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.
  Bloodboiler	(Bloodrager)
  Bloodboilers are villainous bloodragers who are wholly 
  consumed by rage and arcane energy. Always burdened with 
  a short temper, bloodboilers channel their anger towards 
  others. Because of the magic inherent in their primal rages, 
  their anger becomes infectious and forces others to become 
  violent and destructive. Bloodboilers are reckless individuals 
  who not only don’t care who they hurt in their frenzies, but 
  actually	benefit	from	harming	others.	Their	allies	are	usually	
  temporary and replaceable, owing to the fact that the callous 
  and cutthroat bloodboilers often cause the deaths of their 
  companions in their blind fury.
  Infectious Bloodrage (Su): At 1st level, a bloodboiler’s 
  bloodrage can infect those nearby with a killer desire. He 
  gains the bloodrage class feature as normal, except that 
  whenever the bloodboiler initiates a bloodrage, all creatures 
  within 20 feet must succeed on a Will save (DC 10 + 1/2 the 
  bloodboiler’s	level	+	the	bloodboilers’s	Charisma	modifier)	
  or	be	affected	as	though	with	the	spell	rage for as long as he 
  remains in the bloodrage.
  This	ability	modifies	the	bloodrage	class	feature.	
  Uncontrollable Bloodrage (Su): At 1st level, the 
  bloodboiler gains the ability to enter a deeper, more 
  destructive rage, but risks losing control of his actions when 
  he	does.	Whenever	the	bloodboiler	first	enters	a	bloodrage,	
  he may choose to gain an additional +2 morale bonus to 
  Strength and Charisma for the duration of the blood rage. 
  If he does, he must succeed on a Will save (DC 10 + 1/2 the 
  bloodboiler’	level	+	the	bloodboiler’s	Charisma	modifier)	
  each round at the start of his turn or become confused, 
  except that if the confusion would cause him to babble 
  incoherently, he instead attacks the nearest creature. If he 
  gains the confused condition in this way, the bloodboiler may 
  not choose to end the bloodrage unless he can act normally, 
  or until he runs out of rounds of bloodrage for the day. The 
  confused condition persists until he ceases to bloodrage. The 
  morale bonus to Strength and Charisma increases to +4 at 
  11th level.
  This ability replaces the fast movement class feature.
  Blood Awakening (Su): At 3rd level, a bloodboiler can 
  awaken the blood of others, causing arcane spells cast 
  upon	them	to	be	more	effective.	The	bloodboiler	is	always	
  considered to have awakened blood. As a special ritual which 
  requires 1 minute to perform, a bloodboiler can spill his 
  own blood in the wounds of a willing creature in order to 
  awaken her blood. Whenever an arcane spell is cast upon a 
  creature with awakened blood, or in an area which includes a 
  creature with awakened blood, the caster level of that spell is 
  increased by 2, and its saving throw DC is increased by 1. This 
  effect	is	cumulative	with	Spell	Focus	and	similar	effects.
  This ability replaces the blood sanctuary class feature. 
  Furious Casting (Ex): At 4th level, the bloodboiler, as well 
  as any creature with awakened blood, can cast spells normally 
  while	under	the	effects	of	the	bloodboiler’s	infectious	
  bloodrage.	Other	creatures	affected	by	the	bloodboiler’s	
  infectious rage ability may cast spells if they succeed on a 
  concentration check with a DC equal to the bloodboiler’s 
  level	+	the	bloodboiler’s	Charisma	modifier	+	the	level	of	the	
  spell. 
  This ability replaces the blood casting class feature.
  Greater Infectious Bloodrage (Su): At 11th level, the 
  bloodboiler’s infectious bloodrage becomes more potent, 
  making	affected	creatures	even	stronger	and	causing	them	
  to	become	berserk.	Whenever	a	creature	is	affected	by	the	
  bloodboiler’s infectious bloodrage class feature, the Strength 
  bonus granted by the rage effect	increases	to	+4,	and	affected	
  creatures without awakened blood gain the confused 
  condition	while	the	effect	persists.
  This ability replaces the greater bloodrage class feature. 
  Mighty Infectious Bloodrage (Ex): At 20th level, a 
  bloodboiler’s infectious bloodrage becomes very hard to 
  resist and extremely dangerous for other creatures to be 
  exposed	to.	Whenever	a	creature	becomes	affected	by	
  the bloodboiler’s infectious blood rage class feature, the 
  bonus to Strength caused by the rage effect	increases	to	+6.	
  
  3
  Additionally,	affected	creatures	gain	1d10	points	of	bleed	
  damage.	Finally,	the	DC	to	resist	the	effect	is	increased	by	5.
   
  This ability replaces the mighty bloodrage class 
  feature.
  Maligner	(Druid)
  Maligners are evil druids who seek to corrupt and turn the 
  purity of nature to wicked ends. The motivations of maligner 
  villains are hard to predict and vary dramatically from one 
  maligner to another, but usually have their origins in the 
  idea that mankind is destroying nature, and therefore nature 
  must	fight	back	to	ensure	its	survival.	To	accomplish	this,	
  maligners use magic to make nature turn against civilized 
  creatures.	They	make	animals	large	and	fill	them	with	
  murderous desire manipulating them to kill for sport and 
  pleasure; they animate plants to become deadly monsters and 
  they even make the very land turn against people.
   Incite the Wild (Su): Starting at 1st level, a maligner has 
  the ability to coerce animals into violence. She gains the wild 
  empathy ability as normal, except that if she makes an animal 
  helpful using that ability, then they may cause that animal to 
  become hostile towards humanoid creatures, other than the 
  maligner plus a number of designated creatures equal to the 
  maligner’s	Wisdom	modifier,	for	1	day	per	level.	A	maligner	
  can manipulate a total number of Hit Dice worth of animals 
  in this way equal to 4 times her druid level; if she exceeds 
  this limit, then a number of Hit Dice worth of manipulated 
  animals equal to the amount by which she exceeds the limit 
  cease	to	be	affected	by	this	ability.	If	the	maligner	attempts	
  to use this ability on an animal whose total Hit Dice is higher 
  than 4 times the maligner’s level, that animal becomes 
  hostile towards the maligner.
  This	ability	modifies	the	wild	empathy	class	feature.
  Nature’s Bond (Su): A maligner gains the nature bond class 
  feature as normal, except that she adds the evil domain to the 
  domains she can choose from. Additionally, if she chooses to 
  gain an animal companion, her animal companion gains the 
  fiendish	template,	but	her	effective	druid	level	is	considered	
  to	be	2	levels	lower	than	it	actually	is	(minimum	1).
  This	ability	modifies	the	nature	bond	class	feature.
  Warp Animal (Sp): At 4th level, a maligner can warp 
  the forms of animals, changing them into other, deadlier 
  creatures. As a standard action once per day, a maligner can 
  transform a helpful animal or her animal companion into 
  another animal, as though with the spell beast shape I, except 
  that	the	duration	is	1	hour	per	level.	At	6th	level,	and	every	2	
  levels thereafter, she may use this ability an additional time 
  per	day.	At	6th	level,	this	ability	functions	like	beast shape II, 
  instead. At 8th level, this ability functions like beast shape III, 
  instead. At 10th level, the transformation lasts for 1 day per 
  
  4
  level. At 12th level, this ability functions like beast shape IV, 
  instead. At 20th level, animals transformed this way remain 
  transformed permanently.
  This ability replaces the wild shape class feature.
  Transmute Plants (Sp): At 9th level, the maligner can use 
  her magic to transform any plant into another type of plant. 
  The maligner can transform a single creature of the plant 
  type into another type of plant creature, as though with the 
  spell plant shape I or plant shape II. This transformation lasts 
  for 1 minute. A plant creature may attempt a Fortitude save 
  (DC 10 + 1/2 the maligner’s level + the maligner’s Wisdom 
  modifier)	to	resist	this	effect.	A	plant	creature	transformed	
  in this way must succeed on a Will save (DC 10 + 1/2 the 
  maligner’s	level	+	the	maligner’s	Wisdom	modifier)	or	fall	
  under	the	influence	of	the	maligner,	becoming	helpful	to	her	
  for 1 minute. The maligner can use this ability a number of 
  times per day equal to her druid level.
  At 14th level, this functions like plant shape III.
  This ability replaces the venom immunity class feature. 
  Lesser Animate Plants (Su): At 13th level, the maligner can 
  animate plants into vicious killers. As a standard action, while 
  in an area of underbrush, the maligner can summon 2d4 
  shambling mounds which attack the maligner’s enemies. The 
  shambling mounds remain for 1 round per level. At the end of 
  this time, the shambling mounds revert to their original plant 
  forms and attempt to root into the squares they occupy when 
  they revert. If the plants are not able to root into the surface, 
  such as if the surface is solid stone, the plants wither and die. 
  The maligner can use this ability once per day.
  This ability replaces the a thousand faces class feature.
  Greater Animate Plants (Su):	At	15th	level,	as	a	standard	
  action, the maligner can transform a single massive tree into 
  an advanced treant which attacks the maligner’s enemies. 
  The treant remains for 1 minute. At the end of this time, the 
  treant reverts to its original tree form and attempts to root 
  into the square it occupies when it reverts. If the tree is not 
  able to root into the surface, such as if the surface is solid 
  stone, the tree withers and dies. The maligner can use this 
  ability once per day.
  This ability replaces the timeless body class feature.
  Zealous	Hound	(Inquisitor)
  Zealous hounds are villains who often think of themselves as 
  heroes. Inquisitors obsessed with the proving their version 
  of the truth, regardless of the facts, zealous hounds often 
  jump to conclusions about what crimes or misdeeds have 
  been committed, and violently pursue these ideas. They have 
  magical abilities to force others to say what they want, as well 
  as to learn what they are actually thinking. These abilities 
  come at the cost of cooperative combat and the ability to 
  accurately discern the truth. 
  Condemnation (Su): At 3rd level, a zealous hound can 
  condemn a single living creature in order to demoralize 
  him. As a standard action, the zealous hound can attempt 
  to denounce a single living creature; if she does, she 
  must choose which insult to use against the target, as the 
  effects	vary	depending	on	how	he	is	denounced.	A	zealous	
  hound may use this ability once per day at 3rd level, and 
  an additional time per day every 3 levels thereafter. These 
  penalties last for the duration of combat. 
  Coward: The	target	suffers	a	-1	penalty	to	saving	throws	
  against the zealous hound’s class abilities and spells cast 
  by	the	zealous	hound.	At	6th	level,	and	every	3	levels	
  thereafter, these penalties increase by a further -1.
  Enemy: The	target	suffers	a	-1	penalty	to	AC	and	CMD.	
  At	6th	level,	and	every	3	levels	thereafter,	these	penalties	
  increase by a further -1.
  Weakling: The	target	suffers	a	-1	penalty	to	attack	rolls	
  and	non-spell	damage	rolls.	At	6th	level,	and	every	3	
  levels thereafter, these penalties increase by a further -1. 
   
  This ability replaces the solo tactics class feature and 
  bonus teamwork feats. 
  Forced Confession (Su):	At	5th	level,	a	zealous	hound	gains	
  the ability to use magic to force a single creature within 30 
  feet to speak up to 10 words per level in a loud and clear voice. 
  The target may attempt a Will save (DC 10 + 1/2 the zealous 
  hound’s	level	+	the	zealous	hound’s	Wisdom	modifier).	The	
  zealous hound can use this ability a number of times per day 
  equal to her inquisitor level.
  This ability replaces the discern lies class feature.
  Expose Heretic (Ex): At 17th level, once per day, a zealous 
  hound can decry a single living humanoid as a heretic, 
  affecting	him	with	all	three	condemnations	from	the	
  condemnation class feature. Additionally, the zealous 
  hound’s	level	is	treated	as	5	levels	higher	for	the	purposes	of	
  determining	the	effects	of	his	condemnation	on	the	target.
  This ability replaces the slayer class feature.
  
  5
  Bokor	(Occultist)
  Bokors are dangerous and villainous individuals who use their 
  occult knowledge to prey on their victims. Understanding 
  the	psychic	imprints	left	on	objects	of	significance	and	an	
  individual’s body, and the connections those things have 
  to individuals, a bokor exploits that bond in order to gain 
  influence	over	others.	Though	they	are	less	gifted	in	reading	
  auras and have weakened skills regarding the operation of 
  magic circles, these cunning villains are among the most 
  dangerous of occultists.
  Manipulate Bond (Su):	At	5th	level,	a	bokor	is	able	to	use	
  the intimate connections with items and an individual’s body 
  in	order	to	make	his	spells	and	focus	powers	more	effective.	If	
  the bokor has a likeness or portrait of the target of his spells 
  or	focus	powers,	the	target	suffers	a	-2	penalty	on	saving	
  throws to resist his spells and focus powers. If the bokor 
  has a possession or garment belonging to the target, then 
  the	target	suffers	a	-4	penalty	on	saving	throws	against	the	
  bokor’s spells and focus powers. If the bokor has a lock of hair 
  or	other	bit	of	the	target’s	body,	the	target	suffers	a	-6	penalty	
  on saving throws made to resist spells and focus powers cast 
  by the bokor.
  This ability replaces the aura sight class feature.
  Object Scrying (Sp): At 12th level, a bokor can use the 
  connection between an object and an individual in order to 
  observe that individual. This allows him to cast scrying as a 
  spell-like ability upon any creature, so long as he possesses 
  an item which belongs to the individual. The bokor receives 
  the information from the scrying spell as a psychic vision. His 
  caster level for this spell-like ability is equal to his class level, 
  and the saving throw DC is Intelligence-based.
  This ability replaces the binding circles class feature.
  Exploit Connection (Su):	At	16th	level,	a	bokor	can	use	
  the connection between an individual and her possessions 
  in order to cast spells upon that creature. Once per day, the 
  bokor can destroy an object in order to cast a single occultist 
  spell targeting the owner of that object, regardless of range. 
  The spell to be cast must not require an attack roll to hit the 
  target,	but	ignores	range,	line	of	sight,	and	line	of	effect.	
  This ability replaces the fast circles class feature. 
  Obsessive	Murderer	(Slayer)
  An obsessive murderer is a slayer who obsesses over his 
  targets, observing and stalking them before striking with 
  lethal force. These slayers are almost universally evil and are 
  certainly dangerous, choosing a target and forcing them to 
  suffer	greatly	and	at	length	before	killing	them.	Typically,	an	
  obsessive murder likes to toy with his victim before killing 
  her and likes to draw out combats, tormenting his victims 
  psychologically before killing with cruelty. 
  Obsession (Ex): At 1st level, an obsessive murderer begins 
  to	turn	his	obsessions	over	a	single	opponent	into	profit,	
  using the tension built from observation and ridicule into 
  a lethal skill at combat. Whenever an obsessive murder 
  spends 3 rounds studying the target of his studied target 
  without attacking her, he may choose to obsess over them 
  as a full-round action. When he obsesses over his target, 
  he	gains	double	the	benefits	for	his	studied	combat	against	
  that creature. The obsessive murderer can only obsess over a 
  single creature, even if he has more than one studied combat.
  This ability replaces the track class feature.
  Deadly Obsession (Ex): At 11th level, an obsessive murderer 
  is able to kill the target of his obsession in very short order 
  after spending time observing them in combat. Whenever 
  the obsessive murderer spends at least 3 rounds studying the 
  creature he is obsessing over without attacking her, he can 
  choose to develop a lethal obsession for that creature. As long 
  as that creature remains the target of his obsession, whenever 
  he deals sneak attack damage against that creature, he deals 
  twice as much sneak attack damage as normal. 
  This ability replaces the swift tracker class feature.
  Murderer’s Strike (Ex): At 13th level, the obsessive murder 
  can attempt to kill the target of his obsession in a single 
  deadly stroke. As a standard action, the obsessive murderer 
  can make a single attack against a creature he has chosen 
  to obsess over; if the attack is successful, the target must 
  succeed on a Fortitude save (DC 10 + 1/2 the obsessive 
  murderer’s level + the obsessive murderer’s Intelligence 
  modifier)	or	die.	He	may	use	this	ability	once	per	day	at	13th	
  level, and at 17th level, he can use this ability twice per day. 
  This ability replaces the slayer’s advance class feature.
  
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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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  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
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  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.
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
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  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
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  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
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  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 V 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 bloodboiler, a bloodrager archetypes whose rage 
  is infectious, inciting allies and enemies both into a frenzied riot, the 
  maligner, a druid archetype that specializes in turning animals and 
  plants against civilization, and transforming them into more 
  dangerous creatures, the zealous hound, an inquisitor archetype that 
  denounces his foes to weaken them in combat, and specializes in 
  dragging confessions from heretics and other sinners, the bokor, an 
  dragging confessions from heretics and other sinners, the bokor, an 
  occultist archetype that can exploit the connection between objects and 
  their owners to enact powerful magic in the style of voodoo dolls, and 
  the obsessive murderer, a stalker archetype that focuses on building a 
  connection between himself and his prey to deliver 
  truly devastating attacks.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Villainous Archetypes Volume V.pdf