TEXT: Weekly Wonders
  Sloth
  
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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
  The seven deadly sins are inextricably tied with the official 
  Pathfinder campaign setting, and, with it, to the very game 
  itself. There is something potent about this particular group 
  of vices that has drawn human fascination for centuries, 
  however, and so it is no surprise that they would turn up 
  here, yet again. But just as the enemies in certain iconic 
  Pathfinder Adventure Path adventures gain their power from 
  sin, so too can players draw their strength from the likes 
  of envy, gluttony, greed, lust, pride, sloth, and wrath. Each 
  installment of Weekly Wonders: Archetypes of Sin presents six 
  new archetypes tied to one of the seven deadly sins.
  Sloth, which we focus on in this installment, is a seductive sin 
  because it requires no effort on the part of the sinner. While 
  sloth might seem to be a harmless concept, it becomes a 
  treacherous and dangerous evil, as complacency leads others 
  to ruin. In this book, we look at the sin of sloth from a few 
  different angles, such as instilling a lazy complacency in your 
  enemies, as well as enjoying the merits of taking it easy. Many 
  of the abilities possessed by the archetypes in this book have 
  a double-edged sword, leaving the character at the mercy of 
  their own laziness, even while providing potent benefits in 
  return for their sacrifice. 
  New Archetypes
  The following archetypes are presented in alphabetical order, 
  based on the name of the class that they modify.
  Laziness Domain (Cleric)
  Clerics with the lazy laziness domain detest action, preferring 
  instead to let the universe take its course. They hold that 
  human will and action run counter to the plan of the divine 
  and fly in the face of the will of the gods. Clerics with this 
  domain seek to affect the world as little as possible through 
  inaction, and are rarely bothered to do much at all. When 
  they are moved to act, they focus on using their talents to 
  keep others from influencing the world through their own 
  actions.
  Granted Powers: When you can be bothered to use your 
  unique magic, you can arrest the will of others, weakening 
  them and preventing them from acting. 
  Touch of Lethargy (Su): With a successful touch attack, 
  you can cause a character to lose interest. The touched 
  character must succeed on a Fortitude save (DC = 10 
  + 1/2 your cleric level + your Wisdom modifier) or be 
  staggered for 1 round, and suffer a –1 penalty to attack 
  rolls and damage rolls for every 2 caster levels you possess 
  (minimum 1) for 1 round. 
  In the Hands of Fate (Su): At 8th level, you can choose to 
  accept fate’s whims, rather than rely on your own skill. 
  Once per day, you can roll 1d20. Once you do, you must 
  immediately begin using the result of this check in place 
  of your base attack bonus, base save bonuses, and skill 
  ranks in all skills. This effect lasts for a number of rounds 
  equal to 1/2 your cleric level. At 12th level, and every 
  4 levels thereafter, you add +2 to the result of this d20 
  check. 
  Domain Spells: unseen servant (1st), hold person (2nd), nap 
  stackAPG (3rd), spiritual allyAPG (4th), greater forbid actionUM 
  (5th), forbiddance (6th), instant summons (7th), antimagic 
  field (8th), mass hold monster (9th).
  Leisure Domain (Cleric)
  Clerics with the leisure domain have taken the principle of 
  sloth to a high-minded purpose. Enjoying rest and relaxation, 
  practitioners of this domain eschew labor of all forms and 
  preach that toil and work are sins against the nature of 
  intelligent beings. Clerics with this domain often insist that, 
  because the gods are all-powerful and benevolent, doing 
  things for oneself is insulting to these all-wise and almighty 
  forces. 
  Granted Powers: You can tap the principle of sloth to enjoy 
  the fruits and merits of rest. 
  Touch of Rest (Su): As a standard action, you can 
  touch another creature to fill him with a divine 
  relaxation, which makes the target lethargic for a time, 
  but ultimately refreshes and invigorates him with 
  otherworldly power. You must succeed on a melee touch 
  attack if the target is unwilling, and the target is also 
  entitled to a Will save (DC = 10 + 1/2 your cleric level + 
  your Wisdom modifier) to negate this effect. If he fails 
  this save, the target may only take a single move action 
  until the end of his next turn. At the end of his next turn, 
  the target regains 1d4 hit points and gains a +1 morale 
  bonus to attack rolls and saving throws for a number of 
  rounds equal to 1/2 your cleric level (minimum 1). You 
  can use this ability a number of times each day equal to 3 
  + your Wisdom modifier. 
  Relaxing Nap (Su): At 8th level, you can tap the power 
  of a restful nap to recharge your magical energies. Once 
  per day, you can choose to take an extremely brief but 
  relaxing nap, falling asleep for 1d6 rounds. If you do, you 
  regain a number of expended spells, whose total spell 
  levels cannot exceed your caster level. The highest-level 
  spell you can recover in this fashion cannot have a spell 
  level higher than 1/4 your caster level.
  Domain Spells: unseen servant (1st), communal mountUC 
  (2nd), ray of exhaustion (3rd), rest eternalAPG (4th), serenityUM 
  (5th), chains of lightPPC:CoP (6th), sequester (7th), greater 
  planar ally (8th), time stop (9th).
  Waiting Blade (Fighter)
  While many fighters are men of action, the waiting blade 
  is a warrior that prefers to let his enemies come to him, 
  employing potent defensive strategies to use his foes’ clumsy 
  rush to action against them. Less obsessed with combat 
  training and learning a wide variety of new tricks, the waiting 
  blade knows what works and prefers to focus on mastering 
  the techniques he already possesses. 
  
  3
  3
  Lay in Wait (Ex): Beginning at 2nd level, the waiting blade 
  knows how to wait for his foes to come to him so that he 
  can easily face them. He suffers a –1 penalty to initiative, but 
  gains a +1 bonus on all attack and damage rolls made against 
  characters who act before him on any given round. At 6th 
  level, and every 4 levels thereafter, the penalty to initiative 
  and bonus to attack and damage rolls is increased by a 
  further 1. 
   
  This ability replaces the bravery class feature.
  Hunker Down (Ex): At 3rd level, a waiting blade learns how 
  to hunker down and protect himself more effectively than 
  other characters. In any round in which the waiting blade 
  does not move, if he did not start the round flat-footed, he 
  gains a +2 dodge bonus to AC. At 7th level, 11th level, and 
  again at 15th level, this dodge bonus to AC increases by a 
  further +2. 
   
  This ability replaces the armor training class feature.
  Store Potential (Ex): At 5th level, as a standard action, the 
  waiting blade can choose to focus his energy for a future 
  attack. If he does, he gains a +2 bonus on damage rolls for 
  all attacks on the following round. At 9th level, and every 4 
  levels thereafter, this bonus increases by a further +2. 
   
  This ability replaces the weapon training class feature.
  Wall of Steel (Ex): At 6th level, a waiting blade is able 
  to steady himself when using a tower shield by merely 
  remaining in place and getting used to holding the shield in 
  the same spot. As long as the waiting blade has not moved 
  since his last round, he does not suffer the –2 penalty to 
  attack rolls from using a tower shield.
  This ability replaces the bonus feat gained at 6th level. 
  Easy Athletics (Ex): At 10th level, a waiting blade learns 
  secret techniques for climbing, swimming, and jumping 
  while wearing very heavy armor, which require very little 
  expenditure of energy on his part. He can choose to take 0 
  whenever making an Acrobatics, Climb, or Swim check; if he 
  does, he ignores any armor check penalty he is suffering due 
  to his armor, shield, or encumbrance.
  This ability replaces the bonus feat gained at 10th level.
  Still Sentry (Ex): At 19th level, the waiting blade becomes 
  an even more dangerous foe when he remains rooted to 
  a single spot. As long as the waiting blade has not moved 
  since his last turn, he may make any number of attacks of 
  opportunity each round. If he chooses not to make an attack 
  of opportunity against a hostile character that provokes an 
  attack of opportunity from him, the waiting blade instead 
  gains a +2 dodge bonus to AC against attacks made by that 
  character until the beginning of his next turn.
  This ability replaces the armor mastery class feature.
  The Blade That Waits (Ex): At 20th level, the waiting blade 
  can unleash deadly attacks after he takes a moment to gather 
  his thoughts. Whenever he uses his store potential ability, if 
  he also does not move during that round, then on the next 
  round, he may make an additional full-attack action. 
  This ability replaces the weapon mastery class feature.
  Power Saver (Kineticist)
  Power savers are kineticists who have honed their abilities to 
  gather power from within themselves as well as from external 
  sources, empowering their blasts and fueling their wild 
  talents. Though they must spend more time gathering energy 
  than other kineticists, the results of their power gathering 
  can be extreme, leading to potent shows of force. 
  Gathered Defense (Su): At 2nd level, whenever a power 
  saver gathers energy, she becomes hardened against the 
  elements. Whenever the power saver uses a move action to 
  gather power, she gains acid resistance 5, cold resistance 5, 
  electricity resistance 5, fire resistance 5, and sonic resistance 
  5. When she uses a full-round action to gather power, this 
  energy resistance is increased to 10.
   
  This ability replaces the elemental defense class feature. 
  Gather Energy (Su): At 3rd level, when the power saver 
  gathers power, she can increase the potency of her blasts, 
  imbuing them with additional damage. Whenever she 
  spends a full-round action to gather power, her blasts do an 
  additional amount of damage of the appropriate type equal 
  to 1d6 for every 2 levels she possesses. Additionally, at 6th 
  level, when she spends a full-round action to gather power, 
  her blasts ignore any spell resistance possessed by the target, 
  and the target suffers a –2 penalty on any saving throw made 
  to resist any additional effect provided by an infusion wild 
  talent on the power saver’s blasts. At 11th level, the additional 
  damage dealt by this ability increases to 1d8 for every 2 levels 
  she possesses. At 15th level, when she uses a full-round action 
  to gather power, any energy blast she uses in the next round 
  hits unerringly, while a kinetic blast ignores cover less than 
  total cover and concealment. 
  This ability replaces the elemental overflow class feature.
  Gather Infusions (Su): At 5th level, when the power saver 
  spends a full round to gather power, she may apply the 
  effects of an additional infusion (beyond her normal limit of 
  infusions) on any blast she uses in the following round. If she 
  does, the total combined burn cost for all infusions applied 
  to the blast are reduced by 2, to a minimum of 1. At 8th level, 
  and every 3 levels thereafter, the amount of burn reduced in 
  this way is increased by 1. 
  This ability replaces the infusion specialization class feature.
  Hyper Charge (Su): At 16th level, whenever the power saver 
  uses a full round to gather power, she reduces the burn cost of 
  any ability used in the following round to 0. 
  This ability replaces the composite specialization class 
  feature.
  Lethal Blasts (Su): At 20th level, the power saver can 
  unleash a potent blast of elemental energy, which can 
  instantly dissolve its target. Whenever the power saver spends 
  at least 1 full round gathering power, any character hit by 
  
  4 4
  her blast in the following round must succeed on a Fortitude 
  save (DC = 10 + 1/2 the power saver’s level + the power saver’s 
  Charisma modifier) or die instantly. This is a death effect.
  This ability replaces the omnikinesis class feature. 
  Sloth (Shaman Spirit)
  The spirit of sloth is an unusual spirit that encourages 
  inaction, rest, and a static state. Often depicted as a sloth, 
  a turtle, or a tired old man, the spirit of sloth is represented 
  as either a benevolent spirit of patience and wisdom, or as a 
  devilish entity that curses men and women to laziness and 
  complacency. Shamans that embrace the spirit of sloth have 
  mastery over both of these concepts.
  Shamans who select the sloth spirit tend to have 
  unimpressive physiques, whether corpulent and obese, 
  or slim and withered, as their muscles have atrophied 
  to nothingness. When the shaman uses one of her spirit 
  abilities, she grows visibly tired and weak with effort.
  Spirit Magic Spells: unseen servant (1st), communal 
  mountUC (2nd), nap stackAPG (3rd), rest eternalAPG (4th), 
  serenityUM (5th), forbiddance (6th), instant summons (7th), 
  greater planar binding (8th), time stop (9th).
  Hexes (Su): A shaman who chooses the sloth spirit can select 
  from the following hexes.
  Comfortable Reprieve (Su): The shaman can channel the 
  energy of the sloth in order to provide a comfortable 
  rest in dangerous situations. As a standard action, the 
  shaman can touch an ally who did not take any action 
  other than a single move action on his last turn. If she 
  does, she grants that ally a number of temporary hit 
  points equal to 1d8 + her shaman level. At 5th level, and 
  every 5 levels thereafter, the number of temporary hit 
  points granted by this ability is increased by a further 
  1d8. These temporary hit points remain until they are 
  expended, or until the target takes more than 1 action 
  during his turn.
  Prolong Sleep (Su): The shaman can use the power of 
  sloth to keep a sleeping character from waking, using her 
  supernatural power to make them desirous of rest. She 
  must be able to clearly see the target in order to use this 
  ability. When she does, the duration of any sleep effect 
  the target is suffering from is increased by 1 minute, 
  while a character that is sleeping by choice instead 
  remains sleeping for an additional hour. Additionally, a 
  character affected by this hex is more difficult to awaken 
  than normal. A character attempting to wake the target 
  by mundane means must succeed at a DC 15 Strength 
  check to wake the target, and a character attempting to 
  wake the target by magical means must succeed on a 
  caster level check (DC = 11 + your shaman level). 
  Quick Rest (Su): The shaman can place herself or another 
  willing character into a restful trance state where they 
  recover their health as though they had received a full 
  night’s rest. As a full-round action, the shaman can 
  place a character within 30 feet into a trance, rendering 
  him dazed for 1 minute; at the end of that period, the 
  target regains hit points and recovers ability damage as 
  though he had received one day of complete bed rest. 
  Additionally, the target may regain a single expended 
  spell or spell slot, and may regain the daily uses of a 
  single class ability which can only be used a certain 
  number of times per day, or regain a number of rounds’ 
  worth of an ability which can only be used a certain 
  number of rounds each day equal to 1d10 + the shaman’s 
  Charisma modifier. A single character can only be 
  affected by this hex once per day. A shaman must be at 
  least 8th level before she can select this hex.
  Staggering Touch (Su): The shaman can channel the 
  energy of sloth into a burst of lethargy, which is delivered 
  via touch. The shaman must succeed on a melee touch 
  attack in order to use this hex. On a successful touch, the 
  target becomes staggered for a number of rounds equal 
  to the shaman’s level. If the target ever chooses to take 
  no actions on his turn, this effect immediately ends. A 
  successful Will save reduces the duration of this effect to 
  1 round per 2 shaman levels.
  Stand Down (Su): The shaman can make a character 
  within 30 feet too lazy to defend himself from attacks. 
  The target must succeed on a Will save or be unable to 
  make attacks of opportunity for 1 round, and also suffer a 
  –2 penalty to AC and CMD and on Reflex saving throws. 
  At 10th level, this penalty is increased to –4.
  Spirit Animal: The shaman’s spirit animal is pampered and 
  lazy, with a thick, overfed body and weak, spindly muscles. It 
  prefers to spend its time relaxing and is rewarded for doing 
  so. Following any day in which the shaman’s spirit animal 
  receiving at least 14 hours of rest, the spirit animal gains a +2 
  morale bonus to AC, saving throws, attack rolls, and skill and 
  ability checks for the next 24 hours. 
  Spirit Ability: A shaman who chooses the sloth spirit as her 
  spirit or wandering spirit gains the following ability.
  Aura of Lethargy (Su): Enemies within 30 feet of the 
  shaman become tired and lose their will to fight, 
  suffering a –1 morale penalty to attack rolls and damage 
  rolls. At 8th level, and again at 16th level, the penalty 
  increases by a further –1.
  Greater Spirit Ability: A shaman who chooses the sloth 
  spirit as her spirit or wandering spirit gains access to the 
  following ability upon having access to the greater version of 
  that spirit.
  Recuperation (Su): The shaman, as well as any ally within 
  100 feet of the shaman, recovers twice as many hit points 
  and points of ability score damage as she normally would 
  after receiving at least 12 hours of uninterrupted rest. A 
  shaman who chooses the sloth spirit as her wandering 
  spirit grants this benefit to herself and her allies when 
  she first chooses that spirit as her wandering spirit. 
  True Spirit Ability: A shaman who chooses the sloth spirit as 
  her spirit or her wandering spirit gains access to the following 
  spirit ability upon having access to the true version of that 
  spirit.
  
  5
  5
  Curse of Inaction (Su): As a full-round action, the 
  shaman can place a curse upon a single living character. 
  The target becomes unable to take any action, but is 
  not helpless and suffers no penalty to AC. At the end of 
  each of his turns, the target can attempt a Will saving 
  throw (DC = 10 + 1/2 the shaman’s level + the shaman’s 
  Charisma modifier) to end the effect. The shaman can 
  use this ability at will, but no more than once per minute. 
  Manifestation: Upon reaching 20th level, the shaman 
  becomes a scion of sloth. Once per day, by spending 1 hour 
  pursuing leisure activities, the shaman can regain hit points 
  and ability score damage, as well as recovering the use of any 
  abilities with limited daily uses, as if she had just awoken 
  from a full night’s rest. She also regains spell slots and may 
  re-prepare spells as though she had just awoken from a full 
  night’s rest.
  Overlord (Summoner)
  Overlords are summoners who focus on managing and 
  empowering their eidolons and summoned creatures to 
  protect them from harm and distress. They rely almost 
  entirely on their summoned servitors, not just for defense 
  but also for other aspects of their lives. As they imbue there 
  servitors with more of their power and increase their abilities, 
  the overlord becomes physically weaker, with more and more 
  of his energy being devoted to his minions. 
  Be My Eyes (Su): At 2nd level, the overlord’s senses 
  become dulled, but he can rely on his summoned assistants 
  to keep watch for him. The overlord suffers a –2 penalty 
  on Perception and Sense Motive checks. However, the 
  overlord is immediately aware of any information that his 
  eidolon, or any creature he summons with a spell of the 
  summoning or calling subschool, obtains from a successful 
  Perception or Sense Motive check. At 6th level, and every 
  4 levels thereafter, the overlord’s penalty to Perception and 
  Sense Motive checks increases by a further –2, while his 
  eidolon, as well as any creature he summons with a spell 
  of the summoning or calling subschool, gains a bonus on 
  Perception checks equal to 1/2 the penalty suffered by the 
  overlord as a result of this ability.
  This ability replaces the bonded senses class feature.
  Be My Shield (Su): At 4th level, the overlord becomes 
  uncoordinated and off balance, as he transfers his own agility 
  to his servitors, trusting them to protect him from danger. 
  The overlord suffers a –2 penalty to AC. At 8th level, and 
  every 4 levels thereafter, this penalty increases by a further 
  –1. The overlord’s eidolon, as well as any creature summoned 
  by the overlord using a spell of the summoning or calling 
  subschool, gains a +2 natural armor bonus to AC. 
  Additionally, the overlord can transfer a certain amount of 
  damage he suffers to his eidolon. Whenever the overlord 
  would suffer damage, he may choose to have some or all 
  of that damage be suffered by his eidolon instead, as long 
  as his eidolon is within 30 feet. Each day, the overlord can 
  redirect a total amount of damage in this way equal to twice 
  his level + his Charisma modifier. At 14th level, the overlord 
  may instead transfer damage suffered in this way to creatures 
  he summoned using a spell of the summoning or calling 
  subschools.
  This ability replaces the shield ally class feature. 
  Be My Sword (Su): At 10th level, the overlord becomes 
  weak and frail as he transfers his strength to his summoned 
  servitors. The overlord suffers a –4 penalty to his Strength 
  score. If this would reduce the overlord’s Strength below 1, 
  the overlord instead suffers a penalty to attack and damage 
  rolls equal to the amount by which his Strength would be 
  reduced below 1. The overlord’s eidolon gains a +2 bonus 
  to attack and damage rolls. Additionally, any creature the 
  overlord summons with a spell of the summoning or calling 
  subschool gains a single evolution worth 1 or 2 points. 
  This ability replaces the aspect class feature. 
  Be My Salvation (Su): At 12th level, the overlord sacrifices 
  his own safety, trusting his summoned servitors to protect 
  him from danger. The overlord suffers a –2 penalty to all 
  saving throws; this penalty increases by a further –2 at 15th 
  level, and again at 18th level. Whenever the overlord fails 
  a saving throw, if his eidolon or a creature he summoned 
  using a spell of the summoning or calling subschool is 
  within 30 feet, he may choose to have that character make 
  a saving throw against the same effect. If the servitor’s 
  save is successful, the overlord is treated as though he had 
  successfully saved against the effect. If the servitor’s save is 
  a failure, both the overlord and the creature are affected as 
  though they had failed the saving throw. 
  This ability replaces the greater shield ally class feature. 
  Be My Army (Su): At 16th level, the overlord sacrifices his 
  own mind in order to control more summoned servitors 
  than he would normally be able to. The overlord suffers a 
  –6 penalty to his Intelligence score. If this would reduce the 
  overlord’s Intelligence below 1, he instead suffers a penalty to 
  all skill and ability checks equal to the amount by which his 
  Intelligence would be reduced below 1. The overlord can use 
  his summon monster class feature while he has his eidolon 
  summoned, though he still cannot have more than 1 summon 
  monster or gate spell active with that ability at a time. 
  This ability replaces the merge forms class feature.
  Be My Form (Su): At 18th level, the overlord’s penalty to 
  Strength from his be my sword class feature increases to –10. 
  The overlord’s eidolon, as well as any creature he summons 
  with a spell of the summoning or calling subschool, 
  immediately gains a single evolution of 4 points or less (this 
  is in addition to the free evolution received with the be my 
  sword class feature).
  This ability replaces the greater aspect class feature.
  Be My Life (Su): At 20th level, the overlord can invest his life 
  force into another creature, effectively becoming immortal 
  by letting that creature live for him. As a swift action, as long 
  as the overlord’s eidolon or a creature he summoned with a 
  spell of the summoning or calling subschool is within 30 feet 
  
  6 6
  of the overlord, he can choose to invest his life force into that 
  creature, immediately reducing his hit points to 0. While the 
  overlord’s life force is invested in this way, he is not disabled 
  for having 0 hit points, and cannot be killed by any means 
  so long as the eidolon or summoned creature lives. If the 
  eidolon or summoned creature leaves the plane the overlord 
  is on, such as by being banished, planeshifted, or having the 
  spell that summoned the creature end, then the overlord 
  immediately regains a number of hit points equal to the 
  number of hit points the eidolon or summoned creature had 
  prior to departing. If the overlord ever has a hit point total 
  higher than 0, this effect immediately ends. 
   
  This ability replaces the twin eidolon class feature. 
  Sloth Subschool (Wizard)
  Long ago, ancient wizards embraced the sin of sloth in order 
  to enhance their conjuration spells. You follow a similar 
  discipline and have learned to harvest the sin of sloth, taking 
  it easy and allowing your conjured minions to fight for you.
  Associated School: Conjuration.
  Replacement Powers: The following school powers replace 
  all of the normal powers of the conjuration school.
  Focused Conjurations (Su): Your lazy focus on 
  summoning creatures allows you to cast summoning 
  spells with relative ease. You can still take move actions 
  in any round in which you cast a spell of the summoning 
  or calling subschool with a casting time of 1 round or 
  longer, and you can take 10 on concentration checks 
  made to cast such spells. At 20th level, you can cast spells 
  of the summoning subschool with a casting time of 
  longer than a standard action as a standard action.
  Easy Step (Sp): You can instantly transport yourself or a 
  touched character a short distance, rather than walking. 
  As a swift action, you can instantly teleport yourself or 
  a willing touched character up to 10 feet. You can use 
  this ability a number of times per day equal to 3 + your 
  Intelligence modifier. 
  Slovenly Servitor (Su): At 8th level, you can conjure a 
  lowly magical servitor to help you with minor tasks. 
  The summoned servitor takes the form of a kobold, 
  which obeys your commands to the best of its ability. 
  You can summon or dismiss this servitor as a full-round 
  action. The kobold can remain for a number of minutes 
  each day equal to your wizard level, which need not be 
  consecutive, but must be spent in 1-minute increments.
  
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  Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of 
  Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak 
  Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of 
  Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of 
  Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, 
  Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, 
  beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, 
  illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed 
  Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the 
  logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of 
  this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
  of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to 
  Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of such Trademark 
  or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity used in 
  Open Game Content shall retain all rights, title and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the 
  work that you are distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.  
   
  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 Sin Volume VI: Sloth Copyright 2018, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Sit back and let these sloth-themed archetypes do all the work…
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Archetypes of Sin Volume VI - Sloth.pdf