make the most of advantageous 
  surroundings. While bloodraging, the benefits you 
  gain from cover and partial cover are doubled, and the 
  bonuses granted by improved cover are increased by half 
  again as much (+50%). Further, if you have concealment 
  from any source while bloodraging, that concealment is 
  increased by 20%. Finally, while bloodraging, you gain 
  a +2 bonus on attack rolls for having higher ground, 
  instead of the normal amount, and you gain a +2 bonus 
  on attack rolls made against flanked creatures, whether 
  you are flanking them or not (if you are flanking them, 
  this stacks with the normal benefits of flanking). 
  Make an Example (Su): At 12th level, you can slay a foe 
  in a gruesome fashion that strikes fear into the hearts 
  of his allies. The first time each bloodrage that you kill 
  an opponent, you can make an Intimidate check to 
  demoralize each foe within 30 feet as a free action. Make 
  a single check and apply the results to each creature 
  separately. Creatures whose CR is higher than that of 
  the creature you killed are immune to this effect, but 
  creatures whose CR is at least 2 lower than that of the 
  creature you killed are frightened, rather than shaken, 
  if you succeed (the duration of the effect remains the 
  same).
  Maneuver Expert (Ex): At 16th level, while bloodraging, 
  you never provoke attacks of opportunity for performing 
  a combat maneuver. Additionally, you add your Charisma 
  modifier to your CMB while bloodraging.
  Survivor (Ex): At 20th level, your martial blood allows 
  you to survive and keep fighting long after many others 
  would have given up or died. While bloodraging, you 
  do not die until your negative hit points are equal to or 
  greater than twice your Constitution score. Additionally, 
  you do not fall unconscious when reduced to 0 or fewer 
  hit points. You are staggered, and continue to take 
  damage each round, as normal for a dying character, 
  unless you are stabilized, but can otherwise act normally.
  Versatile Combatant (Brawler)
  Brawlers are well known for their martial flexibility, and 
  their canny knack for adapting to differing circumstances by 
  adopting a variety of fighting styles. In war, however, many 
  generals are skeptical of soldiers that wear no armor and fight 
  with no weapons, and so train their brawlers to use more 
  conventional weapons and protection. Trained for war, and 
  not for brawls, these warriors are versatile combatants.
  Weapon Training (Ex): A versatile combatant is proficient 
  with all simple and martial weapons, as well as with a single 
  exotic weapon of her choice.
  
  3
  3
  At 4th level, a versatile combatant can select one group of 
  weapons from the fighter weapon training class feature. 
  She gains a +1 bonus on attack and damage rolls made with 
  weapons in the chosen group. At 8th level, and every four 
  levels thereafter, she may select an additional weapon group 
  to which this bonus applies. Additionally, she may select any 
  weapon group she had selected previously, and increase the 
  bonuses for that weapon by an additional +1.
  This ability replaces the unarmed strike class feature.
  Armor Training (Ex): At 4th level, a versatile combatant 
  becomes proficient with medium and heavy armors. 
  Additionally, she reduces the armor check penalty of any 
  armor she wears by 1 (to a minimum of 0) and increases the 
  maximum Dexterity bonus allowed by any armor she wears 
  by 1. At 9th, 13th, and 18th levels, these bonuses increase by 
  +1, to a maximum –4 reduction of the armor check penalty 
  and a +4 increase of the maximum Dexterity bonus.
  This ability replaces the AC bonus class feature.
  Stalwart (Ex): Beginning at 4th level, three times per day, 
  a versatile combatant can completely shrug off the effects 
  of a single devastating blow. As an immediate action, after 
  being hit by an attack or failing a saving throw to resist a 
  spell or ability, but before any of the consequences of that 
  attack, spell, or ability are declared, she may use this ability to 
  completely negate its effects on her. This causes her to ignore 
  any damage, ability score damage or drain, poison, disease, 
  negative condition, or other effects of the attack, spell, or 
  ability that apply to her specifically, but not other effects 
  (for example, if used on a web spell, the versatile combatant 
  could avoid becoming immediately entangled, but would still 
  treat the affected area as difficult terrain, and might become 
  entangled later).
  This ability replaces the knockout class feature.
  Versatile Flurry (Ex): Beginning at 5th level, a versatile 
  combatant becomes able to perform a brawler’s flurry with 
  a wider variety of weapons. She can choose a single light or 
  one-handed weapon (such as a rapier or a longsword). When 
  performing a brawler’s flurry, she can make up to half of the 
  attacks made as part of the brawler’s flurry with a weapon of 
  the chosen type (the other attacks must be made with some 
  other type of weapon that she can use with brawler’s flurry). 
  At 9th level, and every four levels thereafter, the versatile 
  combatant can choose an additional light or one-handed 
  weapon that she can use to make attacks with as part of a 
  brawler’s flurry.
  This ability replaces the brawler’s strike class feature.
  Versatile Combatant (Ex): At 5th level, a versatile 
  combatant learns to adapt some of the methods of other 
  combatants as her own. Each day, she can choose one of the 
  following abilities to emulate for that day.
  Challenge: The versatile combatant can issue a 
  challenge against a single foe. As a swift action, the 
  versatile combatant chooses one target within sight to 
  challenge. The versatile combatant’s attacks deal extra 
  damage whenever they are made against the target of 
  her challenge. This damage is equal to 1/2 her brawler 
  level. Challenging a foe requires much of the versatile 
  combatant’s concentration. She takes a –2 penalty to her 
  Armor Class, except against attacks made by the target of 
  her challenge. The challenge remains in effect until the 
  target is dead or unconscious, or until the combat ends. 
  The versatile combatant can use this ability once each 
  day that she selects it.
  Favored Enemy: The versatile combatant chooses a single 
  creature type (and, if necessary, subtype) from among 
  those available in the favored enemy class feature of 
  the ranger. The versatile combatant gains a +1 bonus on 
  Bluff, Knowledge, Perception, Sense Motive, and Survival 
  checks against creatures of that type, as well as a +1 
  bonus on weapon attack and damage rolls against such 
  creatures.
  Rage: The versatile combatant can rage, as the barbarian 
  class feature, for a number of rounds per day equal to her 
  brawler level.
  This ability replaces the close weapon mastery class feature.
  
  4 4
  Career Soldier (Fighter)
  For some, war is all there is. Mercenaries and soldiers travel 
  from campaign to campaign, losing track of who they were 
  fighting for and against, and treating the carnage and the 
  chaos as just another job. These career soldiers quickly learn 
  the tricks of the trade, adapting what tactics they need to 
  survive skirmish after skirmish, battle after battle.
  High-Ground Master (Ex): Beginning at 2nd level, a career 
  soldier learns to make the most of higher ground. In addition 
  to the normal benefits of higher ground, the career soldier 
  gains a +1 bonus on damage rolls made against creatures he 
  is on higher ground than, and also gains a +1 bonus to AC 
  against attacks made by such creatures.
  This ability replaces the bravery bonus gained at 2nd level.
  Forced Marcher (Ex): At 6th level, a career soldier 
  is a veteran of long marches. He gains a +4 bonus on 
  Constitution checks made to resist fatigue and exhaustion, 
  as well as a +2 bonus on Fortitude saves made to resist those 
  conditions.
  This ability replaces the bravery bonus gained at 6th level.
  Take Cover (Ex): At 10th level, a career soldier is able to take 
  full advantage of cover. When benefitting from cover, the 
  bonus to AC the cover provides him increases by +1.
  This ability replaces the bravery bonus gained at 10th level.
  Line Fighter (Ex): At 14th level, a career soldier learns to use 
  the allies fighting on either side of him for his protection. 
  As long as he is flanked by two or more allies, he gains a +2 
  circumstance bonus to AC.
  This ability replaces the bravery bonus gained at 14th level.
  Cautious Charge (Ex): At 18th level, a career soldier learns 
  how to charge without opening himself up to attack. When 
  he takes the charge action, he can choose to reduce the bonus 
  to his attack roll by up to +2. If he does, the penalty to his 
  AC imposed by charging is reduced by a like amount (to a 
  minimum of +0 on the attack roll and –0 to AC).
  This ability replaces the bravery bonus gained at 18th level.
  Battle Mage (Magus)
  While most arcane spellcasters find their places elsewhere, 
  for the magus, it is no surprise that they find their way to the 
  front line. Those that specialize in using their magic to shape 
  the battlefield, blasting foes and shoring up defenses, are 
  known as battle mages.
  Arcane Burst (Su): At 4th level, a battle mage learns to 
  expend his arcane energy in order to create a short-range 
  torrent of raw magic to assault his foes. As a standard action, 
  he can expend one point from his arcane pool in order to 
  create a 15-foot cone of energy, which deals 2d6 points of 
  damage to each creature in its area. A Reflex save (DC 10 + 1/2 
  the battle mage’s magus level + the battle mage’s Intelligence 
  modifier) halves this damage. When he uses this ability, the 
  battle mage must choose acid, cold, electricity, or fire. The 
  energy of the burst matches the chosen energy type, and 
  deals the corresponding type of damage. At 5th level, and 
  every two levels thereafter, the damage inflicted by this ability 
  increases by 1d6.
  At 7th level, the battle mage can expend an additional point 
  from his arcane pool when using this ability in order to 
  choose force or sonic damage, instead of one of the normal 
  damage types.
  At 10th level, the battle mage can expend an additional point 
  from his arcane pool when using this ability in order to 
  increase the area of the burst to a 30-foot cone.
  This ability replaces the spell recall class feature.
  War Mage (Ex): By 7th level, a battle mage is an expert at 
  using magic to harm others. Whenever he casts a spell that 
  deals damage, that spell deals 1 additional point of damage 
  per damage die (for example, a fireball spell would deal 7d6+7 
  points of damage). Additionally, the saving throw DC for any 
  of his spells which deals hit point damage is increased by 1.
  This ability replaces the knowledge pool class feature.
  Arcane Wall (Su): At 11th level, a battle mage can use raw 
  arcane energy in order to craft fortifications with pure magic. 
  As a standard action, he can expend one point from his 
  arcane pool in order to create a wall of energy, which lasts 
  for a number of rounds equal to his Intelligence modifier. At 
  least some portion of the wall he creates must be within 30 
  feet of the battle mage at the time he uses this ability. Walls 
  created in this way are stationary. He must choose one of 
  the following when he does so: air, earth, fire, or water. This 
  choice determines the type of wall created, as outlined below.
  Air: This wall is made of swirling currents of air, and 
  is transparent, requiring a DC 15 Perception check to 
  notice. It takes the form of a wall 20 feet high, 1 foot 
  thick, and 10 feet long per magus level, which can be 
  shaped in any way the battle mage desires, provided that 
  it forms one contiguous shape. Alternatively, the battle 
  mage can have it take the form of a dome with a diameter 
  of 5 feet per magus level he possesses. Regardless of its 
  shape, the wall’s area is filled with 51 mph winds, causing 
  normal ranged attacks made through it to fail (and even 
  massive ranged attacks, such as from siege engines, suffer 
  a –4 penalty). Further, Medium and smaller creatures 
  attempting to pass through the wall are unable to move 
  forward unless they succeed on a DC 10 Strength check if 
  on the ground, or a DC 20 Fly check (with a –8 penalty) if 
  in the air.
  Earth: This wall is made of loose dirt and soil. It takes 
  the form of a wall 10 feet high, 5 feet thick, and 5 feet 
  long per magus level. It can be shaped in any way 
  that the battle mage desires, provided that it forms 
  one contiguous shape, and each 5-foot-square length 
  of the wall is in contact with the ground. The wall 
  blocks movement and provides appropriate cover and 
  concealment from creatures on the other side. The 
  wall can be climbed with a successful DC 20 Climb 
  check (while there are numerous handholds, the loose 
  soil shifts easily, making it difficult to find purchase to 
  
  5
  5
  climb). A given 5-foot section of the wall can also be 
  collapsed with a successful bull rush combat maneuver 
  (DC = 15 + the battle mage’s magus level + the battle 
  mage’s Intelligence modifier).
  Fire: This wall is made of a thin sheet of flames. It 
  takes the form of a wall 10 feet high, 1 foot thick, and 
  5 feet long per magus level, which must form a single, 
  continuous straight line. Alternatively, the battle mage 
  can have it take the form of a ring with a diameter equal 
  to 5 feet per magus level. When the wall is created, the 
  battle mage must designate a single side of the wall to 
  radiate heat (in the form of a ring, this is either “inside” 
  or “outside”). Creatures that begin their turn within 10 
  feet of the wall on the chosen side suffer 1d4 points of fire 
  damage per 4 magus levels the battle mage possesses. 
  Additionally, creatures attempting to pass through the 
  wall suffer 1d6 points of fire damage per 4 magus levels 
  the battle mage possesses.
  Water: This wall is made of water. It takes the form of a 
  wall 10 feet high, 5 feet thick, and 5 feet long per magus 
  level, which can be shaped in any way the battle mage 
  desires, provided it is a single contiguous shape. The 
  wall provides cover and concealment to creatures on the 
  other side. Additionally, any creature attempting to pass 
  through the wall must succeed on a DC 20 Swim check or 
  remain trapped within the wall.
  At 14th level, the battle mage can expend an additional point 
  from his arcane pool when using this ability in order to 
  choose one of the following types of wall, instead.
  Force: The wall takes the form of a transparent pane of 
  force energy, 10 feet tall, 1 foot thick, and 5 feet long per 
  magus level. Alternatively, the battle mage can choose 
  to have it take the form of a dome with a diameter of 5 
  feet per magus level. Other than its dimensions, this 
  functions as the spell wall of force.
  Sonic: This functions as an air wall, but any creature 
  attempting to pass through the wall must succeed on 
  a Fortitude save (DC = 10 + 1/2 the battle mage’s magus 
  level + the battle mage’s Intelligence modifier) or be 
  deafened for 1 hour.
  This ability replaces the improved spell recall class feature.
  Retributive Spell (Su): At 16th level, a battle mage can 
  expend 1 point from his arcane pool when he casts a spell 
  in order to cause it to remain dormant, and affect the next 
  creature that damages the battle mage with a melee attack. 
  The spell in question must target a single creature. It has no 
  effect at the time it is cast, but occurs automatically the next 
  time the battle mage is damaged by a melee attack, targeting 
  the attacker. If the spell offers a saving throw, the target 
  suffers a –2 penalty on that saving throw, and if the spell 
  requires an attack roll, that attack roll is treated as hitting 
  automatically (the battle mage still makes an attack roll to 
  determine if the attack is a critical threat). A battle mage can 
  have only a single retributive spell dormant in this way at any 
  given time.
  This ability replaces the counterstrike class feature.
  Spellsword (Su): At 19th level, a battle mage can infuse 
  a held weapon with elemental energy. Any weapon he 
  wields deals an additional amount of damage equal to his 
  Intelligence modifier with each successful hit. This damage 
  can be acid, cold, electricity or fire, and the battle mage can 
  change the type of damage dealt in this way with a move 
  action.
  This ability replaces the greater spell access class feature.
  Military Discipline (Psychic)
  Your psychic powers are a result of intense military training, 
  which honed your mind into a deadly weapon. Intended 
  as a powerful shock troop who could use psychic powers to 
  overwhelm lesser foes, you may be as blindly obedient as your 
  trainers intended, or you may have struck out on your own, 
  but either way, you remain a deadly force.
  Phrenic Pool Ability: Constitution.
  Bonus Spells: true strike (1st), protection from arrows (4th), 
  versatile weaponAPG (6th), mass invigorateAPG (8th), wall of 
  force (10th), blade barrier (12th), defending swordAA (14th), 
  iron body (16th), massacreHA (18th).
  Discipline Powers:  Your mind has been rigorously trained 
  to be a deadly weapon on the battlefield.
  Psychic Strike (Su): Whenever you make a melee attack, 
  you can psychically guide your weapon, causing it to 
  strike true. This grants you a +1 competence bonus on 
  the attack roll for that attack. At 4th level, and every four 
  levels thereafter, this bonus increases by 1 (to a maximum 
  of +6 at 20th level). If the attack hits, you regain 1 point 
  in your phrenic pool. You can use this ability on multiple 
  attacks during a full-attack action (or a similar action 
  involving multiple attacks) if desired, but each attack it 
  applies to requires a separate use of the ability. You can 
  use this ability a number of times per day equal to your 
  Constitution modifier.
  Warrior Training (Ex): You are trained for war. You are 
  proficient with martial weapons, as well as with light and 
  medium armor and shields (except for tower shields).
  Telekinetic Warrior (Su): Beginning at 5th level, you 
  can telekinetically wield a shield or weapon, effectively 
  granting you an extra hand. The shield or weapon 
  remains in your square, and you are considered to be 
  wielding it, although it does not require a hand to do 
  so. You cannot wield a two-handed weapon in this way, 
  although you can wield a two-handed weapon normally 
  while using this ability to wield a shield. Activating this 
  ability is a move action, and includes drawing the object 
  to be wielded. When the ability ends, the object falls to 
  the ground in your square unless you have a free hand 
  and choose to catch it. You can use this ability for a total 
  number of minutes per day equal to your Intelligence 
  modifier, which must be spent in 1-minute increments.
  
  6 6
  Conqueror’s Aura (Su): At 13th level, you can project 
  a mental aura that weakens the wills of your foes and 
  urges them to surrender. Each opponent within 60 feet 
  must succeed on a Will save (DC = 10 + 1/2 your psychic 
  level + your Intelligence modifier) or be shaken for 
  as long as they remain within the aura, plus 1 minute 
  thereafter. Further, the DC of Intimidate checks made 
  against affected creatures is decreased by 5. Activating 
  this ability is a move action. You can use this aura for a 
  number of minutes per day equal to your psychic level, 
  which must be spent in 1-minute increments.
  Warmonger (Warpriest)
  Most warpreists pursue war to further their faith, but for 
  some warpriests, faith is merely a means to their true end, 
  which is battle. Known to some as warmongers, these men 
  and women live for the thrill of combat, and find their 
  spiritual fulfillment only in the carnage of the battlefield.
  Devotee of War (Su): A warmonger gains only a single 
  blessing, and it must be the war blessing. The total number 
  of times per day that he can use his blessings is equal to 2 + 
  1 per 4 warpriest levels (to a maximum of 7 times per day at 
  20th level). Additionally, he gains a single revelation from the 
  battle mystery of the oracle class. He treats his warpriest level 
  as his oracle level for the purposes of the effects of this ability, 
  and he uses his Wisdom score in place of his Charisma score 
  for determining saving throw DCs and similar effects.
  This ability modifies the blessings class feature.
  Warrior’s Fervor (Su): A warmonger does not gain the 
  ability to heal or harm creatures, and instead his fervor is a 
  pure and unadulterated lust for battle. At 2nd level, he can 
  expend fervor to perform a variety of different effects. This 
  ability can be used a number of times per day equal to 1/2 his 
  warpriest level + his Wisdom modifier. He can expend these 
  uses in the following ways:
  •	
  The warmonger can expend one use of fervor as part 
  of making a full-attack action in order to make an 
  additional attack at his full base attack bonus as part 
  of that full attack. He can declare that he is using this 
  ability at any point during the full-attack, including 
  after the final attack. The warmonger can use this 
  ability only once per round. 
  •	
  The warmonger can expend one use of fervor as an 
  immediate action to make an attack of opportunity, 
  even if he is flat-footed or has already used his attack 
  of opportunity for the round. 
  •	
  The warmonger can expend one use of fervor when 
  he hits with a melee attack in order to cause all 
  damage dice rolled as part of that attack to be treated 
  as though they had rolled the maximum result. 
  If the attack is a critical threat, the warmonger 
  must declare he is using this ability before the 
  confirmation roll is made, and it does not apply to 
  any bonus dice rolled as a result of the critical hit. 
  •	
  As a swift action, the warmonger can expend one 
  use of fervor to cast any one warpriest spell he has 
  prepared with a casting time of 1 round or shorter. 
  When cast in this way, the spell can target only the 
  warmonger, even if it could normally affect other 
  or multiple targets. Spells cast in this way ignore 
  somatic components and do not provoke attacks of 
  opportunity. The warmonger does not need to have a 
  free hand to cast a spell in this way.
  This ability replaces the fervor class feature.
  Burst of Rage (Su): Beginning at 4th level, a warmonger can 
  unleash a wave of pure hostility by expending one use of his 
  warrior’s fervor class feature. Each creature within 60 feet 
  must succeed on a Will save (DC 10 + 1/2 the warmonger’s 
  warpriest level) or be affected as though by the spell rage, and 
  also be compelled to attack a creature each round if possible. 
  This effect lasts for 1 minute. If the warmonger expends 2 
  uses of his warrior’s fervor class feature when activating this 
  ability, each ally in the area gains the benefits of a heroism 
  spell, as well.
  This ability replaces the channel energy class feature.
  
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  illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.  
   
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  to the extent such content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the Contributor, and 
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  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of 
  this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
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  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
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  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
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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. 
  Pathfinder Player Companion: Arcane Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, 
  Steven T. Helt, and David N. Ross. 
  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: Archetypes of War Volume I - Footsoldiers Copyright 2016, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Every Day is a Good Day to Die!
   
  There is battle, and then there is warfare. Many adventurers are familiar with 
  wading into combat against monsters and small groups of enemies, but this is 
  nothing next to the glory and chaos and carnage that is true war. More than simply a 
  nothing next to the glory and chaos and carnage that is true war. More than simply a 
  change in scale, the difference between war and other combat can be profound. In a war, 
  the characters are part of something larger than themselves, contributing to the efforts 
  of their armies, or perhaps leading those armies themselves. The priorities of a soldier 
  are different from those of an adventurer, and often the challenges that they face are, as 
  well. While many characters can translate their talents as adventurers to the 
  battlefield, one who specifically focuses on warfare and battlefield tactics will have the 
  battlefield, one who specifically focuses on warfare and battlefield tactics will have the 
  edge on others when it comes to true war. Each installment of Weekly Wonders: 
  Archetypes of War provides six new war-themed archetypes for a variety of classes.
   
  For this book, we focus on archetypes of the common soldier. These brave men and 
  women comprise the bulk of every army, and it is through their hard work, courage, and 
  determination that an army is able to accomplish anything at all. While it may not be 
  glamorous to be one of the grunts, these tough-as-nails soldiers are nonetheless each a 
  hero in their own right. This book includes the following archetypes:
  • The military bloodline, for bloodragers with a long ancestry of soldiering and 
  war, who find unnatural combat instincts and training seem to come to them 
  suddenly in the haze of battle.
  • The versatile combatant, a brawler archetype that retains its incredible 
  flexibility in combat, while focusing on fighting with more traditional arms and 
  armor, rather than unarmed strikes.
  • The career soldier, a fighter archetype that replaces bravery with a series of minor 
  • The career soldier, a fighter archetype that replaces bravery with a series of minor 
  benefits, allowing them to march, take cover, flank, and charge more effectively.
  • The battle mage, a magus archetype that specializes in the manipulation of raw 
  arcane energy to blast foes, or create barriers to help hold the line.
  • The military discipline, a psychic discipline for those whose 
  psychic abilities come from military programs to create psychic 
  soldiers.
  • The warmonger, a warpriest archetype for those that worship 
  battle above all, and trade out some of their healing powers for 
  the ability to better make war.
   
  Whether you're about to embark on a campaign 
  of military exploits (such as the official Paizo 
  adventure path dealing with invading forces), or you 
  just want to play a more military character, this 
  book has lots of tantalizing options to offer. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Archetypes of War Volume I - Footsoldiers.pdf