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
  Introduction
   
  Pathfinder is a game about heroes and villains, and 
  most of the time, you wind up playing the heroes. You might 
  not necessarily play a character that’s good, but even if you’re 
  a reluctant, self-serving, brooding anti-hero with a dark and 
  mysterious past, the goal is still to stop the bad guys and save 
  the world. Being a hero is great and all, but every once in a 
  while, it’s nice to set aside all that goody two-shoes nonsense 
  and play an irredeemable, unrepentant, downright-bad 
  villain. But in a game designed for heroes, sometimes it can 
  be hard to get support for evil-doing PCs. 
  	
  This	book	contains	five	archetypes	for	five	different	
  classes, all of which share a common theme of villainy. 
  Whether	you’re	about	to	embark	on	Paizo’s	first	ever	
  Adventure Path for evil characters (issues #103 - #108 in 
  their	official	Adventure	Path	line),	the	Way of the Wicked 
  Adventure Path by Fire Mountain Games, or you just want 
  an excuse to do bad things, these archetypes will help pave 
  the way to world domination… or whatever your evil and 
  nefarious heart desires.
  Archetypes
   
   
  The following archetypes are presented in alphabetical 
  order based on the name of the class that they modify.
  Cruel	Taskmaster	(Hunter)
   
  While many hunters form close bonds with their 
  animal companions, some few form a deep connection with 
  an animal’s spirit of hunger and predation. These hunters, 
  known as cruel taskmasters, feed an animal’s rage and killer 
  instincts while poisoning its soul with her own wicked 
  thoughts. They twist their bestial followers to become man-
  eating killers that barely qualify as natural creatures. They 
  work less closely with their animal allies, but fuel their 
  companion’s instincts and powers, making them deadlier.
   
  Cruel Companion (Su): Starting at 1st level, a cruel 
  taskmaster poisons her animal companion’s soul, twisting it 
  into a creature of evil. A cruel taskmaster’s animal companion 
  gains	the	fiendish	simple	template.	
  	
  This	ability	modifies	the	animal	companion	class	
  feature and replaces the wild empathy class feature.
   
  Dark Infusion (Su): Starting at 1st level, a cruel 
  taskmaster can infuse her animal companion with additional 
  surges	of	fiendish	power.	She	can	do	this	for	a	number	of	
  minutes each day equal to her class level; this time need not 
  be spent consecutively, but must be spent in one-minute 
  increments. While infused with power in this way, her animal 
  companion gains a +2 bonus to a single ability score of the 
  cruel taskmaster’s choice, and a +2 profane bonus on skill and 
  ability checks. At 8th level, the ability score bonus increases 
  to +4, and at 15th level, it increases to +6. At 8th level, the 
  skill and ability check bonus increases to +4, and at 15th level, 
  it increases to +6. 
   
  This ability replaces the animal focus class feature.
   
  Devour Creature (Ex): At 3rd level, a cruel 
  taskmaster learns how to coax vital energies out of the 
  recently deceased, so that her animal companion gains the 
  maximum	benefits	from	feasting	on	them.	A	cruel	taskmaster	
  can use Handle Animal to order her animal companion to 
  devour the corpse of a creature that died within the last 1 
  round per class level. The animal companion can consume 
  the corpse as a standard action. When it does so, it subsumes 
  some of the deceased creature’s power, gaining a +1 bonus 
  on attack and damage rolls for 1 minute. At 6th level, and 
  every 3 levels thereafter, this bonus increases by a further 
  +1, to a maximum of +6 at 18th level. Multiple instances 
  of these bonuses from consuming multiple corpses do not 
  stack, though the duration is reset. A creature whose body 
  is devoured in this way leaves behind most of its remains, 
  though its corpse is not considered whole for the purposes of 
  raise dead or similar spells.
   
  This ability replaces the teamwork feats gained at 
  3rd, 6th, 9th, 12th, 15th, and 18th levels.
   
  Greater Infusion (Su): At 8th level, when the cruel 
  taskmaster infuses her animal companion with dark power, 
  she can choose 2 ability scores to gain the profane bonus, and 
  her animal companion gains an additional +2 bonus to its 
  natural	armor	for	the	duration	of	the	effect.
   
  This ability replaces the second animal focus class 
  feature.
   
  Dread Return (Sp): At 10th level, a cruel 
  taskmaster’s	animal	companion	is	difficult	to	truly	kill	so	
  long as its master lives. Whenever the cruel taskmaster’s 
  animal companion dies, its spirit lingers with its body, and 
  the animal companion is returned to life as though with the 
  spell raise animal companion. This ability does not function 
  if the cruel taskmaster is killed.
   
  This ability replaces the raise animal companion 
  class feature.
   
  Frenzied Companion (Su): At 11th level, the cruel 
  taskmaster can channel harmful energies into her animal 
  companion to send it into a murderous frenzy. As a standard 
  action, the cruel taskmaster can deal 5d6 points of damage to 
  her animal companion; if she does, it enters a terrible frenzy, 
  gaining an additional attack at its highest base attack bonus 
  each round with one of its natural weapons. This frenzy lasts 
  for 1 minute. 
   
  This ability replaces the speak with master class 
  feature. 
   
  Cruel Master (Su): At 20th level, a cruel taskmaster 
  constantly channels dark energies into her animal 
  companion. At the start of each day, she may choose a single 
  ability score: her animal companion gains a +6 profane bonus 
  to that ability score until the cruel taskmaster rests. 
   
  This ability replaces the master hunter class feature.
  
  3
  Dark	Meditant	(Monk)
   
  These villainous monks have spent the majority 
  of	their	time	learning	secret	techniques	to	inflict	pain	and	
  suffering	on	others.	Through	a	deep	understanding	of	the	
  relationship between body and soul, these dark meditants 
  have deduced ways to manipulate unique energies to 
  destabilize an individual, taking advantage of their foes. More 
  powerful dark meditants learn to invert these techniques in 
  order to protect themselves from harm. Gifted in the arts of 
  physical manipulation, dark meditants seek to understand 
  the world through experimenting with these energies and 
  delight in using their powers to the detriment of others.
   
  Pressure Point Strike (Ex): Starting at 1st level, 
  a dark meditant gains the ability to make a special attack 
  aimed at the target’s pressure point in order to destabilize 
  her natural energies of body and soul, making her more 
  vulnerable to attack. A number of times per day equal to 3 
  +	the	dark	meditant’s	Wisdom	modifier,	she	can	designate	
  any attack she makes as a pressure point strike. She must 
  choose to use this ability before she makes the attack roll, 
  and if the attack misses, that use of the ability is wasted. If 
  the	attack	is	successful,	the	target	suffers	damage	as	normal	
  and	also	suffers	a	-1	penalty	on	all	attack	rolls,	damage	rolls,	
  skill checks, and ability checks for a number of rounds equal 
  to the dark meditant’s monk level + the dark meditant’s 
  Wisdom	modifier.	At	4th	level,	and	every	4	levels	thereafter,	
  these penalties increase by a further -1, to a total penalty of – 
  6 at 20th level. Additionally, at 8th level, the pressure point 
  strike penalty also applies to a target’s AC, CMB, and CMD, 
  and at 16th level, it also applies against the target’s saving 
  throws.
  	
  This	ability	replaces	the	stunning	fist	class	feature.
  	
  Wound	Reflection	(Ex): Starting at 7th level, a dark 
  meditant can harness his ki energy to redirect attacks back 
  at their source. By spending 1 point of ki as an immediate 
  action, the dark meditant can gain a +4 dodge bonus to AC 
  against the next attack made against him. If that attack is a 
  miss, then it is redirected against its source and automatically 
  hits, dealing damage as normal to the attacking creature. 
   
  This ability replaces the wholeness of body class 
  feature.
   
  Shadow Evade (Su): Starting at 12th level, a dark 
  meditant can harness his ki to escape an incoming attack, 
  vanishing and reappearing in another location. As an 
  immediate action, whenever the dark meditant is attacked, 
  he may expend 1 point of ki. If he does, the attack misses, and 
  he can teleport a short distance as with the spell dimension 
  door, except that the range of the teleportation is limited to 
  5 feet per class level, and the dark meditant must have both 
  line	of	sight	and	line	of	effect	to	the	destination.
   
  This ability replaces the abundant step class feature.
   
  Dark Babble (Ex): Starting at 17th level, a dark 
  meditant can speak secret words to the spirit of other 
  creatures, allowing him to be understood by any creature he 
  chooses. In so doing, he is also able to hide the meaning of 
  his words from creatures he does not wish to speak to; such 
  creatures merely hear an incomprehensible babbling.
   
  This ability replaces the tongue of the sun and moon 
  class feature.
  	
  Dark	Ascension	(Su): At 20th level, the dark 
  meditant’s knowledge of the workings of the body and soul 
  allow him greater control over the world around him. He 
  gains an additional 5 ki points, and all of his attacks are 
  automatically considered to be pressure point strikes.
   
  This ability replaces the perfect self class feature.
  
  4
  Curse	Oracle	(Oracle)
   
  While all oracles are laden with potent curses, some 
  oracles have a special gift for curses and dire prophecies. 
  These curse specialists are known simply as curse oracles, 
  and they possess the power to lace prophecy with potent and 
  malicious curses, punishing those that would stand against 
  them. They speak dire warnings that potentially cripple their 
  opponents. While these oracles specialize in retributive 
  curses, they lack many of the sacred mystery powers of less 
  specialized oracles.
   
  Retributive Curse (Su): Beginning at 3rd level, a 
  curse oracle learns to how to lay a dire pronouncement on a 
  creature	which	does	harm	to	her	or	an	ally	she	specifies.	As	a	
  standard action, the curse oracle can lay a retributive curse on 
  a living creature within 30 feet; when she does so, she must 
  also choose either herself or a single ally. The target is entitled 
  to a Will save (DC 10 + 1/2 the curse oracle’s level + the curse 
  oracle’s	Charisma	modifier)	to	resist	the	effect.	If	the	curse	
  takes hold, the next time the target deals damage to the 
  specified	individual	with	an	attack,	the	target	suffers	2	points	
  of	damage	per	oracle	level,	and	also	suffers	a	-1	penalty	on	all	
  attack	rolls	and	damage	rolls	against	the	specified	individual	
  for 1 minute. A curse oracle can use this ability a number of 
  times	per	day	equal	to	3	+	her	Wisdom	modifier.
   
  This ability replaces the revelation gained at 3rd 
  level.
   
  Curse of Misfortune (Su): Starting at 7th level, 
  a curse oracle can place a powerful hex of misfortune. As 
  a standard action, the curse oracle can proclaim a cursed 
  prophecy about a living creature within 30 feet. The target 
  is	entitled	to	a	Will	save	to	resist	the	effect	(DC	10	+	1/2	the	
  curse	oracle’s	level	+	the	curse	oracle’s	Wisdom	modifier).	
  If the curse takes hold, then the next time the target rolls 
  a	natural	1,	he	suffers	a	-4	penalty	on	all	attack	rolls,	saving	
  throws, skill checks, and ability checks for 10 minutes. For 
  every additional natural 1 rolled during this period, the 
  penalties imposed by the curse increase by a further -2. 
   
  This ability replaces the revelation gained at 7th 
  level.
  	
  Curse	of	Magical	Mishaps	(Su): Starting at 15th 
  level, a curse oracle can lay a dire pronouncement upon those 
  who use magic to warp reality and defy the forces of fate. As 
  a standard action, the curse oracle can pronounce a prophecy 
  upon a single living creature within 30 feet. The target is 
  entitled to a Will save (DC 10 + 1/2 the curse oracle’s level + 
  the	curse	oracle’s	Charisma	modifier)	to	resist	the	effect.	If	
  the curse takes hold, then the next time the target attempts 
  to casts a spell, his magical energies are constrained, forcing 
  him to succeed on a concentration check (DC 10 + the curse 
  oracle’s	level	+	the	curse	oracle’s	Charisma	modifier)	in	order	
  to	cast	the	spell.	This	effect	lasts	for	1	minute.	The	curse	
  oracle can use this ability 3 times per day.
   
  This ability replaces the revelation gained at 15th 
  level.
   
  Death Curse (Su): At 19th level, a curse oracle gains 
  the ability to lay a powerful curse upon a creature that kills 
  her. Whenever a creature successfully kills the curse oracle, 
  he	become	afflicted	by	her	final	curse,	forcing	him	to	succeed	
  on a Will save (DC 10 + 1/2 the curse oracle’s level + the curse 
  oracle’s	Charisma	modifier)	or	gain	2d10	negative	levels.	
  These negative levels cannot be removed in any way, but 
  vanish at a rate of 1 per 24 hours.
   
  This ability replaces the revelation gained at 19th.
  Ghost	Baiter	(Spiritualist)
   
  Ghost baiters are spiritualists who take special joy 
  in manipulating, damaging, and even destroying spirits of 
  all kinds. While ghost baiters are best known for their ability 
  to agitate sleeping spirits, causing ghosts and other forms of 
  incorporeal undead to arise to take their vengeance against 
  the mortal world and strike fear into the hearts of others, 
  they are perhaps most feared for their abilities to feed the 
  souls of the recently departed to their phantoms, causing 
  them to gain temporary boosts of power and possibly corrupt 
  and damage the souls of others.
   
   
  Lesser Agitate Ghosts (Su): Starting at 2nd 
  level, a ghost baiter can call upon her dark powers to send 
  a wave of psychic energy which awakens vile incarnations 
  of recently departed spirits. In order to use this ability, the 
  ghost	baiter’s	phantom	must	be	confined	in	the	ghost	baiter’s	
  consciousness. The ghost baiter can attempt to agitate a 
  single spirit within 30 feet. In order for this ability to be 
  effective,	the	ghost	baiter	must	use	this	ability	in	an	area	
  where an intelligent creature died within the last 24 hours 
  per spiritualist level. If a creature died within that area, the 
  ghost baiter can cause a manifestation of that creature’s 
  latent psychic energies to appear in the form of a shadow 
  (Pathfinder Beastiary).	The	shadow	created	by	this	ability	is	
  under no compulsion to obey the ghost baiter, but is unable 
  to harm the ghost baiter or her phantom for 1 hour/level; 
  after this time, it may do as it pleases. Typically, shadows 
  summoned in this way maliciously attack the nearest living 
  creature. A ghost baiter may use this ability a number of 
  times per day equal to her class level. Shadows created in this 
  way cannot create spawn. 
   
  This ability replaces the bonded senses class feature.
  	
  Essence	Feeding	(Su): Starting at 5th level, the 
  ghost baiter makes the latent soul and psychic energies of 
  intelligent creatures more vulnerable, allowing her phantom 
  to devour a portion of that essence when it departs the body 
  of a dying creature. To use this ability, the ghost baiter’s 
  phantom must be fully manifested. Whenever a creature that 
  is within 30 feet of the phantom and the ghost baiter dies, the 
  phantom gains a +2 enhancement bonus to the ability score 
  of the ghost baiter’s choice for 1 minute. At 7th level, the 
  enhancement bonus to the ability score increases to +4, and 
  at 15th level, the enhancement bonus increases to +6.
   
  This ability replaces the detect undead, calm spirit 1/
  day, and calm spirit 3/day class features.
   
  	
  Essence	Drain	(Su): Starting at 9th level, the ghost 
  baiter draws on the spiritual energy of the recently deceased 
  to heal her phantom’s wounds. Whenever the ghost baiter’s 
  phantom would gain an enhancement bonus to an ability 
  score as a result of the essence feeding class feature, it can 
  
  5
  instead regain a number of hit points equal to the ghost 
  baiter’s class level. 
   
  This ability replaces the see invisibility class feature.
   
  Greater Agitate Ghosts (Su):	At	11th	level,	the	ghost	
  baiter can excite more powerful psychic energy when she 
  uses her agitate ghosts ability. Whenever she uses her lesser 
  agitate ghosts ability, the ghost baiter can summon either 1d4 
  shadows or 1 wraith. 
   
  This ability replaces the calm spirit 2/day class 
  feature.
   
   
  Master Agitate Ghosts (Su): At 19th level, the ghost 
  baiter can excite extremely powerful ghostly entities to serve 
  her. Whenever the ghost baiter uses her lesser agitate ghosts 
  ability, she may create 1d6 shadows, 1d4 wraiths, or cause 
  the most recent intelligent creature which died in the area 
  to rise as a ghost, which haunts the area. If slain, the ghost 
  rejuvenates in the area it was originally raised. In order to 
  be permanently laid to rest, the ghost baiter must either be 
  persuaded to release the target, or be slain. 
   
  This ability replaces the calm spirit 4/day class 
  feature.
  Dark	Crusader	(Warpriest)
   
  These hateful warpriests are servants of dark deities, 
  demon lords, arch-devils, or similar malevolent forces. They 
  kill in their dark masters’ names with incredible enthusiasm, 
  enjoying a steady stream of dark power and wicked blessings 
  for their trouble. Their fervor is channeled outward as deadly 
  energies, and they rely less on blessings and sacred weapons 
  than on otherworldly favors and dark bonds of power. 
  	
  Sacred	Weapon: A dark crusader gains the sacred 
  weapon class feature as normal, except that he does not gain 
  the ability to infuse his weapon with divine power at 4th level.
  	
  This	ability	modifies	the	sacred	weapon	class	feature.
   
  Hateful Fervor (Ex): When the dark crusader gains 
  the fervor class feature at 2nd level, he produces neither 
  positive nor negative energy, but a substance of pure hate 
  that always deals damages to both living creatures and 
  undead	creatures.	Furthermore,	a	creature	affected	by	a	dark	
  crusader’s fervor ability receives no saving throw to reduce 
  the damage. 
  	
  This	ability	modifies	the	fervor	class	feature.
   
  Channel Hatred (Su): At 4th level, a dark crusader 
  can channel his hateful, destructive energy into a burst. By 
  expending 2 uses of his fervor ability, a dark crusader can 
  produce a wave of harmful energy which deals damage equal 
  to the damage dealt by his hateful fervor class feature to all 
  creatures in a 30-foot-radius burst centered on him. A dark 
  crusader can choose a number of creatures in the area equal 
  to	his	Wisdom	modifier	to	gain	immunity	to	this	damage.
   
  This ability replaces the channel energy class feature.
   
  Dark Blessing (Su): At 4th level, a dark crusader 
  can dedicate a death he causes to the dark forces he serves 
  in	order	to	increase	his	offensive	potential.	Whenever	the	
  dark crusader deals the killing blow to a target, he can use 
  an	immediate	action	to	suffuse	himself	with	profane	energy,	
  gaining a +1 profane bonus to attack and damage rolls for 1 
  minute. During this time, his weapons overcome all forms of 
  damage reduction. At 8th level, and every 4 levels thereafter, 
  this bonus to attack and damage rolls increases by a further 
  +1. 
   
  Dark Salvation (Ex): At 7th level, whenever the 
  dark crusader successfully deals the killing blow to a creature, 
  he may choose to have his sinister masters wrap him in a 
  cloak of dark protection, granting him a +1 profane bonus to 
  AC and to all saving throws for 1 minute. At 10th level, and 
  every 3 levels thereafter, these bonuses increase by a further 
  +1. 
   
  This ability replaces the sacred armor class feature.
  	
  Potent	sacrifice	(Ex): At 10th level, whenever a dark 
  crusader deals the killing blow against a creature, he can 
  choose	to	gain	the	benefits	of	both	his	dark	blessing	and	dark	
  salvation class features. 
   
  This ability replaces the major blessings class feature.
  
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  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. 
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  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
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  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
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  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, 
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  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. 
  Weekly Wonders: Villainous Archetypes Volume VII Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  It’s Good to Be Bad
   
  Sick of saving the world? Tired of being expected to leap at the 
  chance to solve everyone’s petty problems? Have a thing for twirling 
  mustaches and overly-elaborate deathtraps? Why not mix things up 
  with a villainous character! At some point in their gaming career, 
  everyone has considered playing an “evil campaign,” but with the 
  Pathfinder Roleplaying Game being devoted to goody-two-shoes heroes, 
  Pathfinder Roleplaying Game being devoted to goody-two-shoes heroes, 
  it can sometimes be hard to find support. Want some evil options for 
  your character? You’ve found them!
   
  This book presents five new villainous archetypes for five different 
  classes. Included are the cruel taskmaster, a hunter archetype that 
  specializes in bringing out the worst and most feral aspects of her 
  animal companion, the dark meditant, a monk archetype focused on 
  unlocking new ways to inflict pain upon his foes, the curse oracle, an 
  unlocking new ways to inflict pain upon his foes, the curse oracle, an 
  oracle archetype that inflicts horrible curses upon others, the ghost 
  baiter, a spiritualist archetype that provokes and manipulates spirits 
  rather than calms them, and can even feed stray spirits to its soul-
  devouring phantom, and the dark crusader, a warpriest archetype that 
  focuses on killing foes in the name of evil ends, and is rewarded for each 
  life he takes.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Villainous Archetypes Volume VII.pdf