TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
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  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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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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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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  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.
  Freedom Bomber (Alchemist)
   
  Freedom bombers are alchemists who deploy 
  devastating explosive devices in the cause of liberty and 
  freedom. These uniquely trained individuals are skilled at 
  demolishing	buildings	and	carrying	out	other	high	profile	
  acts of vandalism in order to utterly destroy corrupt and 
  oppressive societies. While many freedom bombers focus 
  on	high	profile	government	targets	or	symbolic	attacks	in	
  which little collateral damage is caused, others are more 
  violent, believing that there are no civilians in a war against 
  corruption. The signature trick of the freedom bomber is a 
  dangerous mutative chemical which causes him to explode in 
  a barely survivable blast of alchemical energy. 
   
  Explosive Mutation (Sp): The freedom bomber is 
  trained in the use of special chemicals which can transform 
  him into a living bomb, which he can detonate at a time of 
  his choosing. By spending 1 full minute injecting himself 
  with special, secret chemicals prepared from his own body, 
  the freedom bomber can become an unstable living bomb. 
  He may then choose any time within the next 1 hour per level 
  to	explode	in	a	massive	burst	of	fire	as	a	standard	action,	
  dealing	an	amount	of	fire	damage	equal	to	his	remaining	
  hit points plus twice his alchemist level to all creatures and 
  unattended objects within a 20-foot-radius spread centered 
  on himself. This explosion can never truly kill the freedom 
  bomber,	and	even	if	he	would	suffer	damage	that	would	
  reduce him to fewer hit points than his negative Constitution 
  score, he is instead reduced to a number of hit points equal 
  to his negative Constitution score + 1. Creatures other than 
  the	freedom	bomber	may	make	a	Reflex	save	(DC	10	+	1/2	the	
  freedom bomber’s level + the freedom bomber’s Intelligence 
  score) to reduce this damage by half. The freedom bomber 
  can use this ability once per day. While transformed into 
  a living bomb, the freedom bomber is highly unstable and 
  might	explode	if	subjected	to	sufficient	trauma.	During	this	
  time, if the freedom bomber falls from a height of at least 10 
  feet, or is subjected to a critical hit, he explodes prematurely. 
   
  This ability replaces the mutagen class feature. 
   
  Alchemical Explosives (Su): The freedom bomber 
  is trained in setting powerful alchemical explosives designed 
  to be especially damaging to property and passersby. At 2nd 
  level, by expending one use of his bomb ability, the freedom 
  bomber can set one of his bombs as an alchemical explosive, 
  which can be placed on the ground and is roughly the size of 
  a typical potion. The detonation of these alchemical devices 
  can be delayed for any length of time up to 1 hour per point of 
  Intelligence	modifier	the	freedom	bomber	possesses.	When	
  it explodes, it deals damage equal to the bomb’s normal 
  damage to all creatures and objects within the bomb’s normal 
  splash	radius.	Unattended	objects	and	buildings	suffer	twice	
  the normal amount of damage, and the alchemical explosive 
  ignores an amount of hardness equal to twice the freedom 
  bomber’s level. At 5th level, the bombs deal 4 times the 
  normal amount of damage to unattended objects, and at 8th 
  level, they deal 6 times the normal amount of damage to 
  unattended objects.
   
  This ability replaces the poison use and poison 
  resistance class features. 
   
  Political Bombing (Ex): As his infamy grows, a 
  freedom	bomber	can	attach	a	specific	political	message	to	a	
  single bombing. Starting at 10th level, whenever the freedom 
  bomber uses his alchemical explosives or explosive mutagen 
  ability, for the next 24 hours he gains a circumstance bonus 
  on all Intimidate checks equal to 2 + 1 for each person killed + 
  1 for each 100 gp in property damage caused by the explosion. 
   
  This ability replaces the poison immunity class 
  feature.
   
  Stable Explosive Mutation (Ex): As his skill 
  develops, a freedom bomber learns how to stabilize the 
  chemicals he uses to detonate his own body. At 14th level, 
  whenever the freedom bomber uses his explosive mutation 
  ability, he does not risk premature explosion. 
   
  This ability replaces the persistent mutagen class 
  feature. 
  Voice of the Revolution (Bard)
   
  While revolutions are fought with weapons, they 
  are won with words. The voice of the revolution is a bard 
  who carries the message of freedom and change to the 
  disenfranchised and downtrodden. He speaks eloquently 
  and his writings inspire others to action. While the voice of 
  the	revolution	may	not	fight	on	the	frontlines,	he	is	at	the	
  forefront of battles for the hearts and minds of the people.
   
  The Pen is Mightier than the Sword (Ex): A voice 
  of the revolution is able to produce eloquent writings that can 
  inspire others to action. At 1st level, a voice of the revolution 
  can	create	an	elegantly	worded	text	to	influence	the	attitudes	
  of people who read it. The voice of the revolution must 
  construct a piece of writing with a call to action, which 
  
  3
  requires at least 4 hours of uninterrupted writing. He then 
  makes a Linguistics check and makes a request of the reader. 
  Any creature who reads the writing is treated as though 
  the	voice	of	the	revolution	had	attempted	to	influence	his	
  attitude	with	a	Diplomacy	check,	but	using	the	Linguistics	
  check	in	place	of	Diplomacy.	The	reader	is	then	treated	as	
  though the voice of the revolution had made the request 
  made in the writing, and acts in accordance with his newly-
  influence	attitude	towards	the	voice	of	the	revolution.	
   
  This ability replaces the fascination class feature.
   
  Declarations (Ex): A voice of the revolution has 
  the ability to pen words with the power to galvanize the 
  public	and	fill	them	with	power.	At	9th	level,	a	voice	of	the	
  revolution can create a single declaration which, when read, 
  inspires those reading it. When created, the voice of the 
  revolution chooses what kind of message the declaration will 
  carry. The declaration can either be inspiring, granting those 
  who read it a +2 morale bonus on attack rolls and weapon 
  damage for 24 hours, or be cautionary, granting a +2 morale 
  bonus on AC and saving throws for 24 hours. A creature can 
  only	be	affected	by	a	single	declaration	at	any	given	time,	
  and declarations lose their magic after 24 hours after being 
  written by the voice of the revolution. Using this ability 
  requires at least 1 hour of uninterrupted concentration and 
  consumes 2 rounds of bardic performance.
   
  This ability replaces the inspire greatness class 
  feature.
   
  Rebel Cry (Ex): A voice of the revolution can scream 
  a rallying cry in a desperate hour in order to excite others 
  to aid him in his cause. At 10th level, as a standard action, 
  the voice of the revolution can make a special rallying cry 
  by expending 1 round of bardic performance. If he does, 
  all non-hostile creatures within 30 feet who can see and 
  hear the voice of revolution must succeed on a Will save 
  (DC	10	+	1/2	the	voice	of	the	revolution’s	level	+	the	voice	
  of	the	revolution’s	Charisma	modifier)	or	attack	the	voice	
  of the revolution’s enemies for 1 minute, doing their best to 
  contribute to the downfall and defeat of those enemies using 
  whatever means are available to them, but without taking 
  obviously	suicidal	risk.	This	ability	has	no	effect	if	there	are	
  no obvious enemies of the voice of the revolution. 
   
  This ability replaces the jack-of-all-trades class 
  feature.
   
  Rebel Song (Ex): The greatest voices of the 
  revolution can compose wondrous pieces of music which 
  inspire those who would take up the tune. At 20th level, the 
  voice of the revolution composes a single song, which can be 
  performed	by	a	creature	as	a	standard	action	by	making	a	DC	
  20 Perform (sing) check. Creatures who hear this song are 
  greatly inspired to rebel against a single group or individual. 
  Creatures inspired by this song receive a +4 morale bonus to 
  attack rolls, weapon damage rolls, and saving throws made 
  against that individual or members of that group for 1 minute 
  after hearing the song. 
   
  When he composes this song, the voice of the 
  revolution makes a special Perform check which determines 
  the distribution of the song. A successful Knowledge (local) 
  check (or Knowledge [history] check, if the voice of the 
  revolution	is	deceased)	is	required	to	learn	the	song.	The	DC	
  to learn the song is equal to 40 – the special Perform check 
  made as part of this ability. A voice of the revolution may only 
  have one rebel song active at a time. Once per month, he may 
  create a new rebel song, but this replaces the previous rebel 
  song,	which	ceases	to	provide	any	benefits.
   
  This ability replaces the deadly performance class 
  feature.
  Street Fighter (Brawler)
   
  Not all rebels and revolutionaries are noble heroes 
  or soldiers—some are common people on the street who 
  are simply sick of a failing system. These street toughs are 
  often thought of as little more than punks and gangsters, 
  petty criminals and minor threats, but in fact the street 
  fighter	is	the	voice	and	fist	of	the	common	man.	These	able	
  combatants are known to inspire others to their cause, and 
  using	effective	swarm	beating,	they	smash	oppressive	regimes	
  into the ground, doing away with the corrupt and unjust to 
  make way for a new generation of progressive radicals to set 
  things right.
   
  Hooligan (Ex):	Street	fighters	are	a	rambunctious	
  lot with a head for combat. At 1st level, whenever the street 
  fighter	suffers	damage,	she	gains	a	+1	moral	bonus	to	attack	
  
  4
  and damage rolls against the creature that damaged her for 1 
  round. At 6th level, this bonus increases to +2; at 10th level, 
  it increases to +3; at 12th level, it increases to +4; and at 20th 
  level, it increases to +5.
  	
  This	ability	replaces	the	martial	flexibility	class	
  feature.
   
  Swarm Beating (Ex):	A	street	fighter	is	an	expert	on	
  ganging up on her enemies in order to quickly dispatch cruel 
  and oppressive individuals. At 2nd level, whenever a creature 
  attacks	a	creature	that	was	damaged	by	the	street	fighter	
  during	the	street	fighter’s	last	turn,	the	attacker	gain	a	+1	
  morale bonus to damage against the target for each successful 
  hit	the	street	fighter	had	against	that	target	during	her	last	
  turn. 
   
  This ability replaces the bonus combat feat gained at 
  2nd level. 
   
  Incite Riot (Su):	Street	fighters	like	to	fight,	and	
  they like it best when others join them in their struggles. At 
  11th	level,	whenever	the	street	fighter	confirms	a	critical	hit,	
  all non-hostile creatures within 30 feet who are not engaged 
  in	combat	and	who	can	clearly	see	and	hear	the	street	fighter	
  must	succeed	on	a	Will	save	(DC	10	+	1/2	the	street	fighter’s	
  level	+	the	street	fighter’s	Charisma	modifier)	or	be	filled	with	
  an intense lust for battle against the critically hit creature. 
  Those who fail this save are compelled to attack the target to 
  the best of their ability for 1 minute. 
   
  This ability replaces the bonus combat feat gained at 
  11th level.
  Minuteman (Gunslinger)
  	
  These	gunslingers	are	specifically	trained	to	be	ready	
  for action and have received specialized training geared 
  towards	fighting	in	difficult	conditions.	They	use	surprise	
  tactics to overwhelm their often better armed and better 
  trained opponents. Masters of guerilla tactics, these freedom 
  fighters	use	their	skills	to	devastate	their	foes	and	help	the	
  oppressed.
   
  Deeds: A minuteman has special tricks and skills 
  she uses to defeat more traditionally trained foes through 
  sheer grit and preparedness.
   
  At a Moment’s Notice (Ex): The minuteman is always 
  ready	for	a	fight	at	a	moment’s	notice.	As	long	as	she	has	
  at least 1 point of grit, the minuteman gains a +6 bonus to 
  initiative	checks	and	is	never	considered	flat-footed	during	a	
  surprise round. Additionally, by expending 1 point of grit, she 
  can act during a surprise round, even if she was not aware of 
  the threat beforehand. If she does, she acts at the end of the 
  surprise	round,	but	her	initiative	is	otherwise	unaffected.	
   
  This ability replaces the gunslinger’s dodge deed.
   
  Ambush Shot (Ex): At 3rd level, a minuteman is 
  skilled at taking shots at unaware opponents in order to 
  put	an	end	to	battles	quickly.	During	a	surprise	round,	the	
  minuteman may expend 1 point of grit. If she does, her next 
  attack, if successful, is automatically considered a critical 
  threat. 
   
  This ability replaces the utility shot deed.
   
  Guerilla Warfare (Ex): A minuteman is skilled at 
  moving through underbrush and over rocky terrain in service 
  to	her	fight	for	freedom.	At	7th	level,	as	long	as	she	has	at	
  least	1	point	of	grit,	she	may	move	through	difficult	terrain	at	
  her full speed, though she may not run or charge.
   
  This ability replaces the startling shot deed. 
   
  Whites of Their Eyes (Ex): Minutemen are specially 
  trained	to	hold	their	fire	until	it	is	most	effective.	At	11th	
  level, as long as she has at least 1 point of grit remaining, the 
  minuteman does not provoke attacks of opportunity for using 
  a	firearm	while	threatened.	Additionally,	she	may	spend	1	
  point of grit in order to cause any attack she makes against an 
  adjacent	creature	with	a	firearm	to	automatically	knock	that	
  creature 5 feet backwards. 
   
  This ability replaces the bleeding wound deed.
  Face of the Revolution (Swashbuckler)
  	
  Every	rebellious	conflict	has	its	heroes,	but	some	
  go a step further, becoming living myths that embody the 
  very spirit of the causes they serve. These real-life legends 
  are the faces of the revolution, more than mere men and 
  women, these personalities transcend individual identity, 
  inspiring others and lending credibility to their cause. Often 
  the true identity of a face of the revolution is hidden from the 
  public and carefully protected by artful subterfuge and clever 
  disguises. Some faces of the revolution become well-known 
  public	figures	and	are	heroes	of	the	people,	while	others	are	a	
  whispered rumor and a mask, striking fear into the hearts of 
  tyrants even as they provide hope for the oppressed. 
   
  Class Skills: A	face	of	the	revolution	gains	Disguise	
  (Cha) as a class skill.
   
  Persona (Ex): All faces of the revolution have a 
  second persona which they can adopt at will, choosing 
  to become something more than they are and serving as 
  a symbol of their chosen cause. At 1st level, a face of the 
  revolution chooses a single persona which she can adopt 
  by	spending	1	minute	getting	into	character.	Dropping	the	
  persona requires a similar 1 minute period of cooling down 
  and refocusing on her ordinary life. While in her adopted 
  persona,	she	gains	a	circumstance	bonus	to	Bluff,	Diplomacy,	
  and	Intimidate	checks	equal	to	1/2	her	level.	A	face	of	the	
  revolution’s persona is considered a separate person, often 
  with a separate name; as such, Knowledge checks made 
  about the face of the revolution and her persona are made 
  separately, and Knowledge checks made about one will not 
  reveal information about the other unless that information 
  is publicly known. Similarly, spells used to scry on the face of 
  the revolution or her persona must be used to target one or 
  the other, and attempting to scry on the face of the revolution 
  while she has assumed her persona, or on her persona after 
  she has ceased assuming it, reveals nothing. 
  
  5
   
  As her fame grows, the face of the revolution’s 
  persona takes on a life of its own, granting her greater powers. 
  At 5th level, the face of the revolution gains a +2 morale 
  bonus to attack and damage rolls. At 10th level, the face of the 
  revolution’s persona grants a +4 circumstance bonus on Will 
  saving throws, as mental attacks have trouble distinguishing 
  between the face of the revolution’s actual mind and her 
  persona. At 15th level, the face of the revolution’s fame 
  becomes widespread, causing creatures that would have 
  a friendly disposition towards the face of the revolution’s 
  persona to instead have a helpful disposition, while creatures 
  with an unfriendly disposition instead become hostile. At 
  20th level, these bonuses are all doubled.
  	
  This	ability	replaces	the	swashbuckler	finesse	class	
  feature.
   
  Deeds: A face of the revolution has access to certain 
  deeds unique to her profession.
   
  Speak the Revolution (Ex): At 1st level, a 
  swashbuckler can spend 1 panache point when she makes a 
  Bluff,	Diplomacy,	or	Intimidate	check	in	order	to	roll	1d6	and	
  add the result to the check. She can do this after she makes 
  the check, but before the result is revealed. If the result of the 
  d6 roll is a natural 6, she rolls another 1d6 and adds it to the 
  check. She can continue to do this as long as she rolls natural 
  6s,	up	to	a	number	of	times	equal	to	her	Charisma	modifier	
  (minimum 1).
   
  This ability replaces the derring-do deed.
   
  Show Combat (Ex): At 3rd level, a face of the 
  revolution can expend 1 point of panache in order to fascinate 
  a	number	of	creatures	equal	to	her	Charisma	modifier	for	1	
  minute.	A	successful	Will	save	(DC	10	+	1/2	the	face	of	the	
  revolution’s level + the face of the revolution’s Charisma 
  modifier)	negates	this	effect.	Additionally,	as	long	as	the	face	
  of the revolution has at least 1 point of panache remaining, 
  for every 1 minute of combat she takes part in, she may make 
  a	special	Diplomacy	check	against	all	creatures	who	can	see	
  and	hear	her	as	a	free	action	to	influence	their	attitudes.	As	
  always,	using	Diplomacy	against	hostile	creatures	and	those	
  who	mean	to	do	you	harm	is	generally	ineffective.	
   
  This ability replaces the menacing swordplay deed. 
   
  Pass the Mantle (Ex): At the height of their fame, 
  the face of the revolution can pass the torch of her persona on 
  to another creature. At 20th level, the face of the revolution 
  can bestow her persona ability upon another creature, who 
  also gains this ability. While the face of the revolution can 
  still choose to assume her persona, doing so prevents another 
  creature	from	benefiting	from	the	persona.	
   
  This ability replaces the swashbuckler weapon 
  mastery class feature. 
  
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may 
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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 all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not 
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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 breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of 
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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 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. 
  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
   
  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 freedom bomber, an 
  alchemist archetype with an explosive twist on the 
  mutagen, and which specializes in using bombs and 
  demolishing buildings to get his message across, the voice 
  of the revolution, a bard archetype with glorious ideals of a 
  free society, who proves that the pen is mightier than the 
  sword with stirring declarations that can be spread throughout the 
  populace to win their hearts and minds, the street fighter, a 
  brawler archetype who incites widespread violence wherever he goes, 
  and is always looking for a reason to get into a scrap, the 
  minuteman, a gunslinger archetype with a militia background who 
  minuteman, a gunslinger archetype with a militia background who 
  knows how to strike fast and hard, and disappear before the enemy 
  can regroup, and the face of the revolution, a swashbuckler archetype 
  with a dashing flair and a heroic persona, which allows them to 
  inspire the populace while at the same time avoiding retribution 
  from those they fight.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Rebellious Archetypes Volume I.pdf