TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
  privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  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.
  Freemage (Arcanist)
   
  Most arcanists set out to master magic, to control 
  and harness it like a draft animal, making it a slave to their 
  will. Some arcanists believe that magic is a force with a 
  mind of its own, however, which should be given the respect 
  and freedom that it deserves. These arcanists, known as 
  freemages, are able to coax incredible power from magic by 
  releasing some of their control over it.
   
  Spell Surge (Su): Beginning at 3rd level, a freemage 
  learns to give up some amount of control over spells that 
  she casts, guiding the magic rather than commanding it. 
  Sometimes, this causes her spells to be more powerful and 
  effective,	but	other	times	the	magic	ebbs	instead	of	flows,	
  and is weakened as a result. Whenever a freemage casts a 
  spell, she can choose to use this ability as a free action made 
  as part of the action made to cast the spell. If she does, her 
  caster level for that spell is adjusted by 1d6–3 (for example, if 
  she rolled a 2, her caster level would be reduced by 1, as the 
  result of 2–3 is –1; if she rolled a 6, her caster level would be 
  increased by 3, as the result of 6–3 is 3).
   
  This ability replaces the arcanist exploit gained at 3rd 
  level.
   
  Spell Meddle (Su): Beginning at 7th level, a 
  freemage can direct magic wielded by others to rebel against 
  them. Whenever a creature within 60 feet casts a spell, as an 
  immediate action, a freemage can expend 2 points from her 
  arcane pool in order to direct the magic channeled by that 
  creature to lash out. If she does, the caster must succeed on a 
  concentration check (DC 10 + the freemage’s class level + the 
  freemage’s	Charisma	modifier)	or	partially	lose	control	of	the	
  spell. If he fails, and the spell targets one or more creatures or 
  objects, its targets are determined randomly, instead of by the 
  caster. If he fails, and the spell has an area, the origin point of 
  that area is moved 1d10 x 5 feet in a random direction.
   
  This ability replaces the arcanist exploit gained at 7th 
  level.
   
  Spell Release (Su): Beginning at 11th level, a 
  freemage learns to allow the magic she wields to shape itself 
  in whatever shape it desires, and she herself is merely a 
  conduit for it. As a full-round action, by expending 1 point 
  from her arcane pool, she can choose a single spell level 
  for which she currently has at least one unused spell slot. 
  Randomly determine a spell from among all of the spells that 
  she currently has prepared for that spell level, for which she 
  possesses all of the necessary components, and which has 
  a casting time of 1 round or less. The freemage expends one 
  spell slot of the chosen spell level, and casts the randomly 
  determined spell. Once the spell has been determined, she 
  can	choose	one	of	the	following	benefits	to	apply	to	the	
  spell: increasing the caster level by +5 (this stacks with the 
  spell surge class feature, if she chooses to use it), increasing 
  the saving throw DC by +2, or applying a single metamagic 
  feat	she	knows,	which	modifies	the	spell’s	effective	spell	
  slot by 2 or less, to the spell without increasing the level of 
  spell slot that it takes up or the casting time. If the freemage 
  selects a spell level for which she does not currently have at 
  least	3	different	eligible	spells	prepared	(ones	with	a	casting	
  time of 1 round or less for which she has all the necessary 
  components),	this	ability	has	no	effect;	the	spell	slot	is	not	
  consumed, but the action is wasted.
   
  This ability replaces the arcane exploit gained at 11th 
  level.
  Order of the Broken Tower (Cavalier)
   
  There are many cavalier orders that place high value 
  on protecting the innocent and the downtrodden, but the 
  order	of	the	broken	tower	is	unusual	in	that	it	specifically	
  shields the common folk from the threat that they are often 
  the	most	helpless	to	fight	against:	that	of	the	governments	
  and organizations that have been placed in positions of 
  authority over them, and who wield that very authority 
  against those it was meant to help and protect. Cavaliers of 
  the	order	of	the	broken	tower	fight	corruption	and	abuse	of	
  authority in all its forms, overthrowing tyrants and casting 
  down bloated bureaucracies wherever they go.
  Edicts: The cavalier must always strive to protect the 
  common folk from the depredations of oppressive regimes. 
  He must not decline any duty or mission because he is 
  outnumbered or out-equipped by his foes, or because of any 
  legal or social consequences or dangers it may bring upon 
  him.
  Challenge: Whenever an order of the broken tower cavalier 
  issues	a	challenge,	the	target	of	his	challenge	suffers	a	-1	
  penalty to attack and damage rolls. This penalty increases by 
  1 for every 5 levels the cavalier possesses.
  Skills: An order of the broken tower cavalier adds 
  Disguise and Knowledge (local) to his list of class skills. In 
  addition, whenever he makes a Diplomacy check to gather 
  information, he gains a bonus on the check equal to 1/2 his 
  
  3
  cavalier level, rounded down (minimum 1). Finally, he is 
  always treated as trained in Knowledge (nobility) for the 
  purposes of checks made to identify corrupt or oppressive 
  nobles, and he gains a bonus equal to 1/2 his cavalier level 
  (rounded down, minimum 1) on such checks.
  Order Abilities: A cavalier belonging to the order of the 
  broken tower gains the following abilities as he increases in 
  level.
  Guerilla Warrior (Ex): At 2nd level, the cavalier receives 
  Improved Initiative as a bonus feat. Additionally, he gains 
  a	competence	bonus	equal	to	his	Charisma	modifier	on	
  attack and damage rolls made against opponents that 
  have not acted yet in this combat (including opponents 
  with uncanny dodge, or who otherwise cannot be caught 
  flat-footed).
  Revolutionary Spirit (Ex): At 8th level, the cavalier’s 
  revolutionary spirit cannot be overcome. He becomes 
  immune	to	fear	effects,	and	gains	a	+4	bonus	on	Will	
  saves	made	to	resist	compulsion	effects.	Additionally,	
  he gains a +1 bonus on attack and damage rolls against 
  creatures that are both lawful and evil. At 16th level, this 
  bonus increases to +2.
  Symbol of the Revolution (Ex): Beginning at 15th level, 
  the cavalier becomes a symbol of rebellion, inspiring the 
  good and just to cast down their oppressors wherever 
  he goes. The bonuses on saving throws granted by his 
  banner and improved banner class features increase to 
  +4,	and	the	morale	bonuses	on	attack	rolls	are	doubled	if	
  the attack is made against a creature that is both lawful 
  and evil. Additionally, once per day, when the cavalier 
  slays a creature that is both lawful and evil, he can choose 
  to make a display of the act, heralding the execution 
  as the dawn of a new order. If he does, all allies within 
  60 feet who can see and hear him are granted all of his 
  teamwork feats, as though they had been granted them 
  with the tactician class feature.
  Green Wilds Rebel (Druid)
  	
  Not	all	druids	seek	to	find	a	balance	between	
  civilization and nature. Some see civilization as a blight that 
  must be conquered and defeated, erased with no trace left, as 
  pure pristine nature covers the earth. These druids, known as 
  green	wilds	rebels,	fight	for	their	beliefs,	violently	opposing	
  human settlement and civilization wherever they go.
   
  Alignment: A green wilds rebel must be chaotic. 
  This replaces the standard alignment restriction of the druid.
   
  Incite Animal (Su): A green wilds rebel can whip 
  a nearby animal into a feral frenzy, causing it to attack other 
  nearby creatures. Doing so is a full-round action and requires 
  that the green wilds rebel speak to and gesture to the animal 
  from within 30 feet. The animal in question must succeed on 
  a Will save (DC 10 + 1/2 the green wilds rebel’s class level + 
  the	green	wilds	rebel’s	Wisdom	modifier)	or	become	feral	for	
  1	minute.	A	creature	made	feral	in	this	way	gains	a	+4	morale	
  bonus to Strength and Constitution, a +2 morale bonus 
  on Will saves, and a -2 penalty to AC. Further, each round 
  it must attack a living creature, if able. It can choose what 
  creatures to attack, but only attacks the green wilds rebel if 
  there are no other creatures within range that it can attack. If 
  the animal succeeds on its saving throw, it is immune to this 
  effect	for	24	hours.
   
  The green wilds rebel can also use this ability on a 
  magical beast with an Intelligence score of 1 or 2, but such 
  creatures	gain	a	+4	bonus	on	their	Will	saving	throw.
   
  The green wilds rebel can use this ability a number of 
  times	per	day	equal	to	3	+	her	Wisdom	modifier.
   
  This ability replaces the wild empathy class feature.
   
  Wild Summons (Su): Whenever a green wilds rebel 
  uses her spontaneous casting class feature to cast a summon 
  nature’s ally spell, she may choose to apply one of the 
  following templates to a single creature summoned by that 
  spell: advanced, entropic, or giant.
   
  Wild Vow (Ex): A green wilds rebel must vow to live 
  a life suitable for a creature of the wilds. She cannot sleep in 
  man-made structures, nor can she consume food that she has 
  not harvested or killed herself. She cannot wield weapons 
  made primarily of metal. A green wilds rebel who violates any 
  of these proscriptions is unable to cast druid spells or use any 
  of her supernatural or spell-like class abilities while doing so 
  and	for	24	hours	thereafter.
   
  Overgrowth (Su): Beginning at 2nd level, a green 
  wilds rebel can encourage vegetation to explosive and 
  potentially disruptive growth. As a standard action, she can 
  affect	normal	vegetation	(grasses,	briars,	bushes,	creepers,	
  thistles, trees, vines, and so on) within 60 feet, causing them 
  to become thick and overgrown. 
  	
  In	an	area	that	is	already	affected	by	a	spell	or	effect	
  that creates or alters plants in such a way as to make them 
  obstacles, such as entangle or wall of thorns,	this	effect	
  increases the DC of any saving throw involved with those 
  effects	by	+4.	In	an	area	where	such	plants	are	relatively	
  prevalent (such as most forests, plains, and other natural 
  areas), this reduces movement speeds of all creatures in the 
  affected	area	to	5	feet,	or	10	feet	for	Large	or	larger	creatures.	
  In an area where such plants are sparse (such as most urban 
  environments), this spell can be used to cause minor weeds 
  and grasses to break through cobblestones and damage the 
  firmament	and	foundation	of	buildings,	inflicting	1d6	points	
  of damage per 2 druid levels to a single wall, door, or similar 
  object, which ignores hardness. Alternatively, it can be used 
  to	reduce	the	break	DC	of	a	door	or	wall	by	4,	or,	at	the	GM’s	
  discretion,	to	accomplish	other	effects	that	are	appropriate	
  for the rapid growth of weeds and which are in line with the 
  effects	listed	here.
   
  This ability replaces the woodland stride class 
  feature.
   
  Resist Civilization (Ex): Beginning	at	4th	level,	a	
  green wilds rebel gains a +2 bonus on saving throws made to 
  resist spells with the law descriptor, as well as spell-like and 
  supernatural abilities of constructs and creatures with the 
  law subtype. Additionally, she gains a +2 competence bonus 
  to AC against attacks made by constructs and creatures with 
  the law subtype.
  
  4
   
  This ability replaces the resist nature’s lure class 
  feature.
  Revolutionary Bloodline (Sorcerer)
   
  The spirit of rebellion is in your blood. You may be 
  descended from a famous revolutionary leader or folk hero 
  who stood up for the common man against oppressive and evil 
  regimes, you may have been born under a sign of freedom and 
  virtue, or on the night of a fateful revolution, or you may have 
  an ancestor among the azatas or other chaotic good outsiders. 
  Whatever its source, your blood burns with a fiery passion to 
  protect the downtrodden against corrupt and evil institutions.
  Class Skill: Knowledge (local)
  Bonus Spells: protection from law (3rd), misdirection (5th), 
  nondetection (7th), fire trap (9th), break enchantment (11th), 
  greater heroism (13th), delayed blast fireball (15th), mind 
  blank (17th), freedom (19th).
  Bonus Feats: Deceitful, Improved Initiative, Iron Will, 
  Leadership,	Merciful	Spell,	Quicken	Spell,	Toughness,	
  Weapon Focus.
  Bloodline Arcana: Your magic cuts through spells used to 
  control others. Whenever you cast a spell that targets one or 
  more	creatures	that	are	currently	affected	by	a	compulsion	
  effect,	you	may	choose	to	grant	each	of	those	creatures	a	
  new	saving	throw	to	resist	that	effect.	If	they	succeed,	the	
  effect	immediately	ends,	as	though	the	target	had	succeeded	
  on	their	initial	saving	throw.	If	a	creature	is	suffering	from	
  multiple	compulsion	effects,	they	choose	one	of	those	effects	
  to make a new saving throw against.
  Bloodline Powers: Your devotion to the ideals of freedom, 
  democracy, and liberty empowers your magic, which serves as 
  a shining beacon of hope against the blackest of oppressors.
  Ignition Spark (Sp): At 1st level, you can shoot a bolt of 
  golden	flame	from	your	fingertips.	Treat	this	as	a	ranged	
  touch attack with a maximum range of 30 feet. If the 
  attack	hits,	it	deals	an	amount	of	fire	damage	equal	to	1d4	
  + 1/2 your class level. This damage ignores hardness of 10 
  or less, and is not halved before applying the hardness 
  of objects. You can use this ability a number of times per 
  day	equal	to	3	+	your	Charisma	modifier.
  Spirit of Revolution (Su): At 3rd level, your convictions 
  and	revolutionary	spirit	make	you	difficult	to	control.	
  You	gain	a	+4	bonus	on	saving	throws	made	to	resist	
  compulsion	effects	and	paralysis,	as	well	as	any	spell	
  or	effect	that	would	hamper	your	ability	to	move	(such	
  as web or slow) , imprison you (such as binding or 
  forcecage), or render you unable to speak (such as silence 
  or steal voiceUM).	These	benefits	only	apply	to	spells	that	
  directly impede, imprison, or silence you: they do not 
  apply to spells that do so indirectly (such as by reducing 
  you to 0 hit points, summoning a creature that can 
  grapple you, etc.).
  Rallying Cry (Su): At 9th level, you can issue a rallying 
  call	filled	with	your	defiant	spirit	in	the	face	of	
  oppression. Doing so is a standard action, and each ally 
  within 60 feet gains a +2 morale bonus on attack rolls, 
  damage rolls, and saving throws for a number of rounds 
  equal	to	your	Charisma	modifier.	At	13th	level,	and	again	
  at 17th level, this bonus increases by 1 (to a maximum of 
  +4	at	17th	level).	You	can	use	this	ability	3	times	per	day.
  Explosive Escape (Sp): By 15th level, no prison can hold 
  you, and your magic punishes those who would dare to 
  try. As a full-round action, you can disappear from your 
  current location as though with the spell dimension door, 
  leaving a deadly explosion behind in your previous space. 
  You can choose to have the explosion occur immediately 
  (in which case it appears to a casual observer that you 
  were destroyed in the blast, and a successful DC 20 
  Perception check is required to notice your departure 
  moments before the explosion), or to have it be delayed 
  by up to 10 minutes. If it is delayed, the explosion 
  remains	floating	in	the	air	in	that	space,	in	the	form	of	
  a golden bead identical to that produced by a fireball 
  spell. Regardless of whether the blast is delayed or not, 
  it	deals	12d6	points	of	fire	damage	to	each	creature	and	
  unattended object in a 20-ft.-radius blast. A successful 
  Reflex	save	(DC	10	+	1/2	your	class	level	+	your	Charisma	
  modifier)	halves	this	damage.	You	can	use	this	ability	
  once per day. At 20th level, you can use it a second time 
  per day.
  Scourge of Tyrants (Su): At 20th level, you become a 
  living embodiment of rebellion, and a danger to tyrants 
  everywhere.	You	are	constantly	affected	by	freedom of 
  movement. Additionally, your mere touch can destroy 
  chains and similar implements of bondage. As a move 
  action, you can touch an adjacent length of chain, rope, 
  
  5
  manacles,	cage	or	cell	door,	or	similar	object,	and	inflict	
  10d6 points of damage to it, which bypasses hardness. 
  Magic items, constructs, and haunts that are subject to 
  this ability are entitled to a Fortitude save to negate this 
  damage (DC 10 + 1/2 your class level + your Charisma 
  modifier).	Success	renders	them	immune	to	this	ability	
  for	24	hours.	Finally,	you	exude	an	aura	of	rebellion	that	
  grants	a	+4	morale	bonus	on	attack	and	damage	rolls	
  against creatures that are both lawful and evil to all 
  creatures within 30 feet. These bonuses stack with the 
  morale bonuses from your rallying cry class feature, but 
  not with other morale bonuses.
  Martyrbond Revolutionary (Spiritualist)
   
  Many spiritualists turn their attention to the spirit 
  world, but others are less concerned with interacting with 
  the	world	of	spirits,	and	more	concerned	with	finishing	their	
  phantom’s	unfinished	business	in	the	mortal	realm.	One	such	
  group of spiritualists are martyrbond revolutionaries, whose 
  phantoms were once important rebel leaders or dedicated 
  martyrs, and who choose to take up their phantom’s mantle 
  and	continue	the	fight	beyond	death.
   
  Revolutionary Spirit: A martyrbond revolutionary’s 
  phantom was once a famous martyr or rebel leader who 
  fought and died for his beliefs, against exceptional odds. The 
  martyrbond revolutionary’s phantom must have one of the 
  following for its emotional focus: anger, dedication, or zeal.
   
  Rebellious Persona (Su): Beginning at 5th level, 
  as long as the martyrbond revolutionary’s phantom is 
  currently housed within her consciousness with the shared 
  consciousness class feature, she can allow her personality to 
  blend with that of the phantom, forming a distinct entity. 
  Doing so requires 1 minute of meditation. While adopting 
  her rebellious persona, any attempts to scry or otherwise 
  locate the martyrbond revolutionary work only if the creature 
  attempting	to	find	the	martyrbond	revolutionary	is	familiar	
  with her rebellious persona. Attempts to locate either the 
  martyrbond revolutionary or her phantom separately fail, as 
  though the target was invalid or did not exist. Additionally, 
  any attempts to read the martyrbond revolutionary’s aura 
  while she is in her rebellious persona reveal the results for 
  both the martyrbond revolutionary and her phantom.
   
  This ability replaces the detect undead class feature.
   
   
  Impassioned Leader (Ex): Beginning at 7th level, 
  the martyrbond revolutionary begins to attract a following of 
  supporters loyal to her cause, many of whom are attracted by 
  the	presence	of	her	phantom,	and	eager	to	fight	alongside	one	
  who they perceive as the heir of such a grand martyr or rebel 
  leader.	The	martyrbond	revolutionary	gains	Leadership	as	
  a	bonus	feat.	Additionally,	when	calculating	her	Leadership	
  score for the purposes of attracting a cohort, she adds a +2 
  modifier	for	her	phantom,	rather	than	suffering	a	-2	penalty	
  as a result of it.
   
  This ability replaces the calm spirit class feature.
   
  Heroic Speech (Sp): Beginning at 9th level, the 
  martyrbond revolutionary learns how to deliver a speech that 
  rallies	and	unifies	her	allies,	inspiring	them	to	great	heights.	
  By	giving	an	impassioned	speech	for	1	minute,	she	can	affect	
  up to 8 creatures as though with the spell heroism. The caster 
  level	for	this	effect	is	equal	to	her	class	level,	but	the	duration	
  is only 10 minutes.
   
  This ability replaces the see invisibility class feature.
   
  Martyr’s Rise (Su): Beginning at 16th level, if the 
  martyrbond revolutionary dies, her spirit lives on for a short 
  time, and she takes the form of a sort of pseudo-phantom. 
  At the beginning of the martyrbond revolutionary’s next 
  turn, her phantom rises from her corpse. She retains her 
  own ability scores, level, class, base attack bonus, base save 
  bonuses, hit points, alignment, feats, and skills. She gains 
  the armor bonus, Dex/Cha bonus, and natural attacks of her 
  own phantom (including the damage dice and what types 
  of damage reduction they overcome). Finally, she gains the 
  ability to manifest in either ectoplasmic or incorporeal form, 
  just like a phantom (she may choose which form to be in 
  when she exits her body).
   
  In ectoplasmic form, she gains the same damage 
  reduction that her own phantom possessed, as well as the 
  phantom’s phase lurch ability. In incorporeal form, she gains 
  all	the	benefits	and	drawbacks	of	her	phantom’s	incorporeal	
  form. She must remain fully manifested at all times, and 
  cannot enter another creature’s consciousness or enter the 
  Ethereal Plane in the way that her own phantom can. As long 
  as she is a phantom, she cannot summon her own phantom 
  (which will have been returned to the Ethereal Plane when 
  she died).
   
  Each hour, the martyrbond revolutionary must 
  succeed on a Fortitude save (DC 10 + 1/2 her class level + 
  her	Wisdom	modifier)	or	her	spirit	slowly	begins	to	fade,	
  imposing 1 point of Constitution drain which cannot be 
  undone by any means as long as she remains a phantom. 
  This Constitution drain is immediately cured if she is ever 
  restored to life. Existing as a phantom does not prevent the 
  martyrbond revolutionary from returning to life, but if she 
  is returned to life, her spirit is immediately returned to her 
  body and she ceases to exist as a phantom. As long as she 
  remains a phantom, the martyrbond revolutionary cannot 
  touch or interact with her own body, or any objects she 
  was holding or wearing when she died, nor can she target 
  her corpse with any spells or abilities. If the martyrbond 
  revolutionary is slain while in phantom form, her soul is 
  destroyed, and she cannot be resurrected by any means until 
  a wish or miracle is used to restore her soul.
   
  This ability replaces the call spirit class feature.
  
  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 
  terms of that license before using this material.  
   
  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided 
  within the License itself.  
   
  The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, 
  and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, 
  D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a 
  trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Red 
  Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of 
  Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, 
  Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, 
  Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, 
  Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of 
  Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, 
  umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  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 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 
   
  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 freemage, an arcanist 
  archetype for those who believe that magic should not serve 
  the caster, but rather be allowed to act freely and 
  anarchically, and who can gamble their magical power 
  when casting spells, or turn their enemies' magic against 
  them, the order of the broken tower, a cavalier order devoted
  to protecting the common folk against oppressive tyrants, who 
  specializes in guerilla tactics and serves as an inspiration for 
  rebellions, the green wilds rebel, a druid archetype for those who 
  believe that nature should rise up and throw off the yoke of 
  civilization, which can turn plants and animals against mankind, 
  civilization, which can turn plants and animals against mankind, 
  and is resistant to the lures of civilization, the revolutionary 
  bloodline, for sorcerers born from revolution, which has a mix of 
  powers allowing them to inspire others, and cause great damage 
  with fires, and finally the martyrbond revolutionary, a spiritualist 
  archetype for spiritualists whose phantoms were martyred in life, 
  and who fight alongside their phantom to continue that rebellion.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Rebellious Archetypes Volume IV.pdf