TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  All too often, might makes right, and those in 
  power can get away with just about everything, abusing 
  their position to shield them from the consequences of 
  their actions. This is at least as true in fantasy media and 
  roleplaying games as it is in real life, perhaps even moreso. 
  But eventually, there comes a time when those in power take 
  things one abuse too far, and the people, unwilling to bear it, 
  are moved to action. To rebellion.
  	
  This	book	contains	five	archetypes	for	five	different	
  classes, all of which share a common theme of rebellion. 
  Whether you’re about to embark on Paizo’s rebellion-themed 
  Adventure	Path	(issues	#97	-	#102	in	their	official	Adventure	
  Path line), or you’re just a rebel without a cause, these 
  archetypes will help you to bring down the establishment, 
  cast aside the old and corrupt, and make way for a glorious 
  and bright new future.
  Archetypes
   
   
  The following archetypes are presented in 
  alphabetical order based on the name of the class that they 
  modify.
  Society’s Judge (Inquisitor)
   
  While most inquisitors serve an establishment, 
  being the greatest enforcers of systems and ideals, some 
  very few stand in judgment of those very institutions, taking 
  a stand against corruption and decadence within society. 
  These inquisitors don’t terrorize citizens or root out heretics, 
  instead subverting and weeding out corruption in service 
  to the people. Skilled in deception and capable of working 
  with large groups to get things done, these judges are deadly 
  foes of wicked governments and corrupt organizations 
  everywhere. 
   
  Inquiry (Ex): A society’s judge often must get her 
  information about the corrupt and unjust from unwilling 
  sources. At 2nd level, a society’s judge can use Intimidate in 
  place of Diplomacy when gathering information.
   
  This ability replaces the track class feature.
   
  Mob Tactics (Ex): A society’s judge works with 
  her allies to take down her foes, exposing corruption and 
  inspiring the people to aid in its violent removal. At 3rd level, 
  whenever she activates her judgment class feature, a society’s 
  judge can select a single ally within 30 feet to also gain the 
  benefits	of	that	judgment	At	6th	level,	and	every	3	levels	
  thereafter,	she	may	select	another	ally	to	gain	the	benefits	of	
  a	single	judgment	she	is	benefiting	from.	A	society’s	judge	
  of 8th level or higher must specify which judgment she is 
  benefiting	from	that	she	wishes	to	bestow	upon	an	ally.	She	
  does not need to bestow the same judgment to all allies 
  affected	by	this	ability.
   
  This ability replaces the solo tactics class feature and 
  the teamwork feat gained at 3rd level.
   
  Conceal Truth (Ex): Because corrupt 
  establishments often wish to protect themselves, society’s 
  judges	often	find	themselves	the	target	of	inquisition	and	
  have a need to conceal the truth. At 5th level, the society’s 
  judge	can	gain	the	benefits	of	glibness, as the spell, for a 
  number of rounds per day equal to her level. These rounds 
  need not be consecutive. By using up 2 rounds of this ability, 
  the society’s judge can grant this ability to another creature 
  within 30 feet, instead.
   
  This ability replaces the discern lies class feature.
   
  In the Shadows of Justice (Su): A society’s judge 
  learns to conceal her motives and her locations from magic. 
  At 11th level, the society’s judge cannot be detected by spells 
  of the scrying subschool and she gains immunity to any 
  attempt to read her thoughts or divine the truth of her words 
  with magical and supernatural abilities. 
   
  This ability replaces the stalwart class feature. 
  Mind Criminal (Mesmerist)
   
  While some rebels like to win the minds of the 
  public with impassioned speeches, daring words, and even 
  more daring actions, other prefer to use magic to spread the 
  message. Mind criminals approach rebelling like a tyrant, 
  forcing others to heed their message and do what they 
  want. In theory, mind criminals use their powers to subvert 
  authority,	influence	key	people,	and	gain	support	for	their	
  cause, in practice many use their power to force others to 
  commit crimes, come around to their way of thinking, and 
  increase their own power. 
   
  Sow Rebellion (Su): A mind criminal is an 
  anarchist by nature and can sow the desire to revolt and 
  fight	against	his	enemies.	As	a	standard	action,	a	mind	
  criminal	can	focus	his	gaze	on	a	creature	and	try	to	fill	the	
  target with rebellious desires. Unless the target succeeds on 
  a Will save, he becomes incensed against lawful creatures, 
  trying to undermine them wherever they can for 24 hours. 
  This alters the creature’s behavior in subtle ways. When in 
  combat, the target attacks individuals he knows to be of 
  lawful alignment or to present lawful authorities over other 
  creatures, then attacking those he perceives as more lawful 
  than others, and attacking obviously chaotic individuals last, 
  if at all. The target distrusts agents of the law, viewing anyone 
  representing lawful authority or who he feels is in line with 
  lawful authority unfavorably, reducing his attitude towards 
  such creatures by 1 step. Finally, the DC of any Diplomacy 
  check made to request a criminal or chaotic act of the target 
  is reduced by 5. 
   
  This ability replaces the hypnotic stare class feature.
   
  Mind Crime (Su): The mind criminal’s most famous 
  ability allows him to utterly subvert the target’s will, replacing 
  it with his own. At 11th level, as a full-round action, the mind 
  criminal can attempt to take control over an individual as 
  though with the spell dominate person, except that the DC 
  is	equal	to	10	+	1/2	his	level	+	his	Charisma	modifier,	and	the	
  effect	does	not	function	on	creatures	of	lawful	alignment	
  or whose Hit Dice are 4 or more higher than the mind 
  criminal’s level. Additionally, unlike with dominate person, 
  
  3
  the mind criminal is free to request obviously dangerous or 
  suicidal action of his victim without allowing for another 
  saving throw. Finally, the target remembers nothing of what 
  occurred	over	the	duration	of	this	effect.	The	mind	criminal	
  can use this ability once per day.
   
  This ability replaces the glib lie class feature.
   
  Sleeper Agent (Su): The greatest talent of a mind 
  criminal is to convert a creature into a sleeper agent. At 
  20th level, as a full-round action, he may attempt to cause 
  a creature to fall under his control, performing a single 
  action of his choice without fail once certain conditions are 
  met. When he uses this ability, he sets a single command 
  (which can be as elaborate as he pleases, but which must be 
  expressed in under 200 words) and a condition (which must 
  also be expressed in under 200 words) which triggers the 
  command. When the condition is met, the target performs 
  the	command.	A	successful	Will	save	negates	this	effect.	At	
  any given time, a mind criminal can have a number of sleeper 
  agents	equal	to	his	level	+	his	Charisma	modifier.
   
  This ability replaces the rule minds class feature.
  Political Assassin (Slayer)
   
  While all slayers are killers of men or beasts, some 
  have loftier goals than mere death and destruction. The 
  political assassins seek to change the world with their swords 
  and daggers, bringing about sweeping social changes with 
  the death of a leader. Skilled in the art of inspiring others 
  with carnage, political assassins are somewhat less skilled at 
  tracking than other slayers.
  	
  Inflammatory	Statement	(Ex): A political assassin 
  has high ideals and is very vocal about his opinions, instilling 
  rage in some and inspiring others. At 1st level, a political 
  assassin adds 1/2 his level (minimum 1) to all Intimidate and 
  Diplomacy checks.
   
  This ability replaces the track class feature.
   
  Political Killing (Ex): A political assassin’s true 
  calling is to spread his message through the deaths of his 
  adversaries. At 7th level, once per day, when the political 
  assassin kills a creature, he may attach a message of hope or 
  fear to the killing. In order to do this, the political assassin 
  must succeed on either a successful Diplomacy check for 
  a message of hope, or a successful Intimidate check for a 
  message of fear. In either case, the DC for this check is equal 
  to 10 + the Knowledge check DC needed to learn about the 
  target	(if	no	specific	DC	exists	to	learn	about	that	particular	
  individual using a Knowledge skill, use the DC to identify 
  creatures of the target’s race).
   
  If the check is successful, all creatures that learn of 
  the target’s assassination have their attitudes altered for 1 day 
  per level of the political assassin. How the attitudes of people 
  who	learn	about	the	killings	are	affected	depends	upon	the	
  message carried by the political killing. A message of hope 
  causes all creatures to have their attitudes improved by 1 
  step	towards	the	political	assassin,	or	a	cause	he	specifically	
  chooses to represent at the time of the killing. A message of 
  fear instead demoralizes all creatures who learn of the killing, 
  as the demoralize opponent use of the Intimidate skill.
   
  This ability replaces the stalker class feature.
   
  Aftershock (Ex): A political assassin’s killings 
  produce ripples which surge through local communities. 
  At 11th level, whenever he uses his political killing ability, 
  he may choose to have rumors of the event spread through 
  communities in the 10-mile radius area of the killing like 
  wildfire.	If	he	does	so,	for	1	week	after	the	political	killing,	
  whenever a creature makes a Diplomacy check to gather 
  information check within that area, he automatically learns 
  about	the	political	killing	and	become	subject	to	its	effects.	
   
  This ability replaces the swift tracker class feature.
  Conjuror of Riots (Summoner)
   
  While many summoners are ostracized or outcast 
  from society because of their unusual powers and strange 
  eidolons, some seek to wreak havoc in revenge for their 
  mistreatment, rather than turning away from the society that 
  spurned them. These are the conjurors of riots, summoners 
  who share a more aggressive bond with their eidolons and 
  can exploit this bond to unleash explosive violence on 
  those that would mistreat them. Unlike other summoners, 
  conjurors of riots are quick to display their powers and tend 
  to have aggressive anti-authority outlooks.
  
  4
   
  Bond of Aggression (Ex): The conjuror of riots and 
  his	eidolon	share	an	intense	bond,	feeding	off	each	other’s	
  rage and aggression. At 4th level, whenever the conjuror 
  of	riots	is	within	arm’s	reach	of	his	eidolon	or	is	flanking	a	
  creature with his eidolon, both he and his eidolon gain a +2 
  bonus to attack and damage rolls. 
   
  This ability replaces the shield ally class feature.
   
  Detonation (Ex): A conjuror of riots is known for 
  causing massive bursts of explosive energy, fueled by the 
  summoning	magic	of	his	eidolon.	At	6th	level,	as	a	standard	
  action, the conjuror of riots can cause his eidolon to explode 
  in a 20-foot radius spread, so long as the eidolon is within 30 
  feet of the conjuror of riots. The strength of this explosion 
  depends	on	the	eidolon’s	remaining	hit	points,	as	defined	
  on the following table. In all cases, creatures in the area are 
  entitled	to	a	Reflex	save	(DC	10	+	1/2	the	conjuror	of	riots’	
  level	+	the	eidolon’s	Constitution	modifier)	for	half	damage.	
  After this ability is used, the conjuror of riots’ eidolon is 
  dismissed and cannot be resummoned for 24 hours. 
  Table 1‐1: Detonation
  Remaining Hit Points
  Fire Damage
  25 or fewer
  3d6
  26‐50
  5d6
  51‐75
  7d6
  76‐100
  9d6
  101‐125
  12d6
  126‐150
  15d6
  151‐175
  18d6
  176‐200
  21d6
  201 or more
  25d6
   
  This ability replaces the maker’s call class feature.
   
  Explosive Summons (Ex): The conjuror of riots 
  learns to imbue his summoned creatures with explosive 
  energy, causing them to explode upon their deaths. At 8th 
  level, whenever a creature summoned by the conjuror of riots 
  using a summon monster spell-like ability dies, it explodes in 
  a	10-foot	radius	of	impactful	force	which	deals	1d6	points	of	
  bludgeoning damage per level of the spell used to summon it 
  to	all	creatures	within	the	radius.	A	successful	Reflex	save	(DC	
  10 + 1/2 the conjuror of riots’ level + the summoned monster’s 
  Constitution	modifier)	halves	this	damage.
   
  This ability replaces the transposition class feature.
   
  Greater Bond of Aggression (Ex): As his power 
  and frustration grows, so does the aggressive bond shared 
  by the conjuror of riots and his eidolon. At 12th level, the 
  bonuses granted by the bond of aggression class feature 
  are increased by +2. Additionally, the conjuror of riots and 
  his eidolon are considered rogues of their Hit Dice for the 
  purposes	of	determining	their	ability	to	flank	creatures	with	
  the improved uncanny dodge class feature.
   
  This ability replaces the greater shield ally class 
  feature.
  Subversion Specialist (Wizard)
   
  While most wizards cling to antiquated traditions 
  and vile authorities of ages past like their lives depend on it, 
  some wizards, the subversion specialists, take another path, 
  using their arcane powers in more subtle ways in order to 
  quietly disrupt authority and make changes. These cunning 
  casters are skilled at casting spells without others noticing 
  and use their talents for various purposes.
   
  Subtle Spells (Ex): A subversion specialist is able to 
  cast certain spells without revealing that he is doing so. At 1st 
  level, a subversion specialist can cast a number of spells each 
  day equal to his wizard level from his chosen school without 
  revealing their point of origin or what spell he is casting. This 
  causes	Spellcraft	checks	to	identify	the	spell	to	suffer	a	-10	
  penalty, and it is impossible to determine where the spell is 
  coming from, causing readied actions that trigger when the 
  subversion specialist casts a spell to fail. A universalist wizard 
  with this ability can use it on spells of any school, but must 
  succeed	on	a	Bluff	check	(DC	20	+	twice	the	spell’s	level)	in	
  order to conceal it.
   
  This ability replaces the scribe scroll class feature.
   
  Hide Spell (Ex): A subversion specialist learns how 
  to	hide	the	effects	of	certain	spells	he	is	casting,	making	it	
  difficult	for	their	victims	to	know	they	were	affected.	At	5th	
  level,	when	he	casts	a	mind-affecting	spell,	the	subversion	
  specialist may choose to conceal it. If he does, the target does 
  not	become	aware	he	is	targeted	by	a	mind-affecting	effect,	
  regardless of the result of his saving throw. The subversion 
  specialist may use this ability once per day at 5th level, and an 
  additional time per day every 5 levels thereafter.
   
  This ability replaces the bonus feats gained at 5th, 
  10th, 15th, and 20th levels.
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam 
  Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam 
  Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and 
  Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah 
  Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason 
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
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  Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, 
  Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil 
  Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam 
  Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin 
  McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason 
  Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt 
  James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR. 
  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Lords of the Leaves: Elven Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Wells of Wonder: Arcane Fonts Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Magic of the Mire: Lizardfolk Spells Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Kings of the Mountain: Dwarven Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Vengeful Curses Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Weekly Wonders: From the Bags of Giants Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Magical Instruments Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Giant Slaying Spells Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Princes of the Plains: Halfling Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Giant-Blooded Feats Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Legacy Character Creation Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Giant Bloodlines Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Regents of the Road: Gnome Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Fog and Garden Giants Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback
  Weekly Wonders: Troll Magic Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Scions of Sin: Tiefling Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Weekly Wonders: Secret Spirits Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Weekly Wonders: Giant Treasures Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Descended from Dragons: Kobold Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Forgotten Oni Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Weekly Wonders: Cavalier Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Cinematic Dinosaurs Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Masters of Midnight: Drow Archetypes Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Weekly Wonders: Giant Bloodrager Bloodlines Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Rebellious Archetypes Volume I Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback
  Weekly Wonders: Cinematic Dinosaurs Volume II Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Rebellious Archetypes Volume II Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Vampiric Infusions Volume I Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Coin Magic Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Rebellious Archetypes Volume III Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
   
  Not every evil lurks in deep, dark dungeons far away from 
  innocent townsfolk, waiting patiently for adventurers to kick down 
  innocent townsfolk, waiting patiently for adventurers to kick down 
  their doors and start fighting. Some monsters don't just prey on 
  society from without, but have burrowed and wormed their way 
  into the very heart of the civilized world, and twist and corrupt the 
  very laws that are supposed to protect the innocent, using them to 
  oppress and exploit them, instead. These evils are no less a threat 
  than the ones that most adventurers face, but many PCs are ill-
  equipped to deal with them. This is a job for rebels.
   
  This book presents five new rebellious archetypes for five 
  different classes. Included are the society’s judge, an 
  inquisitor archetype that focuses on clandestine 
  investigation and mob fighting tactics, the mind criminal, 
  a mesmerist archetype that implants rebellious thoughts in 
  those around him and creates dangerous sleeper agents, the 
  political assassin, a slayer archetype who makes political 
  statements with her high-profile kills, the conjurer of riots, a 
  summoner archetype that conjures aggressive-and often 
  explosive-creatures, and the subversion specialist, a wizard 
  archetype that specializes in casting spells unnoticed.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Rebellious Archetypes Volume III.pdf