TEXT: Weekly Wonders
  Volume I
  The Damned
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8302 2nd St NE
  Lake Stevens, WA, 98258
  www.necromancers-online.com
  
  2 2
  Introduction
  While death of any kind often inspires a sense of dread and 
  contemplation, nothing quite inspires terror or drama like 
  damnation. The threat to the mortal soul, or the belief in that 
  peril, can create dynamic, tragic stories, or powerful stories 
  of redemption or vengeance. Whatever the background, 
  we are proud to present a number of damned archetypes to 
  represent characters consigned to doom. 
  New Archetypes
  The following archetypes are presented in alphabetical order, 
  based on the name of the class that they modify.
  Hound of the Underworld (Hunter)
  Hounds of the underworld are hunters who are beholden 
  to otherworldly powers, enlisted to drag the souls of the 
  damned into the netherworld. Unlike other hunters, they 
  share a bond with a supernatural hound in the service of one 
  or more lower planes. They lack the ability to augment these 
  hounds’ powers, but benefit from their unique skill sets. 
  Animal Companion: A hound of the underworld must 
  choose a dog for her animal companion. 
  This ability modifies the animal companion class feature.
  Aspect of the Hound (Su): At 1st level, the hound of the 
  underworld’s dog animal companion gains special powers. 
  The hound of the underworld’s dog animal companion 
  can detect the presence of evil creatures within range of 
  its scent, and can pinpoint the location of evil creatures 
  adjacent to it. At 4th level, the hound can cast detect evil at 
  will. Additionally, the hound of the underworld’s dog animal 
  companion gains a +1 bonus on attack rolls and damage rolls 
  against evil creatures. At 8th level, this bonus increases to 
  +2, and at 15th level, it increases to +4. The hound of the 
  underworld cannot apply the effects of her animal focus to 
  her animal companion. She can, however, choose to gain 
  these benefits when she assumes the benefits of her animal 
  focus.
  This ability modifies the animal focus class feature.
  Condemn Soul (Su): At 2nd level, the hound of the 
  underworld can condemn a wicked creature in order to send 
  his soul to eternal torment below. As a standard action, the 
  hound of the underworld can designate a single evil creature 
  within 30 feet as damned. If she does, both the hound of the 
  underworld and her animal companion gain a sacred bonus 
  on attack rolls against that creature equal to the hound of 
  the underworld’s Wisdom modifier. If the target dies, he 
  must succeed on a Will save (DC = 10 + 1/2 the hound of the 
  underworld’s level + the hound of the underworld’s Wisdom 
  modifier) or have his soul trapped in the evil-aligned plane of 
  the hound of the underworld’s choice, where it is tormented. 
  The creature must remain in this state of torment for a 
  number of weeks equal to the hound of the underworld’s 
  level. During this time, the target cannot be brought back to 
  life except by a creature with 4 or more caster levels than the 
  hound of the underworld’s level. After this time, the creature 
  can be brought back to life by normal means, but gains an 
  additional 2 negative levels as a result of the suffering he 
  sustains. The hound of the underworld can use this ability 
  once per day at 2nd level, and an additional time per day at 
  10th and 18th levels.
  This ability replaces the precise companion class feature.
  Contract from Below (Ex): At 10th level, a hound of the 
  underworld periodically receives contracts from various 
  fiendish powers to bring the souls of the damned to their 
  perdition. Once per week, the hound of the underworld 
  is made aware of a particularly evil character, which she 
  is contracted to slay. The target’s scent is made known to 
  the hound of the underworld’s animal companion, and is 
  never located more than 10 miles from the hound of the 
  underworld when this ability is activated. If the target is 
  slain, either by the hound of the underworld or her allies, and 
  committed to a corresponding evil-aligned plane, the hound 
  of the underworld is rewarded with additional power. Each 
  day for the remainder of the week, she can cast an additional 
  spell of each spell level without expending a spell slot. 
  If the hound of the underworld fails to slay the target within 
  1 week, she gains 1 negative level, which cannot be removed 
  until she completes this task. If the hound of the underworld 
  dies while having one or more negative levels as a result of 
  this ability, she is trapped in Hell for 1 day per negative level, 
  during which time she cannot be returned to life by any 
  means. At the end of this time, the target is returned to life 
  with a single negative level, which cannot be removed by any 
  means until this contract is fulfilled. 
  If the target dies by any other means, the hound of the 
  underworld gains no benefits but also suffers no drawbacks, 
  and is immediately presented with a contract to kill an 
  alternate target.
  This ability replaces the raise companion class feature.
  Hound of Hell (Su): At 17th level, a hound of the 
  underworld can summon the powers of the underworld 
  into her animal companion. Once per week, as a full-round 
  action, the hound of the underworld can imbue her animal 
  companion with the dark power to hunt down damned 
  souls. For the next 24 hours, the animal companion has 
  its movement speed increased to 100 feet and it becomes 
  immune to the effects of exhaustion and fatigue. During 
  this time, the hound of the underworld’s animal companion 
  can track an evil creature with its scent special quality over 
  any distance. Additionally, any evil creature the hound of 
  the underworld’s animal companion kills is transported 
  to an evil-aligned plane and cannot be returned to life by 
  any means until the hound of the underworld’s animal 
  companion is slain. 
  This ability replaces the one with the wild class feature.
  
  3
  3
  Oracle of the Damned (Oracle)
  While the majority of oracles suffer from some kind of 
  supernatural curse that comes with their extraordinary 
  connection to the divine, a few seek out a particularly 
  dangerous curse in exchange for greater knowledge of what 
  lies below. These doomed oracles can speak with souls 
  trapped in the underworld, and those who delve most into 
  their mysteries can even bring those forever lost below back 
  to life. The price for this power is damnation itself.
  Damnation (Su): At 1st level, the oracle of the damned is 
  cursed with eternal damnation. The oracle of the damned 
  suffers a –4 penalty on saving throws against death effects 
  and on Constitution checks made to stabilize. At 5th level, 
  her impending damnation becomes more obvious, and she 
  automatically fails the saving throws of any effect that traps 
  or destroy your soul. At 10th level, if the oracle of the damned 
  dies, she cannot be returned to life by magic unless the caster 
  level of the spell or effect which is bringing her back to life 
  has a caster level equal to or less than your character level. 
  This ability replaces the oracle’s curse class feature.
  Detect the Damned (Sp): At 1st level, the oracle of the 
  damned is constantly affected as by the spells detect evil and 
  detect undead. As a swift action, the oracle of the damned 
  is able to concentrate on these spells as though she had 
  concentrated for 3 rounds.
  Revelation: At 1st level, an oracle of the damned can select 
  a revelation from the ancestors, bones, or occult mysteries 
  in place of one of her normal revelations. The oracle of 
  the damned can select only 1 revelation from each of these 
  mysteries unless she choose one of those mysteries for 
  her mystery class feature and must still meet all the other 
  prerequisites of that revelation.
  This ability modifies the revelation class feature.
  Speak with the Damned (Sp): At 2nd level, the oracle of 
  the damned can cast speak with dead as a spell-like ability 
  once per day. The oracle of the damned uses her class level 
  as her caster level for this effect, and the saving throw DC 
  is Charisma-based. Evil creatures receive no saving throw 
  against this spell-like ability, and can never speak a falsehood 
  in response to a question asked by the oracle of the damned, 
  unless the creature had 3 or more Hit Dice than the oracle of 
  the damned.
  This ability replaces the mystery spell gained at 2nd level.
  Summon the Damned (Sp): At 10th level, the oracle of 
  the damned can call up the spirit of a long dead character 
  condemned to a lower plane. This allows the oracle of the 
  damned to cast call spiritOA as a spell-like ability once per day; 
  however, she can only call the spirits of evil creatures with 
  this ability. If the oracle of the damned uses this spell-like 
  ability in the place where the target was slain, she can use this 
  ability without expending a use of this ability.
  This ability replaces the mystery spell gained at 10th level.
  Visions of the Damned (Sp): At 14th level, the oracle 
  of the damned can transport her consciousness into the 
  netherworld to consult the damned which dwell there. This 
  allows the oracle of the damned to cast vision as a spell-like 
  ability once per day. 
  This ability replaces the mystery spell gained at 14th level.
  Rescue the Damned (Sp): At 20th level, the oracle of the 
  damned can send her spirit into the lower planes in order to 
  switch places with a damned character. This allows the oracle 
  of the damned to cast true resurrection as a spell-like ability 
  once per day. When she does, she possesses the target, as with 
  the spell possession, except that the duration is unlimited. 
  This ability replaces the final revelation class feature.
  Hell Runner (Rogue)
  While many rogues strive to stay ahead of the reaper, hell 
  runners have a lot of extra incentive to avoid death. These 
  rogues have consigned their soul to the lower planes, whether 
  as part of a bargain, possibly for the very powers they use 
  to stay out of the pit, or as a consequence of many ill deeds. 
  Because of the prospect of roasting in the fires of the pit, 
  hell runners will do anything to avoid death, and have 
  supernatural powers to keep them alive.
  Death Bail (Su): A hell runner is wanted by one or more 
  underworld entities, and she cannot be released from her 
  torments by normal magical means, but she can negotiate a 
  temporary release from the underworld in exchange for gold. 
  In addition to any cost required as a material component by 
  a spell or effect which could return the hell runner to life, an 
  additional sacrifice of 500 gp per level is required to return 
  her to life. In the case of a spell or ability which must be cast 
  within a certain amount of time of the hell runner dying, 
  such as breath of life, the sacrifice of gold can be made within 
  24 hours of returning the hell runner to life. Failure to pay the 
  sacrifice causes the hell runner to die at the end of 24 hours.
  Cheat Death (Su): At 2nd level, a hell runner’s fear of 
  damnation is such that she can negotiate with the grim 
  reaper to forestall her return to damnation. Once per day, 
  whenever the hell runner would die, she may instead gain 1 
  negative level, and be placed at –1 hit point and stable. If the 
  hell runner would die due to negative levels, she still dies as 
  normal. 
  This ability replaces the evasion class feature and the rogue 
  talent gained at 2nd level
  Fear of Death (Su): At 3rd level, a hell runner’s terror of 
  damnation is such that she can scare herself into avoiding a 
  magical doom. She gains a +1 bonus to AC against attack rolls 
  made to confirm a critical hit and on all saving throws against 
  death effects. At 6th level, and every 3 levels thereafter, this 
  bonus increases by +1.
  This ability replaces the trap sense class feature.
  
  4 4
  Run from Doom (Su): At 4th level, a hell runner becomes 
  more adept at avoiding her doomed fate. Whenever she has 
  25% or fewer remaining hit points, she gains a +2 dodge 
  bonus to AC, and a +2 bonus to Fortitude and Reflex saves, as 
  well as a +10-foot enhancement bonus to movement speed. At 
  8th level, these bonuses double. 
  This ability replaces the uncanny dodge and improved 
  uncanny dodge class features.
  Militant Redeemer (Warpriest)
  Militant redeemers are warpriests with a crusader’s passion 
  for redemption. They venture into the cruel world of those 
  whose sins have condemned them to damnation in order 
  to redeem them of their wicked ways before it’s too late. 
  While the majority of warpriests act as a militant arm of their 
  church, militant redeemers often feel their mission is more 
  of a personal calling and so they are often drawn into the 
  adventuring life.
  Redeemer’s Blessing: At 1st level, a militant redeemer 
  gains only a single blessing. He can always choose the good 
  blessing, even if he would not normally be able to select it. A 
  militant redeemer can call upon the power of his blessing an 
  additional time per day.
  This ability modifies the blessings class feature.
  Redeemer’s Strike (Su): At 1st level, a militant redeemer 
  gains the sacred weapon class feature, as normal. Whenever 
  he reduces a creature to 0 or fewer hit points using a weapon 
  modified by the sacred weapon class feature, he may choose 
  to knock that creature unconscious rather than killing her, 
  even if the attack is not made with a nonlethal weapon. 
  Additionally, starting at 4th level, whenever the militant 
  redeemer uses the sacred weapon class feature in order to add 
  the merciful weapon quality, he deals an additional 1d6 points 
  of nonlethal damage to creatures with an Intelligence score of 
  3 or higher.
  This ability modifies the sacred weapon class feature.
  Suggestion of Redemption (Sp): At 3rd level, the militant 
  redeemer gains the ability to implant a suggestion to repent 
  in the minds of those he defeats. Whenever a militant 
  redeemer renders a creature unconscious with his sacred 
  weapon, he can choose to impart a suggestion, as the spell, 
  except that there is no saving throw against the effect and 
  the spell effect takes place immediately upon waking from 
  an unconscious state. You may only use this ability to give 
  suggestions that are good in nature.
  This ability replaces the bonus feat gained at 3rd level. 
  Grace of the Redeemer (Sp): At 9th level, the militant 
  redeemer gains the ability to redeem the souls of those he 
  defeats in combat. Whenever he knocks out a creature of a 
  different alignment using his sacred weapon, he can choose 
  to alter the target’s alignment, as with the spell atonement. 
  He may also use his suggestion of redemption ability on 
  the same creature. The militant redeemer cannot use the 
  atonement spell as a spell-like ability in this way more than 
  once on a specific creature in a 1-week period.
  This ability replaces the bonus feat gained at 9th level.
  Path of Redemption (Sp): At 15th level, the militant 
  redeemer can use divine power in order to set an evildoer on 
  the path to righteousness. Once per day, when he uses his 
  suggestion of redemption ability on an evil creature, he can 
  affect that creature with a geas spell instead of suggestion. 
  The militant redeemer’s caster level for this effect is equal to 
  his warpriest level.
  This ability replaces the bonus feat gained at 15th level.
  Redeeming Return (Sp): At 20th level, a militant redeemer 
  can bring those poor damned souls back to life so that 
  they can begin their path to salvation. Once per day, as a 
  full-round action which provokes attacks of opportunity, a 
  militant redeemer can return a creature to life as with the 
  spell true resurrection. This ability can even be used to return 
  creatures that cannot be returned to life by any means, such 
  as those whose souls are imprisoned or who are trapped in a 
  lower plane. 
  This ability replaces the aspect of war class feature. 
  Tamo-Yogyas (Witch)
  A tamo-yogyas is a rare individual whose ill karma is so bad 
  that they bypass the entire cycle of reincarnation. While a 
  tamo-yogyas’ karma marks her as so irredeemably evil such 
  that she alone faces a period of damnation and suffering, she 
  accumulates this karma over a period of several lifetimes. As 
  a result, some tamo-yogyas spend their lives desperately and 
  hopelessly trying to escape their damnation.
  Broken Cycle (Ex): A tamo-yogyas’ wicked karma prevents 
  her from ever being returned to life by a reincarnation spell 
  or similar effect. In order to return the tamo-yogyas to life 
  using any spell or ability, the tamo-yogyas must first receive 
  an atonement spell. 
  Hellish Karma (Su): A tamo-yogyas has terrible karma 
  from many lifetimes of wicked deeds. She gains a +2 bonus 
  to her caster level whenever she casts a spell with the evil 
  descriptor. Additionally, whenever she is subject to a spell 
  with the chaotic, good, or lawful descriptor, she is treated 
  as a character of the opposite alignment for the purposes of 
  how the spell affects her. Finally, whenever she rolls a natural 
  1 on an attack roll, saving throw, skill  check, or ability check, 
  she suffers 1d6 points of damage for every 4 witch levels 
  (minimum 1d6).
  This ability replaces the hex gained at 1st level.
  
  5
  5
  Damning Karma (Su): At 2nd level, a tamo-yogyas can pass 
  her hellish karma onto her enemies, condemning them to 
  the same hell fires she is doomed to. As a standard action, a 
  tamo-yogyas can force her ill karma against a single creature 
  within 30 feet. The target must roll all attack rolls, saving 
  throws, skill checks, and ability checks twice and take the 
  worse result. Additionally, the target gains the negative 
  effects of the tamo-yogyas’ hellish karma ability. This effect 
  lasts for a number of rounds equal to the tamo-yogyas’ witch 
  level. A successful Will save (DC = 10 + 1/2 the tamo-yogyas’ 
  witch level + the tamo-yogyas’ Intelligence modifier) reduces 
  the duration to one round. The tamo-yogyas can use this 
  ability at will, but can affect a specific creature with it only 
  once in a 24-hour period.
  This ability replaces the hex gained at 2nd level.
  Hellish Rise (Su): At 6th level, a tamo-yogyas’ connection 
  to an unreachable hell allows her to rise as a powerful undead 
  creature. Whenever the tamo-yogyas is returned to life as an 
  undead creature, either as a result of the create spawn ability 
  or because she was returned to life with an animate dead or 
  create undead spell, she retains her free will as an undead 
  creature so long as her alignment was evil at the time she 
  died. Otherwise, she may make a Will save (DC = the spell’s 
  DC, or 10 + 1/2 the Hit Dice of the creature using the ability 
  + the Charisma modifier of the creature using the ability) at 
  the end of each day in order to regain her free will; once she 
  succeeds on this save, she retains her free will indefinitely. 
  The tamo-yogyas can be returned to life using a spell like 
  raise dead while in this state without need of an atonement 
  spell, though doing so destroys the undead creature. At the 
  GM’s discretion, certain forms of undead may be deemed 
  inappropriate for the campaign.
  This ability replaces the hex gained at 6th level.
  Cast Down (Su): At 10th level, a tamo-yogyas can hurl her 
  enemies into a secret hell from which there is no easy escape. 
  Once per week, whenever a creature within 30 feet of the 
  tamo-yogyas dies, the tamo-yogyas can infuse him with her 
  terrible karma. The creature cannot be brought back to life 
  by any means for 24 hours per witch level of the tamo-yogyas, 
  and during this time the tamo-yogyas ignores the negative 
  effects of her hellish karma.
  This ability replaces the hex gained at 10th level.
  New Phantom Emotion
  There is no class that is quite so intrinsically connected to 
  the afterlife as that of the spiritualist, and, even more to the 
  point, the spiritualist’s constant companion, the phantom. 
  For each installment of Archetypes of the Afterlife, we present 
  a new emotional focus for phantoms that is thematically 
  linked to the aspect of the afterlife that that installment 
  explores. Although not emotions in the traditional sense, 
  these new emotional foci provide exciting new flavor and 
  mechanical options for phantoms, giving more breadth and 
  depth to these spiritual companions.
  The Damned
  Some creatures condemned to perdition instead flee their 
  horrific fate and haunt those sensitive to their presence. 
  Damned phantoms are often creatures of sin, but are 
  occasionally born of those who sold their souls or fell victim 
  to the attacks of powerful outsiders. These phantoms are full 
  of the gloom and rage that accompanies damnation, bringing 
  the wrath of the hells they escaped with them. The ultimate 
  goal of these phantoms is to escape their fate by sending the 
  souls of the wicked in their place.
  Skills: The phantom gains a number of ranks in Intimidate 
  and Sense Motive equal to its number of Hit Dice. While 
  confined in the spiritualist’s consciousness, the phantom 
  grants the spiritualist Skill Focus in each of these skills.
  Good Saves: Fortitude and Reflex.
  Damned Soul: The phantom is immune to negative levels 
  and death effects. 
  Damning Strike (Su): When the phantom hits a creature 
  with its slam attack, that creature suffers a –1 penalty on 
  saving throws for 1 round. This penalty is increased to –2 
  against fear and death effects. A successful Will Save (DC = 
  10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma 
  modifier) negates this effect. A creature who succeeds on this 
  save is immune to the damning strike of that phantom for 24 
  hours. The effects of this ability do not stack.
  Aura of Doom (Su): When the spiritualist reaches 7th level, 
  as a swift action the phantom can emit a 1o-foot radius aura 
  of doom. All creatures within the aura suffer an additional 
  1d6 points of damage whenever they suffer damage. This 
  damage is untyped and not subject to any form of damage 
  resistance or reduction. The phantom can end this ability as a 
  full-round action.
  Hellish Wounds (Su): When the spiritualist reaches 12th 
  level, the damage from a phantom’s slam attack cannot 
  be healed by magical means, though extraordinary and 
  supernatural healing abilities (including regeneration and 
  fast healing) still function normally. A creature that dies 
  while still having damage dealt by the phantom’s slam attack 
  is condemned to perdition, and cannot be returned to life 
  by any means unless their soul is restored using a wish or 
  miracle spell.
  Damnation (Su): When the spiritualist reaches 17th level, 
  whenever the phantom hits with its slam attack, the target 
  does not receive a saving throw against its damning strike.
   
  
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. 
  Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. 
  Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, 
  Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley 
  Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny 
  Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross 
  Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ 
  Taylor. 
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton 
  J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, 
  Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. 
  Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, 
  Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ 
  Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ 
  Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, 
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen 
  Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason 
  Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  Pathfinder Player Companion: Arcane Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, 
  Steven T. Helt, and David N. Ross. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Psionics Unleashed. Copyright 2010, Dreamscarred Press. 
  Weekly Wonders: Archetypes of the Afterlife Volume I: The Damned Copyright 2019, Necromancers 
  of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Unleash the Powers of the Damned!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Archetypes of the Afterlife Volume I - The Damned.pdf