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, 
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  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 
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  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.
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2 2
  Introduction
  Any true professional knows that it’s not enough to have the 
  right set of skills, it’s crucial that you have the right tool for 
  the job, and this is especially true when your job is a matter 
  of life and death. For an assassin, killing is not personal, and 
  it is never a matter of fighting fair. The best assassinations 
  are those that are over before they’ve even begun, where the 
  target has no chance to react, and every contingency is taken 
  care of. Accomplishing such feats requires having a detailed 
  and specific plan of attack, and that often requires specialized 
  tools. Any adventurer can just grab a magic sword and start 
  swinging, but a professional assassin needs the right weapon 
  in the right place at the right time to make their kill exactly 
  according to plan.
  This book features eight new magic items intended for 
  assassins and similar characters, as well as ten new poisons 
  designed to target specific foes.
  New Magic Items
  The following magic items are presented in alphabetical 
  order.
  BONE DART
  Aura faint necromancy; CL 1st
  Slot —; Price 206 gp; Weight 1/2 lbs.
  DESCRIPTION
  This +1 dart is made of bone, but has been magically treated 
  to be as strong as steel. The dart is suffused with harmful 
  negative energy, and on a successful hit, it deals an additional 
  1d6 points of damage. Additionally, if the target dies within 
  1 minute of being damaged by a bone dart, the dart’s magic 
  causes his body to rapidly rot and decay over the course of 
  1d4 minutes, leaving only a skeleton behind. In addition 
  to helping conceal the target’s identity and potentially 
  obscuring the means of death, this also prevents the target 
  from being returned to life by any spell that requires a mostly 
  intact body, such as raise dead.
  Some of a bone dart’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +2-equivalent piece of ammunition for the purposes of the 
  cost of further improving its magical abilities.
  CONSTRUCTION
  Requirements Craft Wondrous Item, decompose corpseUM; 
  Cost 106 gp
  CLOAK OF THE NIGHT
  Aura faint evocation; CL 3rd
  Slot shoulders; Price 40,000 gp; Weight 2 lbs.
  DESCRIPTION
  These cloaks are made of a deep midnight blue silk, perfect 
  for blending in in dark environments, and are cut in such 
  a way that they resemble the wings of a giant bat or demon 
  when they are billowing in the wind. The cloak grants a +3 
  competence bonus on saving throws. Additionally, the cloak’s 
  wearer can use one hand to pull the cloak around himself for 
  protection, and this grants him 20% concealment as long as 
  he continues to hold the cloak in this fashion with one hand. 
  Grabbing or releasing the cloak in this way is a standard 
  action.
  Additionally, three times per day the wearer can unfurl the 
  cloak dramatically as a standard action that provokes attacks 
  of opportunity. Doing so causes the cloak to release a wave of 
  darkness, which functions as the spell darkness, except that 
  the effect remains centered on the location the wearer was 
  in when he activated the ability, rather than radiating from a 
  particular object. This field of darkness remains for 1 minute.
  CONSTRUCTION
  Requirements Craft Wondrous Item, darkness; Cost 20,000 
  gp
  DAGGER OF SOUL STEALING
  Aura strong necromancy; CL 17th
  Slot —; Price 140,302 gp; Weight 2 lbs.
  DESCRIPTION
  This +3 keen vicious dagger has a large slot in the pommel 
  where a gemstone can be inserted. The dagger’s magic allows 
  stones of nearly any size or shape to fit in this slot, but only 
  black sapphires worth at least 1,000 gp will lock into place. 
  Whenever a creature is killed with the dagger of soul stealing, 
  that creature must succeed on a DC 23 Will save or be 
  affected as though by the spell soul bind, attempting to trap 
  its soul within the gem inserted in the dagger’s pommel.
  Some of a dagger of soul stealing’s unique abilities count 
  as an enhancement bonus equivalent, and it is treated as a 
  +8-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  CONSTRUCTION
  Requirements Craft Wondrous Item, soul bind; Cost 70,302 
  gp
  GASBREATHER’S MASK
  Aura moderate conjuration; CL 7th
  Slot face; Price 8,000 gp; Weight 2 lbs.
  DESCRIPTION
  This black leather mask covers the entire head, and fits 
  snugly around the base of the neck, with a small belt to fasten 
  it in place. The wearer views the world through a pair of glass 
  lenses, and breathes through a small chamber with a filter. As 
  long as the mask is worn, the wearer is immune to the effects 
  of harmful vapors and gases (including spells like cloudkill 
  and stinking cloud, inhaled poisons, and environmental 
  effects like smoke). The smoke does not allow the wearer to 
  breathe in environments she would not otherwise be able to 
  breathe in (such as underwater or in a vacuum).
  Additionally, once per day, when the wearer is exposed to 
  an inhaled poison, as a standard action, she can have the 
  gasbreather’s mask absorb the poison, storing it in distilled 
  liquid form in a special chamber within the mask. At any 
  future time, this distilled poison can be removed from 
  the mask (a full round action). Afterwards, it functions 
  identically to the absorbed poison, including its effect, 
  frequency, and saving throw DC, but its type changes from 
  inhaled to ingested.
  
  3
  3
  Finally, three times per day, the wearer can cause a cloud 
  of smoke to billow forth from the mask, filling a 20-foot-
  radius area centered on her current location. This smoke 
  grants concealment to creatures 5 feet away, and total 
  concealment to creatures further than 5 feet from each other, 
  and forces any character breathing it to make a Fortitude 
  save each round (DC 15, +1 per previous check) or spend that 
  round choking and coughing. A character that chokes for 2 
  consecutive rounds takes 1d6 points of nonlethal damage.
  CONSTRUCTION
  Requirements Craft Wondrous Item, neutralize poison; 
  Cost 4,000 gp
  GLOVES OF ENTRANCE AND EXIT
  Aura moderate transmutation; CL 9th
  Slot hands; Price 10,000 gp; Weight 1 lb.
  DESCRIPTION
  These black satin gloves fit snugly on the hands of whoever 
  wears them, adjusting their size as though by magic. They 
  completely resist any kind of dirt, dust, or grime, and never 
  acquire or leave fingerprints or other evidence. In addition 
  to these minor features, the gloves can also be used to create 
  openings in solid objects by tracing one’s finger along its 
  surface.
  The gloves have 5 charges, which they regain each night at 
  midnight. As a standard action, by expending 1 charge, the 
  gloves can be traced over a wall, door, or similar structure of 
  hardness 10 or less, that is no thicker than 1 foot, in order to 
  create an opening through that surface large enough for a 
  Tiny creature to squeeze through (larger creatures can still 
  reach through the opening, but cannot move through it). 
  The opening remains for 1 minute. If anything is still in the 
  opening when this time ends, it is harmlessly shunted to 
  whichever side it is further on (or its choice, if it is directly in 
  the middle). 
  By expending 2 charges when the gloves are activated, they 
  can be used to create an opening large enough for a Medium 
  creature to squeeze through, and by expending 3 charges and 
  activating the gloves as a full-round action, the wearer can 
  create an opening large enough for two Medium creatures to 
  pass through comfortably side by side (which is large enough 
  for a Large creature to squeeze through).
  CONSTRUCTION
  Requirements Craft Wondrous Item, passwall; Cost 5,000 
  gp
  LIFESIGHT MASK
  Aura faint divination; CL 5th
  Slot head; Price 60,000 gp; Weight 3 lbs.
  DESCRIPTION
  These masks are generally made of darkened steel, and 
  typically resemble skulls, grinning demon faces, or other 
  fearsome and intimidating visages appropriate for a reaper 
  of death. Regardless of their form, they feature two small 
  amethyst lenses through which the wearer can observe 
  the world around him, giving everything he sees a slightly 
  purplish tint.
  As long as the mask is worn, the wearer  is able to see the 
  health aura of any and all creatures in his field of vision, as 
  described in the spell analyze auraOA. In addition to allowing 
  the wearer to determine the health of nearby creatures, the 
  auras can be seen through some solid objects, allowing the 
  wearer to effectively see the locations of creatures on the 
  other side of walls. The mask allows auras to be seen through 
  up to 1 foot of stone, 1 inch of common metal, a thin sheet of 
  lead, or three feet of wood or dirt. Seeing auras in this way 
  provides an estimate of the creature’s size (accurate enough 
  to determine its size category), and the normal information 
  for a health aura, but gives no insight into the creature’s 
  appearance, overall shape, or even the direction they are 
  facing.
  CONSTRUCTION
  Requirements Craft Wondrous Item, analyze auraOA; Cost 
  30,000 gp
  POISONER’S GLOVES
  Aura faint conjuration; CL 3rd
  Slot hands; Price 7,500 gp; Weight 1 lb.
  DESCRIPTION
  These gloves are made of supple black leather, and gleam 
  faintly in moonlight. As long as they are worn, the wearer 
  never risks poisoning herself when applying poison to a 
  weapon or other object. Additionally, each glove has a unique 
  way to store and deliver poison.
  The left glove has a small compartment in which a single dose 
  of poison can be stored. With a thought, the wearer can cause 
  the contents of the compartment to be coated on the palm of 
  the glove, allowing her to use the glove to apply that dose of 
  poison to an object as a swift action.
  The right glove features a tiny needle embedded in the index 
  finger, which can be retracted into the glove or extended as 
  a move action. The needle can be used as a simple melee 
  weapon which deals 1 point of piercing damage. Further, a 
  character attacking with the needle can attempt a Sleight of 
  Hand check with a –10 penalty, opposed by the Perception 
  checks of observers, to avoid the attack with the needle 
  from being seen (the target still feels the pain, but may not 
  immediately identify its source). If poison is applied to 
  needle, it remains potent indefinitely as long as the needle is 
  retracted.
  CONSTRUCTION
  Requirements Craft Wondrous Item, delay poison, rope 
  trick; Cost 3,750 gp
  
  4 4
  ROOFWALKER’S BOOTS
  Aura faint transmutation; CL 1st
  Slot feet; Price 12,000 gp; Weight 5 lbs.
  DESCRIPTION
  These tall black boots rise nearly to the knee, and lace tightly 
  all the way to the top. They grant a +5 bonus on Acrobatics 
  checks and Stealth checks. These bonuses are doubled for 
  Acrobatics checks made to cross narrow surfaces or jump, 
  and for Stealth checks made to hide against creatures that are 
  at least 10 feet lower than the wearer. Finally, once per day, 
  after making an Acrobatics or Stealth check, the wearer can 
  immediately reroll that check, and use the new result instead. 
  The wearer must declare that she is using this ability after 
  the result of the die roll is known, but before it is determined 
  whether the roll is a success or failure.
  CONSTRUCTION
  Requirements Craft Wondrous Item, jump; Cost 6,000 gp
  Table: Poison Prices
  Poison
  Price
  Addlemind
  75 gp
  Bloodrush
  300 gp
  Fog of war
  200 gp
  Kinslayer
  150 gp
  Nightblinder
  280 gp
  Saints' tongue
  100 gp
  Serpent shakes
  250 gp
  Softskin
  500 gp
  Spellbane
  300 gp
  Trueform
  320 gp
  New Poisons
  The following poisons are presented in alphabetical order.
  
  5
  5
  ADDLEMIND
  Type poison, ingested; Save Fortitude DC 15
  Onset 10 minutes; Frequency 1/hour for 8 hours
  Effect 1 Intelligence, Wisdom, and Charisma damage. 
  Additionally, the afflicted creature must succeed on a 
  concentration check (DC 10 + twice the spell’s level) on any 
  spell he casts for the next hour, or the spell is lost. This is in 
  addition to any other concentration checks the caster may 
  be required to make while casting that spell. Anything that 
  increases the saving throw DC of addlemind also increases 
  the DC of these concentration checks; Cure 2 consecutive 
  saves.
  BLOODRUSH
  Type poison, injury; Save Fortitude DC 14; see text
  Onset 10 minutes; see text; Frequency 1/round for 6 rounds; 
  see text
  Effect 1d3 Intelligence and Wisdom damage and 1d6 points of 
  bleed damage. The poison is activated and greatly enhanced 
  by stress and high blood pressure. If the afflicted creature 
  is in a rage or bloodrage when afflicted with the poison, the 
  poison’s onset period is bypassed, and the saving throw DC 
  increases to 24. Further, any round that the afflicted creature 
  is raging or bloodraging does not count against the poison’s 
  frequency for the purposes of determining how many rounds 
  it takes for the poison to run its course. As long as a creature 
  is suffering from this poison, he cannot use the withdraw 
  action, and must succeed on a Will save (DC equal to 
  bloodrush’s Fortitude save DC) any time he attempts to flee 
  combat, or be unable to do so; Cure 3 consecutive saves.
  FOG OF WAR
  Type poison, inhaled; Save Fortitude DC 19
  Frequency 1/minute for 10 minutes
  Effect 1 Wisdom damage, and the target suffers a –4 penalty 
  on Will saves made to resist emotion and fear effects for 
  the next hour. Additionally, the poison renders the creature 
  paranoid and on edge, preventing him from benefitting from 
  the aid another action, and forcing him to make any available 
  saving throws to resist spells with saving throw entries 
  denotes as harmless; Cure 1 save.
  KINSLAYER
  Type poison, injury; Save Fortitude DC 15
  Frequency 1/round for 6 rounds
  Effect 1d4 points of Constitution damage. If the afflicted 
  creature has an animal companion, eidolon, familiar, 
  phantom, or similar companion creature, then for each 
  point of Constitution damage the creature suffers, an equal 
  amount of Constitution damage is automatically afflicted on 
  that companion creature (no save). Similarly, if the afflicted 
  creature is a companion creature of this sort, then its master 
  suffers the Constitution damage, as well. If the afflicted 
  creature’s companion or master is more than a mile away, this 
  effect does not apply; Cure 2 consecutive saves.
  NIGHTBLINDER
  Type poison, injury; Save Fortitude DC 20
  Frequency 1/minute for 6 minutes
  Effect 1d3 Wisdom damage, and the afflicted creature loses 
  low-light vision and darkvision for 1 minute. Additionally, 
  as long as she is poisoned, the afflicted creature suffers a –5 
  penalty on all sight-based Perception checks made in dim 
  light or darker conditions; Cure 2 consecutive saves.
  SAINTS’ TONGUE
  Type poison, ingested; Save Fortitude DC 15 and Will DC 15; 
  see text
  Onset 1 hour; Frequency 1/hour for 8 hours
  Effect 1d2 Wisdom damage, and the target suffers a –5 
  penalty on Bluff, Disguise, and Sleight of Hand checks for 1 
  hour, as the poison inhibits the parts of their brain that allow 
  them to lie and deceive. Further, as long as the poison is in 
  his system, whenever the afflicted creature is asked a direct 
  question, he must succeed on a Will save or be compelled 
  to provide a truthful answer to the best of his ability. This 
  compulsion is fairly short-lived, and if the answer to the 
  question requires more than 200 words, he is able to stop 
  himself from speaking further after that amount; Cure 
  1 save (only successful Fortitude saves made to resist the 
  poison count towards the cure; Will saves made to resist 
  volunteering information do not).
  SERPENT SHAKES
  Type poison, injury; Save Fortitude DC 16
  Frequency 1/round for 6 rounds
  Effect 1d2 Strength and Dexterity damage. Additionally, 
  whether she succeeds or fails on her saving throw, as 
  long as the poison is in her system, the afflicted creature 
  suffers a –2 penalty on attack rolls and on all skill checks 
  involving the use of her hands, as the poison causes violent 
  and uncontrollable shaking of her arms. This shaking also 
  prevents the afflicted creature from dealing precision-based 
  damage; Cure 2 consecutive saves.
  SOFTSKIN
  Type poison, injury; Save Fortitude DC 18
  Frequency 1/round for 10 rounds
  Effect 1 Constitution damage, and the afflicted creature’s 
  damage reduction and natural armor bonus to AC are 
  reduced by 1 each. These penalties last for the duration of the 
  poison, plus 1 minute after the poison has been cured; Cure 2 
  consecutive saves.
  SPELLBANE
  Type poison, injury; Save Fortitude DC 18
  Frequency 1/round for 10 rounds
  Effect 1 Intelligence and Charisma damage, and the afflicted 
  creature loses a single unused spell or spell slot of the 
  highest level she has available. The exact spell that is lost is 
  determined at random from among those available at that 
  level; Cure 2 consecutive saves.
  TRUEFORM
  Type poison, injury; Save Fortitude DC 22
  Frequency 1/round for 6 rounds
  Effect 1 point of Constitution damage, and if the target is 
  currently affected by a polymorph effect of any kind, he takes 
  an additional 1d4 points of Constitution damage and reverts 
  to his original shape, ending the effect; Cure 2 consecutive 
  saves.
  
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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 
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  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 
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  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
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  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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  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 
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  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 – Expanded, © 2016, Dreamscarred Press. 
  Weekly Wonders: Assassin’s Armory Copyright 2017, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  The Right Tools For The Job
   
  A professional assassination leaves nothing to chance, with 
  everything planned out in meticulous detail, dozens of contingencies, 
  and a solution on hand for every possible problem. But in addition to 
  a very particular set of skills, this also requires a very particular set of 
  tools; tools that can be highly specialized to particular jobs, or far 
  more general in nature. And while not every adventurer is an 
  assassin, nearly every adventurer can find a use for the tools a dealer 
  assassin, nearly every adventurer can find a use for the tools a dealer 
  of death might have lying around in his or her toolbox.
  This book contains eight new magic items and ten new poisons, 
  thematically appropriate for assassins and others of their ilk, 
  including the following.
   
  • Addlemind, a poison that makes it all but impossible to con-
  centrate on spells, allowing enemy spellcasters to be negated.
   
  • The bone dart, a magic dart made from bone which, among 
  other things, causes the victim’s corpse to instantly rot away leaving 
  only a skeleton behind.
   
  • Nightlbinder, a poison that strips its victims of the ability to 
  see in the dark, among other effects.
   
  • The gloves of entrance and exit, which allow the wearer to open 
  doorways in nearly any surface.
   
  • Softskin, a poison that reduces a creature’s damage reduction 
  and natural armor.
   
  • Poisoner’s gloves, which aid in both delivering poisons covertly, 
  and poisoning weapons swiftly.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Assassin's Armory.pdf