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.
  Merciless	Tormenter	(Brawler)
  Bullies through and through, merciless tormentors use their 
  strength	and	dirty	fighting	to	pulverize	those	weaker	than	
  themselves.
  Devastating Strike (Ex): Beginning at 2nd level, a merciless 
  tormenter can make a devastating strike as a full-attack 
  action. If she does, she makes a single attack at her full 
  base	attack	bonus	minus	2,	which	is	affected	as	though	she	
  were using the Vital Strike feat. The attack must be made 
  with	an	unarmed	strike,	a	weapon	from	the	close	fighter	
  weapon group, or a weapon with the “monk” special feature. 
  Regardless of what type of weapon is used, the merciless 
  tormentor	applies	1.5	times	her	Strength	modifier	to	her	
  damage roll for the attack. If the merciless tormentor has 
  any natural weapons, she cannot use them to deliver a 
  devastating strike, nor can she make natural weapon attacks 
  in addition to her devastating strike attack.
  At 8th level, the devastating strike functions as though she 
  were using the Improved Vital Strike feat. At 15th level, it 
  functions as though she were using the Greater Vital Strike 
  feat.
  This	ability	replaces	the	brawler’s	flurry	class	feature.
  Punishing Maneuver (Ex): Beginning at 3rd level, a 
  merciless tormentor knows how to add injury to insult. The 
  first	time	each	round	that	she	successfully	performs	a	bull	
  rush, dirty trick, disarm, drag, grapple, overrun, reposition, 
  sunder,	or	trip	combat	maneuver,	she	can	inflict	an	amount	of	
  damage	to	the	target	equal	to	1d4	+	her	Strength	modifier.
  At 7th level, this damage increases to 1d6 + her Strength 
  modifier.	At	11th	level,	it	increases	further	to	1d8	+	her	
  Strength	modifier,	and	then	further	to	1d10	+	her	Strength	
  modifier	at	15th	level.	Finally,	at	19th	level,	it	increases	to	2d6	
  +	her	Strength	modifier.
  This ability replaces the maneuver training class feature.
  Demoralizing Blow (Ex): Beginning at 5th level, whenever 
  a merciless tormentor successfully hits a creature with a 
  melee attack, if the damage dealt by that attack is at least 
  1/4 the creature’s current hit point total (before the damage 
  is	applied),	that	creature	is	shaken	for	1d4	rounds.	This	is	a	
  mind-affecting	fear	and	emotion	effect.
  This ability replaces the brawler’s strike class feature.
  Concealed Weapon (Ex): By 5th level, a merciless tormentor 
  knows how to ensure that she always has a trick up her 
  sleeve. She can draw a hidden weapon as a free action once 
  per round, rather than as a standard action. Additionally, 
  if	the	first	attack	she	makes	that	round	with	the	hidden	
  weapon is against a creature that was not aware of it at the 
  end of that creature’s last turn, she deals an additional 1d6 
  points of damage per 3 brawler levels on a successful hit. This 
  damage is precision-based, and does not stack with sneak 
  attack damage, if the merciless tormentor has sneak attack 
  from	another	source.	Only	the	first	attack	that	the	merciless	
  tormentor	makes	with	the	concealed	weapon	is	affected	in	
  this way, and she cannot use this ability on any creature that 
  watched her use it previously unless she also succeeds on 
  a	Bluff	check	(DC	10	+	the	target’s	base	attack	bonus	+	the	
  target’s	Wisdom	modifier).	This	Bluff	check	is	made	as	a	free	
  action as part of the attack roll. Treat this as a feint attempt 
  for the purposes of what bonuses apply on the check.
  This ability replaces the close weapon mastery class feature.
  Toxic	Magus	(Magus)
  Magi who specialize in magic relating to poison and venom 
  are known by some as toxic magi. They are often highly 
  prized as assassins, and are viewed by some to be a perfect 
  trifecta of lethal force: deadly skill with weapons, magic, and 
  poison alike.
  Envenomed Weapon (Su): At 1st level, a toxic magus can 
  expend 1 point from his arcane pool as a swift action to cause 
  a single weapon he is holding to ooze venom. The weapon 
  becomes poisoned for 1 minute (the poison remains even 
  after	making	a	successful	attack).	The	saving	throw	DC	for	
  this poison is equal to 10 + 1/2 the toxic magus’s class level + 
  the	toxic	magus’s	Intelligence	modifier.	Each	time	the	toxic	
  magus uses this ability, he can choose to have the poison 
  inflict	1d4	points	of	Strength	damage,	1d4	points	of	Dexterity	
  damage,	or	1d3	points	of	Constitution	damage	as	its	effect.	It	
  has a frequency of 1/round for 6 rounds, and requires a single 
  successful save to be cured. Unlike most poisons, multiple 
  doses	of	this	poison	do	not	increase	the	saving	throw	DC	
  or duration, so a creature that is already poisoned by this 
  weapon that is struck again while it is still poisoned does not 
  suffer	any	additional	ill	effect.	However,	if	desired,	the	magus	
  can activate this ability on the same weapon multiple times, 
  choosing	a	different	ability	score	each	time.
  
  3
  A toxic magus cannot expend points from his arcane pool 
  to grant a weapon an enhancement bonus or magic weapon 
  special abilities.
  This	ability	modifies	the	arcane	pool	class	feature.
  Discoveries: A toxic magus gains access to the following 
  discoveries:
  Intensify Poison (Su): As a standard action, the toxic 
  magus can touch a creature in order to make any poison 
  within	it	more	difficult	to	resist.	If	the	creature	is	
  naturally	venomous,	the	DC	of	its	poison	increases	by	
  +2, or to be equal to 10 + 1/2 the toxic magus’s class level 
  +	the	toxic	magus’s	Intelligence	modifier,	whichever	
  is	higher.	If	the	creature	is	currently	suffering	from	a	
  poison,	the	DC	of	that	poison	is	increased	in	the	same	
  way (if the creature is both poisoned and venomous, it 
  does	both).	This	effect	lasts	for	1	minute.
  Poison Immunity (Su): As a standard action, the toxic 
  magus can touch a creature and spend 1 point from his 
  arcane pool to grant that creature immunity to poison for 
  a number of hours equal to the toxic magus’s Intelligence 
  modifier.
  Quicken Poison (Su): As a move action, the toxic magus 
  can spend 1 point from his arcane pool to speed the 
  course of poison in the body of a living creature within 
  60	feet.	The	creature	is	immediately	affected	by	the	
  poison as though its frequency had passed, and is forced 
  to	succeed	on	a	saving	throw	or	suffer	the	poison’s	effect,	
  as normal. This counts against the poison’s total duration 
  (for example, a poison with a frequency of 1/round for 
  6	rounds	that	the	target	had	suffered	from	for	3	rounds	
  would	be	treated	as	though	he	had	suffered	from	it	for	4	
  rounds	after	this	ability	was	used).
  Toxic Magic (Su): Beginning at 7th level, a toxic magus can 
  expend one or more points from his arcane pool to cast any 
  one of the following spells without expending a spell slot: 
  accelerate poisonAPG, eldritch feverUM, eruptive pustulesUM, 
  ghoul touch, pernicious poisonUM, ray of sickening, or stinking 
  cloud. The spell is treated as though it appeared on the 
  magus spell list at the same spell level that it appears on the 
  sorcerer/wizard spell list (or the cleric spell list, if it is not 
  on	the	sorcerer/wizard	list).	It	costs	2	points	to	cast	a	spell	of	
  the highest spell level the magus can cast, or the spell level 
  below that, but any spell whose level is at least 2 less than the 
  highest spell level he can cast costs only a single point.
  At 10th level, the magus adds the following spells to the list 
  that he can cast in this way: bestow curse, contagion, poison, 
  and touch of slimeUC. At 13th level, he adds the following 
  spells to the list: cloudkill, mind fog, and plague carrierUM. 
  Finally, at 16th level, he adds the following spells to the list: 
  greater contagionUM and major curseUM.
  This ability replaces the knowledge pool class feature.
  Poisonous Blood (Su): By 16th level, a toxic magus’s 
  blood surges with eldritch compounds that cause him to 
  create deadly toxins when he is gravely wounded or killed. 
  Whenever	a	creature	confirms	a	critical	hit	against	the	toxic	
  magus with a piercing or slashing melee weapon, the attacker 
  is sprayed with poison (if the attacker uses a reach weapon, 
  this does not apply, although natural attacks made with reach 
  are	subject	to	this).	The	poison	is	the	same	as	that	created	by	
  the toxic magus’s envenomed weapon class feature, except 
  that the toxic magus must decide which ability score it will 
  affect	when	he	gains	this	class	feature,	and	it	cannot	later	be	
  changed.
  If the magus dies, a chemical reaction in his blood causes his 
  corpse to explode after 1d4 rounds, exposing each creature in 
  a 20-foot-radius burst to this poison. This renders the corpse 
  unsuitable for raise dead, although resurrection and similar 
  spells that do not require an intact body can still be used.
  This ability replaces the counterstrike class feature.
  Toxic Miasma (Su): At 20th level, a toxic magus can exude 
  a	cloud	of	poisonous	vapors	at	will.	These	vapors	fill	a	
  30-foot-radius area centered on the toxic magus, and move 
  with him. The poison is identical to the one created for the 
  toxic magus’s envenomed weapon class feature, although its 
  type changes to inhaled. The vapors are translucent, and the 
  borders of the area can be easily seen, but do not obscure 
  vision. The toxic magus can activate this ability as a swift 
  action, and can use it for a number of rounds per day equal to 
  his	class	level.	The	toxic	magus	is	immune	to	the	effects	of	his	
  own toxic miasma, even if he is not immune to other poisons.
  This ability replaces the true magus class feature.
  Malice	Discipline	(Psychic)
  You are driven by your hatred. You remember every wrong 
  that	you	have	suffered,	and	every	slight	and	insult	that	has	
  been	offered	to	you.	Whereas	others	might	be	consumed	by	
  this	intense	hatred,	you	find	that	it	empowers	you,	giving	you	
  the energy that you need to tap into the potential of a dark 
  and malevolent part of your mind.
  Phrenic Pool Ability: Charisma
  Bonus Spells: bungleUM	(1st),	feast of ashesAPG (4th),	bestow 
  curse	(6th),	crushing despair	(8th),	cloudkill	(10th),	eyebite 
  (12th),	insanity	(14th),	antipathy	(16th),	cursed earthUM	(18th).
  Discipline Powers: Your powers allow you to draw strength 
  from your hatred, allowing your contempt and disgust to fuel 
  your magic.
  Hated Enemy (Ex): As a standard action, you can 
  designate a single creature within 60 feet as a hated 
  enemy.	You	gain	a	+1	bonus	on	Bluff,	Intimidate,	
  Perception, Sense Motive, and Survival checks made 
  against that opponent, and a +1 bonus on attack and 
  damage	rolls	made	against	it.	Additionally,	the	DC	of	
  any spell that you cast that targets your hated enemy, 
  and does not target any other creatures, is increased by 
  +1.	These	bonuses	remain	in	effect	until	either	the	hated	
  enemy	is	dead,	or	you	choose	to	end	the	effect	for	that	
  creature. You can have a number of hated enemies at any 
  one time equal to 1 + 1/2 your class level, and you cannot 
  designate more creatures as your hated enemy in a single 
  day	than	your	Charisma	modifier.
  
  4
  If a creature has been your hated enemy for at least 1 
  week,	the	bonuses	on	Bluff,	Intimidate,	Perception,	
  Sense Motive, and Survival checks, as well as the bonuses 
  to attack and damage rolls, increase to +2. If the creature 
  has been your hated enemy for 1 month, the bonuses 
  increase to +3. At six months, they increase to +4, at one 
  year they increase to +5, and at 10 years they increase to 
  +6.	The	bonuses	to	saving	throw	DCs	increase	in	a	similar	
  fashion, but the time requirements are doubled (+2 after 
  2	weeks,	+3	after	2	months,	and	so	on).
  Malicious Glee (Su): Whenever one of your hated 
  enemies dies or is the subject of a critical hit, if you are 
  within 30 feet, you regain 1 point in your phrenic pool. If 
  you were the one that scored the critical hit or delivered 
  the killing blow, you regain 2 points in your phrenic pool, 
  instead. You cannot gain phrenic points in this way more 
  than 3 times per day.
  Spiteful Spell (Sp): At 5th level, when you cast a spell that 
  targets one of your hated enemies, and does not target 
  any	other	creatures,	you	may	choose	to	sacrifice	some	
  of your own life essence to empower it with your vitriol. 
  You may choose to apply any number of points’ worth 
  of	phrenic	amplifications	that	you	know	to	the	spell	(up	
  to	a	maximum	amount	equal	to	1/2	your	psychic	level),	
  without expending the appropriate number of points 
  from your phrenic pool. For each point’s worth of phrenic 
  amplifications	that	you	add,	you	suffer	2d6	points	of	
  damage.	Any	effect	that	prevents	or	reduces	this	damage	
  causes	the	spell	to	fail.	However,	the	damage	does	not	
  interfere with your spellcasting, and you do not need to 
  make a concentration check to cast the spell as a result of 
  this damage.
  Once per day, when using this ability, you may choose 
  to	apply	a	phrenic	amplification	that	you	don’t	know.	If	
  you do, treat it as though the number of phrenic points 
  required	to	add	that	amplification	were	doubled.
  Vengeful Feedback (Su): Beginning at 13th level, as an 
  immediate action, when you are hit by a melee attack, 
  you can spend 2 points from your phrenic pool to activate 
  a	psychic	field	that	causes	the	damage	inflicted	by	your	
  attacker to harm him, as well. You must declare that you 
  are using this ability after the result of the attack roll is 
  determined. If the attack is a critical threat, you can wait 
  until	after	the	confirmation	roll	is	made	to	declare	if	you	
  are using this ability, but if you do so, you must spend 1 
  additional point from your phrenic pool. The attacker 
  suffers	damage	equal	to	the	damage	they	inflicted	to	you	
  with	the	attack	(after	DR,	energy	resistance,	and	other	
  defensive	abilities).	This	damage	comes	from	psychic	
  feedback, and is untyped, regardless of the type of 
  damage	you	suffer.
  New Rogue Talents
  The following villain-themed rogue talents are available 
  to rogues, in addition to those listed in the Pathfinder 
  Roleplaying Game Core Rulebook.
  Hide	the	Loot
  Benefit (Sp): A rogue with this talent is able to hide the 
  presence of stolen goods from magical sensors. As a full-
  round action, she can touch a single object at least 2 size 
  categories smaller than herself, which must be unattended 
  or in her possession at the time that she uses this ability, 
  affecting	it	as	though	with	the	spell	nondetection, except that 
  the	effect	lasts	indefinitely.	Her	caster	level	for	this	effect	is	
  equal to her rogue level. She does not need to keep the object 
  in	her	possession	in	order	for	the	effect	to	remain,	or	even	
  stay	on	the	same	plane	of	existence.	However,	she	can	only	
  maintain	this	effect	on	one	object	at	a	time.	Once	she	uses	the	
  ability	on	a	new	object,	the	first	loses	this	protection.	She	can	
  use this ability up to 3 times per day.
  Maneuver Specialist
  Benefit (Ex): A rogue with this talent does not provoke 
  attacks of opportunity for making a dirty trick, disarm, 
  reposition, steal, or trip combat maneuver. Additionally, she 
  treats her base attack bonus as being equal to her rogue level 
  for the purposes of determining her combat maneuver bonus 
  for these maneuvers (this does not apply to other combat 
  maneuvers,	nor	does	it	apply	to	her	CMD).
  Murderous Betrayal
  Benefit (Ex): Whenever a rogue with this talent makes 
  a melee attack against a creature whose attitude towards 
  her is friendly or helpful, or who otherwise believes her to 
  be	an	ally,	that	creature	is	denied	their	Dexterity	bonus	to	
  AC,	even	if	they	are	aware	of	the	rogue	and	not	flat-footed.	
  Additionally, when rolling her sneak attack damage against 
  such a character, the rogue uses d10s instead of d6s (so a 7th-
  level	rogue	would	inflict	4d10	points	of	sneak	attack	damage).	
  Once the rogue has made an attack against the creature, 
  even if the attack misses, this feat no longer applies to that 
  creature until she is able to regain the creature’s trust.
  New Advanced Rogue Talents
  The following villain-themed advanced rogue talents are 
  available to rogues with access to advanced talents, in 
  addition to those listed in the Pathfinder Roleplaying Game 
  Core Rulebook.
  Disappearing	Act
  Prerequisite: Major Magic.
  Benefit (Sp): Once per day, a rogue with this talent can 
  disappear	in	a	puff	of	smoke.	The	rogue	creates	a	fog cloud 
  effect	centered	on	her	current	location,	and	is	then	either	
  affected	by	the	spell	invisibility or the spell dimension door, 
  as	she	pleases.	Her	caster	level	for	all	three	of	these	effects	is	
  equal to her rogue level. The rogue must decide if she is using 
  invisibility or dimension door	before	activating	the	effect.	If	
  she chooses to use invisibility, this is a standard action, and if 
  she chooses to use dimension door, it is a full-round action.
  
  5
  Injury to Insult
  Benefit (Ex): The	first	time	each	round	that	a	rogue	with	this	
  talent successfully performs a dirty trick, disarm, reposition, 
  steal, or trip combat maneuver, if the result of her combat 
  maneuver	check	exceeds	the	target’s	CMD	by	5	or	more,	she	
  may make a single melee attack at her full base attack bonus 
  against that creature as a free action.
  Untraceable
  Prerequisite: Hide	the	Loot.
  Benefit (Sp): Rogues	with	this	talent	are	incredibly	difficult	
  to	find,	even	by	magic.	She	is	constantly	affected	as	though	by	
  the spell nondetection, except that it does not apply to objects 
  in	her	possession.	Her	caster	level	for	this	effect	is	equal	to	
  her	rogue	level.	She	can	suppress	or	resume	this	effect	as	a	
  move action. 
  Dread	Pirate	(Swashbuckler)
  Scourges of the seven seas, dread pirates are the nastiest and 
  meanest in a bunch that is well-known for being rotten to the 
  core. Tales of their dark deeds spread far and wide, paving the 
  way for them to cow lesser men into submission. Those who 
  attempt to stand up to these legendary villains are quickly 
  taught their place with swift and merciless punishment, and 
  the dread pirate’s fearsome curse.
  Deeds: A dread pirate gains the following deeds.
  Fearsome Reputation (Ex): Even	at	1st	level,	a	dread	
  pirate’s name carries the weight of whispered rumors 
  about past atrocities and misdeeds (whether true or 
  imagined).	As	long	as	the	dread	pirate	has	at	least	1	point	
  of panache, whenever she makes an Intimidate check 
  to demoralize an opponent, she can apply the result 
  to any number of opponents within 30 feet, instead. 
  Additionally, whenever she makes an Intimidate check, 
  she can spend 1 point of panache to roll 1d6 and add the 
  result to the check. She can do this after she makes the 
  check but before the result is revealed. If the result of 
  the d6 is a natural 6, she rolls another 1d6 and adds it 
  to the check. She can continue to do this as long as she 
  rolls natural 6s, up to a number of times equal to her 
  Charisma	modifier	(minimum	1).
  This ability replaces the derring-do deed.
  Underhanded Tactics (Ex): Few	pirates	fight	fair,	and	
  dread pirates never do, if they can avoid it. Beginning 
  at 3rd level, as long as the dread pirate has at least 1 
  panache point, she never provokes attacks of opportunity 
  as a result of initiating a combat maneuver. Additionally, 
  she can spend 1 panache point to perform any combat 
  maneuver that must normally be performed as a standard 
  action in place of a melee attack, instead.
  This ability replaces the kip-up deed.
  First Blood (Ex): Beginning	at	3rd	level,	the	first	time	
  each combat that the dread pirate deals damage to 
  any creature, if that creature has not damaged her yet 
  this combat, she gains a +2 morale bonus to attack 
  and damage rolls against that creature for 1 round. By 
  spending 1 panache point, she can extend the duration of 
  this	effect	to	last	until	the	end	of	the	combat.
  This ability replaces the swashbuckler initiative deed.
  Terrifying Presence (Ex): At 15th level, a dread pirate can 
  truly strike fear into the hearts of her foes. As long as she 
  has at least 1 panache point, whenever she successfully 
  uses Intimidate to demoralize a foe, if the result of her 
  Intimidate	check	exceeds	the	DC	by	10	or	more,	the	
  target is frightened, rather than shaken. The duration of 
  the	effect	remains	the	same.
  This ability replaces the swashbuckler’s edge deed.
  Dread Pirate’s Revenge (Su): At	19th	level,	a	dread	pirate	
  gains a limited ability to return from the dead to take 
  vengeance on her enemies. Whenever the dread pirate 
  dies, she may choose to rise as a juju zombie, skeletal 
  champion, or ghost after 24 hours. If she does so, she 
  gains the appropriate template, but is unable to gain 
  panache points by any means (including gaining panache 
  at	the	start	of	each	day).	If	she	chooses	to	become	a	juju	
  zombie	or	skeletal	champion,	for	each	day	after	the	first,	
  she loses 1 point of panache at the start of the day. If she 
  chooses	to	become	a	ghost,	for	each	day	after	the	first,	
  she loses 2 points of panache at the start of the day. If 
  she does not have enough panache to pay this cost, she 
  is immediately destroyed, and her soul imprisoned by 
  dark forces, preventing any form of resurrection until it 
  is restored. 
  If raise dead or similar spells are cast on the dread pirate 
  while	she	is	affected	by	this	ability,	they	function	as	
  though she were merely a corpse, allowing her to be 
  restored to life directly. Once she is restored to life, she 
  can once again gain panache normally, and no longer 
  loses panache each day.
  This ability replaces the cheat death deed.
  Dread Pirate’s Curse (Sp): Beginning at 2nd level, a dread 
  pirate learns how to deliver a terrible curse. This functions 
  identically to the spell bestow curse, except that the duration 
  is 1 round per level. The dread pirate’s caster level for this 
  effect	is	equal	to	her	class	level,	and	the	saving	throw	DC	is	
  Charisma-based.	Affected	creatures	manifest	a	black	spot	
  on the spot where the dread pirate touched them for as long 
  as	the	curse	remains	in	effect.	The	dread	pirate	can	use	this	
  ability 3 times per day.
  Beginning at 6th level, the dread pirate can deliver the curse 
  at	a	range,	treating	the	effect	as	though	the	spell	had	a	range	
  of	close	(25	feet	+	5	feet/2	levels).	Beginning	at	10th	level,	
  she can spend 1 panache point when she uses this ability to 
  increase	the	effect’s	duration	to	1	hour	per	level.	At	14th	level,	
  the	normal	duration	of	the	effect	increases	to	1	hour	per	
  level, and she can instead spend 1 panache point to increase 
  it to 1 day per level. Finally, at 18th level, she can spend 2 
  panache points when she uses this ability to make the curse 
  permanent.
  This ability replaces the charmed life 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 
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  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
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  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 
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  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  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 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. 
  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: Villainous Archetypes Volume VI 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 merciless tormentor, a brawler archetype that 
  focuses on especially powerful blows, and likes to kick his opponents 
  when they’re down, the toxic magus, a magus archetype that 
  incorporates poison into his spells and his weapons, the malice 
  discipline, a psychic discipline that draws strength from intense and 
  discipline, a psychic discipline that draws strength from intense and 
  long-term hatred of specific individuals, a variety of villainous rogue 
  talents, and the dread pirate, a swashbuckler archetype whose cruel and 
  underhanded deeds and ability to impose dark sailors’ curses give him a 
  black reputation.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Villainous Archetypes Volume VI.pdf