Path of the Black Flag

Roleplaying Anarchy in Your Fantasy Roleplaying Game

Note: This document is a rough draft, suitable for beta reading and playtesting. Please leave comments on spelling, grammar, editing, internal logic, accessibility of material, what material should be added, what material should be discarded, playability, and satisfaction with the overall text and concept. 

Welcome

Welcome to Path of the Black Flag. This book is designed to help you introduce Anarchy into your Pathfinder fantasy role-playing game. It contains new campaign material, new archetypes, new feats, skills, spells, wondrous items, new rules for combat, and gamemaster tips for running Anarchist campaigns. Future editions will provide similar rules for other roleplaying games.

The themes and some of the practices described in this book may be considered controversial, and ‘adult’. The author will not argue against that, but will merely point out that a game that regularly deals with homicides committed by main characters, not to mention demonic possession, already has plenty of adult themes within it. One more won’t hurt.


Table of Contents

Welcome        1

Table of Contents        2

What is Anarchy?        7

Introducing Anarchy Into Your Game        7

The Negative Approach        7

The Neutral Approach        8

Positive Approach        8

Political Traits        8

Anarchist Political Traits        9

Hierarchal Political Traits        10

Politics & Alignments        11

The Anarchist Alignments        12

Chaotic Good        12

Neutral Good        12

Chaotic Neutral        12

True Neutral        12

Chaotic Evil        13

Neutral Evil        13

The Hierarchical Alignments        13

Lawful Neutral        13

Lawful Evil        13

Introduction        14

Restricted Classes and Archetypes        14

Counter-Insurgent (Inquisitor Archetype)        15

Restricted Alignment        15

Insurgent Lore        15

Axiomatic Weapon        15

New Anarchist Archetypes        16

Black Banner, Order of (Cavalier Order)        16

Edicts        16

Challenge        16

Skills        17

Order Abilities        17

Black Cat (Witch Archetype)        17

Collect Strays        17

Black Cat Coven        18

Black Turban (Ninja Archetype)        18

Form Tong        18

New Ninja Tricks        18

Freedom, Spirit of (Shaman Spirit)        19

Spirit Magic Spells        19

Hexes        19

Spirit Animal        19

Spirit Ability        19

Greater Spirit Ability        20

True Spirit Ability        20

Manifestation        20

Gaolbird (Brawler Archetype)        20

Class Skills        20

Signs of the Yard        20

Prison Tricks        20

Sneak Attack        21

Guerilla (Ranger Archetype)        21

Enemy Government        21

Gun Sovereign (Gunslinger Archetype)        21

Armed & Polite        21

Good Guy with a Gun        22

Cold, Dead Hands        22

Liberation Mystery (Oracle Mystery)        22

Class Skills        22

Bonus Spells        22

Revelations        22

Mocoso (Skald Archetype)        24

Crowd Control        24

Rage Powers        24

Nonconformist (Inquisitor Archetype)        24

Restricted Alignment        24

Tyrant Lore        24

Anarchic Weapon        24

Nightmare Child (Summoner Archetype)        25

Nightmarish Eidolon        25

Petroleuse (Alchemist Archetype)        25

Structural Insight        25

Demolition Expert        26

Pyrochemical Specialization        26

Sans Culotte (Fighter Archetype)        26

Politically Aware        26

Hypervigilance        26

Enrage        26

Street Parson (Cleric Archetype)        27

Weapons & Armor Proficiency        27

Class Skills        27

Street Devotion        27

People’s Bond        27

Community Blessing        27

Syndicate Wizard (Wizard Archetype)        27

Syndicate Training        28

Professional Focus        28

Arcane Vocation        28

Tyler (Slayer Archetype)        29

Studied Location        29

Security Specialist        29

Vonu (Hunter Archetype)        29

Leave No Trace        29

Drop Out        30

Whistleblower (Investigator Archetype)        30

My Beat        30

Journalistic Knowledge        30

Versatile Journalism        30

Journalistic Cynicism        31

Lore Master        31

Ink in the Blood        31

Journalistic Performance        32

Feats        34

Skills        35

Anarchist Skill Uses        35

Spells        35

Barricade        35

Mark of Anarchy        36

Power to the People        37

Samizdat        37

Samizdat, Greater        38

Mundane Items        39

Wondrous Items        39

Copper Wonders        39

Copper Wonder of Hiding        39

Copper Wonder of Spoilers        40

Patches        40

Patch of Protection        40

Patch of Resistance        41

Patch of Passing        41

Other Wondrous Items        41

Ring of Anarchy        41

Inexhaustible Printing Press        41

Daily Life of an Anarchist        42

Labor        42

Diversions        42

Protests        43

Crime        43

How to Run an Anarchist Campaign        44

Who is the Enemy?        44

Paranoia        45

Always Out-Numbered        46

Part of a Larger World        46

Revolution        46

Deities of Anarchy        47

Eris        47

Dao        48

Tiamat        49

Wisakedjak        49

Ti Malice        50

Carpio        50

Angel of the Revolution        51

Agora        51

  • Chapter 1- Campaign and Character Basics                          2
  • What is Anarchy?                                          2
  • Introducing Anarchy into Your Game                          2
  • Political Traits
  • Anarchist Traits
  • Hierarchal Traits
  • Politics and Alignment
  • Anarchist Alignments
  • Hierarchical Alignments
  • Chapter 2- Classes and Archetypes
  • Introduction
  • Restricted Classes & Archetypes
  • Counter-Insurgent (Inquisitor Archetype)
  • New Anarchist Archetypes
  • Black Banner, Order of (Cavalier Order)
  • Black Cat (Witch Archetype)
  • Black Turban (Ninja Archetype)
  • Freedom, Spirit of (Shaman Spirit)
  • Gaolbird (Brawler Archetype)
  • Guerilla (Ranger Archetype)
  • Gun Sovereign (Gunslinger Archetype)
  • Liberation Mystery (Oracle Mystery)
  • Mocoso (Skald Archetype)
  • Nonconformist (Inquisitor Archetype)
  • Nightmare Child (Summoner Archetype)
  • Petroleuse (Alchemist Archetype)
  • Sans Culotte (Fighter Archetype)
  • Street Parson (Cleric Archetype)
  • Syndicate Wizard (Wizard Archetype)
  • Tyler (Slayer Archetype)
  • Vonu (Hunter Archetype)
  • Whistleblower (Investigator Archetype)
  • Chapter 3- Anarchist Abilities
  • Feats
  • Skills
  • Spells
  • Chapter 4- Anarchist Equipment
  • Mundane Items
  • Wondrous Items
  • Chapter 5- Gamemastering and Anarchy
  • Daily Life of an Anarchist
  • How to Run an Anarchist Campaign
  • Strategies of Liberation
  • Deities of Anarchy

Chapter 1- Campaign & Character Basics


What is Anarchy?

For the purposes of this book, an Anarchy is a society that exists without a government, or hierarchy. Since there are different ideas of what living without a government or hierarchy means, there are different types of Anarchies that can be used in your game. There are many historical examples of those different types of Anarchies to draw on for inspiration. Both the different types of Anarchies and their historical examples will be discussed in chapter (XX).

Anarchism is the ideology and methodology of bringing about an Anarchy. There are many different ways that people think an Anarchy can come about. This means that there are, in fact, different types of Anarchisms, even if they are somewhat related. They can be open or hidden in their intentions, and they can be peaceful or violent in their actions, with a lot of other variations besides. The different philosophies of Anarchy may be found in the ‘Traits’(XX) and ‘Alignments’(XX) sections, while the different strategies may be found in the ‘Strategies of Liberation’(XX) section.

An Anarchist is a  person who believes in and practices Anarchism. Different classes tend to take different approaches towards being an Anarchist. The different ways classes handle Anarchy are found in chapter (XX).

Introducing Anarchy Into Your Game

There are three basic approaches to using Anarchy in your game: Negative, Neutral, or Positive. Anarchists can be the heroes of your game, or the villains, or just part of the landscape. Most games will use a combination of all three approaches, with different groups and types of Anarchists playing different roles.

The Negative Approach

The Anarchists are a bunch of smelly malcontents, probably paid off by a foreign power, intent on wrecking the great institutions that have given the people so much. They have an irrational hatred of tradition and  family, of the gods and working hard, and of the common good. They are crazy, cowardly murderers, who will kill without remorse.

This sort of campaign works well with characters who want to play some version of law enforcement, and with primarily lawful characters. Paladins and inquisitors of Community, War, and Justice deities would be an especially good fit.

The Neutral Approach

The Anarchists mean well, but they are hopelessly naive about how the world really works. They don’t realize that sometimes you need a boss, a king, and a city guard. Their utopian dreams sound nice, but they’re just that, unworkable dreams. They may fight for the right thing, but they refuse to accept reality, and that the best thing they could do is to channel their energies into something more productive, like saving the kingdom from the evil duke.

This approach works best for light-hearted, apolitical groups. If the players are just getting into role-playing games, or prefer a looser style of play, this approach might work.

Positive Approach

The Anarchists are right. All the kings and queens, all the high priests, all the greedy merchants, are oppressing and exploiting the poor and suffering. They get the poor humans to fight the poor hobgoblins, to distract them from realizing that the true ally of the poor human is the poor hobgoblin, and that their true enemies are the ones making them fight. The true adventure is joining with the peasantry to throw off the tyranny of the State.

Chaotic groups, and players interested in defying some of the conventions of standard fantasy role-playing games, could find this approach interesting. If the GM is interested in deconstructing some of fantasy tropes, using this approach will be useful.

Political Traits

Political Traits are a new set of traits that help you to define the beliefs and motivations of your character. They are divided into Anarchist Traits and Hierarchal Traits.

Anarchist Traits tell you what an Anarchist fights for, not merely what she fights against. While some traits may be combined, others are not complementary, and cannot normally both be held by the same character. Those non-complementary traits are noted in their descriptions. Also, all anarchist traits may be considered non-complementary with hierarchal traits, and can’t be combined with them.

Hierarchal Traits tell you the motivations and goals of those who champion government. In a campaign that has Anarchist characters, most of the antagonists will probably have hierarchal traits. While some of the hierarchal traits are widely considered despicable, others typically have a more positive connotation, giving the antagonists of your campaign some complexity. Hierarchal traits may also be possessed by allies and other non-antagonist NPCs in the campaign, making the interactions between and the Anarchist heroes more complex as well.

Not having a particular political trait does not mean a character is against or indifferent to that trait; it just means it is not their top priority. You don’t need to have an Anarchist trait to have an Anarchist archetype, or be considered an Anarchist. Someone can be an Anarchist, or defend hierarchy, without having that be a core part of their personality.

Anarchist Political Traits

  • Collectivist- You believe governments unfairly divide up resources, and allow the greedy to hoard them. You believe Anarchism is best achieved by everyone sharing their possessions and property. From each according to their ability, to each according to their need. You gain a +1 trait bonus on attack  and AC rolls you make involving teamwork feats. Not compatible with Individualist or Free Marketeer.
  • Egalitarian- You believe in equal rights for all, regardless of race, creed, color, gender, or social class. You may find one aspect of discrimination to fight against, but there is no discrimination you condone. Choose an ethnic group, race, or gender that suffers discrimination (in most games, this will include women and LGBTQ. Just because society has made gains doesn’t mean there still isn’t discrimination.) When you use aid another with a person who is a member of your chosen group, the bonus they receive goes up from +2 to +3.
  • Environmentalist- You believe the greatest crime of the State is the way it helps facilitate the destruction of wild spaces. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks made in the wild. Knowledge (nature) is always a class skill for you. Note: This trait is identical to the Savage social trait, and does not stack with it.
  • Free Marketeer- You believe the greatest crime of the State is the way it interferes with people peacefully coming together to trade. You receive a +1 trait bonus to sense motive checks you attempt while bargaining for the price of goods. You receive a +1 trait bonus to bluff checks in regards to bootlegging, smuggling, and other illegal mercantile transactions (but not actual theft.) Not compatible with Collectivist or Illegalist.
  • Illegalist- You take what you want and break the law. You don’t feel the need to justify yourself, because the very act of making the laws you break is illegitimate.You may be good, or evil, but in either case you have no respect for the law. You gain a +1 to any skill check in the commission of a crime. Not compatible with Mutualist, Platformist, Syndicalist or Free Marketeer.
  • Individualist- You believe that personal freedom and autonomy are the most important things in life, and government is a direct threat to them. You gain a +1 trait bonus to attack and AC when no one is aiding you, you are not benefiting from teamwork feats, and no one (other than, perhaps, yourself), is flanking your opponent. Not compatible with Collectivist.
  • Insurrectionist- You believe that formal Anarchist organizations are counterproductive, and that the best way to achieve Anarchy is to participate in and help spark general insurrections. You reject guilds and federations for informal organization and small affinity groups. You gain a +1 bonus on attack rolls against non-Anarchist intelligent creatures. Not compatible with Mutualist, Syndicalist or Platformist.
  • Mutualist- You believe the best way to achieve liberty is to establish institutions of mutual aid, whether as mutual banks, farmer cooperatives, or some similar scheme. When you have an equal share in an investment (in essence, form a cooperative) the returns for a normal year are doubled, for each investor. If you have a breakout year, that doubled return is what is multiplied. Not compatible with Insurrectionist or Illegalist.
  • Pacifist- You think the worst thing that States do is wage war, and you reject war as a tool of tyranny. In combat, you gain a +1 dodge bonus to AC from the beginning of combat until you make an attack.
  • Platformist- You are part of, or a great admirer of, an Anarchist movement that suffered a great defeat. In an attempt to learn from the mistakes of that movement, you emphasize methods of organization for Anarchists of the same group and of different groups working together. You gain a +1 in all diplomacy checks dealing with other Anarchists. Not compatible with Insurrectionist or Illegalist.
  • Philosophical- Your studies in law, philosophy, and history have led you to conclude that the State has no right to exist. You gain a +1 for using Diplomacy to persuade others, and a +1 to all will saves. Not compatible with Poetic.
  • Poetic- Your artistic background and delving into esoteric lore cause you to question the basic tenets of the philosophies that most people accept without question. You add your Cha bonus to your sense motive check (which stacks with your wisdom bonus) when detecting deception from a person in authority. Choose one Performance skill. This is now a class skill, if it wasn’t already. Not compatible with Philosophical.
  • Religious Mystic- Your understanding of your religion leads you to believe that the State is incompatible with it, even if the mainstream organization of the religion disagrees. You gain a +1 trait bonus to all will saves against non-Anarchist creatures and effects.
  • Syndicalist- You believe in and support trade unions.You were raised in a family with strong ties to a profession, are immersed within the guild culture of that profession. Choose one profession or craft skill. When aiding another with this skill, or being aided by another with this skill, you gain a +1 for the final result. You also gain a +1 in diplomacy checks with people in that same profession or craft. Not compatible with Insurrectionist or Illegalist.
  • Technotopian- You believe that true freedom comes from sufficiently advanced technology, and that technology will make government and hierarchy obsolete. Choose one craft skill, or Knowledge (Engineering). You gain one bonus rank in that skill. You also gain a +1 in diplomacy checks with people in that same craft (or people with engineering knowledge, in the case of Knowledge (Engineering)), and intelligent constructs. Not compatible with Environmentalist.

Hierarchal Political Traits

  • Aristocrat- You believe that certain people, and certain bloodlines, are simply better than others, through the possession of a ‘correct nature’. These people should be the natural leaders in society. You receive a +1 to any intimidate skill checks against commoners (if you are a member of the nobility), or a +1 to diplomacy checks when dealing with the nobility (if you are a commoner.)
  • Autocrat- You believe that all power over a group should be held by one person, above the law, to use and distribute as she sees fit. You receive a +1 to Will saves when acting on the orders of others.
  • Communist- You believe that all power should be held by The People, as defined as a bureaucracy that administers all aspects of life for a group. Note that this is similar to but distinct from the Anarchist trait of Collectivist. You gain a +1 trait bonus on attack and AC rolls you make involving teamwork feats.
  • Plutocrat- You believe that wealth is an indicator of someone’s superiority, and that it is more beneficial for everyone that the very rich rule everyone else, as they have demonstrated the most aptitude for managing resources. Note that this is somewhat similar to but distinct from the Anarchist trait of Free Marketeer. You receive a +1 to Fortitude saves when acting on the orders of others.
  • Racist- You believe that one group of creatures, be it a species or an ethnic group within a species, is superior to another species or ethnic group (and most probably all others), in terms of genetics, culture, and morality. You receive a +1 to bluff skill checks when dealing with people of the group you believe is superior.
  • Republican- You believe the best way to manage a society is to have a set of laws that binds everyone to it, from the highest to the lowest. This form of government may allow input and change from the people in it to varying degrees, and may even have a monarch, but the law is superior to everyone. Knowledge (Law) is a class skill.
  • Sexist- You believe in rigidly defined gender roles, and a ‘natural order’ that defines what duties these genders have, especially when it comes to decision-making. You believe this ‘natural order’ should be replicated and reflected throughout society. You receive a +1 to bluff skill checks when dealing with people of the gender you believe is superior.
  • Technocrat- You believe in listening to the experts, and that governing should be done by experts in governing. When aiding others with any sort of skill check, increase the bonus from +2 to +3.
  • Theocrat- You believe that one god (your god) is superior to all other gods, and is definitely superior to all other people. Society should be ruled by the priests or shamen of that god. +1 to Intimidate skill checks when dealing with any non-believer.
  • Thaumacrat- You believe that talent in magic makes someone a superior person, worthy to rule others. You might also believe that one particular type of arcane magic (alchemy, bardic, sorcery, summoning, witchcraft, or wizardry) is superior above all others. +1 to Intimidate skill checks when dealing with anyone not magically inclined, or not magically inclined in the arcane discipline that the thaumacrat believes is superior.

Politics & Alignments

Alignment is important for Anarchist characters. They are not the characters in it for the money, nor the ones just happy to see the world, meet interesting creatures, and kill them. Anarchist characters are radicals, true believers, people who will risk life and limb for what they believe in. As such, they take the moral justification for their actions (or lack thereof) quite seriously.

There is one distinction that needs to be made before we get into alignments; the distinction between Order and Law. Anarchists don’t have a problem with Order, per se. They see Order as something that grows, organically, out of the dynamic, peaceful, voluntary interactions of individuals. In other words, Anarchists believe that Order comes from Chaos.

Law, on the other hand, is the imposition of a set of rules over other people. Anarchists believe that this leads to disorder, violence, theft, and misery. This is why Anarchists oppose Law, and why the lawful alignments are not suitable for Anarchist characters. So, although this chapter includes sections on how the Lawful alignments view Anarchy, it assumes that the Lawful Character won’t be an Anarchist.

While an Anarchist may be of a Chaotic or a Neutral alignment, that does not mean that every Chaotic or Neutral character is, in fact, an Anarchist. Even the most chaotic character may profess loyalty to a king or a nobleman. Most characters, most people, simply don’t think about politics much at all, and accept the way things are, no matter what that way might be. What makes an Anarchist character an Anarchist is not so much their alignment, but what their commitment to their alignment causes them to do.

The Anarchist Alignments

Chaotic Good

In many ways, this is the alignment that most Anarchists aspire to, if not achieve. Chaotic Good Anarchists believe that orderliness and goodness come about when you stop trying to control people, and let people live their own lives. They strive to be good in their own lives, and fight to give others the same freedom.

Neutral Good

Neutral Good Anarchists believe in freedom and goodness, but they feel that sometimes people simply aren’t ready for too much freedom. They will strive to end tyranny, and believe that ultimately the State is the cause of great evil. But sometimes, they feel, you have to be strategic in your thinking, and occasionally tolerate, or even tactically support, the relatively small evil of a particular State to prevent or combat a greater evil.

Chaotic Neutral

Chaotic Neutral Anarchists believe that the only good is personal liberty and autonomy. People may use that freedom for good or evil, but the important thing is that they have it, as that is the only thing that makes them truly people. Conversely, they believe that to impose your will on others, to rule people, is the only true evil, and must be ruthlessly opposed- both because it is offensive, and as a matter of preserving their own liberty from the imposition.

True Neutral

True Neutral Anarchists passionately hold to an ideal, such as protecting the environment, learning the secrets of the universe, or making sure no one goes hungry. They believe the State is a threat to that ideal- petty niceties such as good vs evil, personal autonomy vs imposed order, simply don’t enter into it. They fight against the State, and form friendships and strategic partnerships, but they are above all pragmatic in the service of their ideal. They will not hesitate to tactically use the State, or work against it; be kind and compassionate, or be cruel and ruthless, in the service of that ideal.

Chaotic Evil

If Chaotic Good Anarchists are what most Anarchists aspire to, Chaotic Evil Anarchists are what most non-Anarchists fear. They respect no law, and no social convention. They demand personal autonomy, and plan to use that autonomy to fulfill their own base desires, regardless of who they hurt along the way.

Neutral Evil

Neutral Evil Anarchists are what happens when cynicism replaces idealism, and greed replaces empathy. They mouth the old Anarchist slogans, and certainly see no benefit to themselves of a State, in general. But they will betray anyone, and do anything they can, to get what they want. And if that means tactically using the apparatus of the state to do something horrific to innocent people, then so be it.

The Hierarchical Alignments

Lawful Good

Lawful Good characters sympathize with the rage and frustration of the Anarchists, because it is the same rage and frustration that they face within themselves, every day, as they try to reconcile doing good and following the laws and dictates of others. But they also resent the Anarchists, for giving up on the struggle that the Lawful Good people still go through. When they encounter Anarchists that they consider good, they continually try to channel the energy of the Anarchists into more lawful avenues.

Lawful Neutral

For the Lawful Neutral Character, the law is the highest good. Anarchists spit in the face of that. They are heretics and blasphemers, perhaps literally if the character is a Lawful Neutral cleric. An existential threat, they must be constantly opposed.

Lawful Evil

Anarchists make Lawful Evil characters nervous, because they don’t play by the same rules as the Lawful Evil characters do. They don’t value the same things. Some might try to manipulate the Anarchists to further their schemes. Some might simply dismiss them as mad fools, like all the other mad fools out there. Some Lawful Evil characters take a perverse delight in corrupting and co-opting Anarchists. But all in all, the Anarchists still make them nervous.


Chapter 2- Classes & Archetypes


Introduction

The classes that adventurers choose help inform the kind of campaign they play in, and vice versa.If you know you’re going to be playing in a campaign filled with subtle intrigue and magical dueling, then you as a player you may choose not to play the mute, magic-hating barbarian. If your party consists of monks, rogues, and a druid, then as a gamemaster you may decide to nix that whole competitive jousting subplot.

The decision to play Anarchist characters, or to play in an Anarchist campaign, also informs what sort of classes, and what sort of archetypes, players will choose. Because of the alignments restrictions facing Anarchists, classes that require Lawful alignment (paladins and monks) cannot be chosen for Anarchist characters. In addition, there are a number of archetypes that, due to the nature of what those archetypes do and how they work, are normally restricted from being Anarchists. If an archetype is not listed below, it can be assumed to be one that Anarchists can choose. Due to the nature of this book, it is impossible to rate archetypes from 3rd party publishers as restricted or not. Players and gamemasters are encouraged to use their own judgement.

Restricted Classes and Archetypes

Classes

Restricted Archetypes

Classes

Restricted Archetypes

Alchemist

None

Ninja

None

Anti-paladin

None

Occultist

None

Arcanist

None

Oracle

None

Barbarian

None

Paladin*

All

Bard

Court Bard

Psychic

None

Bloodrager

None

Ranger

None

Brawler

None

Rogue

None

Cavalier

Herald Squire; Honor Guard;  Order of the Lion; Order of the Scales; Order of the Beast (ISC); Order of the Sword

Samurai

Order of the Black Daimyo; Order of the Eclipse; Order of the Warrior

Cleric

Cloistered Cleric; Crusader

Shaman

None

Druid

None

Skald

None

Gunslinger

Gunner Squire

Slayer

Bounty Hunter;  Deliverer; Executioner

Hunter

None

Spiritualist

None

Inquisitor

Counter-Insurgent**

Summoner

None

Investigator

Relentless Inspector

Swashbuckler

None

Kineticist

None

Warpriest

Mantis Zealot; Divine Commander; Cult Leader

Medium

None

Witch

None

Mesmerist

Cult Master; Hate-Monger; Vizier

Wizard

None

Monk*

All

* These classes cannot normally be Anarchists.

** This is a new archetype detailed below.

Counterinsurgent (Inquisitor Archetype)

Trained to deal with heretics who rebel against churches that rule their faithful, Counterinsurgents deal with those who would blaspheme against the sacred authority of States and Kingdoms.

Restricted Alignment

Counterinsurgents must be non-chaotic.

Insurgent Lore

The counterinsurgent adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of Anarchists and revolutionaries.This replaces Monster Lore.

Axiomatic Weapon

At 5th level, a Counterinsurgent can imbue one of her weapons with the Axiomatic quality, granting a bonus 2d6 of damage against chaotic creatures, as a swift action. This ability only functions while the inquisitor wields the weapon. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. At 12th level, whenever an inquisitor uses her axiomatic weapon ability, the amount of bonus damage dealt by the weapon against chaotic creatures increases to 4d6. This replaces Bane and Greater Bane.

New Anarchist Archetypes

There are a number of new class archetypes that are strongly associated with Anarchism. They were either invented by Anarchists, or championed by them. While you are not required to be an Anarchist to use one of the following Archetypes, it is rare to find a non-anarchist using one.

Class

New Archetype

Class

New Archetype

Alchemist

Petroleuse

Ninja

Black Turban

Brawler

Gaolbird

Oracle

Liberation Mystery

Cavalier

Order of the Black Banner

Ranger

Guerilla

Cleric

Street Parson

Shaman

Spirit of Freedom

Fighter

Sans Culotte

Skald

Mocoso

Gunslinger

Gun Sovereign

Slayer

Tyler

Hunter

Vonu

Summoner

Nightmare Child

Inquisitor

Nonconformist

Witch

Black Cat

Investigator

Whistleblower

Wizard

Syndicate Wizard

Black Banner, Order of (Cavalier Order)

Those who join the Order of the Black Banner pledge themselves to forsake all loyalty to governments and rulers, and seek their downfall.

Edicts

The cavalier must seek the downfall of kings & oligarchs, and work towards the rise of Anarchy. She must not aid agents of the State in their duties, unless doing so hastens the first edict.

Challenge

Whenever a cavalier of the Order of the Black Banner makes a challenge against an agent of a government on their official duties, she gains a +1 morale bonus on attack rolls made against the target of her challenge. This bonus increases by +1 for every 4 levels the cavalier possesses.

Skills

The cavalier gains Knowledge (local) and Escape Artist as class skills. Whenever she uses these skills to thwart an agent of the government, she gains a competence bonus of half her cavalier level.

Order Abilities
  • Mutinous Rally- At 2nd level, The cavalier gains a +2 to all diplomacy skills rolls done for the purposes of worsening the attitude of a person or crowd towards a figure of authority (see chapter 3) Once per day, she may add her level to that skill roll as well.
  • Solidarity- The cavalier gains combat reflexes and bodyguard as bonus feats. If she already has either (or both) of these feats, she receives In Harm’s Way as a bonus feat. If she does not have either of those feats at 8th level, she receives In Harm’s Way as a bonus feat at 12th level.
  • Declaration of Sovereignty- At 15th level, the cavalier can declare herself a sovereign individual as a swift action. For a number of rounds equal to her Charisma modifier, the cavalier can ignore difficult terrain and gains an additional +2 bonus on attack rolls while charging. Any creatures the cavalier demoralizes while this ability is in effect are shaken for a number of additional rounds equal to the cavalier’s Charisma modifier. Additionally, when these creatures attack the cavalier, attempt saving throws against the cavalier’s abilities, or attempt opposed skill checks against the cavalier, they take a –3 penalty for being shaken (instead of –2). A cavalier can use this ability only once per combat.

Black Cat (Witch Archetype)

Fueled by the pangs of alienation, a Black Cat collects the distrusted and discarded to her, in order to form a new family.

Collect Strays

At 4th level, the Black Cat gains the abilities Collect Strays, which lets the Witch gain a cohort. This feat acts similarly to the Leadership feat, with several exceptions. The Black Cat’s leadership score is determined normally, for the purposes of determining your cohort according to the rules presented in the Leadership feat, but your cohort is always at least three or more levels lower than yourself. When the Black Cat reaches 7th level, this ability automatically upgrades to the Leadership feat (meaning that she effectively loses this ability and replaces it with Leadership). She gains all the normal benefits of the Leadership feat. The Black Cat’s cohort and followers must be people or things alienated from society; perhaps a race, ethnic group, or gender heavily discriminated against, a monster with a radically different alignment than normal, or a creature or character with a significantly low ability score (6 or less). The witch’s relationship with her cohort and followers is different from those of others with the leadership feat. While the witch may be more experienced, she sees those ‘stray cats’ that come to her as equals, and allies in their alienation. If the Black Cat is an evil alignment, and meets the other prerequisites, she may instead decide to convert this ability into the Vile Leadership feat.

This ability replaces the hex normally gained at 4th level.

Black Cat Coven

At 8th level, the Witch gains the hex Black Cat Coven. This hex allows the Black Cat to form a coven with two of her followers or cohorts. These followers or cohorts must be witches themselves, although they don’t need to be black cats. This coven does not need to have a hag as a member. A Black Cat coven may use the spell-like abilities of a hag coven, with the following restrictions:

  1. The DC of the spells is based on the intelligence of the Black Cat character leading the coven, not the highest charisma of the members of the coven.
  2. This ability can be used once per day, plus an additional number of times per day equal to the intelligence bonus of the Black Cat leading the coven. The number of times a day this ability may be used goes up by one at 12th, 16th, and 20th level.

Black Cats are unable to join any other coven besides the one made up of her cohorts and followers. If the Black Cat is within 30’ of one of her cohorts or followers, and they are witches, she may use the aid another action to grant a +1 bonus to the other witch’s caster level for 1 round, once per day. 

This replaces the hex gained at 8th level.

Black Turban (Ninja Archetype)

Members of a secret society dedicated to bringing about Anarchy worldwide, Black Turbans form cells of an invisible army to fight tyranny and hierarchy everywhere. 

Form Tong

At 8th level, the Black Turbans gain the Leadership feat as a bonus feat. The followers and cohort gained through this feat form a revolutionary cell of Anarchists, known as a Tong. While this tong is devoted to the same cause as the Black Turban, they are not necessarily subordinates of the Black Turban. They are fellow revolutionary Anarchists, and decide on things democratically and using consensus.

This replaces Uncanny Dodge.

New Ninja Tricks

Black Turbans have access to two new ninja tricks unique to this archetype. While these are available to the Black Turbans, taking them is not mandatory. They are:

  • Celestial Freedom- Expend one ki to cast Liberating Command on every ally within 30’ of the ninja.
  • People’s Healing- As a standard action, the ninja may spend one ki to channel divine energy into creatures within 30’ of the ninja, like the cleric’s channel energy ability. The amount healed (if positive energy) is 1d6 at 1st level, plus another 1d6 every 4 levels thereafter (5th, 9th, 13th, etc.) It works in all other ways like the channel energy ability.

Freedom, Spirit of (Shaman Spirit)

A shaman who selects the Spirit of Freedom has wild unkempt hair in a strange style, and a strut that expresses that she is the equal of anyone she meets. When she calls upon one her spirit abilities, glowing tattoos manifest on her skin. 

Spirit Magic Spells

Liberating Command (1st); Knock (2nd); Aristocrat’s Nightmare (3rd); Symbol of Revelation (4th); Fabricate (5th); Oasis (6th); Crime Wave (7th); Polymorph any Object (8th); Freedom (9th)

Hexes
  • Collective Action- The shaman receives a bonus teamwork feat. At 5th level, the shaman may share any teamwork feat she has, like the Cavalier Tactician ability. At 10th level, she receives another bonus teamwork feat, which may also be shared. The shaman must meet the prerequisites of the teamwork feet in order to take it as a bonus.
  • Encryption- One person touched by the shaman, including herself, gains a +4 bonus to their Will saving throws versus all the spells and effects that the Nondetection spell affects. This effect lasts for one hour a day per level of the shaman. Those hours don’t need to be consecutive, but they must be divided into one hour increments. If the shaman chooses a new person, the original person loses Encryption. At 6th level, the shaman can use Encryption on herself and a number of people equal to her level. The duration is still one hour a day per level of the shaman, divided up among everyone affected. At 12th level, The shaman may cast Nondetection once per day as a bonus spell on herself only. At 18th level, she may also cast Communal Nondetection once per day as a bonus spell.
  • Equality- The DC to intimidate the shaman, and a number of her allies equal to her level, increases by 4. These allies are chosen at the beginning of the day, and may be different than the day before.
  • Slam Dance- This ability works identically to the Mammoth Spirit Ability of Phantom Stampede.
  • Unafraid of the Whip- The shaman gains a +4 dodge bonus to her CMD against all combat maneuvers involving weapons. She also gains a +2 dodge bonus to her CMD against all other combat maneuvers.
Spirit Animal

The shaman’s spirit animal looks like a feral, unkempt, but happy version of its species. She receives a +2 to her initiative and +2 to her CMD.

Spirit Ability

Truth to Power- The shaman accomplishes  a stunning bit of oratory, rousing the sentiments of the populace against their rulers. She adds a +4 bonus to a diplomacy or intimidate check, if the check is being made to work against authority figures. She may use this ability a number of times a day equal to 3 + her CHA modifier.

Greater Spirit Ability

Tyrant’s Bane (Su): As a swift action, the shaman imbues a single weapon she's wielding with the Anarchic weapon special ability. The effect lasts for 1 minute. If the weapon already has the Anarchic weapon special ability, the additional damage dealt by Anarchic increases to 4d6. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

True Spirit Ability

Paragon of Freedom: The shaman may cast Freedom of Movement once per day as a bonus spell.

Manifestation

At 20th level, the shaman gains a +4 divine bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against lawful creatures. Likewise, she gets a +4 divine bonus on weapon attack and damage rolls against them.

Gaolbird (Brawler Archetype)

Ex convicts, Gaolbirds are masters of the backstab and the dirty trick, learning how to fight and do whatever it takes to survive in slave pits and prison yards.

Class Skills

Gaolbirds add Stealth, Sleight of Hand, and Disguise to their class skills.

Signs of the Yard

 Due to her stance, her walk,  her tattoos, or something else, it is obvious the gaolbird has done time. She must perform a successful disguise check versus an opposed Knowledge (local) or Sense Motive check to hide the fact she is an ex- or escaped convict.

Prison Tricks

Starting at 2nd level, and every three levels thereafter, the Gaolbird receives a Prison Trick. She may choose from a limited pool of combat feats, or any of the rogue talents. The Gaolbird must meet the prerequisites in order to choose the feat or the talent. The available combat feats are:

  • Combat Expertise
  • Improved Dirty Trick
  • Greater Dirty Trick
  • Dirty Trick Master
  • Vital Strike
  • Catch Off-Guard
  • Cloak and Dagger Style

Starting a 4th level, and every two levels after 4th, a gaolbird can choose to learn a new bonus combat feat or rogue talent, in place of a bonus combat feat or rogue talent she has already learned. In effect, the brawler loses the bonus combat feat or talent in exchange for the new one. The old feat or talent cannot be one that was used as a prerequisite for another feat, talent, prestige class, or other ability. A brawler can only change one feat or talent at any given level, and must choose whether or not to swap the feat or talent at the time she gains a new prison trick for the level.

This replaces the Bonus Combat Feats at 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level..

Sneak Attack

At 4th Level, the gaolbird gains a sneak attack bonus of +1d6, like the Rogue ability. At 7th, 10th, 13th, 16th, and 19th level, this sneak attack bonus increases by 1d6.

This ability replaces Knock-out Punch.

Guerilla (Ranger Archetype)

Striking from their hideouts in the wilderness, guerillas train themselves to fight against governments, not species.

Enemy Government

At 1st level, a Guerilla selects a government. This government may be local, regional, or national. The Guerilla treats this government, its agents, and anyone in its employ as favored enemies, like the standard ranger ability Favored Enemy. She gains all the bonuses and advantages against that government that would normally apply to a traditional favored enemy. A 5th level and every 5 levels thereafter, she may expand to other governments, or concentrate on her first one, as in the Favored Enemy ability. Unless the national government is highly centralized and integrated (at the GM’s discretion), selecting a local baron or chieftain will not give the guerilla these bonuses gainst the king or emperor, and selecting the king or emperor will not give bonuses against the local lord; they most both be selected separately. The government chosen may be a traditional government, or any organized hierarchy that fulfills most of the same functions as governments, which might include large merchant houses or religious organizations.

This alters the Favored Enemy ability.

Gun Sovereign (Gunslinger Archetype)

Seeing firearms as a means of liberation, Gun Sovereigns firmly believe in taking a gun to a knife (or sword) fight. 

Armed & Polite

As long as the Gun Sovereign has her gun in her hands, she can expend one grit point to gain a bonus to her intimidate skill roll equal to half her level (minimum of +1) that round. Using this deed is a free action. This grit must be expended before the skill is rolled.

This replaces Quick Clear deed.

Good Guy with a Gun

At 7th level, the sight of a gun sovereign using their gun becomes inspiring. At 7th level, as long as they have at least one grit point left, have their gun, and are still fighting with their gun (not unconscious, not grappled, etc., and not using a melee weapon or other ranged weapon that round), all her allies gain a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls. At 12th level, and every five levels thereafter, these bonuses increase by +1.This replaces Startling Shot.

Cold, Dead Hands

At 15th level, the Gun Sovereign becomes supernaturally attuned to her gun, and she will not drop as long as it can fire. As long as she has at least one grit point left, if the Gun Sovereign’s current hit points drop below 0, she does not fall unconscious. Instead, she continues to act so long as her negative hit point total does not exceed the amount of damage she dealt to an enemy with a single ranged attack with her gun during the last round. The Gun Sovereign receives no Constitution check to stabilize while using this ability, and automatically takes 1 point of damage each round. When her current negative hit points exceed her negative Constitution score, the amount of damage she must deal to continue to act is now equal to the difference between her current negative hit point total and her negative Constitution score. Additionally, the Gun Sovereign can no longer benefit from magical healing (save for a wish or miracle spell), and she immediately dies once she can no longer fire her gun due to this ability. If she loses her last grit point, she can no longer use this ability, and either falls unconscious or dead, depending on the circumstances. She can no longer get the Cheat Death deed at 19th level.

Liberation Mystery (Oracle Mystery)

Class Skills

Disable Device; Escape Artist; Survival; Concentration

Bonus Spells

Comprehend Languages (2nd); Anonymous Interaction (4th); Aura Sight (6th); True Form (8th); Passwall (10th); Heroism, Greater (12th); Spell Turning (14th); Protection from Spells (16th); Freedom (18th)

Revelations
  • Free Mind- You gain a +2 concentration bonus to will saves. This bonus increases to +3 at 9th level, and +4 at 15th level.
  • Wake Up!- If someone, including yourself, is suffering under the effects of a harmful spell, curse, hex, or other magical or supernatural effect, you can touch them and allow them to re-roll the saving throw they failed to suffer the effect. This re-roll has the wisdom bonus of the oracle added to it. The effect the target is suffering from must be ongoing; a fireball cannot be re-rolled to reduce the damage taken, but a Flesh to Stone or Charm spell may be re-rolled. This ability can only counter effects that are supernatural and were caused by the failure of a saving throw. This can be done a number of times a day equal to the oracle’s CHA bonus.
  • Aura of Mutiny- The oracle may unleash an aura of disobedience and mutiny on all those surrounding him. She may add a +10 to one diplomacy skill check made for the purposes of worsening the attitude of a group of people towards someone of authority. The oracle may do this once per day at 1st level. Every 4 levels (4th, 8th, 12th, 16th), she may do this an additional time per day.
  • Defy Elements- This is identical to the Apocalypse Mystery Defy Elements revelation.
  • Get Organized– Any attempt to aid another, in or out of combat, that involves the oracle or her allies receives a +4 divine bonus to see if it succeeds, no matter who originated it. In addition, all successful aid another attempts that directly involve the oracle receive an additional +1 divine bonus to the total bonus.
  • No Limits- The oracle is not affected by impediments to movement, as with the Freedom of Movement spell. The only difference is that that oracle may use this ability a number of minutes per day equal to her level. These rounds do not have to be used consecutively. At 8th level, this ability changes. Now the duration is 10 minutes per level, but they still do not need to be used consecutively.
  • Temporary Autonomous Zone- A magical aura surrounds the oracle, giving her the benefits of a Magic Circle Against Law, only the circle is centered on the oracle, and moves with her. The oracle may manifest the zone a number of rounds a day equal to her level, and they do not need to be consecutive. The oracle must be at least 5th level in order to take this revelation, and must have a Chaotic alignment.
  • Anarchic Infusion- The oracle may add an additional 2d6 points of damage to an attack as an immediate action against a Lawful enemy, as the Anarchic magic weapon ability. This increased damage only applies to one attack, and the oracle must announce her intention to use the ability before rolling the attack. The oracle may use this ability a number of times a day equal to one half her level (minimum of 1.)
  • Solidarity- The oracle can link a number of people together to share in struggle. Once per day, the oracle may initiate a link between herself and a number of other people equal to half her level (minimum of 1.) The other participants must be willing, and may break the link as an immediate action. The link may also be broken by unconsciousness or death of one of the members. One person breaking the link dispels the entire link. When one person in the link is injured, the injury is spread out among the members of the link evenly. Thus, if there are three people in the link, and one of them receives an attack that deals 6 points of damage, then each member of the link actually only takes 2 points of damage. Member of the link must remain within 30’ of each other. If one moves farther beyond that, the link is broken. Fractions are rounded down, but each successful attack does a minimum of 1 point of damage to each member of the link. Healing effects are shared the same way. Illnesses, poison, enchantments, hexes, and curses are not shared, although their effects may break the link.
  • Final Revelation- You are a walking symbol of freedom. The Aura of Mutiny, Temporary Autonomous Zone, and No Limits become permanent.

Mocoso (Skald Archetype)

Urban skalds, mocosos play the music of the streets and of the people, speaking to their anger, their desire for freedom, and often their desire to break things.

Crowd Control

This is identical to the urban barbarian ability of the same name. 

This replaces Scribe Scroll.

Rage Powers

The following rage powers complement the Mocoso: Boasting Taunt, Clear Mind, Deadly Accuracy, Lethal Accuracy, No Escape, Quick Reflexes, Perfect Clarity, Sharpened Accuracy, Surprise Accuracy, and Unexpected Strike.

Nonconformist (Inquisitor Archetype)

Nonconformists preach revolution, awakening people to the tyrannies of both State and Church.

Restricted Alignment

Nonconformists must be non-lawful.

Tyrant Lore

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of guards and agents of nobles, governments, merchant princes, and similar.This replaces Monster Lore.

Anarchic Weapon

At 5th level, a Nonconformist can imbue one of her weapons with the anarchic quality, granting a bonus 2d6 of damage against lawful creatures, as a swift action. This ability only functions while the inquisitor wields the weapon. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. At 12th level, whenever an inquisitor uses her anarchic weapon ability, the amount of bonus damage dealt by the weapon against lawful creatures increases to 4d6. This replaces Bane and Greater Bane.

Nightmare Childe (Summoner Archetype)

A Nightmare Childe is a summoner archetype whose power comes from the abuse and trauma the summoner experienced in childhood. Essentially, they can summon their childhood imaginary friends to horrific reality to fight their battles for them. Nightmare Childes don’t declare themselves to be Anarchists as often as some of the other archetypes mentioned here, but they have instinctive hatred against tyranny and cruelty in any form, especially against children.

Nightmarish Eidolon

A Nightmare Childe’s eidolon shares several traits with those beings known as Nightmare Creatures. They gain the following evolutions as bonus evolutions at 1st level, and at 4th, 8th, 12th, 16th, and 20th level. All level requirements and other prerequisites still apply.

  • Alignment- Any non-good. Nightmare Eidolons are born of too much trauma to have much empathy for anyone that’s not their summoner. This does not affect the alignment of the summoner, except that if the eidolon is evil, the summoner cannot be good.
  • Base form- Any. The form of the eidolon is based on the childhood imagination of the summoner.
  • Base Evolutions
  • At 1st level, nightmare eidolons gain a DR 2/silver and the skill (Intimidate) evolution. They also gain a +4 bonus on saving throws illusion effects.
  • At 4th level, nightmare eidolons automatically disbelieve illusions, no saving throw required.
  • At 8th level, nightmare eidolons may cast suggestion as a spell-like ability once per day.
  • At 12th level, the eidolon gains the Frightful Presence evolution.
  • At 16th level, the eidolon may use Shadow Evocation once per day as a spell-like ability.
  • At 20th level, the eidolon gains regeneration 5. Silver weapons cause the regeneration to cease for one round.

This modifies the Nightmare Childe’s Eidolon ability.

Petroleuse (Alchemist Archetype)

Petroleuses specialize in arson and demolition. They are alchemists who work with revolutionary groups, lending their expertise, and firepower, to uprisings.

Structural Insight

A Petroleuse treats Knowledge (Engineering) as a class skill. She can also add half her level to skill checks for the purposes of determining the structural weaknesses of a building or structure, if she has at least one rank in this skill. When using a bomb with the fire energy descriptor, the Petroleuse can do full damage against a building or structure, if she has at least one rank in this skill.

This alters the Petroleuse’s class skills.

Demolition Expert

At 8th level, the Petroleuse gains Demolition Charge as a bonus feat.

This replaces Poison Resistance +6.

Pyrochemical Specialization

The Petroleuse gains Fire Brand as a bonus discovery at 1st level, even if she does not meet the prerequisite. She also receives a fire resistance of 5 at 1st level. This goes up by 5 every 6 levels, to become fire resistance 20 at 18th level.

This replaces Mutagen and Persistent Mutagen as class abilities. Petroleuses may gain those discoveries as normal. They may not take Greater, Grand, or True Mutagen as discoveries until both Mutagen and Persistent Mutagen are discovered.

Sans Culotte (Fighter Archetype)

Both the vanguard and the backbone of many a rebellion, the Sans Culottes fight tyranny street to street, house to house, and defend the soul of the revolution against all those who would seek to counter it.

Politically Aware

Sans Culottes make a point of knowing the theory and reasons for their rebellions, and in knowing how to express them. They receive a bonus rank in Sense Motive, Knowledge (Local), Knowledge (Nobility), and Perform (Oratory), and all those skills are class skills. This replaces the bonus feat at 1st level.

Hypervigilance

Always wary of betrayal and counterrevolution, Sans Culottes develop an almost supernatural defense against sneak attack and surprise. At 5rd level, Sans Culottes gain the Signature Skill (Sense Motive) feat as a bonus feat, although this will not be effective unless the sans culotte has five ranks in Sense Motive. At 7th level, a Sans Culotte is never flat-footed before acting in combat, even if she is surprised (she can still become flat-footed by any other effect or situation that would render her flat-footed). At 11th level, the sans culotte also always acts on the surprise round. If she would have acted on the surprise round anyway, or if there is no surprise round, she gains a bonus on initiative checks equal to half her fighter level. This replaces Armor Training 1, 2, and 3.

Enrage

At 2nd level, a Sans Culotte may rage. This works identically to the Barbarian Rage class ability, using the Sans Culotte’s fighter level for the needed barbarian level. She may gain a rage power at 6th, 10th, 14th, and 18th levels. This replaces Bravery.

Street Parson (Cleric Archetype)

Rejecting the isolating hierarchy of traditional clerical organizations, Street Parsons work and fight for their community and the disadvantaged. 

Weapons & Armor Proficiency

Parsons are proficient with all simple weapons and  light armor. They are not proficient with medium or heavy armor, or shields. Parsons are also proficient with the favored weapon of their deities.

This alters the street parson’s weapon and armor proficiencies.

Class Skills

Parsons lose Knowledge (nobility) as a class skill, but gain Knowledge (local.)[a]

This alters the street parson’s class skills.

Street Devotion

At 1st level, a street parson[b] must select the Chaos, Community, Healing, Luck, Artifice, or Liberation domain (or any of the subdomains of those domains, if available in the campaign) as one of her domains. If the cleric worships a deity that doesn’t normally grant one of these domains, she gains access to this domain but can only pick this one domain—she effectively loses the option to pick a second domain. As a result, very few clerics who worship deities who don’t grant access to one of the domains or subdomains listed above opt to become street parsons. In all other respects, this works like and replaces the standard cleric’s 1st level domain ability.

People’s Bond

At 1st level, the Street Parson gains the ability to share her domain powers with her companions. This ability works exactly like the Caravan Bond ability of the Devout Pilgrim. This replaces medium armor proficiency.

Community Blessing

At 8th level, the Street Parson gains the ability to share spells with her companions. This ability works like the Legion’s Blessing ability of the Crusader. This replaces an 8th-level domain power of the Street Parson’s choice.

Syndicate Wizard (Wizard Archetype)

Often sent to wizarding schools on guild scholarships, Syndicate Wizards show more solidarity and loyalty to their brothers and sisters in craft than to their fellow arcane magic users.

Syndicate Training

The Syndicate Wizard chooses a craft or profession skill. This is the guild the Syndicate Wizard is a part of. She receives the Skill Focus feat for that craft or profession skill as a bonus feat. At 5th level, the Syndicate Wizard receives the Signature Skill feat for the chosen craft or profession skill.

This replaces Scribe Scroll.

Professional Focus

Syndicate wizards must choose to bond to an object for their arcane bond. This object must be an iconic tool or accessory for their guild, and must not be one of the traditional arcane focus objects, or a weapon. The object must be held, or worn, for it to function. If the wizard has the appropriate levels and the Craft Wondrous Item feat, it may be enchanted as normal, and fills the appropriate slot if worn. In all other respects, it functions like a normal object subject to an arcane bond. This changes the Wizard’s Arcane Focus.

Arcane Vocation

Syndicate Wizards focus their studies on how their arcane powers may be used to serve their vocation, rather than on the finer points of specialization. In terms of spell use, Syndicate Wizards are universalists, and cannot specialize in arcane schools. They also gain unique powers due to their guild training.

  • Seize the Means- Once per day, the Syndicate Wizard can conjure the necessary tools to practice her vocation. This can include tools (for many crafts), or clothes (for professions that require a certain mode of dress.) These items last for one hour per level of caster. This time need not be consecutive. The items are of high quality. They disappear if they leave the possession of the caster, and they may be dispelled. The summoned items may weigh no more than 20 lbs., and may cost no more than 50 gp. While the items conjured disappeared after the allotted time, any material items created by the items remain afterwards.
  • Versatile Professionalism- The Syndicate Wizard selects two skills. She may use her chosen craft or profession skill bonus in place of those skills on all skill rolls. It is up to the Syndicate Wizard to explain how those other two skills relate to her chosen skill.
  • Summon Spirit of the Guild- At 8th level, once per day, the Syndicate Wizard may cast Lesser Planar Ally as a bonus spell. The entities summoned are members of the same guild as the summoning wizard, and are as skilled as their kind can be in the craft or profession skill (typically +11) of the Syndicate Wizard. The task the Syndicate Wizard has the planar allies do must be directly related to the craft or profession skill, and must be a normal guild activity (even if the circumstances of the task may be extraordinary.) Due to the specialized nature of their summoning, and their solidarity with their fellow guild member, the entities only charge 75% of the normal amount due for their summoning.

This replaces all school powers.

Tyler (Slayer Archetype)

The traditional guards of secret societies, Tylers watch the backs of their compatriots.

Studied Location

If the Tyler is familiar with an area, she is able to predict the most likely avenues of an ambush, and develop an almost supernatural sense in sniffing them out. If the Tyler studies an area 30’ in radius for one minute, she gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks while in that area, and a +1 bonus on weapon attack and damage rolls against enemies within it. The DCs for opposing the slayer’s class abilities within that area also increase by 1.This bonus lasts until the Tyler is dead, unconscious, or leaves the area. Once an area has been left, it takes the Tyler another minute to reestablish her study of it if she returns. At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs within a studied area increase by 1, and the radius of the area that can be studied increases by 10’. At 7th level, a slayer gains her studied location bonus on Disguise, Intimidate, and Stealth checks against creatures within the area. This replaces Studied Target and Stalker.

Security Specialist

The Tyler can take the following combat feats as bonus feats in place of a slayer talent: Combat Reflexes, Bodyguard, In Harm’s Way, Mobility, Combat Patrol, Stand Still, and Pin Down. In order to choose one of these bonus feats, the Tyler must meet the prerequisites for it. The Tyler no longer receives Tracking at first level, but may select another slayer talent (or bonus combat feat) at 1st level instead.

This replaces Tracking, and alters the Slayer Talents at 4th, 8th, 12th, and 16th level.

Vonu (Hunter Archetype)

Masters of dropping out and being left alone, Vonus are very good at not being found. 

Leave No Trace

At 4th level, the Vonu gains the Favored Terrain ability, like the Ranger ability of the same name. At 9th level, and every 5 levels thereafter, she may select an additional terrain. Also at 9th level, the Vonu may extend her ability to not be tracked to all of her companions within 30' of her, while she is traveling. At 14th level, the Vonu and her companions traveling within 30' of her become undetectable to magical scrying. This ability functions like a spell of Communal Nondetection, and may be used once per day, the the Vonu’s level used as the caster level. While the duration is divided among the Vonu and all those traveling with her as in the Communal Nondetection spell, it does not need to be used consecutively.

This replaces Improved Empathic Link.

Drop Out

At 14th level, the Vonu may use her ability to leave no trace to construct camps, settlements, and hideouts that cannot be tracked or detected. When a Vonu constructs a camp or settlement within one of her favored terrains, she rolls a stealth skill check, and adds her level to the result. This sets the DC for anyone unfamiliar with the settlement or camp to find it. If the Vonu is unsatisfied with this DC, she must wait 24 hours before trying again. The settlement also gains the bonus against magical detection and location given with the Leave No Trace ability. This is a separate use of the ability, and the duration of Communal Nondetection used in the Drop Out ability does not affect the duration of the Leave No Trace ability, or vice versa. The settlement must have a diameter of no more than 60', and a height of no more than 30'.  

This replaces Greater Empathic Link.

Whistleblower (Investigator Archetype)

Believing that information wants to be free, and that the truth will set people free, whistleblowers work to uncover and spread the secrets that those in power don’t want the people to know. They combine the inspiration of the investigator with the performance abilities of the bard.

My Beat

At 1st level, the whistleblower chooses a settlement or region of 1000 or fewer people. She gains a bonus to her Sense Motive, Knowledge (local), and Knowledge (Nobility) skill checks done in that region, equal to one half her level (minimum of plus one). At 3rd level, the bonus for her Knowledge (local) and Knowledge (Nobility) skill checks in the area increases to her full level, due to her Journalistic Knowledge ability. At 5th level, the whistleblower can use this ability in a region of 5000 people. At 9th level, this increases to 25,000 people. At 13th level, this increases to 100,000 people. At 17th level, this increases to encompass most of the civilized world (GM’s discretion.)

This replaces Alchemy.

Journalistic Knowledge

At 3rd level, the whistleblower adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

This replaces keen recollection and all Trap Sense abilities.  

Versatile Journalism

At 2nd level, the whistleblower may use her total Profession (Journalism) skill bonus when attempting any of the following skill checks: Bluff, Diplomacy, and Sense Motive.

This replaces Poison Lore.

Journalistic Cynicism

At 2nd level, the whistleblower gains a +2 bonus on all saving throws against all mind-affecting spells, abilities, and effects. This bonus increases to +4 at 5th level,  +6 at 8th level, and +8 at 11th level.

This replaces all Poison Resistances.

Lore Master

At 4th level, the whistleblower gains the Lore Master ability. This works identically to the bard’s Lore Master ability. This replaces Swift Alchemy.

Ink in the Blood

Whistleblowers can encode their journalistic performances into text. She must spend at least one round creating the text, and must be able to mark on something or otherwise create text.  For a creature to be affected by this ability, the creature must be able to see or otherwise sense the text, be able to understand the text, and it must be able to be affected by mind-affecting abilities. Unless otherwise noted, once a creature has been affected by the text (or succeeded in a saving throw to not be affected by the text), it cannot be affected again. Multiple abilities may be combined into the same text. Unless otherwise noted, the area of effect for the text is a 30’ radius. The number of rounds that people are affected by journalistic effects encoded is equal to the number of rounds the Whistleblower uses to create the text. Each round the whistleblower uses to create the text expends a round of the whistleblower’s Journalistic Performance daily use. If the creation of the text takes longer than the number of rounds available for Journalistic Performances to the Whistleblower (if it is, for example, very large text), she may choose how many Journalistic Performance rounds to invest into the text. No text may have more than one day’s work of Journalistic Performance into the text. The text retains the journalistic abilities for a number of days equal to the level of the creator, or until it is destroyed. For the purposes of this ability, the text stands in for the whistleblower, so if the ability requires the affected people to see the whistleblower normally, they have to see the text instead. This ability affects other Journalistic Abilities in the following ways:

  • Citation: Operates as normal
  • Grapevine: Operates as normal.
  • Fascinate: Operates as normal.
  • Town Crier: This ability starts working when the text is first created.
  • Muckrake: Operates as normal.
  • Grim Forecast: First person to read it is affected. Alternatively, the forecast may be targeted at a specific person. If the target does not read the text by the end of its effectiveness, she is not affected.
  • Inspire Greatness: The first people to read it are affected, up to the maximum number allowed for this ability. Alternatively, this may be targeted towards specific people, but if they do not read the text in time, they are not affected.
  • Call to Action: The first people to read it are affected, up to the maximum number allowed. Alternatively, some or all of these messages may be targeted, but if the targets do not read the text in time, they are not affected.
  • Frightening Forecast: Operates as normal.
  • Inspire Heroics: The first people to read it are affected, up to the maximum number allowed. Alternatively, some or all of these messages may be targeted, but if the targets do not read the text in time, they are not affected.
  • Journalistic Crusade: Operates as normal.
  • Obituary: First person to read it is affected. Alternatively, this may be targeted towards a specific person, but if she does not read the text in time, she is not affected.

This ability replaces Trapfinding.

Journalistic Performance

Whistleblowers are trained to use their Profession (Journalism) skill to produce a number of extraordinary and magical effects on those around her, including herself if so desired. She can use this ability for a number of rounds per day equal to 4 + his Wisdom modifier. At each level after 1st a Whistleblower can use bardic performance for 2 additional rounds per day. Some of these performances are similar to bardic performances, while others are unique. In all other ways, these journalistic performances work the same way as bardic performances, except that wherever a Perform check is called for, the whistleblower uses her Profession (Journalism) skill, and wherever a CHA bonus is called for, the whistleblower uses her Will bonus. The journalistic performances are:

  • Citation (Su)- At 1st level, a Whistleblower can use her performance to counter magic effects that affect minds. Each round of the Citation, he makes a Profession (Journalism) skill check. Any creature within 30 feet of the bard (including the whistleblower herself) that is the target of a mind-affecting spell or ability may use the whistleblower’s Profession (Journalism) check result in place of its saving throw if, after the saving throw is rolled, the Profession check result proves to be higher. If a creature within range of the Citation is already under the effect of a non-instantaneous mind-affecting illusion or enchantment, it gains another saving throw against the effect each round it hears the Citation, but it must use the whistleblower’s Profession (Journalism) check result for the save. Citation does not work on effects that don’t allow saves. Citation relies on auditory components.
  • Grapevine (Su)- The whistleblower can give information to someone she has fascinated, and compel them to spread the information (or disinformation) she tells them. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A Will saving throw (DC 10 + 1/2 bard’s level + whistleblower’s Will modifier) negates the effect. If the subject fails their will save, they accept the information as ‘common knowledge’, and feel compelled to tell other people about it, crediting the whistleblower as the source of the information. If the target fails by 5 or more, the whistleblower may remain anonymous if she likes. Only about a sentence or so of information can be conveyed using this ability for every round the whistleblower spends using this ability. The amount of people that receive this information is limited to the number of people affected by the whistleblower’s My Beat ability. The spreading of information is not instantaneous. It takes one week for every one thousand people affected, and there must be relatively free movement among those people for the information to be shared. While people are compelled to spread the information, they are not compelled to believe the information in the face of proof (or disinformation) designed to counter it.
  • Fascinate (Su): Same as the bardic ability.
  • Inspire Courage (Su): Same as the bardic ability.
  • Town Crier (Ex): at 5th level, the Whistleblower gains the Town Crier ability. This works identically to the celebrity’s Gather Crowds ability.
  • Muckrake (Ex): At 6th level, the Whistleblower may sway the opinion of the masses she has fascinated against a particular target. Using this ability does not disrupt the fascinate effect, but does require a standard action to activate (in addition to the free action to continue the fascinate effect). The Whistleblower selects a number of targets equal to her level. These targets must make a Will save (DC 10 + 1/2 the Whistleblower’s level + the Whistleblower’s Wisdom modifier.) If they fail, their attitude towards the target worsens by one step (see the Diplomacy skill.) For every 5 that they fail, this attitude worsens by a further step. Attempts at diplomacy on behalf of the target with the affected suffer a -4 penalty for a number of hours equal to the Whistleblower’s level. The target need not be present for the muckraking to take effect, and may be a person, object, or even idea. The target of muckraking may not be subject to more than one muckraking at a time.
  • Grim Forecast (Su): This ability is identical to the bard’s Dirge of Doom ability. Available at 8th level.
  • Inspire Greatness (Su): Same as the bardic ability. Available at 9th level.
  • Call to Action (Su): A whistleblower of 12th level or higher can use her journalism skill  to create an effect equivalent to spell Mass Demanding Message, using the whistleblower's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 continuous rounds of journalistic performance, and the targets must be able to see and hear the whistleblower throughout the performance. Call to Action relies on audible and visual components.
  • Frightening Forecast (Sp): Same as the bardic ability Frightening Tune. Available at 14th level.
  • Inspire Heroics (Su): Same as the bardic ability of the same name. Available at 15th level.
  • Journalistic Crusade (Ex)- This ability works like the Demagogues’ Righteous Cause ability, except that after her crowd is fascinated, the whistleblower uses Muckraking instead of Incite Violence. Available at 18th level.
  • Obituary (Su): Same as the bardic ability Deadly Performance. Available at 20th level.


Chapter 3- Anarchist Abilities


Feats

  • Authoritarian Jargon- You are adept in the euphemisms and double-speak of the the ruling classes, and those who enforce their rule. You gain a +4 bonus to bluff skill checks when dealing with soldiers, guards, nobility, high priests, and other official authority figures.
  • Body Modification Enthusiast- You are an aficionado of piercings, tattoos, brandings, and scarification. At 1st level, the character may convert one point of damage from a successful attack from lethal to nonlethal.[c] This may only be done on attacks the character is aware are coming and can dodge (no surprise, flat-footed, or backstab attacks.) This ability does not work against area effect attacks, unless the character has the Evasion or similar ability. At 5th, 9th, 13th, and 17th level, the character may convert an additional point of damage from lethal to nonlethal. You also gain a +1 to your intimidate skill checks at 1st level, with an additional +1 bonus at 5th, 9th, 13th, and 17th level. This bonus is not applicable against other characters with this feat. In addition, the player with this feat suffers a penalty to their disguise attempts. The penalty is the same as their intimidate bonus.
  • Conspiracy Theorist- You are adept at discerning the real reason behind seemingly random or innocuous actions by governments or those in power. When you encounter an action by a government or hierarchy, you may treat it as a bluff (DC determined by the GM), and oppose it with a sense motive check. You gain a +4 bonus to your sense motive skill when you have this feat and are performing this sort of skill check. Please note that using this feat will always return a positive response from the GM, whether or not the Sense Motive check actually beat the opposed Bluff check. The GM will always tell you the ‘real’ reason behind something, even if that secret reason is wrong, or even if there was no secret there in the first place.
  • Organizational Affinity- You have a special affinity for the day-to-day operations of co-ops, guilds, unions, affinity groups, and other such types of voluntary organizations. You receive a +2 to all skills based on Charisma when dealing with member of any such organization you belong to. For the purposes of this feat, the character’s adventuring party does not count as such a group.
  • Pass- You are especially skilled in disguising your origins, in terms of class, social group, and ethnicity. You receive a +4 to all disguise attempts to appear to be a member of a different economic class or ethnic group. This bonus does not apply to appearing like a specific member of a particular class or ethnic group, just to appearing as part of the group. Disguises that would require significant changes to the body, such as the addition of wings or other limbs, or changing a size category, may cause the character to incur additional penalties to the disguise attempt, at the DM’s discretion.  
  • Pit Diver- You are adept at finding free things in cities and settlements. You receive a +2 when using Knowledge (local) to scrounge supplies, or to Survival when ‘living off the land’ when in an urban environment.

Skills

Anarchists are for the most part just like everyone else, and for the most part use the normal skills everyone else uses. However, they have some unusual ways to use some of those skills. These uses are not restricted to Anarchists, but they have been popularized by them. They are as follows:

Anarchist Skill Uses

  • Diplomacy- You can use this skill to worsen the attitude of a person or a crowd towards someone they consider a figure of authority. To do this, the character rolls a diplomacy check against the current attitude of the person or crowd. If successful, she lowers the attitude of the target towards the authority figure by one step. If successful by five or more, the attitude is worsened by two steps. If she fails, the attitude towards the authority figure is unchanged. If she fails by five or more, the attitude towards the authority figure actually goes up a step, and decreases one step towards the character.
  • Knowledge (local)- You can use this skill to scrounge for raw materials to use when crafting items. This application of the skill only works within settlements- the cast-offs and misplaced raw materials needed for this application of this skill are not available in the wilderness. When using the crafting skill to practice a trade, roll the knowledge (local) skill after the craft skill roll. If the knowledge (local) skill surpasses the craft skill roll, the amount of gp earned is doubled. When crafting an item, perform a knowledge (local) skill roll after the DC of the item has been determined. If the result of the knowledge roll exceeds the DC, the character doesn’t have to pay anything for raw materials. When crafting an individual item, the gp amount of the item cannot exceed 10% of the base value limit of the settlement.
  • Profession (Guerilla Media)- You are skilled at the production and distribution of pamphlets, copper wonders, and other sorts of independent media. This works like other normal professional skills.

Spells

Barricade

School Transmutation [Earth]; Level: bard 3, bloodrager 4, cleric/oracle 3, druid 4, inquisitor 3, magus 3, shaman 4, sorcerer/wizard 3; summoner 3, witch 3; Domain earth 5; Elemental School earth 5

Casting

Casting Time 1 round

Components V, S, M (trash, detritus, loose stone & earth or other material)

Effects

Range medium (100 ft. + 10 ft./level)

Target All detritus within 100’ of caster

Duration instantaneous

Saving Throw Reflex Negates; Spell Resistance No

Description

The caster magically moves the loose material and detritus surrounding her into a barricade. The spell must be cast on a solid surface. A barricade is 1 inch thick per 3 caster levels, and composed of up to one 5-foot square per level. It can be made no more than 10 feet high. It cannot be made less than 1 foot thick, but the depth can be increased or decreased by extending or lessening the width.

Unlike a Wall of Stone or Wall of Iron spell, you can attempt to cast Barricade in a space occupied by someone else. The spell does 1d6 physical damage per level (maximum 10d6) for every creature within the barricade. A successful reflex save allows the target to dodge the barricade with no damage. While barricades can be of a variety of shapes, if the spell is cast in an area that is too small to hold the volume of the barricade, the spell fails.

The hardness and hit points of a barricade depend upon the level of the caster and the terrain the barricade is being constructed in. There must be loose material in the environment for the spell to work. If the ground within the range of the spell is utterly bare, the spell fails.

Terrain

Hardness

Hit points per foot of thickness

Cold (ice, glaciers, snow, and tundra)

2

5/in of thickness

Desert (sand and wastelands)

2

4/in of thickness

Forest (coniferous and deciduous); Jungle

3

6/in of thickness

Mountain (including hills)

2

5/in of thickness

Plains

2

4/in of thickness

Underground (caves and dungeons)

4

8/in of thickness

Urban (buildings, streets, and sewers)

4

7/in of thickness

Mark of Anarchy

School Universal; Level Alchemist 1, Antipaladin 1, Bard 1, Bloodrager 1

Cleric/Oracle 1, Druid 1, Inquisitor 1, Magus 1, Medium 1, Mesmerist 1, Occultist 1, Psychic 1, Ranger 1, Shaman 1, Sorcerer/Wizard 1, Spiritualist 1, Summoner 1, Witch 1

Casting

Casting Time 1 standard action

Components S

Effects

Range touch

Target 1 creature or location

Duration permanent until dispelled

Saving Throw Will Negates (harmless); Spell Resistance Yes

Description

The caster inscribes a glowing symbol of Anarchy, no less than one inch square and no more than one foot square. This symbol may be inscribed on a person or object, or it may be inscribed on the air in a location; in the case of the latter, the symbol is immobile. One round after the symbol has been inscribed, it disappears, The caster may set the symbol to only reappear when someone of a particular Anarchist trait, someone of any Anarchist trait, or someone the caster knows to be of a particular organization, approaches within 20’ of the symbol.One round after that person leaves the vicinity, the symbol disapprears again, until next time.

Power to the People

School Enchantment [Mind Affecting]; Level Bard 1, Bloodrager 3, Cleric/Oracle 2, Inquisitor 3, Magus 3, Medium 2, Mesmerist 1, Occultist 2, Psychic 2, Shaman 2, Sorcerer/wizard 2, Summoner 3, Witch 2; SubDomain Cooperation 2

Casting

Casting Time 1 standard action

Components V, S

Effects

Range touch

Target 1 person/level

Duration 1 hour/level

Saving Throw Will Negates (harmless); Spell Resistance Yes

Description

This spell increases the resistance of the targets to demoralization, as well as their ability to work together. For every level the caster possesses, the targets increase their DC vs bluff, diplomacy, and intimidate skill checks. The targets also receive a +2 morale bonus to their saving throws versus fear effects. Finally, the benefits the targets give by aiding another, whether through combat or skill checks, increases by 1.

Samizdat

School Transmutation; Level Alchemist 1, Bard 1, Bloodrager 2,

Cleric/Oracle 1, Druid 2, Inquisitor 1, Magus 1, Ranger 2, Shaman 2, Sorcerer/Wizard 1, Summoner 2, Witch 1

Casting

Casting Time 1 standard action

Components V, S, M (non-living vegetable matter; one text)

Effects

Range short (10 feet plus 1 foot/level

Target one mass of vegetable matter

Duration permanent

Saving Throw none; Spell Resistance Yes

Description

This spell transforms a portion of non-living vegetable matter into a copy of a written text, or graphics. The copy created is made of sturdy, long-lasting parchment, and the text is written with good quality ink, but is non-magical. The text is copied exactly, but none of the special materials of the original are copied- if the original is made of valuable materials, these are not duplicated. If the the original text is magical, this enchantment is not duplicated in the copy. If the magic is a quality of the text itself- as in a scroll- the text is duplicated as gibberish. Only one text may be duplicated, into matter equal to a ½ cubic foot (1’ by 1’ by 6”.) This text of the original may be shrunk to fit onto the duplicate. If the texts or graphics are small enough that multiple copies could be made of the ½ cube of material, then multiple identical copies may be made. Any pictures or graphics duplicated have a high enough resolution to show the exact image, but not enough to be mistaken for the original.

Samizdat, Greater

School Transmutation; Level Alchemist 3, Bard 2, Bloodrager 4,

Cleric/Oracle 3, Druid 4, Inquisitor 3, Magus 3, Ranger 4, Shaman 4, Sorcerer/Wizard 3, Summoner 4, Witch 3

Description

This spell works identically to Samizdat, except that the amount of vegetable matter that may be transformed is now one cubic foot for every two caster levels.


Chapter 4- Anarchist Equipment


Mundane Items

Outfit, Mocoso (Price: 1 gp, Weight: 3 lbs.)–  Typically worn by urban youth (and those young at heart), these clothes are deliberately provocative, violating mainstream rules of fashion and ‘good taste’. Highly individualistic, often borrowing bits from other types of outfits. Often designed to deliberately violate any local sumptuary laws.

Patch, Decorative (Price: 1 sp, Weight: n/a)- Small pieces of thick cloth, sometimes leather, either crudely embroidered or painted. Originally designed to simply mend holes in clothing, decorative patches are often bright and colorful, depicting slogans (often rude ones) or mascots (again, often rude ones.) A way of showing affiliation to a political movement, philosophical position, or fan group.

Copper Wonder– (Price: 1 cp, Weight: n/a) Crudely printed periodicals, cheaply made and cheaply sold. Contents range from muckraking journalism, to personal journaling, to political screeds, to pornography.

Printing Press, Portable– (Price: 50 gp, Weight: 30 lbs.) Contains a small printing press, metal movable type, and a set of small silk screens. Ink, paper, and fasteners sold separately.

Wondrous Items

Copper Wonders

Copper Wonders are small, cheaply made booklets run off of printing presses. Popular entertainment for the working classes and often subversive, they are a favorite of many Anarchists.

Copper Wonder of Hiding

(Price 5760 gp; Aura faint transmutation; CL 4th, weight n/a)  

This slim volume of writing and art has a curiously blank panel in it. Once per day, using the command word, up to eight people and their equipment are transported to an extra-dimensional space connected to the copper wonder. Creatures in the extra-dimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of up to colossal size).  They appear as drawings filling in the previously blank panel. People in the extradimensional space may see out of it as if it was a 3-foot-by-5-foot window. The space itself is a bare white room, with a normal environment. Spells cannot be cast across the extra-dimensional interface, nor can area effects cross it. While People looking through the copper wonder may see the panel, the people in it aren’t perceived as moving, and are ‘drawn’ in the style of the rest of the copper wonder. If someone familiar with the people in the extradimensional space and the copper wonder itself look at the pages within, a DC 20 perception check will reveal the panel with the image of the people inside the extradimensional space. If the person looking through the copper wonder is not familiar with the group, the DC of the perception check is 30 to notice anything out of the ordinary. Noticing the images of the people will not necessarily reveal the nature of the enchantment the copper wonder possessed. If the copper wonder is destroyed, everyone inside suffers 5d6 points of damaged[d], and is deposited in a random location within 100 miles of the copper wonder. People within the copper wonder may leave at any time by saying the command word. The duration of the extradimensional space is a maximum of 4 hours. This duration starts when the copper wonder is first activated that day, and may not be started again for another 20 hours after it was used previously. Anything inside the extra-dimensional space drops out when the 4 hours ends.

(Construction Requirements: 2880 gp, craft wondrous item feat, Rope Trick)

Copper Wonder of Spoilers

(Price 20,160 gp; Aura medium divination; CL 7th; weight n/a)

When found, the copper wonder is blank. The user must possess it for 24 hours to attune it to herself. After that, it start[e] narrating her life, in graphic novel format. The copper wonder covers about one week of her life- as new things happen, older pages at the front disappear, and new blank pages appear at the back, and begin to be filled in. Once per day, the bearer may use the copper wonder to cast Divination. The results of the spell are displayed in the pages.

(Construction Requirements: 10,080 gp, craft wondrous item feat, Divination)

Patches

Patches are small pieces of cloth, originally intended simply to mend holes in clothing, but now popular among Anarchists and other as means of decoration and showing affiliation to various causes and groups. Patches may be enchanted, just like anything else of sufficient craftsmanship. In order for the magic of a patch to be accessed, it must be affixed to an article of clothing, and that clothing must be worn. This turns the article of clothing itself into a wondrous item, for the purpose of filling slots. A patch may also be removed from an article of clothing, and affixed to another one, transferring the enchantment. Once the patch is removed from an article of clothing, the article no longer carries the enchantment until another patch is affixed to it.

Patches may only imbue a non-magical piece of clothing with an enchantment. A patch may be put on a magical piece of clothing, but the magic of the patch will be suppressed until removed.

Patch of Protection

(Price 24,000 gp; Aura faint abjuration; CL 4th, Weight n/a)

This patch has a continuous Protection from Law cast upon it, giving anyone wearing it affixed to their clothing the benefits of that spell. Three times per day, the wearer may cast Protection from Law, Communal. This gives the wearer up to 12 minutes of Protection from Law that may divided up among targets touched, in minute increments.

(Construction Requirements: 12,000 gp, craft wondrous item feat, protection from law, communal protection from law)

Patch of Resistance

(Price varies; Aura faint abjuration; CL 5th; Weight n/a)

This patch offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

(Construction Requirements: +1 bonus 500 gp; +2 bonus 2,000 gp; +3 bonus 4,500 gp; +4 bonus 8,000 gp; +5 bonus 12,500 gp Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus)

Patch of Passing

(Price 2250 gp; Aura faint universal; CL 3rd, weight n/a)

Created for dilettantes and those who have trouble making up their mind, this patch may change itself to resemble any other patch the wearer has seen. All this takes is a mental command from the wearer. The patch will remain[f] the image of its last command, until change. The patch has 50 charges. After the last charge is used, the patch is stuck in the last commanded image.

(Construction Requirements: 1125 gp, craft wondrous item feat, prestidigitation)

Other Wondrous Items

Ring of Anarchy

(Price 1,500 gp; Aura faint universal, faint illusion; CL 8th; Weight–)

A ring of black metal, with the symbol of Anarchy picked out on the face with red jasper. The wearer can, as a standard action, embed this symbol on any object (as if using Mark of Anarchy) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The mark is otherwise permanent unless removed by dispel magic, erase, [g]or a more powerful spell. Once per day, the wearer may cast Mark of Anarchy once per day. (Construction Requirements– 750 gp materials, forge ring feat, Mark of Anarchy)

Inexhaustible Printing Press

(Price 18,000 gp; Aura faint transmutation; CL 9th; Weight 30 lbs)

This item looks like an over-sized and over-engineered printing press. It will duplicate any media put into it- copper wonders, shirts, patches, books, etc.- at a rate of six copies per round. The total amount of original material that can be duplicated  must be less than ½ a cubic foot. If the original is magical, the magic will not be transferred to the duplicates, and while the duplicates will be recognizable as a copy, the copies will not be hard to tell from the original.  In order for the Printing press to function, it must be fed non-living matter, of the equivalent volume of the duplicates desired. All types of material, from metal, wood, stone, or flesh, is converted into the paper or cloth of the original. Living material simply will not be converted, and any attempt to convert magical material will cause the press to stop functioning for one hour. Any dead body converted by the press may not be resurrected.

(Construction Requirements– 9000 gp, craft wondrous item feat, Fabricate, Greater Samizdat)

Chapter 5- Gamemastering & Anarchy


Daily Life of an Anarchist

Anarchist characters behave, for the most part, like other characters. They go into the wilderness, into sewers, into dungeons & caves, kill things & people (and things that are also people), and take their stuff. Now, their motivations might be different- Anarchist adventurers might be fighting to save exploited workers rather than a princess, they might lay into evil knights more so than oppressed orcs & goblins- but operationally, they’re fairly similar.

So what about downtime? What do Anarchist fighters and wizards do on their days off? Again, they are broadly similar to their non-anarchist colleagues. The work, they play, they worship, they pursue their interests. There are, however, some variations on the standard theme.

Labor

Many Anarchists come from what are essentially working-class backgrounds. Whereas many other adventurers may be the younger children of nobility or the upper classes, Anarchists are much more likely to be the children of the poor, and to the working poor. As such, most Anarchists have at least a nominal training in a craft or a profession, usually one that is considered ‘low class’ by the dominant society. They may go into adventuring as a way to escape the poverty and toil of their backgrounds, but their interest in Anarchy tends to indicate they still identify with those backgrounds.

There are, of course, exceptions. Anyone, from any background, might possibly be an Anarchist. Many upper class people write books and pamphlets on Anarchy, and ironically many of those pamphlets and books help transmit the ideas of Anarchism to the next generation of Anarchists, many of those being working class individuals.

Many other Anarchists pursue no trade, rejecting wholesale the standard social mores of work, family life, etc. They are criminals, vagrants, and artists. A significant number of Anarchist turn towards adventuring not because they want to develop their skills to help their fellow workers, or to fight for some high ideal, but because they don’t have the temperament to hold down a steady job.

No matter how they approach work, or don’t approach it, what broadly unites Anarchists is their dissatisfaction with the state of work, and labor. Anarchism originated as a working class political philosophy, and the exploitation of laborers by bosses and governments tends to be a central concern of the many different types of Anarchism.

Diversions

Anarchists like to have a good time, just like everyone else. Where they differ is in how far they will go for one. Governments often attempt to maintain control over their subjects by controlling their entertainments. Suppressing[h] some, and promoting others for the propaganda and distraction value. The ‘circuses’ in ‘bread & circuses’ is a standard government strategy.

Bosses also attempt to control the entertainment of their workers. They schedule the times their workers may pursue entertainment, rationing it out so that they have just enough to keep them working, but not so much that they feel relaxed enough to consider ways of bettering themselves. Even then, they tend to manipulate the entertainments to pacify the workers, and to make it expensive enough that the workers need to keep working, just to afford the entertainments.

Anarchists reject these dribbles of joy and play. They reject the limits instituted by governments or bosses. They reject the limits put on people by religions, who say that one type of entertainment is wicked and immoral, and the other is fine. Anarchists tend to favor music, art, and theater that is suppressed or derided by respectable society. They are great patrons of ‘underground’ venues and social spaces. Many Anarchists are artists themselves, and make breakthroughs in their disciplines.

Protests

Anarchists tend not to be satisfied people. To be an Anarchist is to desire a political, economic, and social order that is constantly and violently denied, to the best of their ability, by very powerful people. So as you can imagine, there is a certain amount of frustration.

This frustration is often vented as a protest. Every Anarchist has their specific[i], ‘pet’ causes of concern, and often protest the conditions surrounding those concerns. In these protests they are often joined by those who share those concerns, but who aren’t themselves Anarchists. This often leads to conflicts, as while them might agree[j] on there being a problem, they sometimes disagree on the origins of the problem, and often disagree on the solutions that should be demanded.

What happens at the protest depends upon the nature of the society that it takes place in. Relatively liberal governments will tolerate a certain amount of peaceful, well-behaved protest, and populations with a strong tradition of protests, agitation, and organization will tend to get their concerns addressed, or at least receive concessions designed to mollify the protesters. More authoritarian or insecure/paranoid governments tend to overestimate the danger of protests, and are quick to use force and violence to suppress them. Ironically, this usually leads to riots and the organizing of more militant forces, thereby creating the danger they were seeking to prevent. Governments with domestic intelligence agencies tend to implant undercover agents into protests groups, to keep tabs on them, blunt their effectiveness, and manipulate them into actions the government finds politically beneficial.

The effectiveness of protests is a subject of much debate among Anarchists. However, even if a protest is not directly successful, Anarchist[k] often derive many indirect benefits from the act of protesting. They meet, socialize, and network with Anarchists, and learn the basics of cooperation and organization towards a common goal. For many Anarchists, protests serve as a sort of boot camp, training them for more advanced actions.

Crime

Anarchists are no strangers to crime. Some rulers consider the very existence of Anarchists to be a crime. Many Anarchists are poor, or come from poor families, and turn to crime as a means of survival. There are also those who find their beliefs, practices, and lives criminalized for other reasons, and so turn to crime for survival as well. Others see crime as a means of rebellion, and every criminal act an attack against the governments that impose them. Still others look at it more practically- there are so many laws, that are so unevenly enforced, that you’re probably breaking a law right now without you[l] even knowing it, so why worry about it?

Still, the relationship is not a completely cozy one. While Anarchists might reject the laws of a government, that doesn’t mean they don’t have their own laws, or at least commonly agreed upon standards for interacting with each other. Those Anarchists who a little too eager to break the laws of governments might drift into breaking other laws.

Then there is the relationship between ‘Anarchist’ criminals and ‘career’ criminals. Just because both groups break the law[m], doesn’t meant they are in philosophical agreement. Many career criminals would react with horror at the notion that their crimes are attacks against the country, and will angrily proclaim that though they may be thieves, they are patriotic thieves! For their part, career thieves tend to mistrust Anarchists because their motivations are different, which makes them unpredictable, which is not an attractive quality in prospective partners in crime.

Still, the gold and silver of Anarchists clinks just like the gold and silver of anyone else, so thieves find customers among them. And while Anarchists might have odd motivations from the perspective of thieves (like not being in it primarily for the money, for example), many Anarchists to have the skills and motivation to do crime, and so are welcome to join up for a cut.

How to Run an Anarchist Campaign[n]

A campaign with Anarchist characters does not need to be run any differently than any other roleplaying game campaign. Anarchists[o] characters can save princesses from dragons, they can defend towns from rampaging orcs, and they can ransack dungeons for sweet, sweet treasure. They might shout the occasional Anarchist slogan as a battle-cry, but it is possible to run a campaign where Anarchist characters are virtually indistinguishable from a campaign where the characters would lay down their lives for king and country.

It’s possible, but it probably wouldn’t be very satisfying for the gamemaster, or the players. Why play an Anarchist character if you’re not going to play an Anarchist game?[p]

To play an Anarchist character, in an Anarchist campaign, is to have goals and priorities, enemies and allies, that are quite different from a normal campaign. Entities and creatures that normally might be trying to kill you might be allies. Kings and high priests that normally might be your patrons, or at least give you quests and rewards, might be hell-bent on driving you out of their domains, or killing you. Your definition of treasure, monsters, victims, and victory- they’re all up for debate.

Oh, and plan on doing a lot more debating. So what does running an Anarchist campaign mean?

Who is the Enemy?

An Anarchist campaign is predicated on the belief that those in power (kings, queens, high priests, merchant princes, etc.) are not your friends, are not the friends of your friends, and in fact wish you ill. That[q] in terms of legitimacy, a king is no more noble or righteous than a bandit- both rob and kill people, one just wears a crown.

Obviously this is different from a normal campaign, where so many adventures start out with the king, or the duchess, or the village elder, or somebody in charge, giving you a quest. So many campaigns are about the maintenance or restoration of the status quo. Even if the campaign or quest is to overthrow a tyrant, it’s nearly always done with the idea of putting someone else in charge- it’s always a matter of the wrong person having the power, not with[r] power being wrong in and of itself.

This means some changes to how governments and societies work in an Anarchist campaign. The relationship between the peasantry and the nobility, taxation, the strictures of the church- these are no longer things to be waved away, or presented as background fluff between dungeons. These are now sources of conflict. Adventure.

Paranoia

Adventurers often enjoy the tacit support of the populace. They may be agents of the the local lord or high priest. They may have rescued the darling of the community from the dragon, or receive a parade every time they’re in town because of the orcish invasion they repelled just last year. Even if they haven’t endeared themselves to the people, they’re adventurers, historically a class of people capable of getting away with things that would get anyone else arrested by the local sheriff.

Anarchists often do not enjoy the support of anyone but other Anarchists. They often come from sections of the community that are viewed with mistrust, if not outright hatred, by the powers that be and the upper classes. They often dress, talk, or act in a many[s] that marks them as being outside of polite society. Their friends and family are often poor and/or outcasts. When they[t] find they must break the law to survive, this puts them into conflict with the authorities, which puts the characters into conflict with authorities.

Furthermore, they know that their kings, high priests, and other leaders are lying to people. After all, they lie about the Anarchists themselves to the rest of society all the time. They tell people that their leaders are protecting them, when they actual[u] rob and assault them. The king of one country tells his peasants that the the peasants of another kingdom are their blood enemies, and they must be defeated, even though the peasants of both kingdoms have a lot more in common than they do with their respective kings. Worse still, most of the people believe these lies, and react with shock and anger when you try to convince them of the truth.

Anarchist characters learn quickly not to put their cards on the table, and to treat every sleepy village or bustling city like a dungeon that has a habit of dropping gelatinous cubes on you. They know they can’t count on support for an Anarchist quest. They know that every baron, priest, and guard might have it out for them, and won’t hesitate to use whatever means necessary to neutralize the Anarchists, as ‘threats’ to society. They know that every friendly barmaid or gruff blacksmith they talk to might betray them, either for coin, or because they believe that however bad the king or duke is, they’re better than Anarchy.

Gamemasters should cultivate this sense of paranoia. They should have the players almost convinced that every seemingly helpful person they meet is a paid informant of some sort secret police, every invitation by a baron or princess is a trap, every honor bait, every reward poisoned.

Always Outnumbered

Adventurers are used to taking on impossible odds. That’s what being an adventurer is all about. Adventurers are also used to fighting multiple opponents, many opponents for every member of the party. That’s what being the low-level minion of the villain is all about.

But even with all that, your standard adventurers still have a support system. Kings & queens to give them quests and to reward them for rescuing their offspring. Sages to give them lore, smiths to make them weapons and armor. When they drink at a tavern, they are likely to be met by townsfolk who want to thank them for saving their farm from the dragon. They know that, no matter how bad the odds, no matter how many howling goblins come at them, they have a whole society of patrons and support figures to assist them.

Anarchist adventurers don’t have that. More often than not, they are the targets of other adventurers who quest for law and order, on behalf of a king. Most smiths don’t want their weapons associated with what they consider to be chaos and mayhem. Anarchist adventurers cannot count on the city watch helping them with their quests.

Anarchist adventurers walk into most situations knowing that they will not get the benefit of the doubt. Most normal people will not welcome their help. Most authorities will not only pounce on a reason to arrest them or declare them outlaw, they will make up reasons. The characters should expect to have to scrounge or ‘borrow’ everything they need, whether be it weapons, gear, or food & shelter.

Part of a Larger World

However, this impression is not true. While standard and official channels may be largely denied to them, Anarchist adventurers soon learn that Anarchist adventurers have friends all over the place, just not where adventurers usually look. Anarchy as a philosophy finds fertile ground in all sorts of places, from meeting halls of guilds and trade unions, to ivory towers of philosophers, to the windswept rendezvous spots of smugglers. Anarchists may be found in quilting bees, in drinking halls, in temples that minister to the poor and sick, everywhere. It’s just a matter of knowing where to look.

A major theme of an Anarchist campaign should involve finding and and befriending all these individual pockets of Anarchism. One of the greatest threats to Anarchism, and its greatest weakness in your world, will be its isolation. But the ideas of Anarchism cut across class, across religion, across, language, and across species. Part of the experience of Anarchist adventurers will be helping people realize that.

Revolution

Most adventurers fight to preserve a status quo, to return things to normal. It’s part of the hero’s journey. Normal person is thrust into strange circumstance, and must strive to return to normal circumstances.

Even if the adventurers cause a great change in the world, such as defeating the lich who has ruled for a millennium, the aim is most often to return the world to a former state, an imagined golden age. The campaign most often has a conservative, if not reactionary, impulse and theme.

Anarchist adventurers are not fighting to preserve the status quo. They are fighting to destroy it. Anarchists fight, adventure, and quest to bring about something new- a society without government, without kings, without hierarchy. There is no thing, no time, that they are trying to return to. There is no road map, no guide of history or tradition to tell them how to do it, or what it will really look like. Part of the challenge of an Anarchist campaign, beyond the standard bad guys and disasters, is the challenge of dealing with and navigating this new landscape.

Deities of Anarchy

Anarchist clerics, inquisitors, and warpriests have a wide variety of gods to worship. All but the most order-obsessed deities, with kings and empires in their portfolios, will accept a cleric who is an Anarchist, as long as she does not make too many waves among the priesthood. However, some Anarchist clerics want a deity that not only tolerates Anarchy, but one that advocates for it. A selection of such deities is listed below.

Eris

Alternate Names: Discordia, Enyo, Bellona

Portfolio: Goddess of Chaos, confusion, strife, discord

Domains: Chaos, Trickery, War, Madness

Subdomains: riot, whimsy, deception, insanity

Alignment: CN

Favored Weapon: Dagger

Favored Animal: Jackalope

Symbols: A golden apple with a “K” written on it

Heralds:

  • Dobbs- The embodiment of unexpected (and unearned, undeserved) windfalls.
  • Lethe- The embodiment of forgetfulness
  • Limos- The embodiment of hunger.
  • Neikos- The embodiment of quarrels
  • Pseudologos- The embodiment of lies and tall tales.
  • Dysnomia- The embodiment of lawlessness.
  • Ate- The embodiment of mistakes and missteps.

Eris is the goddess of Chaos, confusion, strife, and discord. How this is interpreted often depends on the  alignment of those who worship her. Her Evil followers delight in the slaughter of the battlefield, and instigating quarrels and civil strife in peacetime. Her Good followers are jester-like freedom fighters, combating the dull forces of tyranny by spoiling their plans and poking fun at their self-importance. Her Chaotic Neutral followers tend to be mystics, meditating upon the absurd nature of the universe, and how from Chaos springs Creation.

Eris’ doctrine, what there is of it, teaches that the universe is absurd, and any meaning that can be teased out of it is purely the creation of the observer. It also teaches that the more people try to stop Chaos from coming into their lives, the more it will visit them. Instead, people should welcome Chaos, confusion, discord, and strife into their lives; this won’t lessen those things, but at least people won’t be surprised so much when they show up.

Eris worshippers organize themselves into small groups or cabals, called clenches. These clenches tend to form, break apart, and reform into other clenches rather regularly, as befits a goddess of confusion and strife. There are no ‘typical’ places of worship for Eris, as the individual tastes of the individual worshippers are often too divergent and extreme for any great consensus to be reached.

Dao

Alternate Names: The Way

Portfolio: Cosmic Balance

Domains: Darkness, Healing, Sun, Knowledge

Subdomains: Light, Moon, Restoration, Aeon

Alignment: NN

Favored Weapon: Daoist Whisk (same stats as a cat-o-nine-tails)

Favored Animal: Turtle

Symbols: The Yin-Yang

Heralds: The philosophy of the Dao has eight of its practitioners who achieved immortality by their achieving of balance, called the Eight Immortals. They are:

  • He Xian Gu- The Immortal Woman, associated with fruit.
  • Cao Gou Jiu- Royal Uncle Cao, associated with theater and acting.
  • Li Tie Guai- Iron-Crutch Li, associated with sickness and healing.
  • Lan Cai- The Immortal Hermaphrodite, associated with flowers
  • Lu Dongbin- The Chief Leader, associated with barbers.
  •  Han Xiang Zi- The Philosopher, associated with musicians
  • Zhang Guo Lao- The Elder, associated with the elderly.
  • Zhongli Quan- The Fat Man, associated with the military.

The Dao is not a god, per se. It is instead a philosophy, one that advocates balance in all things. It teaches that all the ills in the world are due to some imbalance between positive and negative forces. When people try to do things, they encounter resistance and create imbalance. When people do things without trying, they act in harmony with the Dao (or “The Way”, the natural rhythm of the universe) and achieve success. Anarchists are drawn to the philosophy because it teaches that the way to govern best is to govern least.

There are many shrines to the Dao, often inhabited by Daoist hermits and sages. There is a strong tradition of monastic Daoism, and Sacred Fist (an archetype of the Warpriest) is a popular choice for Daoist characters.

Tiamat

Alternate Names: Mummu, Thalassa, Omurca, Bis-Bis

Portfolio: Chaos, vengeance, the ocean, the wild

Domains: Chaos, Water, Evil, Scalykind, Strength, Destruction

Subdomains: Oceans, Dragon, Saurian, Ferocity, Catastrophe

Alignment: CE

Favored Weapon: Natural Attacks

Favored Animal: Dragon

Symbols: A wave in the shape of a dragon’s head

Heralds:

  • Kingu- Embodiment of strength.
  • Hubar- Embodiment of dragons and saurians, ‘mother of monsters.’
  • Kur- Embodiment of the ocean.
  • Zu- The stormbird, embodiment of vengeance.

Tiamat is the goddess of vengeance, fury, dragons and other large reptiles, and oceans. In the theology of Tiamat worshippers, before the world was created, the only thing that existed was the Ocean of Chaos, known as Tiamat. She created her own mate, and together they created the gods and dry land. Tiamat’s mate found the gods too noisy, and proposed to Tiamat that they destroy the gods. Tiamat disagreed, but before she could convince her mate, the gods rose up and slew him. Enraged and betrayed, Tiamat turned on the children she had once loved. She birthed dragons and other large monsters to attack the gods, including her heralds: Kingu, Hubar, Kur, and Zu. The theologies of other gods say that their gods slew Tiamat and divided her, thus bringing order to the universe. Tiamat worshippers insist that this is a lie, and that their goddess waits in the ocean depths, getting ready to strike again.

Tiamat is the goddess of all those who have been betrayed, by lovers, by parents, by children, by friends, by rulers, and by society. She is evil because her rage and vengeance is untempered by thoughts of mercy or empathy. She is patron to pirates and sea raiders, and druids who want to see all of civilization claimed by the oceans. Her church teaches that to achieve happiness involves striking back against those who have wronged you, and that the way to do that is to abandon the strictures and morality of Civilization and embrace Nature, embodied in the fury and destruction of the ocean. Her chapels are often floating, as converted pirate ships, or in the shadow of dragons or the remains of dragons (and, when possible, dinosaurs), whom Tiamat worshippers revere as the children of their goddess.

Wisakedjak

Alternate Names: Nanabozho, Iktomi

Portfolio: Creation, protection, trickery

Domains: Magic, Chaos, Protection, Good, Trickery, Animal

Subdomains: Revelry, Redemption, Feather

Alignment: CG

Favored Weapon: club

Favored Animal: Crane

Symbols: Crane feather

Heralds: The heralds of Wisakedjak are a wide variety of shape-changing animals, all of whom can speak and have magical powers.

Wisakedjak is a god or trickery and magic. In his stories, he once accidentally destroyed the world after the creator god and made it, and used his magic to remake the world. Since then, while he is still a trickster, he is also a protector spirit, to make up for destroying the world earlier. Generally an easygoing figure, Wisakedjak teaches that most problems can be solved through being clever and witty. His stories often show the limits of seeking power and status. His clerics often attend medicine lodges dedicated to Wisakedjak, located in rural and windy places.

Ti Malice

Alternate Names: Brother Rabbit

Portfolio: Cleverness, trickery, anti-work

Domains: Luck, Trickery, Chaos

Subdomains: Imagination, Innuendo, Whimsy

Alignment: CN

Favored Weapon: Machete (short sword, slashing)

Favored Animal: Rabbit

Symbols: Rabbit’s foot

Heralds:Ti Malice has one herald, whose original name is lost to time, but is popularly referred to as the Chaos Bunny of Doom (rabbit, colossal size, Primordial template.) Emerges from hats.

Ti Malice is the god of fun, cleverness, and relaxation. Other people will tell you that he is the god of laziness and shirking your duties, but the worshippers of Ti Malice know that those people are just jealous. The theology of Ti Malice is a expressed in a cycle of humorous folktales, wherein he continually gets the better of his uncle Bouki (hyena.) They teach the importance of being clever and sneaky, and the folly of working hard at a ‘straight’ job. Ti Malice is popular among the laborers of oppressed populations, where his clerics lead resistance movements against their masters, overseers, and bosses. His shrines are often located in the back rooms of taverns, brothels, and public meeting houses.

Carpio

Alternate Names: None

Portfolio: Rebellion, freedom, sacrifice, earth

Domains: Liberation, Good, Earth, War, Strength

Subdomains: Freedom, Friendship, Revolution, Tactics, Resolve

Alignment: NG

Favored Weapon: Balisong (war razor)

Favored Animal: Mountain Goat

Symbols: A man holding apart a mountain

Heralds: Caprio has no heralds, but sends earthquakes as signs of his attention.

Carpio is a demi-god, once  a mortal freedom fighter and hero of an oppressed people, who was a constant thorn in the side of a great tyrant. The tyrant employed a wizard to trap Carpio’s army between two mountains that fell on top of each other. Carpio reached out and held the mountains apart, allowing his army to escape to fight another day. It is said that Carpio holds the mountains apart still, keeping the fighters against foreign tyranny safe, and that earthquakes are signs from Carpio that he holds them apart still. It is further said that when the last foreign tyrant is overthrown, Carpio will be able to stop his struggle, let the mountains fall, and rest.

Priests of Carpio often act as missionaries and agitators to remote villages of in conquered lands, educating the populace and raising their consciousness to their oppression. They also act as chaplains to guerilla groups opposing occupying forces.

Angel of the Revolution

Alternate Names: None

Portfolio: Solidarity, worker emancipation

Domains: Good, Liberation, Artifice, Community

Subdomains: Revolution, Constructs, Industry, Cooperation

Alignment: NG

Favored Weapon: Wrench (same stats as a club)

Favored Animal: Black Cats

Symbols: A winged mask

Heralds: The Angel of the Revolution has a variety of heralds, including Agitator (a talking black cat), Blood & Smoke (two twins, one with black hair and one with red hair), and Sabot (a flying, animated wooden shoe.)

 As personifications of the forces of Good, angels share certain traits. Chief among them are that they are known, by name and sight, and that they serve gods. The being known only as the Angel of the Revolution is different in that their name and countenance (and gender) are hidden behind a mask. They are never referred to as anything, or anyone else. Also unknown is which god this angel serves. Those who worship the angel gain spells, presumably from the angel’s patron, but theologians have not been able to discover what entity that is, leading some to question whether there is a patron at all.

What is known is that the entity known as the Angel of the Revolution is a powerful being, of either planetar or solar level. They champion workers, defend them from exploitation and abuse, and support efforts for them to organize themselves and seize the means of production for themselves. Their clerics are often in leadership positions in either trade guilds, or in the more radical splinter groups that break off from more traditional trade guilds.

Agora

Alternate Names: The Invisible Goddess

Portfolio: The market, free trade, emergent results

Domains: Travel, Liberation, Trickery,

Subdomains: Trade, Exploration, Greed, Freedom

Alignment: NN

Favored Weapon: quarterstaff

Favored Animal: Honeybee

Symbols: A outline of woman with her arms wide open

Heralds: Agora does not manifest heralds, preferring to signal through the outcomes of human interaction.

Agora, also known as the Invisible Goddess, is the patron of free trade and enlightened self-interest. The central tenet of her church is that when people peacefully pursue their own interests, this raises everyone up ‘as if by her invisible hand’, and that this is the way to peace and prosperity. It is only when people don’t understand their own self-interest, or deny others the opportunity to pursue their enlightened self-interest, that violence and calamity result.

Agora’s loosely-connected network of clerics typically work with smugglers and black marketeers, helping to make sure their businesses run smoothly. They also fight against laws and rulers that restrict who can participate in trade.

[a]Local).  (You know this automatically caps the first word, right?)

[b]Cap?

[c]What does body modification have to do with warding off attacks?

[d]Damage

[e]Starts

[f]Retain?

[g]Cap spells?

[h]Entertainments, suppressing some . . .

[i]Omit comma

[j]??

[k]Anarchists

[l]Need?

[m]Omit comma.

[n]Make this a more definitive break from the above topic?

[o]Anarchist

[p]Because it would add interest? Maybe don't close this door so hard.

[q]Omit.

[r]Of? Or rephrase.

[s]Way?

[t]They who?

[u]Actually