Clerics are in a somewhat tricky position when it comes to Anarchy. Quite often, the portfolio of a deity would seem to be neutral to Anarchism, and some would seem to be otherwise naturally compatible. However, the priesthood is often strongly allied with the local government power structure, and may indeed be the local government. Thus, Anarchist clerics often find themselves in opposition to the local religious establishment, albeit on political, rather than doctrinal, grounds. Occasionally, there are Deities that specifically include rebellion and Anarchy in their portfolio. Clerics of these Deities are, not surprisingly, more likely to be Anarchists.
Complementary archetypes for the Anarchist Cleric include the Evangelist, Merciful Healer, and Separatist Anarchist Clerics are typically not Cloistered Clerics or Crusaders. The exclusively Anarchist cleric archetype is the Street Parson. Street parsons are activists, community organizers, and ministers to the poor and downtrodden. They are less concerned with raw magical power and the finer points of theology, and more concerned with strengthening community ties.
Alternate Class Abilities
Weapons & Armor Proficiency– Parsons are proficient with all simple weapons and light armor. They are not proficient with shields. Parsons are also proficient with the favored weapon of their deities.
Diminished Spellcasting– A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.
Class Skills– Bluff, Knowledge (local), Diplomacy, Escape Artist, and Stealth are all class skills for a parson.
Community Ties– Parsons add a competence bonus of half their level (minium of +1) to their Knowledge (local) and Diplomacy checks. They also start with a starting attitude one better than normal when dealing with lower class civilians.
Community Empowerment– A Parson may divert her normal channeling energies. When channeling healing energy, the Parson may instead have the creatures affected gain a channel bonus on Escape Artist checks, CMB checks to escape a grapple, and saving throws against becoming entangled, paralyzed, or slowed. When channeling harmful energy, the affected creatures are slowed (as slow) until the end of your next turn. These abilities are identical to the variant channel abilities of the Freedom domain. If the Parson has chosen the Freedom domain, and you are using Variant Channeling rules, the bonuses for the healing are doubled, and the slow of the harmful channeling is extended to two turns.
Community Blessing– At 8th level, a parson gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the parson may confer the effects of a single harmless spell with a range of touch to a number of creatures equal to half her cleric level. The spell’s range remains touch, so all intended recipients must be within the parson’s reach when the spell is cast. Using the community blessing expends the prepared spell, but it also requires the crusader to sacrifice another prepared spell three levels higher, as when spontaneously using a cure or inflict spell. The higher-level spell is not cast but is simply lost, its magical energy used to power the parson’s blessing.