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.
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
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  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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  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
   
  The introduction of the vigilante class in Pathfinder 
  Roleplaying Game: Ultimate Intrigue has opened up a 
  whole new world of possibilities for players who want their 
  characters to not only be able heroically take down their 
  enemies on the battlefield, but to also have the skills needed 
  to effect social change in their community, defeating those 
  who would use the law against the less fortunate members of 
  society. However, while the ideas for a masked hero with dual 
  identities are nearly endless, and many different archetypes 
  and abilities in the book clearly emulating specific comic 
  book superheroes. While the options in Ultimate Intrigue 
  are impressive, there are dozens of iconic superheroes that 
  weren’t represented. This book presents three new vigilante 
  archetypes that emulate some of the famous heroes that 
  didn’t quite find their way into Ultimate Intrigue.
  Archetypes 
   
  The following archetypes are presented in 
  alphabetical order.
  Arrow of Justice
  These vigilantes are a rare breed of warriors, who dedicate 
  themselves to ridding the world of corruption and villainy 
  with the grace and precision only marksmanship allows. 
  Though called “arrows” of justice, these vigilantes often 
  employ other forms of projectile weapons, such as crossbows, 
  slings, darts, or even firearms. The signature technique of 
  the arrow of justice is the employment of special alchemical 
  ammunition, which can produce a wide variety of useful 
  effects.
  Archery Specialization: An arrow of justice has a unique 
  focus on archery and marksmanship that makes him deadly 
  with a bow and arrow, but he is less skilled than other 
  characters with melee combat. While wielding a ranged 
  weapon, the arrow of justice treats his vigilante level as his 
  base attack bonus, and he gains the Precise Shot feat as a 
  bonus feat. He does not need to meet the prerequisites for 
  this feat. 
  This ability replaces the vigilante specialization class feature.
  Progressive Voice (Ex): At 1st level, an arrow of justice 
  learns to use his great social standing in order to advance 
  progressive social ideas, making him a hero to those who 
  want change. The arrow of justice adds 1/2 his vigilante level 
  to all Diplomacy checks made against chaotic characters, 
  and 1/2 his level to all Intimidate checks made against lawful 
  characters. 
  This ability replaces the social talent gained at 1st level.
  Trick Arrows (Ex): At 2nd level, an arrow of justice begins 
  to learn how to craft special alchemical arrows that have 
  different effects; as he increases in skill, he learns how to 
  create additional types of arrows in this way. By spending 1 
  minute applying special alchemical substances to arrows, 
  bolts, bullets or any other ammunition, an arrow of justice 
  can modify up to 20 pieces of ammunition to carry unique 
  properties. Modifying ammunition in this way requires a 
  modest expenditure of raw materials, as indicated under each 
  type of ammunition’s entry. The cost listed is per piece of 
  ammunition.
   At 2nd level, the arrow of justice can create the following 
  kinds of special arrows.
  Dissolving Arrows (20 gp): These special arrows are 
  hollow and filled with a blood-activated acid. Whenever 
  a dissolving arrow successfully deals damage to a 
  creature, it turns to acid, destroying the arrow and 
  inflicting an additional 1d6 points of acid damage.
  Screaming Arrow (15 gp): These specially modified 
  arrows explode with a deafening cacophony upon 
  impact, distracting and potentially deafening creatures 
  in the blast radius. Upon impact, the screaming arrow 
  explodes in a 20-foot-radius burst of sonic energy that 
  can be heard from 2,000 feet in any direction with a 
  DC 0 Perception check. Creatures caught in the burst 
  must succeed on a Fortitude save (DC 10 + 1/2 the arrow 
  of justice’s level + the arrow of justice’s Intelligence 
  modifier) or be deafened for 1d4 rounds.
  At 10th level, the arrow of justice can also create the following 
  kinds of special arrows.
  Exploding Arrows (30 gp): These alchemically treated 
  arrows are coated in a highly combustible substance 
  that explodes in a fiery wave upon impact. Whether an 
  exploding arrow hits or misses its mark, it explodes upon 
  impact. This explosion deals 3d6 points of fire damage 
  to creatures in a 10-foot-radius spread from the arrow’s 
  point of impact. A successful Reflex save (DC 10 + 1/2 the 
  arrow of justice’s level + the arrow of justice’s Intelligence 
  modifier) halves this damage.
  Sticky Arrows (10 gp): The heads of these arrows are 
  filled with a sticky adhesive which explodes in a small 
  area upon impact, coating creatures or objects in glue 
  and leaving the shaft of the arrow sticking out like a flag. 
  If the arrow hits a creature, it deals damage as normal, 
  and the target must make a Reflex save (DC 10 + 1/2 the 
  arrow of justice’s level + the arrow of justice’s Intelligence 
  modifier) or become entangled and have their movement 
  speed reduced by 10 feet. This effect lasts for 1 minute, or 
  until at least 10 points of slashing damage is dealt to the 
  glue (slashing damage dealt to the target automatically 
  damages the glue as well), or the glue is exposed to water. 
  If the arrow is targeted at an object, it sticks fast to the 
  object, and if a rope is attached to the arrow, it could 
  make for a useful grappling hook. The adhesive is capable 
  
  3
  of supporting up to 10,000 lbs., but most arrows are far 
  flimsier and may break under strain.
  At 16th level, the arrow of justice can also create the following 
  kinds of special arrows.
  Memory Loss Gas Arrows (250 gp): Upon a successful hit, 
  the memory loss gas arrow explodes in a cloud of purple 
  gas that fills the 5-foot square containing the target of 
  the attack. A creature in the area must succeed on a Will 
  save (DC 10 + 1/2 the arrow of justice’s level + the arrow of 
  justice’s Intelligence modifier) or lose the last 5 minutes 
  of their memory, as though affected by the spell modify 
  memory. A creature that is immune to poison is immune 
  to this effect. This is a mind-affecting effect.
  Sleep Gas Arrows (100 gp): These specially modified 
  arrows unleash a cloud of thick gray sleeping gas upon 
  impact, possibly putting creatures in the nearby area to 
  sleep. If the projectile hits a creature, it deals damage 
  as normal, and the gas is expelled upon impact, filling 
  a 20-foot-radius spread and lingering in the air for 1d4 
  rounds. Creatures which move into or begin their turn 
  in the gas must make Fortitude save (DC 10 + 1/2 the 
  arrow of justice’s level + the arrow of justice’s Intelligence 
  modifier) or fall asleep for 1 minute.  Normal noise 
  cannot rouse a creature that has fallen asleep in this way, 
  but damage automatically wakes an affected creature, 
  and an affected creature’s ally can awaken them with 
  a standard action. Creatures immune to poison are 
  immune to this effect.
  At 20th level, the arrow of justice can also create the 
  following kind of special arrows.
  Death Arrows (2,000 gp): These black-tipped projectiles 
  are alchemically treated to stop the heart of a living 
  creature, killing them instantly. A successful attack with 
  a death arrow deals an additional 100 points of damage 
  unless the target succeeds on a saving throw (DC 10 + 
  1/2 the arrow of justice’s level + the arrow of justice’s 
  Intelligence modifier). 
  This ability replaces the vigilante talents gained at 2nd, 10th, 
  16th, and 20th levels.
  Gentle Shot (Ex): At 3rd level, the arrow of justice has 
  mastered the ability to use ranged weapons to do only 
  minor damage. The arrow of justice can always choose to do 
  nonlethal damage with ranged attacks and suffers no penalty 
  on the attack roll for doing so.
  This ability replaces the unshakable class feature.
  Sharp Shooter (Ex): At 20th level, the arrow of justice can 
  fire arrows at extremely great range. The arrow of justice 
  suffers no penalty for ranged attacks he makes beyond the 
  first range increment of his weapon.
  This ability replaces the vengeance strike class feature. 
  Blitz
  Gifted combatants, blitzes enjoy an incredible, superhuman 
  speed. They favor high-mobility tactics, and use their well-
  developed velocity to confound and crush their foes.
  Blitz Focus: A blitz focuses almost entirely on using 
  high speed to overwhelm and defeat his enemies. On any 
  round in which a blitz takes both a move action to move 
  and a standard action to make an attack, he can divide 
  his movement as he chooses before and after the attack. 
  Additionally, whenever a blitz makes a full-attack action, 
  he can move up to 1/4 his speed during that action, and can 
  divide the movement up as he sees fit before, after, or even 
  between attacks.
  This ability replaces the vigilante specialization class feature.
  Incredible Speed (Ex): Beginning at 1st level, the blitz 
  begins to focus entirely on moving at superhuman speeds. 
  His base land speed increases by 10 feet.  At 5th level, and 
  every 4 levels thereafter, the blitz’s base land speed increases 
  by a further 10 feet. At 3rd level, and every 4 levels thereafter, 
  he may choose either to select a social talent, or to increase 
  his base land speed by an additional 10 feet. 
  This ability replaces all social talents.
  
  4
  Elusive (Ex): At 2nd level, the blitz learns to avoid danger 
  while moving at extreme speeds. Whenever the blitz would 
  provoke an attack of opportunity as a result of moving, as an 
  immediate action, he may choose to add his vigilante level as 
  a dodge bonus to AC against that attack. This counts as the 
  Mobility feat for the purposes of qualifying for prerequisites.
  This ability replaces the vigilante talent gained at 2nd level.
  Sudden Reposition (Ex): At 3rd level, the blitz can move 
  at extraordinary speed to guard another creature from harm. 
  Whenever a creature that the blitz can see is subject to an 
  attack roll or any effect which would require a Reflex saving 
  throw, the blitz may move up to his speed and end 
  his movement adjacent to that creature. If he does, the 
  attack or effect affects him instead. If the triggering action 
  is an attack, the attack roll is made against the blitz’s AC, 
  and if the triggering action is an effect requiring a Reflex 
  saving throw, the blitz makes his own Reflex saving throw, as 
  normal.
  This ability replaces the unshakable class feature. 
  Rhino Charge (Ex): At 4th level, the blitz can deliver 
  especially powerful charges. Whenever the blitz makes a 
  charge attack action, he gains an additional +1 bonus to 
  the attack roll for every 20 feet moved as part of the charge 
  attack (to a maximum additional bonus equal to his vigilante 
  level). If the attack hits, he adds his vigilante level as a bonus 
  to damage; this additional damage is considered precision 
  damage. If the blitz gains the ability to make multiple attacks 
  as part of a charge action, this benefit applies only to the first 
  attack made as part of that charge action.
  Speed Blur (Ex):  At 10th level, whenever the blitz leaves the 
  threat range of a creature he has attacked that round, that 
  creature must succeed on a Reflex save (DC 10 + 1/2 the blitz’s 
  level + the blitz’s Dexterity modifier) or be spun about and 
  disoriented by the speed of the blitz, suffering a –2 penalty 
  to AC, attack rolls, and Reflex saves until the end of its next 
  turn. This penalty is applied before the target makes any 
  attack of opportunity caused by the blitz’s movement.
  This ability replaces the vigilante talent gained at 10th level. 
  Staggering Speed (Ex): At 12th level, whenever the blitz 
  successfully hits a creature as part of a charge, the target must 
  succeed on a Reflex save (DC 10 + 1/2 the blitz’s level + the 
  blitz’s Strength or Dexterity modifier) or be staggered for 1d4 
  rounds. If the blitz gains the ability to make multiple attacks 
  as part of a charge action, this benefit applies only to the first 
  attack made as part of that charge action.
  This ability replaces the vigilante talent at 12th level. 
  Lighting Strike (Ex): At 18th level, the blitz can charge 
  across the battlefield like lighting. The blitz can take a full 
  round action to perform a lighting strike maneuver. During 
  a lightning strike, the blitz can make a number of charge 
  actions equal to the number of attacks he can make in a 
  round due to having a high base attack bonus (typically 
  three, at eighteenth level). Each charge attack must be made 
  against a different target, and the blitz must move at least 
  20 feet during each charge attack. If the blitz has the pounce 
  special ability, or a similar special ability, he may make a 
  full-attack on only one of the charge actions gained in this 
  way (with the other charge actions only granting the single 
  normal attack). The AC penalty for charging applies for each 
  charge action made in this way.
  This ability replaces the vigilante talent gained at 18th level. 
  Lethal Speed (Ex): At 20th level, the blitz can strike with 
  such speed as to be instantly lethal. Whenever the blitz 
  successfully makes a charge action, if the attack made as part 
  of the charge is a confirmed critical hit, the target is instantly 
  slain. If the blitz gains the ability to make multiple attacks as 
  part of a charge action, this benefit applies only to the first 
  attack made as part of that charge action.
  This ability replaces the vengeance strike class feature. 
  
  5
  Devil’s Eye
  The devil’s eye is an unusual vigilante who can see without 
  sight, hear without ears, and use his extraordinary senses to 
  fight the darkness he sees in the world every day. His ability 
  to rely on other senses allows him to effectively combat foes 
  that he might otherwise be too terrified to face.
  Devil’s Focus: At 1st level, a devil’s eye learns to shut out 
  his senses in order to become a more perfect instrument of 
  justice. As a free action which does not provoke attacks of 
  opportunity, a devil’s eye can choose to tune out his vision 
  and/or his hearing, focusing his senses elsewhere. When 
  he does, he becomes blind and/or deaf. In addition to the 
  normal effects, becoming blind in this way grants the devil’s 
  eye immunity to fear effects, while becoming deaf in this 
  way renders him immune to sonic effects, including sonic 
  damage. Furthermore, the devils’ eye suffers no penalty to 
  Dexterity for being blind, and gains blindsight to a range of 5 
  feet. Using this, he is able to get along normally and is able to 
  pinpoint the location of creatures and objects within 5 feet as 
  a free action. 
  This ability replaces the vigilante specialization class feature.
  Enhanced Senses: At 2nd level, the devil’s eye learns to 
  observe the world using senses other than vision or hearing. 
  Whenever the devil’s eye becomes blind, he gains blindsense 
  to a range of 30 feet. Whenever the devil’s eye becomes 
  deaf, he can choose to gain darkvision to a range of 120 feet. 
  Whenever the devil’s eye is neither blind nor deaf, he instead 
  receives a bonus on Perception checks equal to his level. 
  This ability replaces the vigilante talent gained at 2nd level.
  Vigilante Talents: A devil’s eye’s unique skill set allows him 
  access to the following vigilante talents.
  Pulse Detector (Ex): While a devil’s eye is blind or deaf, 
  he gains increased sensitivity to touch. As long as he 
  remains in physical contact with a creature, he can feel 
  that creature’s heartbeat and tell whether she is lying, 
  granting him a a +20 bonus on Sense Motive checks 
  made against that creature.
  Rogue Talent (Ex): The devil’s eye gains a single rogue 
  talent. Any talent effects based on rogue level use 
  the devil’s eye’s class level. If the rogue talent has a 
  prerequisite, the devil’s eye must fulfill the prerequisite 
  before taking that rogue talent. This talent can be 
  selected multiple times; each time, it grants the devil’s 
  eye a new rogue talent.
  Ninja Trick (Ex): The devil’s eye gains a single ninja trick. 
  Any talent effects based on ninja level use the devil’s eye’s 
  class level. If the ninja trick has a prerequisite, the devil’s 
  eye must fulfill the prerequisite before taking that ninja 
  trick. This talent can be selected multiple times; each 
  time, it grants the devil’s eye a new ninja trick. He may 
  select ninja tricks that require a ki pool, but cannot make 
  use of such tricks unless he has a ki pool.
  Embody the Silence (Ex): At 6th level, the devil’s eye learns 
  to embrace the emptiness of sensory deprivation in order to 
  conceal himself. Whenever the devil’s eye uses Stealth to hide 
  while he is blind and deaf, he gains a +10 bonus on the Stealth 
  check. The devil’s eye still cannot hide while being observed, 
  even if he is unaware of his observer. 
  This ability replaces the vigilante talent gained at 6th level.
  Improved Enhanced Senses: At 10th level, the devil’s eye 
  has mastered his ability to observe the world without sight or 
  sound. Whenever he is blind and deaf, he gains blindsight to 
  a range of 120 feet. 
  This ability replaces the vigilante talent gained at 10th level.
  Effortless Deprivation: At 12th level, the devil’s eye can 
  easily use his extrasensory powers. The devil’s eye can turn off 
  his olfactory senses in order to gain immunity to scent-based 
  attacks (such as stinking cloud). Additionally, the devil’s eye 
  ignores miss chance from concealment, but not from other 
  sources (such as a creature affected by a blink spell).
  This ability replaces the vigilante talent gained at 12th level.
  Strike from Stillness (Ex): At 16th level, the devil’s eye 
  can make a single perfect strike, when he has cast aside 
  all distractions. As a full-round action, a devil’s eye who is 
  blind and deaf can make a single melee attack. He gains a +5 
  bonus on this attack roll, and on a successful hit, he deals an 
  additional amount of damage equal to his class level. This is 
  precision-based damage. Further, the target must succeed on 
  a Fortitude save (DC 10 + 1/2 the devil’s eye’s vigilante level + 
  the higher of the devil’s eye’s Strength or Dexterity modifiers) 
  or be paralyzed for 1 round. 
  This ability replaces the vigilante talent gained at 16th level.
  
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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.
  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, 
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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 
  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 Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda 
  Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason 
  Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, 
  David Schwartz, Mark Seifter, Linda Zayas-Palmer. 
  Weekly Wonders: Comic Book Vigilante Archetypes Copyright 2016, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Be the Hero Your Game Deserves!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Comic Book Vigilante Archetypes.pdf