TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
  privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
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  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  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 more so. 
  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.
  Feral Rebel (Hunter)
   
  Though they rarely interact with one another, feral 
  rebels all have a common bond of forsaking the ways of 
  civilization in order to oppose their hated enemies using the 
  ferocity and savagery of nature. All feral rebels are the result 
  of a pact made with the forces of nature, which grants the 
  feral rebel a shapeshifting animal spirit as a companion, and 
  grants the feral rebel the ability to change her shape, as well, 
  in order to oppose the forces of tyranny.
   
  Quick Combatant (Ex): Beginning at 2nd level, a 
  feral rebel adds 1/2 her class level on all initiative checks she 
  makes.
   
  This ability replaces the track class feature.
   
  Shifting Companion (Su): Beginning at 3rd level, 
  a feral rebel’s animal companion gains the ability to change 
  its form, transforming into another type of animal. Each day, 
  when the feral rebel regains her daily spells, she may choose 
  to have her animal companion change its form to that of 
  another animal that can serve as an animal companion. This 
  change takes 10 minutes to complete, and when it is done, the 
  animal companion has statistics as though it had always been 
  an animal of that type.
   
  At 9th level, the feral rebel can cause her animal 
  companion to change its shape multiple times during the day. 
  The process still takes 10 minutes, but she can initiate it at 
  any time of day, up to 3 times per day.
   
  At 15th level, once per day, the feral rebel can cause 
  her animal companion to change its shape in this way almost 
  instantaneously, over the course of a single round. This use 
  of the ability counts against the 3 total times per day she can 
  cause it to transform.
   
  This ability replaces the hunter’s tactics class feature, 
  and the bonus teamwork feats gained at 3rd, 9th, and 15th 
  levels.
   
  Beastshape (Sp): Beginning at 6th level, a feral 
  rebel gains the ability to take on animal form, much like her 
  companion. She can cast beast shape I, targeting herself, once 
  per day. 
   
  Beginning at 12th level, she can use this ability one 
  additional time per day, and it functions as beast shape II, 
  instead. Additionally, while transformed in this way, she 
  gains the ability to speak with animals of a similar kind to the 
  shape she takes (such as canines, birds, reptiles, and so on), 
  as the spell speak with animals. 
   
  Beginning at 18th level, she can use this ability a total 
  of 3 times per day, and it functions as beast shape III, instead. 
  Additionally, if she takes the form of an animal that is similar 
  to the form her animal companion currently is in, both she 
  and her animal companion gain a +2 morale bonus on attack 
  and damage rolls against creatures that they both threaten.
   
  This ability replaces the bonus teamwork feats 
  gained at 6th, 12th, and 18th levels.
   
  Quick Escape (Sp): Beginning at 8th level, a feral 
  rebel gains the ability to disappear like the wind. She can 
  cast expeditious retreat as a spell-like ability once per day. 
  When	she	does,	the	spell	also	affects	her	animal	companion,	
  regardless of how far away it is.
   
  This ability replaces the swift tracker class feature.
  Bloody Sickle (Medium)
  Bloody sickle is a new spirit that can be channeled by 
  mediums. Bloody sickle is a spirit born of the anger and 
  frustration felt by the oppressed common folk, and of the 
  terrible reckoning that comes when these downtrodden 
  workers rise up against those who have kept them down, and 
  reap their bloody vengeance.
  Spirit Bonus: When you channel bloody sickle, add your 
  spirit	bonus	on	attack	rolls	made	to	confirm	a	critical	threat,	
  twice your spirit bonus on damage rolls, and 1/2 your spirit 
  bonus (rounded down, minimum 1) to the critical multiplier 
  of any weapon you wield. 
  Séance Boon: You gain a +2 bonus on Intimidate checks 
  and on Survival checks made to follow tracks. Additionally, 
  you gain a +4 bonus on Knowledge (nobility) checks made to 
  identify whether someone is a member of a noble family or 
  similar station, and are treated as trained in that skill for the 
  purposes of such checks.
  
  3
  Favored Locations: Assembly	lines,	crop	fields,	public	
  execution sites, and anywhere that noble blood has been 
  spilled by common folk.
  Influence Penalty: The spirit’s seething hatred of the 
  privileged is unmistakable within you, and blinds you to the 
  world	around	you.	You	suffer	a	penalty	equal	to	your	spirit	
  bonus on Diplomacy checks and Sense Motive checks, and 
  the starting attitude of any individual of privileged position 
  (subject to GM discretion) towards you is decreased by 
  one step. Additionally, your grim focus on righting wrongs 
  deadens	you	inside,	preventing	you	from	benefitting	from	
  any	morale	bonuses	that	would	otherwise	affect	you.
  Taboos: Choose one: You are compelled to attack all those 
  of noble blood or privileged position, should you identify 
  them as such, and must do your best to slay them; you 
  cannot willingly allow a foe to live, and whenever you slay an 
  opponent, you must either succeed on a Heal check (DC 20) 
  to	confirm	that	they	are	dead,	or	you	must	perform	a	coup	de	
  grace action against them on your next turn, to be certain; 
  you must spend at least 8 hours of the day performing 
  unskilled manual labor (you are treated as having broken this 
  taboo until all 8 hours have been performed for the day, after 
  which there is no way for you to violate the taboo for the rest 
  of the day).
  Tools of Revolution (Lesser, Ex): You gain a +2 bonus on 
  attack rolls made with simple weapons, and the critical 
  threat range of any simple weapon you wield is doubled. 
  This does not stack with Improved Critical or the keen 
  weapon special ability.
  Executioner (Intermediate, Ex): You know how to quickly 
  and surely end a life. You can perform a coup de grace as 
  a standard action, rather than a full-round action, and 
  doing so does not provoke attacks of opportunity.
  Implacable (Greater, Su): You gain immunity to fear 
  effects,	and	a	+4	bonus	on	Will	saves	made	to	resist	other	
  mind-affecting	effects.
  Terrible Blows (Supreme, Su): Whenever	you	confirm	
  a critical hit, or slay a living creature, each opponent 
  within 30 feet of you must succeed on a Will save (DC 
  10	+	1/2	your	class	level	+	your	Charisma	modifier)	
  or become shaken for 1 minute. Creatures that fail 
  by 5 or more are frightened for 1 minute, instead. If 
  the triggering action was a critical hit, and the target 
  survived,	he	suffers	a	–5	penalty	on	his	saving	throw.
  Guerilla Agent (Ranger)
   
  Not all rangers choose to focus their hatred against 
  particular races of creatures. Instead, some stand against 
  particular organizations, and learn how best to combat their 
  members and their tactics just as other rangers learn the 
  most	effective	way	to	combat	goblins	or	lizardfolk.	These	
  guerilla agents focus less on tracking down foes and more 
  on avoiding being seen, until they can deliver a lethal blow 
  against their hated enemies.
   
  Ambush Expert (Ex): A guerilla agent gains a bonus 
  on initiative checks equal to 1/2 his class level (minimum 1). 
  Additionally, he gains a +2 morale bonus on weapon attack 
  and damage rolls made against creatures that have not 
  acted yet in a given combat. At 5th level, and every 5 levels 
  thereafter, this morale bonus increases by +1 (to a maximum 
  of +6 at 20th level).
   
  Beginning at 5th level, the bonus applies to all 
  weapon	attack	and	damage	rolls	made	during	the	first	round	
  of combat that the guerilla agent participates in, even if the 
  target has already acted that combat. Beginning at 15th level, 
  the bonus applies to all weapon attack and damage rolls 
  made	during	the	first	two	rounds	of	combat	that	the	guerilla	
  agent participates in, even if the target has already acted that 
  combat.
   
  This ability replaces the favored enemy class feature.
  Sidebar: New Medium Spirits
   
  The playtest version of the medium presented a 
  class that had access to dozens of potential spirits, each 
  with	exciting	and	flavorful	names,	backgrounds,	and	
  personalities. This would ultimately be replaced by the 
  six spirits found in Pathfinder Roleplaying Game: Occult 
  Adventures, presumably due to space restrictions, and 
  we think that’s a shame. The spirit presented here has 
  the same format as the spirits that ultimately made their 
  way	into	the	book,	but	has	its	own	unique	flavor	and	
  mechanics.
   
  Because this spirit (and others that we have 
  created, such as the angry mountain, available for free 
  at www.necromancers-online.com) is available to all 
  mediums, and they do not need to give anything up 
  to access it, some GMs may be opposed to including 
  this	spirit	in	their	game.	Ultimately,	this	is	no	different	
  than including new spells that can be used by clerics 
  or wizards for little to no expenditure of resources, but 
  for GMs who feel this way, we suggest allowing players 
  to choose a total of six spirits, from among those listed 
  in Pathfinder Roleplaying Game: Occult Adventures and 
  other sources, and to treat those as the spirits available 
  to them throughout the game. Alternatively, the GM may 
  allow the medium to exchange the hit point or skill point 
  that would be gained as a favored class bonus at any given 
  level for access to an additional spirit.
  
  4
   
  Stealthy (Ex): A guerilla agent adds 1/2 his level 
  (minimum 1) to Stealth checks.
   
  This ability replaces the track class feature.
   
  Hard to Read (Ex): A guerilla agent is particularly 
  skilled at keeping his allegiances a secret. The DC for Sense 
  Motive checks made to get a hunch about the guerilla agent 
  increases by an amount equal to 1/2 his class level (minimum 
  increase of 1). Additionally, any attempts to magically discern 
  his alignment, or his relation with any factions, automatically 
  fail unless the caster succeeds on a caster level check (DC 11 + 
  the guerilla agent’s class level).
   
  This ability replaces the wild empathy class feature.
   
  Hated Organization (Ex): All guerilla agents 
  are violently opposed to one or more organizations, and 
  they	eventually	become	particularly	effective	at	combating	
  those organizations. At 3rd level, the guerilla agent may 
  select a single organization (such as a particular guild, the 
  government of a particular city or kingdom, members of 
  a particular faith, etc.). He gains a +2 morale bonus on 
  attack and damage rolls made against members of that 
  organization.	Additionally,	he	gains	a	+2	bonus	on	all	Bluff,	
  Intimidate, Knowledge, Perception, Sense Motive, Stealth, 
  and Survival checks made against members of the selected 
  organization, as well as on Diplomacy checks made to gather 
  information about them.
  	
  At	8th	level,	and	every	five	levels	thereafter,	the	
  guerilla agent can either choose an additional organization 
  as	his	favored	organization,	gaining	these	benefits	against	
  all members of that organization, or he may choose to 
  increase his devotion to opposing an organization he selected 
  previously, increasing the bonuses he gains against that 
  organization by +2.
  	
  The	GM	is	the	final	arbiter	of	what	is	and	is	not	an	
  acceptable organization for the purposes of this ability, and 
  whether or not individual creatures are members of that 
  organization (for example, a group of mercenaries hired 
  by the organization would typically not count as members, 
  although if they continue to be hired repeatedly by the 
  organization, the GM may choose to count them as part of 
  it). If a creature belongs to multiple hated organizations, 
  these	benefits	do	not	stack;	only	the	largest	bonus	applies.	
  The morale bonus to attack and damage does not stack with 
  the morale bonus granted by the ambush expert class feature.
   
  This ability replaces the favored terrain class feature.
   
  Fast Stealth (Ex): Beginning at 8th level, a guerilla 
  agent can move at his full speed while using Stealth without 
  suffering	any	penalty.	This	ability	does	not	allow	him	to	use	
  stealth while attacking, running, or charging.
   
  This ability replaces the swift tracker class feature.
  
  5
   
  Adaptive Camouflage (Ex): A guerilla agent of 12th 
  level or higher can use the Stealth skill to hide even when he 
  does	not	have	cover	or	concealment.	He	suffers	a	–5	penalty	
  on Stealth checks made to hide in this way. Unlike the 
  camouflage	class	feature,	this	ability	applies	in	all	terrains.
  	
  This	ability	modifies	the	camouflage	class	feature.
   
  Hide in Plain Sight (Ex): Beginning at 17th level, 
  a guerilla agent can use the Stealth skill even while being 
  observed,	although	he	suffers	a	–5	penalty	for	doing	so	(if	
  he	also	lacks	cover	or	concealment,	this	stacks	with	the	–5	
  penalty	from	adaptive	camouflage).	Unlike	a	normal	ranger’s	
  hide in plain sight class feature, this ability applies in all 
  terrains.
  	
  This	ability	modifies	the	hide	in	plain	sight	class	
  feature.
   
  Guerilla Master (Ex): A guerilla agent of 20th level 
  becomes a master of insurrection. He can run or charge 
  while using Stealth without penalty (in the case of charging, 
  his Stealth still immediately ends after he makes the attack 
  roll). Additionally, as a standard action, he can make a deadly 
  strike against a creature that is not aware of his presence. To 
  do so, he must make a single attack against that creature. 
  If the attack hits, the target takes damage normally and 
  must make a Fortitude save (DC 10 + 1/2 the guerilla agent’s 
  class	level	+	the	guerilla	agent’s	Wisdom	modifier)	or	die.	
  The guerilla agent can choose instead to deal an amount of 
  nonlethal damage equal to the creature’s current hit points. A 
  successful save negates this damage. This ability can be used 
  up to 3 times per day.
   
  This ability replaces the master hunter class feature.
  Partisan (Skald)
   
  For some skalds, knowledge is not as important as 
  belief, and the truth in their hearts is more important than 
  any number of facts which may happen to contradict that 
  truth. Partisans are skalds that specialize in using their words 
  to shape public opinion, and can whip up a mob just as easily 
  as	they	can	inspire	their	allies	on	the	battlefield.
   
  Demagogue (Ex): A partisan is particularly skilled 
  at speaking his mind, and has a way for getting others to 
  see his point of view, whether through twisting the truth, 
  elegant explanations, or appealing to the fears of his listeners. 
  At	1st	level,	a	partisan	must	choose	to	specialize	in	Bluff,	
  Diplomacy, or Intimidate, and he gains a bonus to the chosen 
  skill equal to 1/2 his class level (minimum 1). 
   
  Additionally, he can use the chosen skill to lower a 
  creature’s attitude towards another individual. This functions 
  as	the	influence	attitude	use	of	the	Diplomacy	skill,	except	
  that, if successful, the partisan decreases the target’s attitude 
  towards a particular person, instead of increasing the target’s 
  attitude towards the partisan. The DC of the check remains 
  the same, and is based on the target’s attitude towards the 
  partisan,	not	the	target’s	attitude	towards	the	specified	
  individual.
   
  This ability replaces the bardic knowledge class 
  feature.
   
  Bonus Feat: At 1st level, a partisan gains his choice 
  of Deceitful or Persuasive as a bonus feat.
   
  This ability replaces the scribe scroll class feature.
   
  Dogmatic (Ex): A partisan’s mind is particularly 
  difficult	to	change,	as	he	buys	into	his	own	rhetoric.	
  Beginning at 2nd level, a partisan gains a +2 bonus on Will 
  saves	made	to	resist	mind-affecting	effects.	Additionally,	the	
  DC	to	affect	him	with	Diplomacy	and	Intimidate	increases	by	
  +4, and he gains a +4 bonus on Sense Motive checks made to 
  oppose	Bluff	checks	made	to	lie.
   
  This ability replaces the well-versed class feature.
   
  Master of Words (Ex): Beginning at 7th level, a 
  partisan becomes particularly adept at his chosen form of 
  persuasion. He gains one of the following abilities, based 
  on which skill he chose to specialize in when he gained the 
  demagogue class feature.
   
  Fear Monger: If the partisan chose to specialize 
  in Intimidate, then whenever he uses Intimidate to 
  demoralize	an	opponent,	he	can	choose	to	affect	up	to	
  1 additional opponent for every 2 ranks in Intimidate 
  he possesses. He makes a single Intimidate check, and 
  applies the result to each target to determine if they 
  become shaken or not.
   
  Parley: If the partisan chose to specialize in 
  Diplomacy, he can make a special Diplomacy check as a 
  full-round action in order to call for a parley in combat. 
  The DC for this check is equal to 25 + the highest 
  Charisma	modifier	among	the	opponents	present	+	1	for	
  each	creature	to	be	affected	beyond	one.	If	the	check	is	
  successful, the opponents agree to cease combat long 
  enough to talk the situation over, allowing the partisan to 
  make further Diplomacy checks or otherwise potentially 
  resolve the situation without combat. If there is any 
  sign that the partisan or his allies are using the delay to 
  gain an advantage should combat resume, the parley 
  ends	immediately,	and	the	affected	creatures	gain	a	+2	
  morale bonus to attack and damage rolls made against 
  the partisan and his allies for 1 minute. This ability does 
  not	affect	creatures	of	animal	intelligence	(Intelligence	2	
  or less), or those which have no Intelligence score. It can 
  be used against creatures that the partisan does not share 
  a	language	with,	but	the	check	suffers	a	–10	penalty,	and	
  subsequent Diplomacy checks may be impossible, at the 
  GM’s discretion.
   
  Web of Lies: If the partisan chose to specialize in 
  Bluff,	once	per	day,	when	he	fails	a	Bluff	check	made	
  
  6
  to deceive someone, he may immediately try again, 
  suffering	only	a	–5	penalty	on	the	check,	instead	of	the	
  normal	–10.	He	may	always	retry	a	Bluff	check	when	
  using this ability, even if it would normally be impossible 
  to do so. At 14th level, he can use this ability one 
  additional time per day.
  Divine Liberator (Warpriest)
   
  For some warpriests, the calling of freedom is greater 
  than	any	other,	and	they	devote	themselves	first	and	foremost	
  to	the	cause	of	liberty,	and	second	to	their	specific	deity.	
  These divine liberators follow a mandate of freedom and 
  justice for all.
   
  Divine Mandate: When selecting blessings, the 
  divine liberator must include at least one of the following 
  in the blessings he chooses: chaos, community, destruction, 
  good, liberation, or war. He cannot choose the law or nobility 
  blessings.
   
  Tear Down (Su): Beginning at 3rd level, a divine 
  liberator becomes an expert at destroying the impediments of 
  revolution. He gains Improved Sunder as a bonus feat, even if 
  he doesn’t meet the prerequisites. If he already has Improved 
  Sunder,	he	may	choose	another	feat	for	which	he	qualifies,	
  instead. Additionally, the divine liberator may choose one of 
  the following abilities to gain.
   
  Chainbreaker: Whenever the divine liberator 
  successfully sunders any sort of bindings (including 
  ropes, chains, and cages), or a whip or chain used as 
  a weapon, he gains a +4 morale bonus to attack and 
  damage for the next attack he makes, provided he makes 
  it	within	the	next	hour.	This	benefit	does	not	apply	if	the	
  sundered object belongs to the divine liberator himself, 
  or one of his allies.
   
  Doorsmasher: Whenever the divine liberator 
  successfully reduces a door to 0 hit points, or succeeds 
  on a Strength check to force a door open, he gains a 
  +10 bonus the next initiative check he makes within 1 
  minute, and a +4 morale bonus to Strength for 1 minute.
   
  This ability replaces the bonus feat gained at 3rd 
  level.
   
  Flame of the Revolution (Su): Beginning at 9th 
  level, whenever the divine liberator uses his sacred weapon 
  class feature to grant the flaming weapon special ability to 
  a	weapon,	that	weapon	deals	1d8	points	of	additional	fire	
  damage, instead of 1d6. At 14th level, this increases to 1d10 
  points	of	fire	damage,	and	at	19th	level	it	increases	to	1d12	
  points	of	fire	damage.	Additionally,	the	divine	liberator	may	
  choose one of the following abilities to gain.
  Firestarter: Whenever the divine liberator successfully 
  causes	an	object	to	catch	on	fire,	she	gains	a	+4	morale	
  bonus to Dexterity for 1 minute. Fires that she starts do 
  not have their damaged halved before applying hardness.
  Light of the Revolution: Weapons granted the flaming 
  weapon special ability by the divine liberator’s sacred 
  weapon class feature shed light like a torch. Within the 
  area of this light, the divine liberator and her allies gain a 
  +4 bonus on Perception and Sense Motive checks.
   
  This ability replaces the bonus feat gained at 9th 
  level.
   
  Channel Revolution (Su): Beginning at 15th level, 
  whenever the divine liberator uses his channel energy class 
  feature,	the	amount	of	damage	healed	or	inflicted	increases	
  by 1d6. Additionally, the divine liberator may choose one of 
  the following abilities to gain.
  Invigorating Energy: By expending one additional use of 
  his fervor ability whenever he uses his channel energy 
  class feature, the divine liberator can grant all creatures 
  healed by the channeled energy a +2 morale bonus to 
  attack rolls, damage rolls, ability checks, skill checks, and 
  saving throws for 1 minute.
  Revolution’s Wrath: Instead of channeling energy to 
  harm living creatures or harm undead creatures, the 
  divine liberator can choose to channel energy that harms 
  only oppressors. This functions as channeling energy 
  to	harm	living	creatures,	except	that	it	affects	creatures	
  of all types, but only if they are lawful or evil. Creatures 
  that	are	lawful	but	not	evil,	or	vice	versa,	suffer	only	half	
  damage, while creatures that are both lawful and evil 
  suffer	full	damage	(both	types	of	creatures	can	make	a	
  saving throw to further halve the damage, as normal).
   
  This ability replaces the bonus feat gained at 15th 
  level.
  
  Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is 
  granted solely through the use of the Open Gaming License, Version 1.0a.  
   
  This material is being released using the Open Gaming License Version 1.0a and you should read and understand the 
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  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided 
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  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses 
  and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game Content distributed using this License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text 
  of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
  Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam 
  Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam 
  Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and 
  Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah 
  Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason 
  Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, 
  Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven 
  Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, 
  Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. 
  Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse 
  Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, 
  Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen 
  Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, 
  Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, 
  Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil 
  Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam 
  Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert 
  Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon 
  Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, 
  Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin 
  McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason 
  Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt 
  James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  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. 
  Pathfinder Player Companion: Knights of the Inner Sea © 2012, Paizo Publishing, LLC; Authors: Gareth Hanrahan, Steve 
  Kenson, Patrick Renie, Tork Shaw, and Jerome Virnich. 
  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 
  Weekly Wonders: Rebellious Archetypes Volume IV Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Rebellious Archetypes Volume V Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Rebellious Archetypes Volume VI Copyright 2015, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Weekly Wonders: Rebellious Archetypes Volume VII 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 feral rebel, a hunter 
  archetype whose animal companion can change shape, and 
  who specializes in infiltration and sabotage, the bloody 
  sickle, a medium spirit devoted to revolution and casting 
  down the aristocracy, the guerilla agent, a ranger archetype 
  that specializes in hit-and-run tactics and develops a 
  taste for fighting certain organizations, the partisan, a skald 
  archetype that focuses in winning over the hearts and minds of the 
  public, by any means necessary, and finally the divine liberator, a 
  warpriest archetype devoted to freedom in all its forms, who tears 
  down symbols of oppression, lights the way of freedom, and inspires 
  her allies to great deeds.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Rebellious Archetypes Volume VII.pdf