TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
  privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2 2
  Introduction
  The wilderness. Nearly every great fantasy story features 
  some amount of time trekking through the vast and untamed 
  expanse of nature. From The Lord of the Rings to your gaming 
  table, it seems almost inevitable that mighty heroes will 
  be challenged by the daunting power of the awe-inspiring 
  natural world. This book celebrates those struggles, as well 
  as the strength needed to succeed in the heroic ordeals 
  required of explores and wanderers. With feats tailored 
  to various climates and terrain types, your mighty heroes 
  are able to fortify themselves for the unique challenges of 
  surviving in nature’s most dangerous locales. Also included 
  are a handful of generally useful survival feats for the explorer 
  on the go, such as feats enabling you to stand up to fierce 
  weather, master torches and lanterns, and even unlock the 
  lore of the land itself. It’s best to be prepared for any journey 
  you are about to undertake, and Weekly Wonders: Feats of 
  Exploration is sure to prepare you for the worst.  
  New Feats
  The following feats are presented in alphabetical order.
  Bounty of the Forest
  You are able to maximize the forest’s bounty while foraging 
  for food within its branches, allowing you to gain improved 
  benefits.
  Prerequisite: Forester.
  Benefits: Whenever you forage for food in a forest 
  environment using the Survival skill, you can find food that is 
  especially pleasing and beneficial. Food found in this way can 
  be consumed to gain additional benefits. The type of benefit 
  the food gives is chosen by you when you make the check to 
  forage for it, as described below.
  Filling: The food you find is especially hearty, casing 
  any character that eats it to regain 3 times as many 
  hit points as normal the next time they rest. 
  Invigorating: The food you find is especially 
  energizing, causing any character that eats it to be 
  cured of the fatigued condition, and to be rendered 
  immune to the fatigued condition for 24 hours.
  Nurturing: The food you find is especially nutritious, 
  granting any character that eats it a +1 bonus on all 
  saving throws for 24 hours.
  Burning Missile
  You are practiced in throwing torches and lanterns to burn 
  creatures and objects.
  Prerequisite: Torch Master or Lantern Bearer.
  Benefits: You can make ranged attacks with a torch or 
  lantern as a thrown weapon. You are considered proficient 
  with the torch or lantern for the purposes of this attack. Treat 
  this attack as a ranged touch attack with a range increment 
  of 15 feet. If the attack is successful, it deals an amount of 
  bludgeoning damage equal to 1d4 + your Strength modifier 
  plus 1d4 points of fire damage. On a critical hit, the target 
  catches on fire unless he succeeds on a DC 20 Reflex save (see 
  the Pathfinder Roleplaying Game Core Rulebook for more 
  information on catching on fire).
  Cloak of the Forest
  You are so at home in forested environments that you can 
  easily hide within the trees and shadows.
  Prerequisite: Forester.
  Benefits: While in a forest environment, you gain a +2 
  competence bonus on Stealth skill checks and can move at 
  full speed while using the Stealth skill. Additionally, while 
  adjacent to a massive tree, as a move action you can gain 
  concealment for 1 round; if you do, you may use the Stealth 
  skill as a standard action to hide even while observed. 
  Desert Dweller
  You are at home in the harsh desert lands where food and 
  water is hard to come by, and have learned special tricks of 
  survivalism to easily find comfort in such environments.
  Benefit: While in a desert environment, you can use Survival 
  to track or find food while moving at your full movement 
  speed. Additionally, you can take 10 on all Survival skill 
  checks while in a desert area.
  Desert Survivor
  So long have you dwelt in the desert that you are resistant to 
  its harsh climates, able to find comfort where others suffer.
  Prerequisite: Desert Dweller.
  Benefits: While in a desert environment, you know how best 
  to protect yourself from the harsh swings in temperature, 
  using the arid air and lack of moisture to your advantage. 
  When you gain this feat, choose heat or cold. You gain the 
  benefits of an endure elements spell with respect to heat or 
  cold while in a desert environment.
  Special: You can gain this feat a second time. Its effects do 
  not stack. The second time you take the feat, you gain the 
  benefits of an endure elements spell with respect to both heat 
  and cold while in a desert environment.
  Expert Sailor
  A life on the waves has taught you masterful sailing 
  techniques, allowing you to maneuver with ease even in the 
  heat of battle.
  Prerequisite: Seafarer.
  Benefit: You may take 10 on all Profession (sailor) checks, 
  even in the heat of battle. Additionally, if you have aquatic 
  environments as a favored terrain, your favored terrain bonus 
  applies to Profession (sailor) checks. Finally, you may use 
  Profession (sailor) in place of Survival to forage for food or to 
  create a shelter while in an aquatic environment.
  Fire Starter
  You can use a torch to easily start deadly infernos.
  Prerequisite: Torch Master.
  Benefits: When you make a successful attack with a torch, 
  you deal an additional 2d6 points of fire damage to objects 
  with a hardness of less than 8. Whenever you deal fire 
  damage to an object with a torch, that fire damage is not 
  halved before applying hardness, and ignores hardness of less 
  than 8. Fires started as a result of a torch attack you made 
  spread very quickly, moving to two adjacent squares each 
  round.
  
  3
  3
  Fog Fighter
  You have practiced your combat skills in deep fogs and 
  swirling mists in order to take advantage of those conditions 
  for hunting or warfare.
  Prerequisite: Perception 5 ranks.
  Benefits: If your vision would be impeded by fog, mist, or 
  a similar effect, the distance at which you can see normally 
  is increased by 10 feet, and the miss chance you gain as a 
  result of being concealed in fog, mist, or similar conditions is 
  increased by 10%. 
  Forester 
  You are at home in the woods, learned in what plants are 
  safe to eat and where to find game in wooded areas, making 
  you skilled at both foraging and protecting yourself from 
  woodland threats.
  Benefit: While in a forest environment, you can use Survival 
  to track or find food while moving at your full movement 
  speed. Additionally, you can take 10 on all Survival skill 
  checks while in a forested area.
  Frozen Survivalist
  Your time in the coldest climates renders you more resilient 
  to cold and frost.
  Prerequisite: Polar Explorer.
  Benefits: You gain cold resistance 1. At 5th level, and every 
  five levels thereafter, this cold resistance increases by a 
  further 1. Additionally, your cold resistance is doubled for 
  the purposes of resisting cold damage due to environmental 
  effects (such as severe cold). 
  Great Plains Horseman
  You are one with the horse and use it to get the most out of a 
  nomadic existence on the rugged plains.
  Prerequisite: Great Plains Nomad.
  Benefits: Whenever you forage for food using Survival, for 
  every character you can normally feed, you can also feed one 
  mount of Large size or smaller. Additionally, while in a plains 
  environment, you gain a +2 bonus on Handle Animal and 
  Ride checks, and any mount you are riding gains a +10-foot 
  bonus to its movement speed.
  Great Plains Nomad
  You have spent your life dwelling on the world’s plains and 
  meadows, living off wild game and moving from stream to 
  stream in search of nature’s bounty.
  Benefit: While in a plains environment, you can use Survival 
  to track or find food while moving at your full movement 
  speed. Additionally, you can take 10 on all Survival skill 
  checks while in a plains area.
  Horizon Seeker
  You are a master at observing things at long distances, either 
  through the use of your own keen vision, or by means of a 
  spyglass, telescope, or similar device.
  Prerequisite: Character level 3rd.
  Benefit: The maximum distance at which you can see 
  things in a given environment is doubled. Additionally, 
  when you use a spyglass or similar device, your ability to 
  notice details at that distance is remarkable, granting a +10 
  bonus on Perception checks made using the aid of such a 
  device. Finally, you are able to construct spyglasses more 
  effectively, and magnifying objects viewed through them to a 
  much greater extent.  The penalty to Perception skill checks 
  suffered by characters using a spyglass you crafted is only –1 
  for every 10 feet per character level you possessed when it was 
  crafted between themselves and the target, rather than –1 per 
  10 feet (for example, if you were 10th level when you crafted 
  the spyglass, the penalty would be –1 per 100 feet).
  Lantern Bearer 
  You are a frequent user of lanterns, and have learned a 
  number of special tricks in their operation. 
  Benefits: Lanterns you use consume oil at 1/2 the rate they 
  normally would, as skillful tending of the flame allows you to 
  consume less fuel. Additionally, by moving at half speed and 
  by reducing the radius of light shed by your lantern by half, 
  you can shelter the light source, spreading it out below you 
  in a pool. This prevents characters from noticing your light 
  source until they are within range of its light. Finally, you do 
  not provoke attacks of opportunity for making improvised 
  weapon attacks with a lantern.
  Mountain Climber
  Your long tenure in the highlands has made you an unusually 
  competent climber, and an expert in the use of ropes and 
  climbing gear.
  Prerequisite: Mountaineer.
  Benefits: You may move at your full speed while climbing 
  and may take 10 on Climb checks while climbing natural 
  surfaces in mountain or hill environments. Additionally, 
  your skill with ropes and climbing kits makes you an expert 
  in their use. The Climb DC of any rope you tie or knot is 
  reduced by a further 5. Additionally, you gain a +4 bonus 
  to attack rolls made with grappling hooks. Finally, you gain 
  an additional +4 competence bonus on Climb checks that 
  involve a climber’s kit.
  Mountain Warrior
  You are a defender of the world’s high places, and are more 
  effective fighting on cliff sides and rocky crags than other 
  characters.
  Prerequisite: Mountaineer.
  Benefits: Whenever you take damage while climbing, you do 
  not have to make a Climb check to avoid falling. Additionally, 
  while in a mountain or hill environment, you gain an 
  additional +2 bonus to attack rolls while you have higher 
  ground, and if you make a charge attack against a foe against 
  which you have higher ground, you deal double damage on a 
  successful hit. 
  
  4 4
  Mountaineer
  The hills and mountains are your home, and you climb them 
  with great ease and pleasure, sure of your techniques for 
  surviving in such high places.
  Benefit: While in a mountain or hill environment, you can 
  use Survival to track or find food while moving at your full 
  movement speed. Additionally, you can take 10 on all Survival 
  skill checks while in a mountain or hill environment area.
  Plains Spotter
  You are at your most alert while in your prairie home, and are 
  able to easily identify dangers from great distances, allowing 
  you to deal with threats before they come close to you.
  Prerequisite: Great Plains Nomad.
  Benefit: You can see twice as far as you would normally be 
  able to while in a plains environment. Additionally, you gain 
  a +2 bonus on Perception checks and suffer only half the 
  normal penalty to Perception checks due to distance while 
  in a plains environment. Finally, the range increment of any 
  ranged weapon you wield while in a plains environment has 
  its range increment is increased by 5 feet, as a result of your 
  improved clarity of vision over distances.
  Polar Explorer 
  You venture forth into the frozen wastes in search of the 
  natural wonders found in the very coldest places, and have 
  mastered the basic techniques for survival there.
  Benefit: While in a cold environment, you can use Survival 
  to track or find food while moving at your full movement 
  speed. Additionally, you can take 10 on all Survival skill 
  checks while in a cold environment.
  Sand Viper Strike
  You are so at home in the desert that you can burrow through 
  the sands and spring forth to attack with sudden and 
  unpredictable strength.
  Prerequisite: Desert Dweller.
  Benefits: While in a sandy desert, you can bury yourself in 
  sand as a full-round action. When you do, you have total 
  concealment and gain a +20 competence bonus on Stealth 
  checks, so long as you do not move. This bonus is reduced 
  to +5 while moving through the sands. While buried in this 
  way, you can move through the sands at a quarter of your 
  normal speed. As a full-round action, you may choose to 
  burst out from the sand, landing upright on the sand’s surface 
  and making a single melee attack at your highest base attack 
  bonus against an adjacent creature. If the target was not 
  aware of your presence, he suffers an additional 1d6 points of 
  precision damage on a successful hit.
  Seafarer
  You live your life on the waves or beneath them, living off the 
  endless bounty of the sea.
  Benefit: While in an aquatic environment, you can use 
  Survival to track or find food while moving at your full 
  movement speed. Additionally, you can take 10 on all Survival 
  skill checks while in an aquatic area.
  Snow Walker
  Your time in frozen climates has exposed you to blizzards, 
  sleet storms, frozen fog, and the like, and your experience in 
  dealing with these phenomena has made you uniquely gifted 
  to resist their dangers. 
  Prerequisite: Polar Explorer.
  Benefits: You can walk on snow and ice at your full 
  movement speed and without needing to make Acrobatics 
  checks to keep your balance. Additionally, you can see 
  normally in conditions such as rain, sleet, or snow, and other 
  creatures in such conditions do not gain concealment against 
  your attacks. 
  Spelunker 
  You are a gifted explorer of caves and caverns, content to 
  dwell in their darkness as you explore the very depths of the 
  world’s mysteries.
  Benefit: While in an underground environment, you can 
  use Survival to track or find food while moving at your full 
  movement speed. Additionally, you can take 10 on all Survival 
  skill checks while in an underground environment area.
  Subterranean Explorer
  Your expertise in cave exploration has taught you a number of 
  valuable tricks for underground survival.
  Prerequisite: Spelunker.
  Benefits: You gain a +2 bonus on Perception checks while in 
  an underground environment. Additionally, your eyes adapt 
  more quickly to the dark and your sharp senses allow you to 
  notice things at greater distances. You gain low-light vision 
  while underground. If you already had low-light vision, that 
  low-light vision functions at twice the distance it normally 
  would while underground. If you have darkvision, the range 
  of that darkvision is increased by 10 feet while underground.
  Subterranean Sneak
  You are a master of using the eternal shadows of the 
  underground to hide your presence from others. 
  Prerequisite: Spelunker.
  Benefits: While underground, you gain a +5 bonus to Stealth 
  checks as long as you do not move. Additionally, while 
  underground you can use a full-round action in order to use 
  Stealth to hide even while observed. After hiding in such a 
  way, if you move more than 5 feet in a round, characters who 
  were observing you at the time you hid gain a +20 bonus on 
  Perception checks made to find you. Each round, this bonus 
  is reduced by 5 until it reaches 0. 
  Survival Expert
  You know more than just how to avoid poisonous plants and 
  natural pit falls, and are able to use your knowledge of an 
  area to help you prepare for the kinds of creatures that dwell 
  there.
  Prerequisite: Favored terrain class feature or Terrain Affinity.
  Benefits: While in your favored terrain, or in a terrain for 
  which you have the Terrain Affinity feat, you may use Survival 
  in place of a Knowledge skill in order to identify monsters 
  and learn about their special abilities, weaknesses, and lore.
  
  5
  5
  Swamp Hermit
  You are conditioned to the dangers of swampy environs, able 
  to easily weather the diseases and natural poisons of such 
  places.
  Prerequisite: Swamp Survivalist.
  Benefit: You gain a +4 competence bonus on saving throws 
  against non-magical diseases, as well as against magical 
  diseases carried by creatures native to swamps. Additionally, 
  you gain a +2 bonus on saving throws made to resist poisons 
  of creatures and plants native to swamps.
  Swamp Survivalist
  You call the wetlands, marshes, and bogs your home, and 
  are more adept at surviving in the dangerous wetlands of the 
  world.
  Benefit: While in a swamp environment, you can use 
  Survival to track or find food while moving at your full 
  movement speed. Additionally, you can take 10 on all Survival 
  skill checks while in a swamp area.
  Terrain Affinity 
  You are familiar with the traits common to certain types of 
  terrain, and this familiarity grants you a natural advantage 
  while in such areas.
  Prerequisite: Knowledge (geography) 1 rank or Survival 1 
  rank.
  Benefit: Choose a terrain from among the list of the ranger’s 
  favored terrain class feature. While in this kind of terrain, you 
  may take 10 on Initiative checks and you cannot be caught 
  flat-footed. Additionally, you gain a +2 bonus to Survival 
  checks while in that terrain and can move at full speed while 
  in natural difficult terrain (such as underbrush, sand, snow or 
  the like).
  Special: You can gain this feat multiple times. Its effects do 
  not stack. Each time you take the feat, it applies to a new type 
  of terrain.
  Terrain Warrior
  Your study of a terrain and of the types of creatures found 
  within it has provided you with a series of useful tips and 
  tricks for combating the creatures that make such places their 
  home. 
  Prerequisite: Survival Expert.
  Benefits: While in a terrain for which you gain the benefits 
  of the Survival Expert feat, you gain a +2 bonus to attack and 
  damage rolls against monsters native to that terrain type. For 
  this purpose, this bonus counts against any monster whose 
  ecology lists that terrain type in the environment section of 
  their stat block, or whose environment is labeled as “any.” 
  Torch Master
  You are an expert at using torches both inside and outside of 
  combat.
  Benefit: You may make attacks with a torch in your off hand 
  as if you had the Two-Weapon Fighting feat, even if you do 
  not possess this feat. For this purpose, a torch is considered 
  a light weapon. Additionally, any successful attack with 
  a torch deals an additional 2 points of fire damage, and a 
  critical hit with the torch causes the target to catch on fire 
  (see the Pathfinder Roleplaying Game Core Rulebook for 
  more information on catching on fire). Additionally, your 
  torches last twice as long before becoming extinguished, and 
  you may make a DC 20 Reflex save any time an effect would 
  put out a torch you are wielding, in order to prevent it from 
  becoming extinguished.
  Underwater Expert
  You are a master of moving and swimming underwater.
  Prerequisite: Seafarer.
  Benefits: You gain a swim speed equal to 1/4 your land speed 
  and can hold your breath for twice as long as you otherwise 
  would be able to. Additionally, while swimming in an aquatic 
  environment, you gain a +2 bonus on attack and damage 
  rolls. This bonus is doubled against characters not native to 
  aquatic environments. 
  Wetland Warrior
  You can use the mud and muck of the swamps, marshes, and 
  wetlands to your advantage.
  Prerequisite: Swamp Survivalist.
  Benefit: You ignore difficult terrain in swamp environments 
  and are unaffected by quicksand and similar hazards. 
  Additionally, you can use your attacks to guide an opponent 
  into murk and mud. Whenever you make an attack while in 
  a swamp environment, you may choose to suffer a –2 penalty 
  to the damage roll in order to entrap your foe in the mud. If 
  you do, on a successful hit the target’s movement speed is 
  reduced by 5 feet for 1 round. These effects are cumulative.
  Wind Warded
  You are conditioned to withstand strong winds and know 
  how to get along successfully in the face of even the harshest 
  windstorms.
  Benefit: You gain a +4 bonus on Strength checks and Fly 
  checks made to resist being checked or blown away by strong 
  winds. Additionally, you treat winds as 1 category less severe 
  than they actually are when determining your ability to make 
  ranged attacks as well as the penalty to Fly skill checks you 
  would normally suffer due to extreme winds. 
  
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  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. 
  Path of War. © 2014, Dreamscarred Press. 
  Weekly Wonders: Feats of Exploration Copyright 2017, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Do You Have What It Takes To Survive?
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Feats of Exploration.pdf