Path of the Black Flag- Anarchist Traits

Anarchist traits are background traits commonly held by Anarchists. Not all Anarchists necessarily need to have one of these traits, nor does a character necessarily need to be an Anarchist if they have one of these traits. There is simply a large overlap between people who are Anarchists, and people who have these traits.

  • CollectivistYou believe governments unfairly divide up resources, and allow the greedy to hoard them. You believe Anarchism is best achieved by everyone sharing their possessions and property. ‘From each according to their ability, to each according to their need.’ You gain a +1 trait bonus on attack and AC rolls you make involving teamwork feats. Not compatible with Individualist or Free Marketeer.
  • EgalitarianYou believe in equal rights for all, regardless of race, creed, color, gender, or social class. You may find one aspect of discrimination to fight against, but there is no discrimination you condone. Choose an ethnic group, race, or gender that suffers discrimination (in most games, this will include women, the transgendered, and LGBTQ. Just because society has made gains doesn’t mean there still isn’t discrimination.) When you use aid another with a person who is a member of your chosen group, the bonus they receive goes up from +2 to +3.
  • EnvironmentalistYou believe the greatest crime of the State is the way it helps facilitate the destruction of wild spaces. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you. Note: This trait has the same bonuses as the Savage social trait, and does not stack with that trait.
  • Free MarketeerYou believe the greatest crime of the State is the way it interferes with people peacefully coming together to trade. You receive a +1 trait bonus to sense motive checks you attempt while bargaining for the price of goods. You receive a +1 trait bonus to bluff checks in regards to bootlegging, smuggling, and other illegal mercantile transactions. Not compatible with Collectivist or Illegalist.
  • IllegalistYou take what you want and break the law. You don’t feel the need to justify yourself, because the very act of making the laws you break is illegitimate.You may be good, or evil, but in either case you have no respect for the law. You gain a +1 to any skill check in the commission of a crime. The crime must be against the laws of a currently existing government, and must be on the territory of, or against a person of, that government. Not compatible with Mutualist, Platformist, Syndicalist or Free Marketeer.
  • IndividualistYou believe that personal freedom and autonomy are the most important things in life, and government is a direct threat to them. You gain a +1 trait bonus to attack and AC when no one is aiding you, and you are not benefiting from teamwork feats. Not compatible with Collectivist.
  • InsurrectionistYou believe that formal Anarchist organizations are counter-productive, and that the best way to achieve Anarchy is to participate in and help spark general insurrections. You reject guilds and federations for informal organization and small affinity groups. You gain a +1 bonus on attack rolls against non-Anarchist intelligent creatures. Not compatible with Mutualist, Syndicalist or Platformist.
  • MutualistYou believe the best way to achieve liberty is to establish institutions of mutual aid, whether as mutual banks, farmer cooperatives, or some similar scheme. When you have an equal share in an investment (in essence, form a cooperative) the returns for a normal year are doubled, for each investor. If you have a breakout year, that doubled return is what is multiplied. Not compatible with Insurrectionist or Illegalist.
  • PacifistYou think the worst thing that States do is wage war, and you reject war as a tool of tyranny. In combat, you gain a +1 dodge bonus to AC until you make an attack.
  • PlatformistYou are part of, or a great admirer of, an Anarchist movement that suffered a great defeat. In an attempt to learn from the mistakes of that movement, you emphasize methods of organization for Anarchists of the same type and of different types working together. You gain a +1 in all diplomacy checks dealing with other Anarchists. Not compatible with Insurrectionist or Illegalist.
  • PhilosophicalYour studies in law, philosophy, and history have led you to conclude that the State has no legitimate right to exist. You gain a +1 trait bonus when using Diplomacy to persuade others, and a +1 to all will saves. Not compatible with Poetic.
  • PoeticYour artistic background and delving into esoteric lore let you to question the basic tenets of the philosophies that most people accept without question. You gain a +1 trait bonus on bluff checks against people and creatures with a non-artistic background , and a +1 trait bonus to all will saves against non-Anarchist creatures and effects.. Not compatible with Philosophical.
  • Religious MysticYour understanding of your religion leaves you to believe that the State is incompatible with it, even if the mainstream organization of the religion disagrees. You gain a +1 trait bonus to all will saves against non-Anarchist creatures and effects, and a +1 trait bonus to AC against Lawful outsiders.
  • SyndicalistYou believe in, and support trade unions.You were raised in a family with strong ties to a profession, and are immersed within the guild culture of that profession. Choose one profession or craft skill as a class skill, and gain a bonus rank in it. Gain a +1 in diplomacy checks with people in that same profession or craft. Not compatible with Insurrectionist or Illegalist.
  • TechnotopianYou believe that true freedom comes from sufficiently advanced technology, and that technology will make government and hierarchy obsolete. Choose one craft skill as a class skill, and gain one bonus rank in it. Gain a +1 in diplomacy checks with intelligent constructs. Not compatible with Environmentalist.
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