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 
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  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 2
  Kung Fu Skill Unlocks
  The following skill unlocks are available to any character with 
  a ki pool or who takes the Kung Fu Master feat (see below). 
  These skill unlocks represent new ways to use a skill and are 
  not new skills themselves. Each kung fu skill unlock requires 
  intense concentration, focus, and physical discipline, and is 
  limited in how often a character can benefit from them. How 
  often each skill unlock can be used is mentioned in the skill 
  unlock’s description. Each application of a skill unlock counts 
  as a use of the skill unlock for the purposes of how often he 
  can use that skill unlock; for example, a character who uses 
  aerial artistry to perform a back flip cannot use it to perform 
  a soft landing, leaping charge, or death dive until the allotted 
  time has passed. Typically, a kung fu skill unlock can be used 
  once every minute or once every hour. The Extra Kung Fu feat 
  and the Fast Kung Fu feat alter how often and how quickly 
  kung fu skill unlocks can be accomplished. A character 
  without the Kung Fu Master feat cannot perform a kung fu 
  skill unlock if he has no ki points remaining.
  Aerial Artistry (Acrobatics)
  You are practiced in advanced tumbling techniques and 
  highflying acts of aerial acrobatics. These techniques rely 
  on physical strength, precision, quick thinking, and intense 
  focus, and as such cannot be performed more than once per 
  minute without special training. Aerial artistry allows you to 
  perform 4 special actions, each requiring an Acrobatics check 
  to be performed successfully. Failing an aerial artistry check 
  typically results in falling and taking appropriate damage. 
  Check: Aerial artistry can be used to accomplish one of the 
  following techniques. The effects of each technique and the 
  DC required to perform them are described below.
  Back Flip: You leap through the area, tumbling as part of 
  your jump, allowing you to quickly cross great distances 
  without risking harm to yourself. When you use this 
  version of aerial artistry, you must decide whether you 
  wish to travel 10 feet, 15 feet, or 20 feet. You must succeed 
  on an Acrobatics check, with a DC equal to twice the 
  distance you wish to travel in this way. If the check 
  is successful, you move the chosen distance without 
  provoking attacks of opportunity. If the check fails by 
  5 or less, you still move the appropriate distance, but 
  provoke attacks of opportunity as normal from characters 
  whose CMD is higher than the result of your check 
  -5. If you fail by 6 or more, in addition to provoking 
  attacks of opportunity, you land prone at the end of your 
  movement and suffer 1d6 points of damage. Movement 
  made with a back flip must be in a straight line, and must 
  end in an unoccupied square, though you can travel 
  through occupied squares. A back flip requires minimal 
  vertical clearance and can be performed as long as you 
  are not squeezing at any point during the movement. You 
  cannot perform a back flip underwater unless you have a 
  swim speed or access to the underwater arts kung fu skill 
  unlock. Executing a backflip is a swift action and does 
  not impede your ability to move or take a 5-foot step.
  Death Dive: You can attempt to fall upon anther 
  character, using the fall’s momentum to increase 
  damage for your attack. Whenever you fall upon another 
  character (whether you intentionally jump or simply fall), 
  you may attempt an Acrobatics check as a free action, 
  with a DC equal to 1/2 the number of feet you fall. If you 
  succeed on the check, you may make an attack against 
  a character you fall upon as a free action, and the attack 
  deals an additional 1d4 points of damage for every 10 feet 
  you fell in this way (this is in addition to any damage the 
  target might suffer from being struck by a falling object). 
  If you fail the skill check by less than 5, you simply fall as 
  normal and get no additional attack. If you fail the skill 
  check by 5 or more, you misdirect the force of the blow 
  and suffer an additional 1d4 points of damage for every 
  10 feet you fell (this is in addition to any fall damage you 
  normally suffer from the fall). You cannot use this skill 
  unlock if you are benefiting from slow fall or a similar 
  effect which would reduce fall damage.
  Flying Charge: You can leap at your foe as you charge 
  at them, using the force of the jump to propel yourself 
  forward for a more reckless but more aggressive attack. 
  Whenever you take the charge action and move at least 
  20 feet, you can attempt a DC 20 Acrobatics check. If you 
  succeed, you gain an additional +2 bonus on the attack 
  roll and suffer an additional –1 penalty to your AC. For 
  every 10 by which you beat the DC, you gain a further +1 
  bonus to the attack roll and suffer a further –1 penalty 
  to your AC. If you fail the skill check by less than 5, you 
  do not get these benefits and the charge attack provokes 
  an attack of opportunity from the target. If you fail by 
  5 or more, then in addition to provoking an attack of 
  opportunity, you fall prone after making the attack as a 
  part of the charge action.
  Elusive Maneuver (Escape Artist)
  You can quickly use the techniques you know to escape holds 
  and bonds to avoid danger or to seize control of a situation 
  in which your movements are in some way restricted. These 
  techniques rely on surprise and skillful timing and rarely are 
  effective against opponents who are prepared for them. As 
  such, the elusive dodge and cunning slip techniques can be 
  employed against a given creature only once per minute.
  Check: You can use Escape Artist to perform either the 
  elusive dodge or the cunning slip technique in order to slip 
  out of your foe’s grip, turning the tables on him. The details 
  and the DC for each technique are described below.
  Cunning Dodge: You can escape potentially deadly 
  situations by using the Escape Artist skill. Whenever you 
  succeed on a Reflex saving throw against an effect that 
  offers a partial effect on a successful saving throw, you 
  can make an Escape Artist check as a free action, with a 
  DC equal to the Reflex saving throw DC. If the check is 
  successful, you instead suffer no ill effects as a result of 
  the successful saving throw. If you fail this check by 5 or 
  more, you suffer full effects from the effect, as though 
  you had failed your saving throw.
  
  3
  3
  Cunning Slip: Whenever a character attempts to grapple 
  you, you may attempt a cunning slip. If you do, you may 
  not make an attack of opportunity if one would usually 
  be allowed. When you make a cunning slip, you make 
  an Escape Artist check opposed by the target’s grapple 
  check. If the check is successful, you may either rebuff 
  the grapple or choose to grapple the other character, 
  gaining control of the grapple and allowing you to 
  perform an action such as dealing damage immediately 
  after grappling the target. Additionally, for the remainder 
  of the time you are grappling the target, you may conduct 
  the grapple using the Escape Artist skill in place of a 
  combat maneuver check. If you fail the check, you are 
  grappled as normal. If you fail the check by 5 or more, 
  you provoke an attack of opportunity and are then 
  grappled as normal. 
  Hand Arts (Sleight of Hand)
  You are practiced in the arts of gripping and grasping with 
  speed and precision. This allows you to rapidly draw your 
  opponent’s weapon from a sheath to attack them with it 
  or even to intercept an incoming blow. Hand arts rely on 
  precision mental focus and lighting quick execution, and as 
  such can only be performed once each minute.
  Check: Hand arts encompass two specific techniques: 
  interception and blade thief, each of which allows you to gain 
  control of an enemy’s weapon. The DC and exact effects of 
  each technique are described below. 
  Interception: Whenever you are attacked, you may 
  attempt to use hand arts to intercept the attack. If you 
  do, make a Sleight of Hand skill check with a DC equal 
  to the attack roll of the attack you wish to intercept. If 
  the result of the check is higher than the attack roll, 
  then the attack automatically misses. You must use this 
  ability before the result of the attack roll is known. If the 
  attack would have normally resulted in a miss and you 
  successfully use this ability, then you may immediately 
  attempt to disarm the target of their weapon (doing so 
  provokes an attack of opportunity as normal, unless you 
  have the Improved Disarm feat or a similar ability). If you 
  fail this check by 5 or more, then the attack automatically 
  hits, even if it would have ordinarily been a miss. 
  Otherwise, the attack is resolved normally. 
  Blade Thief: As a standard action, you may attempt to 
  steal a sheathed weapon using Sleight of Hand. The 
  DC for this check depends on the size of the weapon to 
  be stolen, with a DC 15 check being required to steal a 
  light weapon, a DC 20 check being required to steal a 
  one-handed weapon, and a DC 25 check being required 
  to steal a two-handed weapon. To take a weapon in this 
  way, it must be sheathed and not held or wielded. If you 
  exceed the result of this check by 5 or more, then you 
  may make a single attack as an immediate action with the 
  stolen weapon at your highest base attack bonus against 
  the character whom you had stolen the weapon from. 
  If the check fails by 5 or more, you provoke an attack of 
  opportunity for performing this action.
  Horse Arts (Ride)
  You have mastered the art of riding horses and moving about 
  on horseback, allowing you to stand in the saddle and move 
  from horse to horse as easily as if walking on the ground. 
  Moving about in this fashion is physically taxing, and as such, 
  it can only be performed once per hour. 
  Check: You can use the Ride skill to stand on a moving 
  horse and leap from moving horse to moving horse, all while 
  effortlessly controlling your mount. The combination of 
  acrobatics and horsemanship is dangerous if not properly 
  performed, and can lead to you falling and being trampled by 
  horses. When you perform horse arts, you must attempt a DC 
  10 Ride check. If you succeed on this check, you can maintain 
  the horse arts display for 1 round, plus an additional round 
  for every 5 points by which the result of your check exceeds 
  the DC. If you succeed on this check, you can stand on your 
  mount and control it with your feet, allowing you to guide 
  the mount and move yourself. You must still make a Ride 
  check (as if guiding a mount with your knees) to move the 
  mount, but you do so as a free action and you may still move 
  about on your own initiative. In addition to dismounting 
  and continuing on foot, while your horse arts are active, 
  you may attempt a Ride skill check in order to jump from 
  one mount to another. The DC for this check is equal to the 
  Acrobatics DC to jump the required distance +5. If the check 
  is successful, you move to the other mount and land on 
  your feet, and can attempt to control it with a Ride check as 
  described above. If you fail the check by less than 5, you still 
  make the leap, but land sitting in the saddle or upon the back 
  of the horse and your turn ends. If you fail by 5 or more, you 
  fail to leap the distance, landing prone a number of feet equal 
  to the result of your Ride check away from your beginning 
  position and taking an additional 3d6 points of fall damage.
  Pinpoint Strikes (Disable Device)
  You have learned how to use your knowledge of the workings 
  of doors, locks, structures, and mechanical devices to apply 
  pressure in just the right places to open doors, chests and 
  other stuck portals with a single strike or a swift twist of tools. 
  This technique relies on visualization as well as swift and 
  decisive precision, and can be used once each hour. 
  Check: You can use Disable Device to open stuck or barred 
  doors and other objects that can’t be opened because of 
  physical obstruction, taking advantage of the weaknesses in 
  that structure and obstruction. Whenever you encounter a 
  stuck or barred door, chest or similar object (subject to GM 
  discretion) which could be opened with a Strength check, 
  you may spend 1 minute fiddling with it and attempt a 
  Disable Device check to open the device, using the same DC 
  as a Strength check to break through or force it open. You can 
  increase the DC by 10 in order to perform this technique as a 
  standard action instead; however, if you do, and you fail the 
  check, any thieves’ tools you used are destroyed. 
  Underwater Arts (Swim)
  You are trained in the art of underwater combat, just as 
  effective in the water as you are on land. By practicing 
  specialized swimming techniques, you can move more 
  quickly and fight more effectively while underwater. This 
  
  4 4
  process is taxing and difficult to maintain for long periods, 
  and as such it can be performed only once per hour without 
  additional specialized training.
  Check: When you make a Swim check, you may choose to 
  use underwater arts instead. If you do, you must attempt a 
  DC 20 Swim check in order to center yourself and become 
  one with the water around you. If you succeed on the check, 
  you can move up to your land speed while swimming and 
  suffer no ill combat modifiers while swimming (as though 
  affected by freedom of movement). You gain these benefits 
  for 1 minute, plus 1 additional minute for every 5 by which 
  you beat the DC. If you fail the check by less than 5, then 
  you suffer no ill effects, though you make no progress while 
  swimming that round. If you fail the check by 5 or more, 
  you panic and fail to find your center, and must make 
  Constitution checks to hold your breath to avoid drowning. 
  For more information on drowning, see the Pathfinder 
  Roleplaying Game Core Rulebook.
  Wall and Rope Arts (Climb)
  You have learned secret climbing techniques that rely on 
  incredible and unsustainable bursts of strength and speed 
  to climb with incredible alacrity. If not performed correctly, 
  these techniques can leave you exhausted and exposed. Wall 
  and rope arts, as its name implies, covers both free climbing 
  and the use of ropes for climbing, and has two separate 
  techniques covering both styles of climbing. Wall and rope 
  arts arts can be performed once per minute without special 
  training.
  Check: Wall and rope arts can be used to perform either 
  of the following techniques: rapid rope scaling and wall 
  walking. Each technique requires a successful Climb check 
  to perform, the Climb DC for each technique, as well as its 
  effects are described below.
  Rapid Rope Scaling: You can rapidly ascend or descend 
  from a rope, allowing you to climb far faster than other 
  characters. Whenever you would climb a rope, you may 
  use this technique to make a Climb check (DC 20 for 
  a braced rope or DC 25 for an unbraced rope) in order 
  to move up to twice your speed as a move action while 
  climbing the rope, by throwing your body up or down 
  the rope rather than carefully climbing it. If you fail this 
  check, you fall and land prone. 
  Wall Walking: You run at extreme speeds up a wall or 
  other sheer surface, using only your feet and intense 
  physical effort to climb steep or even vertical surfaces. 
  You may attempt to climb in this fashion, ignoring the 
  conditions of the surface you are climbing and instead 
  moving with speed up any surface for 1 round. You must 
  succeed on a DC 20 Climb check to use this aspect of the 
  skill unlock, and it allows you to climb 20 feet without 
  need of an unoccupied hand. For every 5 by which you 
  exceed the DC, you can move an additional 5 feet in this 
  fashion. If you would still be climbing at the end of this 
  technique, you must have adequate handholds and foot 
  holds to support yourself and at least one free hand, or 
  you fall.
  New Feats
  Adaptable Kung Fu
  Your practiced mastery of your body allows you to use 
  different aspects of your physical being for physical tasks. 
  Prerequisite: Kung Fu Master.
  Benefit: You may use either Strength or Dexterity for any 
  Strength- or Dexterity-based skill, instead of the normal 
  ability score. 
  Extra Kung Fu
  Your skill in kung fu allows you to perform kung fu skill 
  unlocks more frequently than less practiced adepts. 
  Prerequisite: Kung Fu Master.
  Benefit: Choose a single kung fu skill unlock. You may 
  use that skill unlock 2 additional times for each time you 
  would normally be able to perform it (2 extra times per hour, 
  minute, or 1d4 rounds).
  Special: You can gain this feat multiple times. Its effects do 
  not stack. Each time you take the feat, it applies to a new skill 
  unlock.
  Fast Kung Fu
  Your expertise in a particular school of kung fu allows you to 
  perform Kung fu skill unlocks with great speed. 
  Prerequisite: Kung Fu Master.
  Benefit: Choose a single kung fu skill unlock. You may use 
  that skill unlock more quickly than normal. A skill unlock 
  which could normally be used once every hour may be used 
  once every minute, and a skill unlock that can be used once 
  every minute can be used once every 1d4 rounds. 
  Special: You can gain this feat multiple times. Its effects do 
  not stack. Each time you take the feat, it applies to a new skill 
  unlock.
  Kung Fu Master
  You are skilled in kung fu, specialized arts that are useful in a 
  wide variety of situations, and can use these skills to perform 
  special techniques few have mastered.
  Benefits: You can perform kung fu skill unlocks for skills in 
  which you are trained. Additionally, if you have a ki pool, you 
  gain a bonus on all skill checks made as part of kung fu skill 
  unlocks equal to the number of remaining ki points you have 
  in your ki pool.
  Master of Arts 
  Your training and discipline allow you to expertly perform any 
  kung fu skills. 
  Prerequisite: Kung Fu Master, Skill Focus in any two of 
  Acrobatics, Climb, Disable Device, Escape Artist, Ride, 
  Sleight of Hand, or Swim. 
  Benefit: You gain a +2 bonus on skill checks made to 
  perform kung fu skill unlocks. Additionally, you may take 10 
  on a check to perform a kung fu skill unlock associated with a 
  skill for which you have the Skill Focus feat. 
  
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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, 
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  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. 
  Path of War. © 2014, Dreamscarred Press. 
  Weekly Wonders: Kung Fu Skill Unlocks Copyright 2017, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Show Your Kung Fu!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Kung Fu Skill Unlocks.pdf