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.
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  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.
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  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.
  Rebel Bloodline (Bloodrager)
   
  You were born a rebel, and you are certain that 
  thanks to your roiling, unruly blood, you are sure to die a 
  rebel, as well. Your ancestors balked at the yoke of society, 
  and they have passed these tendencies along to you. You 
  chafe at restrictions and rules, and are willing to do whatever 
  it takes to be free—including beat down anyone who would 
  stand in your way.
  Bonus Feats: Improved Initiative, Intimidating Prowess, 
  Iron	Will,	Lightning	Reflexes,	Power	Attack,	Toughness,	Vital	
  Strike
  Bonus Spells: protection from law (7th), extreme 
  flexibilityACG (10th), heroism (13th), shout (16th).
  Bloodline Powers: The voices of the oppressed and 
  downtrodden fuel your rage and grant you the strength to 
  cast down your foes.
   
  Guerilla Fighter (Ex): Beginning at 1st level, you gain 
  a	bonus	equal	to	your	Charisma	modifier	on	all	initiative	
  checks. Additionally, you gain a +2 bonus on attack and 
  damage	rolls	on	the	first	round	of	combat,	and	treat	the	
  critical multiplier of any weapon you wield as though it were 1 
  higher	on	the	first	round	of	combat.
   
  Rage of the Free (Ex): Beginning at 4th level, your 
  rage only grows when others attempt to control you. You gain 
  a	+2	bonus	on	Will	saves	made	to	resist	compulsion	effects.	
  Additionally, whenever you succeed on a saving throw to 
  resist	a	compulsion	effect	while	you	are	bloodraging,	the	
  morale bonuses to Strength and Constitution granted by 
  your bloodrage increase by +2 for a number of rounds equal 
  to your bloodrager level (or until you end your bloodrage, 
  whichever	comes	first).	This	effect	stacks	with	itself,	if	you	
  resist	multiple	compulsion	effects.
   
  Share Rage (Su): Beginning at 8th level, you can 
  share your bloodrage with nearby allies. When you enter a 
  bloodrage, you can choose to make it a shared bloodrage. 
  If you do, each ally within 30 feet of you may also choose to 
  gain	the	benefits	and	drawbacks	of	your	bloodrage.	Once	
  the shared bloodrage is initiated, these allies can safely move 
  more than 30 feet from you without ending the bloodrage 
  effect.	Each	round	that	you	maintain	a	shared	bloodrage	
  counts as 3 rounds for the purposes of how many rounds of 
  bloodrage you can use each day. 
   
  Destructive Impulses (Su): You	are	an	expert	at	
  breaking down anything that would dare to stand in your 
  way. Beginning at 12th level, you gain a bonus equal to your 
  Charisma	modifier	on	combat	maneuver	checks	made	to	
  sunder	objects,	and	you	add	twice	your	Charisma	modifier	to	
  damage rolls made against objects. Additionally, once per day, 
  when	you	confirm	a	critical	hit,	you	can	expend	an	unused	
  spell slot in order to create a blast of energy within the 
  wound.	If	you	do,	the	target	suffers	an	amount	of	additional	
  fire	damage	equal	to	3d6	per	spell	level	of	the	spell	slot	
  sacrificed	in	this	way.
   
  Incite Riot (Su): Beginning at 16th level, you can 
  incite a riot with your force of will alone. As a full-round 
  action,	you	can	expend	4	rounds	of	bloodrage	in	order	to	
  incite each creature within 120 feet into a murderous riot. 
  Each	creature	in	the	area	must	succeed	on	a	Will	save	(DC	10	
  +	1/2	your	bloodrager	level	+	your	Charisma	modifier)	or	fly	
  into	a	berserk	rage.	Affected	creatures	gain	a	+4	morale	bonus	
  to Strength and Constitution, as well as a +2 morale bonus 
  on	Will	saves,	and	also	suffer	a	–2	penalty	to	AC.	Further,	
  affected	creatures	are	confused,	and	are	unable	to	cast	spells,	
  use	Charisma-,	Dexterity-,	or	Intelligence-based	skills	(except	
  Acrobatics,	Fly,	Intimidate,	and	Ride),	or	use	any	ability	that	
  requires patience and concentration. This lasts for 1 minute.
   
  Forever Free (Sp): Beginning at 20th level, while 
  bloodraging	you’re	treated	as	if	you	are	under	the	effects	
  of freedom of movement. Additionally, you are completely 
  immune	to	compulsion	effects,	and	gain	the	benefits	of	your	
  rage of the free class feature whenever any creature attempts 
  to	use	a	compulsion	effect	on	you,	even	if	you	do	not	make	a	
  saving throw to resist it.
  
  3
  Independence Subdomain (Cleric)
   
  Clerics with the independence subdomain believe 
  that each creature has a divine right to be the shepherd of his 
  own destiny, but that he must also each bear the burdens of 
  his own independence.
  Associated Domain: Liberation.
  Replacement Power: The following granted power replaces 
  the freedom’s call power of the liberation domain.
   
   Sovereign Sign (Su): Beginning at 8th level, you 
  can perform a short ceremony marking an individual as 
  independent and self-responsible. The ritual takes 1 minute 
  to perform, and can only be performed on willing creatures. 
  Until	the	next	time	you	rest	and	regain	spells,	the	target	of	
  the	ritual	cannot	benefit	directly	from	any	spell	that	you	
  cast, nor from your channel energy ability. The creature 
  cannot be healed, receive bonuses, or otherwise gain any 
  beneficial	effects	from	such	spells	you	cast,	although	he	can	
  benefit	indirectly	(such	as	if	you	summon	a	creature	to	fight	
  a	mutual	enemy).	In	exchange,	the	creature	gains	a	+2	morale	
  bonus to AC and saving throws, and gains a +4 enhancement 
  bonus	to	a	single	ability	score	of	your	choice.	These	benefits	
  last	until	the	next	time	you	rest	and	regain	spells.	You	can	
  use this ability once per day. At 12th level, and every 4 levels 
  thereafter, you can use this ability one additional time per 
  day.
  Replacement Domain Spells: 1st—alarm, 7th—spell 
  turning, 9th—heroic invocationUC.
  Secrecy Subdomain (Cleric)
   
  Clerics with the secrecy subdomain understand the 
  power of secrets, and believe that knowledge becomes less 
  powerful the more it is shared.
  Associated Domain: Trickery.
  Replacement Power: The following granted power replaces 
  the copycat power of the trickery domain.
   
  Inscrutable (Su): You	are	incredibly	difficult	to	
  read. You are immune to all attempts to magically read your 
  thoughts or your aura (including detect evil, detect magic, 
  discern lies,	and	the	like).	Additionally,	the	DC	of	all	Sense	
  Motive checks made against you is increased by +4.
  Replacement Domain Spells: 4th—detect scrying, 9th—
  refuge.
  Eldritch	Malcontent	(Magus)
   
  All magi blend spell and steel in a deadly 
  combination to destroy their enemies. While some magi 
  gradually	develop	a	preference	for	fighting	in	heavy,	
  protective armor, and emulating the techniques of 
  mighty warriors, other magi take a more lightly-armored, 
  maneuverable path, allowing them to quickly unleash 
  devastating combinations of spell and sword and then melt 
  back into the shadows unseen. Because these tactics are 
  commonly	adopted	by	those	magi	who	fight	as	underdogs	
  against forces that greatly outnumber them, they are often 
  referred to as eldritch malcontents.
   
  Eldritch Ambush (Sp): Beginning at 7th level, an 
  eldritch	malcontent	can	expend	a	single	point	from	his	arcane	
  pool	to	replicate	the	effects	of	invisibility. Additionally, if the 
  eldritch	malcontent	makes	an	attack	while	under	the	effects	
  of this ability, he treats any weapon he wields as though it 
  had the keen special ability (this applies even if his weapon 
  is not a piercing or slashing melee weapon). Attacking while 
  under	the	effect	of	this	ability	still	ends	the	effect,	as	normal	
  for invisibility.
   
  Beginning at 14th level, the eldritch malcontent 
  can	instead	expend	2	points	from	his	arcane	pool	in	order	
  to	replicate	the	effects	of	invisibility sphere. If he does, each 
  creature	affected	by	the	invisibility sphere	effect	treats	any	
  weapon he wields as though it had the keen special ability.
   
  This ability replaces the medium armor class feature.
   
  Spell Power (Su): At 7th level, an eldritch 
  malcontent learns how to pour additional magical energy 
  into his spells in order to make them deal more damage. 
  Whenever he casts a spell that deals hit point damage, he can 
  expend	1	point	from	his	arcane	pool	in	order	to	increase	the	
  damage	inflicted	by	that	spell	by	an	amount	equal	to	his	class	
  level. He can use this ability as often as he likes, provided that 
  he has enough points in his arcane pool to pay its cost, but 
  for each time that he has used this ability in the last minute, 
  the number of points he must spend in order to activate this 
  ability increases by 1.
   
  This ability replaces the knowledge pool class 
  feature.
   
  Sneak Attack (Ex): Beginning at 10th level, the 
  eldritch malcontent gains the sneak attack class feature of 
  the rogue. At 10th level, he adds 1d6 damage on a successful 
  sneak attack. At 13th level, and every three levels thereafter, 
  his sneak attack damage increases by an additional 1d6.
  	
  This	ability	replaces	the	fighter	training	class	feature.
   
  Hit and Run (Sp): Beginning at 13th level, the 
  eldritch malcontent becomes a master of guerilla tactics, 
  striking devastating blows and then retreating to safety 
  before	anyone	can	launch	a	counterattack.	Once	per	day,	
  when the eldritch malcontent uses his spell combat class 
  feature or performs a full-attack action, after performing that 
  action, he can teleport up to 10 feet per class level as a swift 
  action. This ability otherwise functions as the spell dimension 
  door.
  
  4
   
  This ability replaces the heavy armor class feature.
  Chaos	Discipline	(Psychic)
   
  Your psychic connection to the universe tells you that 
  the	world	is	so	vast	and	complex	that	it	is	futile	to	attempt	to	
  predict the future or control your surroundings. Instead, you 
  turn inward, seeking to master yourself, as it is the only thing 
  in this world that truly can be mastered.
  Phrenic Pool Ability: Wisdom.
  Bonus Spells: endure elements (1st), blur (4th), dispel magic 
  (6th), confusion (8th), overland flight (10th), fluid formAPG 
  (12th), limited wish (14th), orb of the voidUM (16th), wish 
  (18th).
  Discipline Powers: Your powers grant you greater mastery 
  over	yourself,	allowing	you	to	better	find	your	place	in	the	
  whirling maelstrom of creation.
   
  Chaotic Mind (Su): You can relinquish control of 
  your mind to chaotic impulses in order to prevent others 
  from	influencing	it.	Whenever	you	make	a	Will	save	to	resist	
  a	mind-affecting	effect,	you	can	choose	to	simply	release	your	
  mind to the gentle embrace of chaos, instead. If you do, you 
  are treated as automatically succeeding on the Will save, but 
  you gain the confused condition for as long as you would have 
  been	affected	by	the	effect	that	you	avoided,	or	for	1	minute,	
  whichever is greater. You must declare that you are using this 
  ability	before	making	the	Will	save.	Each	time	you	use	this	
  ability, you regain 1 point in your phrenic pool. You can use 
  this ability up to 3 times per day.
   
  Roiling Mind (Su): When you lose control over 
  yourself, your magic is more potent. As long as you have the 
  confused condition, you treat your caster level as 2 higher for 
  the purposes of all spells that you cast, and the saving throw 
  DCs	of	your	spells	are	increased	by	+1.
   
  Always Ready (Su): By 5th level, your mind is 
  constantly alert and ready for anything. You add your 
  Wisdom bonus (if any) on initiative checks. Additionally, you 
  gain the uncanny dodge class feature of the rogue.
   
  Unpredictable Magic (Sp): Beginning at 13th level, 
  you	learn	how	to	manipulate	raw	chaos	stuff,	tapping	into	
  its	potential	and	producing	wondrous	effects.	As	a	standard	
  action,	by	expending	an	unused	spell	slot	of	3rd	level	or	
  higher,	you	can	replicate	the	effects	of	a	rod of wonder. 
  For	every	two	spell	levels	beyond	3rd	of	the	spell	slot	that	
  you	sacrifice,	you	can	roll	an	additional	time	on	the	table,	
  applying the result of each roll. You can use this ability 3 
  times per day.
  Freedom	Spirit	(Shaman)
  A shaman who selects the freedom spirit devotes herself to 
  the cause of liberty, and the belief that each person should be 
  the captain of his own destiny. Her devotion to the concept of 
  freedom, both her own and that of others, is rewarded with 
  the power to ensure that she remains free.
  Spirit Magic Spells: expeditious retreat (1st), remove 
  paralysis (2nd), fly (3rd), freedom of movement (4th), break 
  enchantment (5th), stone to flesh (6th), plane shift (7th), 
  mind blank (8th), freedom (9th).
  Hexes: A shaman who chooses the freedom spirit can select 
  from	the	following	hexes.
  Freedom from Need (Su): The shaman no longer needs 
  to eat, and must sleep for only 2 hours each day. The 
  shaman	is	constantly	affected	as	though	by	endure 
  elements,	except	that	it	only	functions	in	conditions	
  between	–10	and	120	degrees	Fahrenheit.	With	a	1-minute	
  ritual that requires touching the subject, the shaman can 
  share	these	benefits	with	another	creature.	She	can	affect	
  a total number of creatures at any given time (including 
  herself)	equal	to	her	Wisdom	modifier.	She	can	revoke	
  these	benefits	from	a	creature	she	has	granted	them	to	at	
  any time as a move action.
  Freedom of Body (Su): As a standard action, the shaman 
  can grant a single creature within 60 feet the power 
  to	free	himself	from	bondage.	The	affected	creature	
  gains	a	bonus	equal	to	the	shaman’s	Wisdom	modifier	
  on combat maneuver checks made to escape a grapple 
  or	escape	being	tied	up,	as	well	as	on	all	Escape	Artist	
  checks. Additionally, he gains a +4 bonus on saving 
  throws	made	to	resist	magical	or	supernatural	effects	that	
  slow or impede movement (such as paralysis, slow fog, 
  slow, and web).	In	the	case	of	effects	that	do	not	normally	
  allow saving throws, he may make a saving throw to resist 
  the	effect,	and	is	unaffected	if	he	succeeds	on	the	saving	
  throw.	These	benefits	last	for	1	minute.
  Freedom of Mind (Su): As a standard action, the shaman 
  can focus on a single creature within 60 feet that is 
  currently	under	the	effects	of	a	compulsion	effect,	using	
  her	own	mental	influence	to	combat	that	effect.	The	
  shaman	must	succeed	on	a	caster	level	check	(DC	11	+	
  the	caster	level	of	the	compulsion	effect).	If	the	check	
  succeeds,	the	compulsion	effect	is	suppressed	for	as	long	
  as the shaman continues to concentrate on it each round 
  (a	standard	action),	to	a	maximum	of	1	minute	per	class	
  level. The shaman can use this ability at will, but cannot 
  do so more than once on the same creature on any given 
  day. The shaman cannot use this ability on herself; 
  however, she also gains a +2 bonus on saving throws 
  made	to	resist	compulsion	effects.
  Freedom of Spirit (Ex): The shaman’s devotion to freedom 
  allows her to overcome obstacles of ethos and spirit. 
  The shaman ignores alignment-based prerequisites and 
  requirements for classes, prestige classes, feats, and so 
  on. Additionally, she gains a +5 circumstance bonus on 
  Use	Magic	Device	checks	made	to	emulate	an	alignment.
  
  5
  Freedom from Desire (Su): The shaman understands how 
  a creature’s wants and needs can enslave him, and is able 
  to	offer	freedom	from	such	lusts.	The	shaman,	and	each	
  of her allies within 60 feet, gains a +4 bonus on saving 
  throws	made	to	resist	charm	effects.
  Spirit Animal: The	shaman’s	spirit	animal	has	a	long	flowing	
  mane, or fur, and is particularly slender and graceful. Spirit 
  animals without hair or fur might have iridescent and colorful 
  feathers or scales, or simply elongated and willowy bodies. It 
  gains	a	+2	bonus	on	Reflex	saves.
  Spirit Ability: A shaman who chooses the freedom spirit as 
  her spirit or wandering spirit gains the following ability.
  Never Say Never (Su): The shaman refuses to allow even 
  fate to rule over her actions, and though she knows she 
  may fail, she also knows that she always has a chance 
  at success. The shaman does not treat a natural 1 as an 
  automatic failure on any d20 roll, although if the result of 
  the roll is not high enough, she still fails. Three times per 
  day, when the shaman rolls a natural 1, she can choose to 
  treat it as though it were a 10, instead. She must declare 
  that she is using this ability before the result of the roll is 
  announced.
  Greater Spirit Ability: A shaman who chooses the freedom 
  spirit as her spirit or wandering spirit gains the following 
  ability upon having access to the greater version of that spirit.
  Move like the Wind (Ex): The shaman moves with 
  exceptional	grace	and	speed,	allowing	her	to	easily	
  outmaneuver her foes. Her base movement speed 
  increases by 10 feet, and her dodge bonus to AC increases 
  by 1 (if she does not have a dodge bonus to AC, she is 
  treated	as	having	had	a	dodge	bonus	to	AC	of	0).	For	
  every 6 levels beyond 8th the shaman possesses, her base 
  movement speed increases by an additional 10 feet and 
  her dodge bonus to AC increases by a further +1.
  True Spirit Ability: A shaman who chooses the freedom 
  spirit as her spirit or wandering spirit gains the following 
  ability upon having access to the true version of that spirit.
  Evasive (Ex): The shaman is a slippery combatant, 
  particularly	difficult	to	pin	down.	She	gains	the	evasion	
  class feature and the slippery mind advanced talent of 
  the rogue.
  Manifestation: Upon reaching 20th level, the shaman 
  becomes	a	spirit	of	freedom.	She	is	constantly	affected	as	
  though by the spell freedom of movement, and is immune to 
  the	effects	of	the	imprisonment	spell.	Finally,	she	gains	a	+4	
  bonus	on	Will	saves	made	to	resist	mind-affecting	effects.
  
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are 
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
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  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 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the 
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  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 
   
  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 rebel bloodline, a 
  bloodrager bloodline for those whose blood boils at the 
  thought of being controlled, and whose destructive impulses 
  and shared rage allow them�and their friends�to fight the 
  power, two new subdomains, independence and secrecy, the 
  eldritch malcontent, a magus archetypes that focuses on hit
  and run tactics and blends their magic more with roguish stealth 
  than soldierly discipline, the chaos discipline, a psychic discipline 
  focused on wild and unpredictable magic, and the freedom spirit, a 
  shaman spirit dedicated to freedom in all its forms, whether of 
  body, mind, or spirit.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Rebellious Archetypes Volume VI.pdf