TEXT: Weekly Wonders
  Gluttony
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  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.
  This installment focuses on the sin of gluttony. Although 
  most commonly associated with food, gluttony is the 
  overindulgence or overconsumption of anything to the 
  point of waste. Considered a sin primarily because of its 
  inherent selfishness, some theologians argue that the sin of 
  gluttony extends beyond actual overconsumption, and that 
  even spending too much time in obsessive anticipation of 
  indulgence can be sinful, as it is a distraction from things that 
  should really matter.  The archetypes in this book primarily 
  focus on themes including the consumption of food, obesity, 
  and overindulgence in general.
  New Archetypes
  The following archetypes are presented in alphabetical order, 
  based on the name of the class that they modify.
  Ravenous Maw (Alchemist)
  It’s no surprise that some alchemists would turn their studies 
  to the topic of hunger, and the way that the body digests 
  food. Long ago, a strange and horrific discovery resulted in 
  a unique mutagen that caused the imbiber’s mouth to twist 
  into a horrible, inhuman maw filled with gnashing teeth, and 
  instill a potent and inescapable hunger. Those alchemists 
  who further study this strange formula are known as ravenous 
  maws, after the terrible creatures they become.
  Elixir of Bestial Hunger (Su): At 1st level, a ravenous maw 
  discovers how to create an elixir of bestial hunger that he can 
  imbibe in order to undergo a transformation into a hunger-
  crazed monster. It takes 1 hour to brew a dose of this elixir, 
  and once brewed, it remains potent until used. A ravenous 
  maw can only maintain one dose of this elixir at a time—if 
  he brews a second dose, any existing dose becomes inert. 
  As with an extract or bomb, an elixir of bestial hunger that 
  is not in the possession of the ravenous maw that created it 
  becomes inert until he picks it up again. It’s a standard action 
  to drink an elixir of bestial hunger.
  When consumed, the elixir grants the ravenous maw a 
  primary bite natural attack, which deals 1d8 points of 
  piercing and slashing damage if the ravenous maw is Medium 
  (1d6 points of piercing and slashing damage if he is Small). 
  Additionally, the ravenous maw treats his base attack bonus 
  as though it were equal to his alchemist level for the purposes 
  of attacks made with this bite attack, and this bite attack is 
  always treated as primary, even if the ravenous maw is also 
  fighting with a held weapon. However, while under the effects 
  of the elixir, the ravenous maw must succeed on a Will save 
  (DC = 10 + 1/2 his alchemist level + his Charisma modifier) 
  each round or be compelled to either consume available food 
  that round, or use his bite attack to damage a creature (this 
  save need be made only on rounds in which the ravenous 
  maw does not already intend to take one of those actions). 
  The effects of the elixir last for 1 minute.
  If anyone other than a ravenous maw consumes an elixir of 
  bestial hunger, they are affected in the same fashion as a non-
  alchemist that consumes an alchemist’s mutagen.
  This ability replaces the mutagen class feature.
  Scent (Ex): At 3rd level, a ravenous maw’s nose becomes 
  specially attuned to the scents of possible food. He gains the 
  scent universal monster ability.
  This ability replaces the swift alchemy class feature.
  Sustenance (Su): Beginning at 14th level, whenever a 
  ravenous maw successfully deals damage with the bite attack 
  granted by his elixir of bestial hunger class feature, he gains 
  immediate sustenance from doing so, healing a number of hit 
  points equal to 1/2 the damage he inflicts in this way.
  This ability replaces the persistent mutagen class feature.
  Razor Teeth (Ex): Beginning at 18th level, the bite attack 
  granted by a ravenous maw’s elixir of bestial hunger class 
  feature has a critical threat range of 18–20, and on a successful 
  critical hit, it inflicts 1d4 points of bleed damage.
   
  This ability replaces the instant alchemy class feature.
  Spellmonger (Magus)
  While most gluttons focus on the pleasures of consuming 
  food, some magi choose to gorge themselves on pure 
  magical energy, which is even more pleasurable and far more 
  addictive. These magi draw the energy from magic items in 
  order to empower themselves, going into euphoric states 
  whenever they do so.
  Devour Magic (Su): Beginning at 4th level, a spellmonger 
  learns to absorb the magic stored in expendable magic items, 
  taking it for himself. As a standard action, he can touch 
  a potion, scroll, staff, or wand and drain it of its magical 
  essence. If the item is intelligent, or is in the possession 
  of an unwilling creature, it is entitled to a Will save (DC = 
  10 + 1/2 the spellmonger’s magus level + the spellmonger’s 
  Intelligence modifier) to resist this effect. A potion or scroll 
  affected in this way is completely consumed, while a staff or 
  wand affected in this way loses 2d4 charges. If the magic item 
  touched contained a spell whose spell level was equal to or 
  greater than the highest spell level that the spellmonger is 
  capable of casting, he adds a single point to his arcane pool.
  Whenever a spellmonger adds a point to his arcane pool 
  in this way, he experiences a rush of magical power and 
  exquisite euphoria, which is both beneficial and addictive. 
  For one minute, he gains a +1 morale bonus to attack rolls, 
  AC, and saving throws as the world seems to slow down. 
  
  3
  3
  At the end of each day during which the spellmonger uses 
  this ability to add at least 1 point to his arcane pool, he must 
  succeed on a Fortitude save (DC = 10 + the spellmonger’s 
  Charisma modifier + 1 per point he added to his arcane pool 
  in this way that day). Failure indicates that he becomes 
  addicted to absorbing magic, and every four waking hours 
  that he goes without absorbing at least 1 point in his arcane 
  pool in this way, he must succeed on a Will save (DC = 10 
  + 1 per previous successful save) or be compelled to absorb 
  more magic in this fashion. If he does not have easy access 
  to a magic item he can devour magic from in this fashion, 
  he gains a bonus on these saving throws of between +1 (for 
  obstacles such as financial hardship, risking being observed 
  by an ally that may try to stop him, etc.) to +10 (if the only 
  such items available are incredibly far away and/or incredibly 
  perilous to reach, etc.). The spellmonger can be cured of 
  this addiction by refraining from devouring magic with this 
  ability for 1 week.
  This ability replaces the spell recall class feature. 
  Charge Holder (Su): Beginning at 6th level, as long as a 
  spellmonger is currently holding the charge of a spell with 
  a range of touch, he is flooded with a sensation of euphoria, 
  identical to that provided by his devour magic class feature.
  This ability replaces the magus arcana gained at 6th level.
  Energy Feast (Su): At 11th level, a spellmonger’s ability to 
  drain magic from items improves. By performing an elaborate 
  ritual that takes 1 minute, a spellmonger can attempt to drain 
  the magical energy from any magic weapon, magic suit of 
  armor, magic shield, or wondrous item whose caster level is 
  less than or equal to his own. This functions similarly to the 
  spellmonger’s devour magic class feature, except that the 
  item’s magical properties are suppressed for 24 hours, and 
  the number of points that the spellmonger adds to his arcane 
  pool is based on the market value of the item, as outlined on 
  the table below.
  +5, and when making Will saves to resist addiction, if the 
  spellmonger has used energy feast at any time since the last 
  time he was cured of addiction, the DC to resist the addiction 
  increases by +5.
  This ability replaces the improved spell recall class feature.
  Overcharge (Su): Beginning at 12th level, a spellmonger 
  gains the ability to hold more points in his arcane pool than 
  the normal maximum. As long as he has at least 1 more point 
  in his arcane pool than the normal amount, he is filled with 
  feelings of euphoria, causing him to treat his caster level 
  as 1 higher than it actually is. As long as he has at least 5 
  more points in his arcane pool than the normal amount, his 
  caster level is treated as 2 higher than it actually is, instead. 
  Whenever the spellmonger rests and regains spells, any 
  points in his arcane pool in excess of the normal maximum 
  are lost.
  Beginning at 18th level, as long as a spellmonger has at least 
  1 more point in his arcane pool than the normal amount, 
  he is surrounded by an aura of crackling arcane energy. Any 
  creature that damages the spellmonger with a melee attack 
  suffers an amount of electricity damage equal to the number 
  of points in the spellmonger’s arcane pool in excess of his 
  normal maximum (to a maximum of 10 electricity damage).
  This ability replaces the magus arcana gained at 12th and 18th 
  levels.
  Fat Monk (Monk)
  While most envision monks as being thin, due to intense 
  exercise regimens and devout fasting, not all martial artists 
  believe in depriving themselves of the pleasures of the flesh. 
  Fat monks are no less lawful and disciplined than their 
  thinner brethren, but develop their bodies specifically for 
  bulk.
  Thick Body (Ex): By 2nd level, a fat monk’s bulk makes it 
  easier for him to shrug off a wide variety of harmful effects. 
  Once per day, when he fails a Fortitude saving throw, the fat 
  monk can reroll the saving throw with a +4 bonus. When 
  using this ability to make a save against an attack that has a 
  partial or lesser effect on a successful save, the fat monk is 
  completely unaffected on a successful save, instead.
  At 9th level, the fat monk can use this ability three times per 
  day.
  This ability replaces the evasion and improved evasion class 
  features.
  Durable (Ex): By 3rd level, a fat monk’s body has enough 
  bulk that he becomes harder to kill. He immediately gains 
  an additional 6 hit points. At each additional monk level 
  thereafter, he gains 2 additional hit points, beyond those he 
  would otherwise gain as a result of his new level.
  This ability replaces the fast movement class feature.
  Magic Item Value
  Points Gained
  1 gp - 5,000 gp
  1
  5,001 gp - 10,000 gp
  2
  10,001 gp - 25,000 gp
  3
  25,001 gp - 50,000 gp
  4
  50,001 gp +
  5
  Table: Energy Feast Values
  Each time this ability is used, there is a 10% chance that 
  the magic item is simply destroyed, rather than having its 
  abilities suppressed for 24 hours. This chance increases by 
  10% for each previous time the spellmonger has used this 
  ability that day. Items whose caster level is greater than the 
  spellmonger’s are simply unaffected. As with devour magic, 
  using this ability opens the spellmonger to the possibility of 
  becoming addicted. However, when making a daily saving 
  throw to avoid becoming addicted, if the spellmonger used 
  energy feast that day, the DC to avoid addiction increases by 
  
  4 4
  Ki Pool (Su): At 4th level, a fat monk gains a ki pool as 
  normal. The number of points in the fat monk’s ki pool, and 
  the fat monk’s ki strike, function identically to other monks. 
  However, instead of being able to spend points from his 
  ki pool to make an extra attack, increase his speed, or give 
  himself a dodge bonus to AC, the fat monk can expend 1 
  point from his ki pool as a swift action to accomplish any of 
  the following:
  •	
  Gain a competence bonus equal to his monk level on 
  the next damage roll he makes with a melee weapon 
  before the beginning of his next turn.
  •	
  Gain DR 2/slashing until the beginning of his next 
  turn. At 6th level, and every two levels thereafter, 
  this DR increases by 1 (to a maximum of DR 10/
  slashing at 20th level).
  •	
  Gain a +4 bonus to CMB and CMD until the 
  beginning of his next turn.
  This ability modifies the ki pool class feature. 
  Resounding Thud (Ex): Beginning at 4th level, a fat monk 
  can use his weight whenever he falls to create a resounding 
  thud upon landing. This requires no action, and is simply 
  part of hitting the ground, but the fat monk must consciously 
  choose to use the ability, and cannot do so if he is paralyzed, 
  helpless, or otherwise not able to take actions. The effects 
  of the resounding thud radiate outward from the location 
  where the fat monk lands. For each 20 feet that the fat monk 
  fell, the radius of the resounding thud extends 5 feet, to a 
  maximum of 50 feet for a 200-foot drop. Each creature in the 
  area must succeed on a Fortitude save (DC = 10 + 1/2 the fat 
  monk’s monk level + the fat monk’s Constitution modifier) 
  or be stunned for 1 round. Creatures that fail the save by 5 
  or more also fall prone and suffer 2d6 points of damage. The 
  saving throw DC increases by 1 for every 20 feet the fat monk 
  fell (to a maximum bonus of +10). Any effect which prevents 
  the fat monk from suffering fall damage (such as the slow fall 
  spell) interferes with a resounding thud.
  This ability replaces the slow fall class feature.
  Heavyweight (Ex): Beginning at 5th level, a fat monk’s bulk 
  allows him to be treated as one size category larger than he 
  actually is for the purposes of determining his CMB and 
  CMD, as well as determining the maximum size of opponents 
  he can effect with combat maneuvers like bull rush, overrun, 
  and trip. Additionally, the fat monk does not provoke attacks 
  of opportunity when using the bull rush and overrun combat 
  maneuvers.
  This ability replaces the high jump class feature.
  Jolly Luck (Ex): At 12th level, a fat monk’s belly is said to be 
  able to confer good luck. As a standard action, a creature can 
  rub the fat monk’s belly in order to gain a single luck point, 
  which can be expended at any time to accomplish any of the 
  following:
  •	
  Gain a +4 luck bonus on a single d20 roll. You must 
  declare you are using this ability before the roll is 
  made.
  •	
  Reroll a single d20 roll. You must declare that you 
  are using this ability after making the initial roll, 
  
  5
  5
  but before learning whether the result is a success 
  or failure. The new result must be used, even if it is 
  lower.
  •	
  Roll 1d4 and add the result to a failed d20 roll. You 
  must declare that you are using this ability after you 
  learn that the roll is a failure, but before any further 
  consequences of the failed roll are established (i.e., 
  on a failed saving throw to resist poison, you would 
  use this ability before determining the effects of the 
  poison).
  •	
  At the GM’s discretion, luck points may be expended 
  in order to accomplish other, narrative-specific 
  effects that could be explained by a small amount of 
  good luck.
  Any given character can only gain one luck point in this way 
  per day. Any remaining luck points are lost the next time 
  the character rests. The fat monk must be willing to have his 
  belly rubbed in this way, or no luck points are gained.
  This ability replaces the abundant step class feature.
  Protective Blubber (Ex): At 13th level, a fat monk’s 
  expansive belly protects his more vital organs from attack. 
  Whenever a critical hit or sneak attack is scored on the fat 
  monk, there is a 25% chance that the critical hit or sneak 
  attack is negated and damage is instead rolled normally. At 
  17th level, this increases to a 50% chance.
  This ability replaces the diamond soul class feature.
  Fat (Oracle Curse)
  You have been cursed with an abundance of body fat. No 
  matter how you may diet, exercise, or even pray, you find 
  yourself unable to shed your extra weight.
  Effect: You are morbidly obese. The amount of time that 
  you can run or hold your breath before needing to make 
  Constitution checks to do so is halved. Additionally, you are 
  considered to be making a forced march after only 4 hours of 
  travel, rather than the normal 8, and if you engage in combat 
  (or a similarly strenuous activity) for more than 5 consecutive 
  rounds, you must succeed on a Constitution round at the 
  beginning of your turn each round after the fifth, or become 
  fatigued for 1 hour. Your increased bulk does have its benefits 
  however, and you gain 1 additional hit point per Hit Die.
  At 5th level, you gain Power Attack as a bonus feat, and treat 
  your base attack bonus as being equal to your character level 
  for the purposes of determining the bonus damage granted 
  when using Power Attack (but not when determining the 
  penalty on attack rolls).
  At 10th level, you are treated as one size category larger than 
  you actually are for the purposes of determining your CMB 
  and CMD, as well as for combat maneuvers like bull rush that 
  have limitations on what size the target can be relative to the 
  attacker.
  At 15th level, your fat protects your vital organs from attack. 
  Whenever a critical hit or sneak attack is scored on you, there 
  is a 10% chance that the critical hit or sneak attack is negated 
  and damage is instead rolled normally.
  Big Game Hog (Ranger)
  Some rangers hunt for sport. Others hunt to survive. A few 
  don’t hunt at all. But big game hogs hunt because they want 
  to taste the flesh of exotic prey, and that meal tastes all 
  the sweeter when they killed the creature themselves. For 
  these rangers, there is no greater pleasure than defeating a 
  fearsome beast and then carving it up and putting it on a 
  plate.
  Acquired Taste (Ex): Whenever a big game hog eats a 
  meal cooked from the flesh of a creature that he killed, he 
  is invigorated by the experience. In order to use this ability, 
  he must consume at least 1 pound of the creature’s flesh, 
  and it must be sufficiently prepared with a successful DC 15 
  Profession (cook) skill check. 
  For the next 24 hours, he treats creatures of the same species 
  as the one he ate as though they were his favored enemies, 
  except that he gains only a +1 bonus against such creatures, 
  rather than the normal +2 bonus (if the creature already 
  was one of his favored enemies, the bonus he gains against 
  such creatures as a result of his favored enemy class feature 
  increases by +1, instead). No matter how many creatures a big 
  game hog consumes in this way, he gains the benefits of this 
  ability only against a single species of creature at any given 
  time. At 10th level, the bonus granted by this ability increases 
  to +2.
  This ability replaces the wild empathy class feature.
  Full Belly (Ex): Beginning at 3rd level, whenever a big game 
  hog rests, if he consumed at least 1 pound of food in the hour 
  before resting, he sleeps especially peacefully, healing twice 
  as many hit points and points of ability score damage as he 
  otherwise would. Further, he gains a +5 bonus on any saving 
  throws made to resist effects that specifically target sleeping 
  characters (such as the nightmare spell). However, this deep 
  slumber also makes it harder for him to awaken, increasing 
  the DC of any Perception checks he makes while sleeping by 
  +15 (instead of the normal +10).
  This ability replaces the endurance class feature.
  Favorite Meal (Ex): Beginning at 3rd level, a big game hog 
  can choose a single meal of the day as his favorite meal. If he 
  does, then whenever he eats the chosen meal, he gains the 
  listed benefits. Each meal’s description contains the criteria 
  a meal must meet in order to qualify as the listed meal. In 
  addition to this, in order to grant the benefits of this ability, 
  any meal must have been competently prepared (with a DC 15 
  Profession [cook] check), and must contain at least 1 pound 
  of food. At 8th level, and every five levels thereafter, the big 
  game hog may choose an additional meal as his favorite meal. 
  No matter how many meals a big game hog consumes, he can 
  only gain the benefits listed for a particular meal once per 
  day.
  Breakfast: In order to qualify as breakfast, a meal must be 
  consumed within 3 hours of the big game hog awakening 
  from rest. Whenever he eats breakfast, the big game 
  hog gains a +2 bonus on Intelligence, Wisdom, and 
  
  6 6
  Charisma checks, as well as on Intelligence–, Wisdom–, 
  and Charisma–based skill checks. These benefits last for 
  2 hours.
  Lunch: In order to qualify as lunch, a meal must be 
  consumed more than 4 hours after the big game hog 
  awakens from rest, but less than 8 hours after he does 
  so. Whenever he eats lunch, the big game hog heals 
  1 hit point per ranger level, and is cured of fatigue. 
  Additionally, he gains a +2 bonus on Constitution checks 
  for 2 hours.
  Dinner: In order to qualify as dinner, a meal must be 
  consumed more than 10 hours after the big game hog 
  awakens from rest, and consist of savory foodstuffs. If 
  the big game hog has both dinner and dessert as favorite 
  meals, he can choose to eat both meals at the same time 
  (this requires a total of 2 pounds of food, and each meal 
  must be prepared separately). Whenever he eats dinner, a 
  big game hog gains a +2 bonus on Strength and Dexterity 
  checks, as well as on Strength– and Dexterity–based skill 
  checks. These benefits lasts for 2 hours.
  Dessert: In order to qualify as dinner, a meal must be 
  consumed more than 10 hours after the big game hog 
  awakens from rest, and consist of sweet foodstuffs. 
  Whenever he eats dessert, the big game hog gains a +2 
  morale bonus on Will saves, which is increased to a +4 
  bonus against emotion effects. This benefit lasts until 2 
  hours after the next time the big game hog awakens from 
  resting.
   
  This ability replaces the favored terrain class feature.
  Hefty Frame (Ex): Beginning at 9th level, a big game hog’s 
  expansive belly protects his more vital organs from attack. 
  Whenever a critical hit or sneak attack is scored on the big 
  game hog, there is a 25% chance that the critical hit or sneak 
  attack is negated and damage is instead rolled normally. At 
  16th level, this increases to a 50% chance.
  This ability replaces the evasion and improved evasion class 
  features.
  Gluttony Subschool (Wizard)
  Some wizards study the school of necromancy less because 
  of an interest in the energies of life and death, and more 
  because of the school’s metaphysical connection with the sin 
  of gluttony. 
  Associated School: Necromancy.
  Replacement Powers: The following school powers replace 
  all of the normal powers of the necromancy school.
  Draining Touch (Su): As a standard action, you can make 
  a melee touch attack that inflicts an amount of damage 
  equal to 1d4 + 1/2 your wizard level. This damage is 
  negative energy, and has no effect on non-living creatures 
  (including constructs and undead). For every 2 points of 
  damage dealt in this way, you heal 1 hit point. You can use 
  this ability a number of times per day equal to 3 + your 
  Intelligence modifier.
  Gourmand (Ex): Your love of food is such that even the 
  act of eating a large, satisfying meal can provide you with 
  a temporary burst of vigor. In order to gain this benefit, 
  you must spend at least 10 minutes consuming cooked 
  food, which must have been prepared with a Profession 
  (cook) skill check with a result of at least 10 + your wizard 
  level.
  Whenever you consume such a meal, you enjoy a rush of 
  euphoria, allowing you to apply the effects of one of the 
  following metamagic feats to the next necromancy spell 
  you cast: Enlarge Spell, Extend Spell, or Heighten Spell 
  (increasing by one spell level only). Doing so does not 
  increase the spell slot the spell uses, and you do not need 
  to possess a given metamagic feat to choose it in this way. 
  You must use this ability within 1 minute of finishing 
  your meal, or the benefit is lost. At 1st level, you can use 
  this ability to alter spells of up to 1st level. At 5th level, 
  you can apply this ability to 2nd-level spells, and at 7th 
  level and every two levels thereafter, the highest spell 
  level of spells you can affect with this ability increases by 
  one (to a maximum of 9th-level spells at 19th level). 
  No matter how many satisfying meals you consume in 
  this way, you can apply free metamagic to spells in this 
  way no more than once per day at 1st level. If you eat a 
  satisfying meal, and then fail to use this ability within 
  one minute, the daily use is not wasted. At 6th level, you 
  can use this ability twice per day. At 12th level, you can 
  use it three times per day. At 20th level, you can use this 
  ability as often as you consume meals.
  Truffle Hound (Ex): By 8th level, your devotion to the 
  pleasures of life heightens your senses to a new plane. 
  You gain the scent special ability. Additionally, whenever 
  you are currently able to smell the scent of delicious food, 
  you can choose to gain a +2 morale bonus on attack rolls, 
  ability checks, saving throws, and skill checks, and your 
  caster level is increased by +2. Overexposure to delicious 
  aromas dulls this sensation, and so you can gain these 
  benefits for no more than 1 round per level per day.
  
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  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 II: Gluttony Copyright 2018, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Indulge in Some Sweet New Archetypes!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Archetypes of Sin Volume II - Gluttony.pdf