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.
  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 Roleplaying Game: Occult Adventures 
  introduces a lot of great new rules for players interested 
  in exploring the mysterious and otherworldly. While the 
  easiest of these options to notice are the new occult-inspired 
  classes, the book also introduces a lot of cool new systems 
  for the pseudo-magical, including a system for unlocking 
  the mysterious power of chakras. These new rules are 
  flavorful and fun-filled, offering players a glimpse into the 
  exotic eastern mysticism that has captivated imaginations 
  for decades. Unfortunately, these new chakra rules are also 
  difficult to make use of, requiring great expenditure of ki 
  points and excessively high saving throw DCs. While this 
  suits the flavor of unlocking the secrets of one’s chakra, it 
  makes them less accessible and difficult for many players to 
  use. 
   
  To that end, Weekly Wonders: The Masters of 
  Chakra was created to provide alternative options. Included 
  in the following pages are two new prestige classes which 
  devote themselves to the working of chakras, representing 
  the difficulty in mastering this rewarding art while making 
  chakras more accessible for a wider variety of characters. The 
  classes presented herein are the chakra master, a true expert 
  on chakras who can use chakras more easily and effectively, 
  and the kundalini acolyte, who accesses chakras in different 
  ways than other characters and uses his chakras to provide 
  him with static bonuses. Together, these classes offer players 
  who want to make chakras a big part of their character a 
  fun and easy way to do so while exploring this exotic occult 
  mystery. 
  Chakra Master
   
  While anyone with a basic understanding of ki is able 
  to tap the secret power of sacred serpent-fire and work the 
  very forces of the universe, only a select few choose to devote 
  themselves to this dangerous and powerful path. These are 
  the chakra masters, men and women who, through sacrifice 
  and practice, have learned to master the difficult art of 
  tapping into their chakras. While some neophytes might be 
  able to access the greatest of chakra powers for a moment or 
  two, the chakra master has gained the ability to easily access 
  these great realms and exist in higher states for great lengths 
  of time. In addition to channeling chakra energy in a safer 
  and more efficient manner, chakra masters also dig deeper 
  into the secrets of the universe, embracing the mysteries of 
  kundalini and unlocking their true potential. Though the 
  path of a chakra master is a difficult one, at the end of their 
  long road lays nearly supreme power.
   
  Hit Die: d8.
  Requirements
  To qualify to become a chakra master, a character must fulfill 
  all the following criteria.
   
  Ki Pool: Must have a ki pool.
   
  Feats: Great Fortitude, Iron Will.
   
   Skills: Knowledge (religion) 5 ranks.
  Class Skills
  The chakra master’s class skills (and the key ability for each 
  skill) are: Acrobatics (Dex), Knowledge (religion) (Int), 
  Perception (Wis), and Sense Motive (Wis). 
  Class Features
  The following are class features of the chakra master prestige 
  class.
   
  Ki Points: A chakra master is an expert at using and 
  manipulating his ki, and when determining his maximum ki 
  points, his levels in chakra master stack with his levels in any 
  other class that grants him a ki pool.
   
  Chakra Mastery (Su): Chakra masters are much 
  more adept that other characters at both opening their 
  chakras and maintaining open chakras than other characters. 
  At 1st level, a chakra master gains a +1 bonus on all saving 
  throws made to resist the negative effects of having an 
  open chakra. At 2nd level, and every even-numbered level 
  thereafter, this bonus increases by a further +2, and at 
  every odd-numbered level, it increases by a further +1 to a 
  maximum bonus of +15 at 10th level.
   
  Strong Roots (Su): A chakra master learns special 
  techniques to unlock deeper powers of his root chakra, 
  allowing him to avoid damage entirely. At 2nd level, 
  whenever the chakra master opens his root chakra, he gains 
  a natural armor bonus to AC equal to the number of his 
  open chakras. This bonus lasts for as long as his root chakra 
  remains open.
   
  Serpent-Fire Flight (Su): A chakra master is better 
  able to control his body in flight than other characters. At 
  3rd level, a chakra master with the sacral chakra open gains 
  a fly speed equal to twice his land speed for so long as the 
  chakra remains open. Unlike normal, a chakra master with 
  this ability need not end his flight on solid ground, and if 
  the chakra master closes his sacral chakra while in flight, 
  he drifts to the ground gently, as though affected by feather 
  fall. A chakra master need not choose to use this ability on 
  subsequent rounds in order to retain his fly speed.
   
  Intense Serpent Flames (Su): A chakra master 
  can unleash the full power of the serpent-fire within him, 
  creating much hotter inner fires than other chakra adepts. 
  At 4th level, whenever a chakra master with the navel chakra 
  open chooses to breathe fire using the ability granted by the 
  navel chakra, he deals an additional 1d8 points of damage per 
  chakra master level.
  	
  Effortless	Chakra	(Su): A chakra master can 
  maintain open chakras with little difficulty, making it easy to 
  access his special powers and abilities. At 5th level, a chakra 
  master need not spend any ki points in order to maintain his 
  open chakras, though he must still expend the necessary ki 
  points in order to open new chakras. 
  
  3
   
  Heart of Gold (Su): A chakra master can use the 
  golden torrent of healing serpent-fire in his heart in order to 
  restore even potent wounds. A chakra master adds twice his 
  class level to the number of hit points restored by the ability 
  granted by having the heart chakra open. Additionally, a 
  chakra master can use that touch to deal damage to undead 
  creatures rather than heal living creatures. 
   
  Primal Utterances (Su): A chakra master can 
  use the primal tongue of the universe for more devastating 
  effects than other chakra users, and as he embraces his 
  inner enlightenment he becomes able to comprehend the 
  primal languages which underlies all the cosmos. At 7th 
  level a chakra master with the throat chakra open can speak 
  and understand all languages, including written languages. 
  Additionally the first time a character fails a saving throw 
  against the special attack granted by the throat chakra they 
  are dazed for 1 round instead of staggered. 
   
  Third Eye (Su): A chakra master has a visible third 
  eye which appears on his head and serves to channel and 
  focus the power of the brow chakra. At 8th level a chakra 
  master grows a third eye made of pure psychic energy upon 
  his head which grants him darkvision to a range of 60 feet, 
  and low-light vision (or doubles the range of the chakra 
  master’s existing darkvision and or low-light vision, if he 
  already had one or  both of those sense). Additionally, when 
  the chakra master opens the brow chakra, he gains the 
  benefits of true seeing for so long as the brow chakra remains 
  open and gains a +20 bonus on Perception checks made to 
  notice objects and creatures hidden by non-magical means.
   
  Crown of the Gods (Su): A chakra master can 
  channel serpent fire through all his chakras to become 
  a being with truly divine power for a short time. At 9th 
  level, a chakra master with the crown chakra open may 
  select 3 distinct chakra abilities each round, instead of 2. 
  Additionally, he gains a +2 bonus on all attack rolls, saving 
  throws, skill checks, and ability checks when he rolls two or 
  more times for that roll.
  Table 1‐1: The Chakra Master
  Base Attack 
  Bonus
  Fort
  Ref
  Will
  Level
  Special
  1st
  +0
  +1
  +1
  +1
  Ki  points, chakra mastery
  2nd
  +1
  +1
  +1
  +1
  Strong roots
  3rd
  +2
  +2
  +2
  +2
  Serpent‐fire flight
  4th
  +3
  +2
  +2
  +2
  Intense serpent flames
  5th
  +3
  +3
  +3
  +3
  Effortless chakra
  6th
  +4
  +3
  +3
  +3
  Heart of gold
  7th
  +5
  +4
  +4
  +4
  Primal utterances
  8th
  +6
  +4
  +4
  +4
  Third eye
  9th
  +6
  +5
  +5
  +5
  Crown of the gods
  10th
  +7
  +5
  +5
  +5
  Chakra ascendent 
   
  Chakra Ascendant (Su): A chakra master eventually 
  becomes a living embodiment of sacred serpent-fire ability 
  to access his chakras quickly and with greater ease. At 10th 
  level a chakra master no longer needs to expend ki points to 
  activate a chakra, though he may still only open one chakra 
  per round. By spending 1 ki point the chakra master can 
  open two chakras in a given round instead of 1, if he does the 
  saving throw DC made to maintain open chakras increases by 
  +1. 
  Kundalini Acolyte 
   
  While most chakra adepts use the power of their 
  ki to access the sacred serpent’s fire in order to unlock 
  the potential within all living things a few have learned a 
  different path to access kundalini, the sacred energy of the 
  chakra. These kundalini acolytes have learned that the secret 
  energies of the universe can be tapped through mortal action 
  acting in concert with the world around them and can make 
  use of these actions to fuel their chakra powers. In addition 
  to taking a different route to opening their chakras the 
  kundalini acolyte has mastered different ways to utilize their 
  chakras. Unlike traditional chakra users Kundalini acolyte 
  use the raw energy of the world to more closely interact with 
  the world completing a harmonious circuit they call Chiol. 
  Hit Die: d10.
  Requirements 
  To qualify as a kundalini acolyte a character must meet the 
  following criteria. 
   
  Base Saving Throws: Fortitude +4, Will +4
   
  Skills: Any two of the following: Knowledge (arcana) 
  5 ranks, Knowledge (nature) 5 ranks, Knowledge (planes) 5 
  ranks, or Knowledge (religion) 5 ranks. 
  
  4
  Class Skills
  The kudalini acolyte’s class skills (and the key ability for each 
  skill) are: Acrobatics (Dex), Climb (Str), Knowledge (all) 
  (Int), Perception (Wis), Sense Motive (Wis).
  Class Features
  The following are class features of the chakra master prestige 
  class.
   
  Kundalini Chakras (Ex): A kundalini acolyte 
  does not open chakras with ki but by performing specific 
  actions as out lined in her various class features. Similarly a 
  Kundalini Acolyte does not need to make saving throws to 
  resist the harmful effects of chakras or to keep his chakras 
  open. Instead, she must continue to perform the required 
  tasks to keep a chakra open as described in the class feature 
  that allows her to open it. If she fails to perform a task 
  required to keep a given chakra open that chakra closes, 
  as do all subsequent chakras, and each must be reopened 
  before they can be used again, however her earlier chakras 
  remain open. A kundalini acolyte can only open one chakra 
  per round even if she meets the criteria to open more than 
  one each round, and she must currently have opened all of 
  the chakras that come before a chakra in order to open it. 
  If the kundalini acolyte uses ki points to open her chakras, 
  she follows all normal rules for using her chakras as outlined 
  by the chakra rules found in Pathfinder Roleplaying Game: 
  Occult Adventures. 
   
  Kundalini Roots (Ex): A kundalini acolyte can 
  open the root chakra by engaging in combat with another 
  character. At 1st level, a kundalini acolyte opens the root 
  chakra whenever she begins her turn adjacent to a hostile 
  character. In order to keep the root chakra open, she must 
  end each of her turns adjacent to a hostile character.
   
  Kundalini Strength (Ex): A kundalini acolyte can 
  draw upon her chakras in order to become a more effective 
  fighter. At 2nd level, a kundalini acolyte gains a bonus on 
  all attack and non-spell damage rolls equal to the number 
  of open chakras she currently has. This bonus to damage is 
  doubled for effects created by chakras.
   
  Kundalini Sacral (Ex): A kundalini acolyte can 
  open the sacral chakra by moving through the world using 
  the universal undercurrent of movement to unlock the power 
  of flight. At 3rd level, the kundalini acolyte can open the 
  sacral chakra by moving at least 30 feet in a single round. In 
  order to maintain the sacral chakra, the kundalini acolyte 
  must move at least 5 feet each round.
   
  Kundalini Navel (Ex): A kundalini acolyte can 
  open the navel chakra by inflicting aggressive action upon 
  the world, causing the sacred serpent-fire to well up within 
  her. At 4th level, the kundalini acolyte can open the navel 
  chakra whenever she makes at least two attacks in a single 
  turn. In order to keep the navel chakra open, the kundalini 
  acolyte must either make at least one attack, or use the ability 
  granted by the navel chakra, each round.
   
  Kundalini Heart (Ex): A kundalini acolyte can open 
  the heart chakra by inflicting great harm in the universe, 
  calling out the sacred serpent-fire to heal the wounds she 
  has created and restore balance to the world. At 5th level, a 
  kundalini acolyte can open the heart chakra whenever she 
  deals at least 50 points of damage in a round. This damage 
  need not be dealt all at once, or to a single creature, but the 
  total amount of damage inflicted by this ability must equal 
  50. In order to maintain the heart chakra, a kundalini acolyte 
  must either inflict or heal at least 15 hit points worth of 
  damage each round.
  	
  Kundalini	Overflow	(Ex):	A kundalini acolyte 
  can harness the full power of the mystic energy which binds 
  the universe together. At 6th level, a kundalini acolyte can 
  activate 2 chakra abilities each round instead of 1. Doing so 
  requires a single swift action. 
   
  Kundalini Throat (Ex): A kundalini acolyte can 
  open the throat chakra by interacting with mystical forces, 
  using her ability to affect the universe to unlock the primal 
  universal language which underpins all things. At 7th level, 
  a kundalini acolyte can open the throat chakra whenever she 
  is subject to a spell, spell like ability, or supernatural ability, 
  opening the chakra in this way requires an immediate action. 
  In order to keep the throat chakra open, the kundalini acolyte 
  must speak at least 10 word each round (a free action).
  Table 1‐2: The Kundalini Acolyte
  Base Attack 
  Bonus
  Fort
  Ref
  Will
  Level
  Special
  1st
  +1
  +1
  +1
  +1
  Kundalini  chakras, kundalini roots
  2nd
  +2
  +1
  +1
  +1
  Kundalini strength
  3rd
  +3
  +2
  +2
  +2
  Kundalini sacral
  4th
  +4
  +2
  +2
  +2
  Kundalini navel
  5th
  +5
  +3
  +3
  +3
  Kundalini heart
  6th
  +6
  +3
  +3
  +3
  Kundalini overflow
  7th
  +7
  +4
  +4
  +4
  Kundalini throat
  8th
  +8
  +4
  +4
  +4
  Kundalini brow
  9th
  +9
  +5
  +5
  +5
  Kundalini crown
  10th
  +10
  +5
  +5
  +5
  Kundalini master
  
  5
   
  Kundalini Brow (Ex): A kundalini acolyte can open 
  the brow chakra, revealing the mysteries of the universe 
  whenever her foes’ weaknesses are exposed. At 8th level, 
  a kundalini acolyte can open the brow chakra whenever a 
  character fails a saving throw against a chakra ability used 
  by the kundalini acolyte for the second time in up to two 
  rounds. The brow chakra remains open so long as a character 
  continues to fail a saving throw against one of the kundalini 
  acolyte’s chakra abilities at least once every three rounds. 
   
  Kundalini Crown (Ex): A kundalini acolyte can 
  open the crown chakra, temporarily becoming as the divine 
  whenever she fully embraces the mystical powers of the 
  universe. At 9th level, the kundalini acolyte can open the 
  crown chakra as a free action on any round, provided she has 
  used each of the benefits provided by the other 6 chakras 
  within the last minute, and has the other 6 chakras open. In 
  order to maintain the crown chakra, the kundalini acolyte 
  must use at least 1 chakra ability that she did not use in the 
  previous round.
   
  Kundalini Master (Ex): At the zenith of her 
  powers, a kundalini acolyte is a siphon for sacred serpent’s 
  fire, a supreme being constantly embraced by the universe. 
  At 10th level, a kundalini acolyte can open more than one 
  chakra in a round, provided she can meet the criteria for each 
  chakra opened. Additionally, the kundalini acolyte treats the 
  number of open chakras she has as 3 higher than it actually 
  is for the purposes of determining the effects of her chakra 
  abilities. Finally, each round the kundalini acolyte can choose 
  up to two open chakras, which she can choose to have remain 
  open without meeting the criteria to keep them open.
  
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  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.
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  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan 
  H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K 
  Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  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: The Masters of Chakra Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Chakras Reimagined
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - The Chakra Masters.pdf