Path of the Black Flag- Revolutionary Strategy

The structure of a simple guerrilla warfare or...
The structure of a simple guerrilla warfare organization (Photo credit: Wikipedia)

The revolutionary strategy is simple, if not easy. Anarchists want to destroy government (all governments theoretically, but usually one government at a time.) How do you destroy a government? You raise an army and fight it.

While that is the broad strategy, the tactics of Anarchists differ from the tactics of other armies. Anarchist armies are usually at a great disadvantage when it comes to numbers, training, and resources. So, they must adapt to those limitations. Instead of fighting the government forces head on, they prefer sneak attacks, hit-and-run maneuvers- in short, guerilla tactics. It’s all about weakening the enemy, disrupting their logistics and intelligence, so that when you do attack them, their size, resources, and training can’t help them.

While the Revolutionary strategy is one of the most commonly used Anarchist strategies, second only to the Trade Union strategy, it is least popular among the great Anarchist thinkers and theorists. The theorists dislike it because it is so easy for an Anarchist revolution to forget, compromise on, and betray its original reasons for existence. Many Anarchists philosophers see the very act of forming an army, even to to fight governments, as perpetuating the problems of government. They feel the temptation for the Anarchists commanders, and their soldiers, to give up control after they win would be too great. Still, from many Anarchists it is the most familiar, most comfortable form of resistance they know, so Anarchist revolutions keep happening.

It should be noted that Anarchist revolutions rarely happen in a vacuum, during peacetime, and rarely on their own. Most often, they are part of a more general revolt or war against another government. If a civil war breaks out, or if most of the army is away fighting some other power- that is when an Anarchist revolution is most likely to occur.

Path of the Black Flag- Insurrection Strategy

English: "Famous whiskey insurrection in ...
English: “Famous whiskey insurrection in Pennsylvania”, an illustration from Our first century: being a popular descriptive portraiture of the one hundred great and memorable events of perpetual interest in the history of our country by R. M. Devens (Springfield, Mass, 1882). (Photo credit: Wikipedia)

Those who hold with the insurrection strategy believe that the governments and hierarchy will not simply dissolve peacefully, or whither away. Like those who hold with the revolutionary strategy, they believe that governments, institutions borne of violence, will not disappear without their violent destruction. Where the insurrectionists differ with the revolutionaries, however, is how this violence is to be carried out.

Insurrectionists are skeptical of organizations, even nominally horizontal ones. They see the structure of most revolutionary groups as simply a new hierarchy trying to replace an old one. Instead, insurrectionists favor informal networks of affinity groups. They reject calls ‘movement building’ and ‘consciousness raising’ in favor of immediate and direct action.

Given this informal and decentralized strategy, there are few constants between different insurrectionist affinity groups. However, some points of insurrections strategy are usually held in common. These are:

  • Attack– The best way to get your point across, to protest against the abuses and tyranny of the government, is to attack it. Do not rely on peaceful protests, or propaganda of words. Only action will do. Do not allow your struggle to be mediated, pacified, accommodated, modified, or sacrificed for someone else’s larger plan.
  • Everyday Insurrection– Rebel against tyranny every day. Most of these rebellions will be modest, and won’t succeed. Do not wait for when you are sure to succeed, for that ‘perfect moment of rebellion’. You will never be sure of success, and that perfect moment will never come. Every attempt, every small act of rebellion, is not a failure if it doesn’t bring out Anarchy right then and there. It is instead better thought of as practice. Do it until it sticks.
  • Self-managed Struggle– Don’t wait for others to show you how to be the perfect Anarchist. Don’t sign up to the a soldier in someone else’s Anarchist army. Fighting for someone else’s plan is a good way to find yourself fighting for things that others want, and not what you want. Do what you can, and what you like, when you can, and when you like, right now.
  • Temporary trumps Permanence– Long-running, durable groups are dangerous. They have a tendency of growing rotten and toxic, and become more interested in maintaining and strengthening the group, as opposed to further the goals the group was originally formed to further. Keep your organizations small, temporary, and dedicated to a concrete purpose.
  • Fight for the Individual, and for Society– Insurrectionists fight to liberate themselves, and for other individuals. However, they recognize that the only way for an individual to be free is from the individual to exist in a society that does not have hierarchy. Do not fight against a specific king- fight against the concept of Kings. Do not fight against a specific boss- fight against the concept of Bosses.

Path of the Black Flag- Dual Power Strategy

The Dual Power strategy seeks to overthrow the current government, not by fighting them, but by out performing them, providing services the government is supposed to provide in a better fashion, or providing services for people that want them, that the government has forbidden.

Sometimes this strategy is adopted out of necessity. If the government is unwilling or unable to help a group of people, quite often those people will help themselves, even if it means breaking the laws of that government to do so. When that group of adventurers agreed to help that town with their bandit problem, because the corrupt local sheriff didn’t think the town deserved protection? Dual power in action. Later on, when those same adventurers escorted that cleric who ventured into the beggar’s quarter of the city to treat the plague, even though the city government had quarantined that part of the city? Dual power again.

Other times, this strategy is adopted less as a conscious decision to wrest power from the State, and more as a decision to fill a need, and profit while doing so. Smugglers, black marketeers, and bootleggers are all engaging in commerce without the permission of the government. Have your characters always visited customs when entering another kingdom? Do they always report every copper piece they loot from a dungeon treasure hoard to the proper tax authorities? While Anarchists can and do engage in this sort of activity as part of a conscious dual power strategy, quite a few who do have no strategy or philosophy other than to make as much gold as possible.

The theory behind this strategy is that, at its core, governments present themselves as service providers for their citizens. The promotes the idea that they are the only ones who can provide the services, and that if they don’t provide the service, or prevent you from getting the service, that’s for your own good. The Dual Power strategy shows that idea to be a lie. When people learn that it is a lie (so the theory goes), that they don’t need the government to get what they want or need, and in fact can get it more easily without the government than with it, then support for the government will fall, and with it the government itself.

Path of the Black Flag- Vonu Strategy

Vonu is a philosophy of voluntary exclusion. Practitioners of the philosophy believe that the best way to not be coerced is to remove yourself from the influence of coercion. To vonu is to disappear into a wilderness, either rural or urban, either alone or with a small group of like-minded people, and live a life of freedom and peace. As might be expected, this strategy is most popular with Anarchists of the Vonu archetype.

This is not as easy as it sounds. Finding a place that you can live in, that is not claimed by someone else, is not easy. It is considerably less easy when you consider the number of intelligent being capable of claiming property in a fantasy setting. It’s hard enough to find a place out of sight of all humans, elves, dwarves, gnomes, etc., without throwing bugbears, dragons, and nixies into the mix.

And let us say that the vonu settlement, well-hidden though it is, is discovered and attacked by, say, a horde of goblins. What are the vonu Anarchists to do? If they were normal adventurers, or colonists, the answer would be simple: fight back, destroy or drive off the goblins. If it came up that the goblins actually claim the land as theirs, the regular adventurers would simply claim it for themselves through right of conquest, or say that the claims of the goblins were invalid because they were ‘evil’ (more likely, because they weren’t human or demi-human.)

Anarchists can’t (or at least usually won’t) do that. They won’t steal land from people, even from goblins. Even if they don’t believe in property, they wouldn’t deprive the goblins of its use. Self-defense is (usually) allowed, but they will not conquer the goblins, nor allow the goblins to conquer them. So they must live by stealth and subterfuge, keeping out of the way of all others.

While most vonu settlements are in wilderness settings, it is possible to have one in an urban setting. This usually involves ‘squatting’ in abandoned buildings and tunnels. Surprisingly, this method is no more difficult (if no more easier) than a wilderness vonu. While they may be physically closer to to city guards and rulers, the attention of those people is more often than not focused on the outside and outside threats, not on the inside of the city.

Path of the Black Flag- Sorcerer

Sorcerers have less problems being Anarchists than most other classes, especially Wizards. They have no particular allegiance to leaders or institutions, since their magic comes from within, due to their bloodlines. In fact, depending on how alienated the Sorcerer is from her society due to her ‘otherness’, she might be more likely to be a Sorcerer than most. While any bloodline might be found in an Anarchist Sorcerer, those with the Protean bloodline might find themselves drawn to Anarchy, for philosophical reasons.


Path of the Black Flag- Equipment

Outfit, Punk‘s (Price: 1 gp, Weight: 3 lbs.)–  Typically worn by urban youth (and those young at heart), these clothes are deliberately provocative, violating mainstream rules of fashion and ‘good taste’. Highly individualistic often borrowing bits from other types of outfits. Often designed to deliberately violate any local sumptuary laws.

Patch, Decorative (Price: 1 sp, Weight: n/a)- Small pieces of thick cloth, sometimes leather, either crudely embroidered or painted. Originally designed to simply mend holes in clothing, decorative patches are often bright and colorful, depicting slogans (often rude ones) or mascots (again, often rude ones.) A way of showing affiliation to a political movement, philosophical position, or fan group.

Copper Wonder– (Price: 1 cp, Weight: n/a) Crudely printed periodicals, cheaply made and cheaply sold. Contents range from muckraking journalism, to personal journaling, to political screeds, to pornography.

Printing Press, Portable– (Price: 50 gp, Weight: 30 lbs.) Contains a small printing press, metal movable type, and a set of small silk screens. Ink, paper, and fasteners sold separately.


Path of the Black Flag- Slayer


Hunters of men, many Anarchists feel somewhat uncomfortable with the ideas of slayers in their midst. In an ideal Anarchist society, they feel, Slayers would not exist. Most Anarchist, however, recognize that they don’t live in an ideal Anarchist society, and so reason that if Slayers exist, they might as well be Anarchist, as opposed to not being Anarchists.

Anarchist Slayers favor the Cleaner, Cutthroat, and Vanguard archetypes. Some gods of Anarchy employ Deliverers. Anarchists are almost never Bounty Hunters (the rare exception to this might be in an already-Anarchist society, operating along Free-Market principles) and are only rarely executioners.

The Anarchist Slayer archetype is the Tyler. They act as security directors and sergeant-at-arms for secret societies and clandestine organizations. They also target those who have done harm or pose a threat to those societies and organizations.


Alternate Class Abilities

Studied Location- If the tyler is familiar with an area, they are able to predict the most likely avenues of an ambush, and develop an almost supernatural sense in sniffing them out. It takes a Tyler at least one minute to become familiar with an area if they visit it in person, or ten minutes of study if they are looking at detailed and accurate maps (it is up to the GMs discretion as to how detailed and accurate.) When these conditions are met, the Tyler adds ½ her level to her perception skill (minimum of 1) to avoid being surprised. This replaces Track.

Bodyguard– At 2nd level, the Tyler gains bodyguard as a bonus feat, even if she does not have the prerequisites for it. This replaces the slayer talent at 2nd level.

Combat Patrol- At 6th level, the Tyler gains combat patrol as a bonus feat, even if she does not have the prerequisites for it. This replaces the slayer talent at 6th level.

Path of the Black Flag- Wondrous Items

Copper Wonders

Copper Wonders are small, cheaply made booklets run off of printing presses. Popular entertainment for the working classes and often subversive, they are a favorite of many Anarchists.

  • Copper Wonder of Hiding (Price 5760 gp; Aura faint transmutation; CL 4th, weight n/a)  This slim volume of writing and art has a curiously blank panel in it. Once per day, using the command word, up to eight people and their equipment are transported to an an extra-dimensional space that is outside the usual multiverse of extra-dimensional spaces. Creatures in the extra-dimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size).  They appear as drawings filling in the previously blank panel. People in the extradimensional space may see out of it as if it was a 3-foot-by-5-foot window. Spells cannot be cast across the extra-dimensional interface, nor can area effects cross it. While People looking through the copper wonder may see panel, the people in it aren’t perceived as moving, and are ‘drawn’ in the style of the rest of the copper wonder. The duration of the extradimensional space is a maximum of 4 hours. Anything inside the extra-dimensional space drops out when the spell ends. (Construction Requirements: 2880 gp, craft wondrous item feat, Rope Trick)
  • Copper Wonder of Spoilers (Price 20,160 gp; Aura medium divination; CL 7th; weight n/a) When found, the copper wonder is blank. The user must possess it for 24 hours to attune it to herself. After that, it start narrating her life, in graphic novel format. The copper wonder covers about one week of her life- as new things happen, older pages at the front disappear, and new blank pages appear at the back, and begin to be filled in. Once per day, the bearer may use the copper wonder to cast Divination. The results of the spell are displayed in the pages. (Construction Requirements: 10,080 gp, craft wondrous item feat, Divination)


Patches are small pieces of cloth, originally intended simply to mend holes in clothing, but now popular among Anarchists and other as means of decoration and showing affiliation to various causes and groups. Patches may be enchanted, just like anything else of sufficient craftsmanship. In order for the magic of a patch to be accessed, it must be affixed to an article of clothing, and that clothing must be worn. This turns the article of clothing itself into a wondrous item, for the purpose of filling slots. A patch may also be removed from an article of clothing, and affixed to another one, transferring the enchantment. Once the patch is removed from an article of clothing, the article no longer carries the enchantment until another patch is affixed to it.

Patches may only imbue a non-magical piece of clothing with an enchantment. A patch may be put on a magical piece of clothing, but the magic of the patch will be suppressed until removed.

  • Patch of Protection(Price 24,000 gp; Aura faint abjuration; CL 4th, Weight n/a) This patch has a continuous Protection from Law cast upon it, giving anyone wearing it affixed to their clothing the benefits of that spell. Three times per day, the wearer may cast Protection from Law, Communal. This gives the wearer up to 12 minutes of Protection from Law that may divided up among targets touched, in minute increments. (Construction Requirements: 12,000 gp, craft wondrous item feat, protection from law, communal protection from law)
  • Patch of Resistance– (Price varies; Aura faint abjuration; CL 5th; Weight n/a) This patch offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). (Construction Requirements: +1 bonus 500 gp; +2 bonus 2,000 gp; +3 bonus 4,500 gp; +4 bonus 8,000 gp; +5 bonus 12,500 gp Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus)
  • Patch of Passing (Price 2250 gp; Aura faint universal; CL 3rd, weight n/a) Created for dilettantes and those who have trouble making up their mind, this patch may change itself to resemble any other patch the wearer has seen. All this takes is a mental command from the wearer. The patch will remain the image of its last command, until change. The patch has 50 charges. After the last charge is used, the patch is stuck in the last commanded image. (Construction Requirements: 1125 gp, craft wondrous item feat, prestidigitation)
  • Patch of Disobedience(Price 12,000 gp; Aura faint enchantment, CL 3rd, weight n/a) The patch bears the stylized visage of a shouting, angry person. The wearer of the patch project as continuous spell of Disobedience around the wearer, at a radius of 35’. (Construction Requirements: 6000 gp, craft wondrous item feat, disobedience)
  • Patch of the People (Price 36,000 gp ; Aura medium enchantment, CL 5th, Weight n/a) Three times per day, this patch lets the wearer cast Power to the People, centered on herself, for 5 rounds each time. (Construction Requirements: 18,000 gp, craft wondrous item feat, Power to the People)
  • Patch of liberation (Price 21,600 gp; Aura Medium Transmutation, CL 5th, weight n/a) Twice per day, using the command word, the wearer of this patch may cast Knock. Once per day, using the command word, she may cast Liberation, Mass. (Construction Requirements: 10,800 gp, craft wondrous item feat, knock, Mass Liberation)
  • Patch, Grey Flannel (Price 6000 gp, Aura faint illusion, CL 5th, weight n/a) This patch has 50 charges. Each use makes the wearer blend in with the crowd, be they peasants, guardsmen, tradesmen, savages, whomever. Each charge lasts 30 minutes. After the last charge is used, the patch ceases to work. (Construction Requirements: 3000 gp, cast wondrous item feat, Disguise Self)
  • Memorial Patch (Martyr I Price 10,800 gp; Aura medium necromancy; CL 5th; weight n/a; Martyr II Price 20,160 gp; Aura medium necromancy; CL 7th; weight n/a; Martyr III Price 32,400 gp; Aura medium necromancy; CL 9th; weight n/a; Martyr IV Price 47,520 gp; Aura medium necromancy; CL 11th; weight n/a; Martyr V Price 65,520 gp; Aura strong necromancy; CL 13th; weight n/a; Martyr VI Price 86,400 gp; Aura strong necromancy; CL 15th; weight n/a; Martyr VII Price 110,160 gp; Aura strong necromancy; CL 17th; weight n/a) This patch carries the stylized visage of a fallen hero to Anarchism. Once per day, the wearer may speak the command word summon an Anarchist martyr (or martyrs, depending on how the ability is used), as the spell Summon Martyr. The duration of the summoning depends on the quality of the patch. Typical the duration is 5 rounds for a Memorial Patch I, 7 rounds for Memorial Patch II, 9 rounds for Memorial Patch III, 11 rounds for Memorial Patch IV, 13 rounds for Memorial Patch V, 15 rounds for Memorial Patch VI, and 17 rounds for Memorial Patch VII. (Construction Requirements: Martyr I 5400 gp, Martyr II 10,080 gp, Martyr III 16,200 gp , Martyr IV 23,760 gp, Martyr V 32,760 gp, Martyr VI 43,200 gp, Martyr VII 55,080 gp, craft wondrous item feat, Summon Martyr I-VII)


  •  Ring of Anarchy– (Price 1,500 gp; Aura faint universal, faint illusion; CL 8th; Weight–) A ring of black metal, with the symbol of Anarchy picked out on the face with red jasper. The wearer can, as a standard action, embed this symbol on any object (as if using Mark of Anarchy) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The mark is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell. Once per day, the wearer may cast Mark of Anarchy, Greater once per day. (Construction Requirements– 750 gp materials, forge ring feat, Mark of Anarchy & Greater Mark of Anarchy)
  • Inexhaustible Printing Press (Price 18,000 gp; Aura faint transmutation; CL 9th; Weight 30 lbs) This item looks like an over-sized and over-engineered printing press. It will duplicate any media put into it- copper wonders, shirts, patches, books, etc.- at a rate of six copies per round. The total amount of original material that can be duplicated  must be less than ½ a cubic foot. If the original is magical, the magic will not be transferred to the duplicates, and while the duplicates will be recognizable as a copy, the copies will not be hard to tell from the original.  In order for the Printing press to function, it must be fed non-living matter, of the equivalent volume of the duplicates desired. All types of material, from metal, wood, stone, or flesh, is converted into the paper or cloth of the original. Living material simply will not be converted, and any attempt to convert magical material will cause the press to stop functioning for one hour. Any dead body converted by the press may not be resurrected. (Construction Requirements– 9000 gp, craft wondrous item feat, Fabricate, Greater Samizdat)

Path of the Black Flag- Spells

Apple of the Fairest, Lesser

  • School– Enchantment  (compulsion) [mind-affecting], Chaos, Charm
  • Caster Level– 2 Bard, 2 Witch, 2 Cleric/Oracle, 3 Sorcerer/Wizard
  • Casting Time– 1 Standard Action
  • Components– V,S,F (apple)
  • Range– 30′ Radius
  • Target– All creatures within range of the apple.
  • Duration– 1 round per level.
  • Saving Throw– Will negates.
  • Spell Resistance– Yes.
  • Description– The caster throws a golden-colored apple. When it lands, every creature in a 30’ radius of 5 HD or less must make a Will saving throw. Creatures over 5 HD are immune. Any affected creature has an overwhelming desire to possess the apple. They will stop whatever else they were doing, and try to be the one, and only one, to have the apple. While they will ignore any duties and obligations they might have, they will not violate their basic characters. They will defend themselves from attack or threats to their lives, at a -2 to attacks rolls, AC, and Reflex Saving throws, but as soon as the threat is over, they will still be under the effect of the spell. If a creature fails their Will save by 5 or more, they have a violently overwhelming desire to possess the apple. These creatures will not hesitate to attack anyone who gets between them and the apple. Every creature in range of the spells gets a saving throw at the beginning of the round. A successful Will save means they are not under the effect of the spell for that round. It is possible for a creature to become affected, become unaffected, and become affected again, if they stay within range of the spell.

Apple of the Fairest, Greater

Caster Level– 4 Bard, 4 Witch, 4 Cleric/Oracle, 5 Sorcerer/Wizard

Description– This spell functions similarly to Apple of the Fairest, Lesser, but affects creatures of any HD.


School– Transmutation

Caster Level– 4 magus, 4 Wizard/Sorcerer

Casting Time– 1 Standard Action

Components– V, S, M (trash, detritus, and loose stone & earth)


Range– 100 ft. + 10 ft./level

Target– All detritus within 100’ of caster

Duration– Permanent

Saving Throw– N/A

Spell Resistance– None

Description– The caster magically moves the surrounding trash, rock, and loose soil around him into a barricade. The barricade is 10 square feet in area per level of the caster, and 1 foot in depth per level of the caster. It has an AC of 1 (base AC of 10, -7 for being an inanimate object, -2 for being huge) or -1 ((base AC of 10, -7 for being an inanimate object, -4 for being gargantuan) for a caster 10th level or higher, hardness of 6, 45 hp per level, and a break DC of 29. The barricade could be quite flammable, depending on the local materials.

Power to the People

  •  School– enchantment (compulsion) [mind-affecting]
  • Caster Level– Bard 2, Bloodrager 3, Inquisitor 3, Magus 3, Sorcerer/Wizard 3, Cleric/Oracle 3, Witch 3
  • Casting Time– 1 standard round
  • Components– V, S
  • Range– 50′ plus 10′ per level radius
  • Target– Up to 100 creatures
  • Duration– 1 round per level
  • Saving Throw– Will negates (harmless)
  • Spell Resistance- Yes (Harmless)
  • Description– This spell imbues up to 100 creatures within the range of the spell with a sense of purpose and solidarity. The targets gains a +2 morale bonus on attack rolls, saves, and skill checks.


  • Caster Level–  Bard 5, Magus 6, Sorcerer/Wizard 6, Cleric/Oracle 5, Witch 6
  • Description–  A more powerful version of the spell Power to the People, imbuing up to 100 creatures with a +3 morale bonus on attack rolls, saves, skill checks, and temporary hit points equal to half your caster level (maximum 10).


  • School– enchantment (compulsion) [mind-affecting]
  • Caster Level–  bard 1,sorcerer/wizard 1, witch 1, cleric/oracle 1, alchemist 1, summoner 1, shaman 1, inquisitor 1
  • Casting Time– 1 round
  • Components– V
  • Range– 25 ft. + 5 ft./2 levels
  • Target– 5 hd/level
  • Duration– 1 minute/level
  • Saving Throw– Will negates
  • Spell Resistance– Yes
  • Description– The caster temporarily erodes the faith people have in their leaders. She affects 5 HD of creatures for every level of the caster. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can hear the caster are affected. Each creature target must make a Will saving throw. Those that succeed are not affected. Those that fail their saving throw develop an attitude towards their authority figures- rulers, priests, guild leaders, etc.- one worse that it currently is, for the duration of the spell. If they fail by 5 or more, their attitude is worsened by 2.  This worsening stacks with other efforts to manipulate the attitude of the crowd. Multiple Disobedience spells do not stack on people affected by the spell. If a representative of the authority is present, they may make a diplomacy or intimidate skill check to stop the worsening attitude, at a -4 penalty. IF the authority succeeds, the spell has no effect.

Liberation, Mass

  • School– Transmutation
  • Caster Level– inquisitor 3, sorcerer/wizard 3
  • Casting Level– 1 standard action
  • Components– V
  • Range– 50′ +5’/level radius
  • Target– All locks, chains, manacles, and bindings within the range of the spell, centered on the caster.
  • Duration– Instantaneous, see text.
  • Saving throw– None
  • Spell Resistance– No
  • Description– An upgraded form of the Knock spell, Mass Liberation opens all locks within the range of the spell. In all other respects, it works like the Knock spell, including how it deals with magical locks.

Mark of Anarchy

  • School– Universal
  • Caster Level–  magus 0, sorcerer/wizard 0, summoner 0, witch 0
  • Casting Time– 1 standard action
  • Components– V, S
  • Range– Touch
  • Target– Any flat surface
  • Duration– Permanent
  • Saving Throw– none
  • Spell Resistance– Yes
  • Description– Allows you to inscribe the Mark of Anarchy, a glyph that is recognized worldwide as a symbol for Anarchism. It functions in all other ways as the spell Arcane Mark.

Mark of Anarchy, Greater

  • School– Illusion (Glamer)
  • Caster Level– bard 1, sorcerer/wizard 2, summoner 1; Domain magic 2
  • Casting Time– 1 standard action
  • Component– V, S, M (a small bit of thistle and a stole platinum piece)
  • Range– 25 ft. + 5 ft./2 levels
  • Target– Any flat surface.
  • Duration– Permanent until discharged.
  • Saving Throw– Will negates (object)
  • Spell Resistance– Yes (object)
  • Description– This spell functions like the Mark of Anarchy producing a symbol of Anarchy, either visible or invisible. When it is cast, a password or phrase is encoded into it, as well as a message, 25 words or less, like a Magic Mouth. When a person speaks the code to the Mark, it delivers its message. The Greater Mark of Anarchy may deliver its message a number of times equal to the levels of the caster. Once it delivers its last message, it disappears. It function is all other way similarly to a Magic Mouth.


  • School– Transmutation
  • Caster Level– sorcerer/ wizard 1, summoner 1,witch 1, cleric/oracle 1, inquisitor 1
  • Casting Time– 1 round
  • Components– V, S, M (non-living vegetable matter, original text or graphics)
  • Range– touch
  • Target– Mass of non-living vegetable matter.
  • Duration– Permanent
  • Saving Throw– None
  • Spell Resistance– No
  • Description– This spell transforms a portion of non-living vegetable matter into a copy of a written text, or graphics. The copy is transformed into sturdy, long-lasting parchment, and the text is written with good quality ink, but is non-magical. The text is copied exactly, but none of the special materials of the original are copied- if the original is made of valuable materials, these are not duplicated. If the the original text is magical, this enchantment is not duplicated in the copy. If the magic is a quality of the text itself- as in a scroll- the text is duplicated as gibberish. Only one text may be duplicated, into matter equal to a ½ cubic foot (1’ by 1’ by 6”.) This text of the original may be shrunk to fit onto the duplicate. If the texts or graphics are small enough that multiple copies could be made of the ½ cube of material, then multiple identical copies may be made. Any pictures or graphics duplicated have a high enough resolution to show the exact image, but not enough to be mistaken for the original.

Samizdat, Greater

Caster Level– sorcerer/ wizard 3, summoner 3,witch 3, cleric/oracle 3, inquisitor 3

Description– This spell works like Samizdat, but the material component is 1/2 cubic foot per level, as opposed to 1/2 cubic foot, period.

Whole World Watching

  •  School– Divination
  • Caster Level– bard 4, sorcerer/wizard 4, witch 4
  • Casting Time– 1 round
  • Components– V, S
  • Range– Touch, Special (see description)
  • Duration– 10 minutes/caster level
  • Saving Throw– Will negates (harmless)
  • Spell Resistance– Yes
  • Description– With this spell, you touch one person. The caster, and everyone else with a 25’ radius of the caster, can perceive through the senses of the spell’s target. The spell only functions if the target remains on the same plane as the caster.

Summon Martyrs I

  •  School– Necromancy
  • Caster Level– antipaladin 3, bard 3,cleric/oracle 3, sorcerer/wizard 3, summoner 3, witch 3
  • Components– V, S, F (Pinch of graveyard dust from a martyr’s grave)
  • Range– 25 ft. + 5 ft./2 levels
  • Target– Summoned Ghost
  • Duration– 1 round/level
  • Saving Throw– None
  • Spell Resistance– No
  • Description– This spell summons the restless spirits of those who have died violently in the service of a cause that has not yet triumphed. While not restless enough to be ghost ‘naturally’, they may be summoned to do the bidding to someone in the service of the cause they died for. These martyrs have had their names lost to time, so no specific person may be summoned as a ghost. Ghosts summoned by Summon Martyr I are 1st level fighters with the Ghost template.  Any special attack beyond Corrupting Touch is up to the summoner. If the summoner directs the Martyr to do something that goes against the cause, such as attack an ally of the cause, or help an enemy of the cause, the summoner much make a Will save against the martyr’s DC (10 + 1/2 ghost’s HD + ghost’s Charisma modifier.) If the summoner succeeds, the martyr is dismissed immediately. If the saving throw fails, the martyr attacks the summoner as a traitor to the cause. In this case, the martyr may not be dismissed until the spell’s duration has ended.


Summon Martyr II


Summon Martyr III


Summon Martyr IV


Summon Martyr V


Summon Martyr VI


Summon Martyr VII

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Path of the Black Flag- Feats and Skills


  • Cryptophonic Performance (Prerequisite: At least one rank in Perform) – The character learns to encode messages into a performance, in such a way that her audience may understand the message, but censors and authority figures may not. The performer makes a bluff check using her perform ability as the bonus. Individuals who perceive the performance, who the bard does not want to decipher the song, oppose the bluff check with a normal sense motive check. Individuals who perceive the performance, who the bard does want to decipher the song, adds the bard’s level to their sense motive checks for deciphering the song.
  • Organizational Affinity– You have a special affinity for the day-to-day operations of co-ops, guilds, unions, affinity groups, and other such types of voluntary organizations. You receive a +2 to all Diplomacy, Bluff, Sense Motive, Profession, and other such skills that involve any such members of an organization you belong to.
  • Pass– You are especially skilled in disguising your origins, in terms of class, social group, and ethnicity. You receive a +4 to all disguise attempts to appear to be a member of a different class or ethnic group. This bonus does not apply to appearing like a specific member of a particular class or ethnic, just to appearing as ‘the other’. Disguises that would require significant changes to the body, such as the addition of wings or other limbs, or changing a size category, may cause the character to incur additional penalties to the disguise attempt, at the DM’s discretion.
  • Body Modification Enthusiast– You are an aficionado of piercings, tattoos, brandings, and scarification. At 1st level, the character may convert one point of damage from a successful attack from lethal to nonlethal. This may only be done on attacks the character is aware are coming and can dodge (no surprise, flat-footed, or backstab attacks.) This ability does not work against area effect attacks, unless the character has the Evasion or similar ability. At 5th, 9th, 13th, and 17th level, the character may convert an additional point of damage from lethal to nonlethal. This ability may be used 3 times per day plus an additional time for every Constitution bonus. You also gain a +1 to you intimidate skill checks at 1st level, with an additional +1 bonus at 5th, 9th, 13th, and 17th level. This bonus is not applicable against other characters with this feat, members of cultures that have a strong tradition of body modification, and creatures so alien that they don’t recognize the significance of body modification. In addition, the player with this feat suffers a penalty to their disguise attempts. The penalty is the same as their intimidate bonus.
  • Master of Spectacle (Achievement)– Use a spectacular ability to give a morale bonus to allies 100 times. Double the amount duration of the morale bonus from spectacular abilities. Prerequisite: must have a spectacular ability.
  • Authoritarian Patter– You are adept in the euphemisms and double-speak of the the ruling classes, and those who enforce their rule. You gain a +4 bonus to bluff skill checks when dealing with soldiers, guards, nobility, high priests, and other official authority figures.
  • Conspiracy theorist– You are adept at discerning the real reason behind seemingly random or innocuous actions by governments or those in power. When you encounter an action or proclamation by a government or hierarchy, you may treat it as a bluff, and oppose it with a sense motive check. You gain a +4 bonus to your sense motive skill when you have this feat, and are performing this sort of skill check. Please note that using this feat will always return a positive response from the GM, whether or not the Sense Motive check actually beat the opposed Bluff check. The GM will always tell you the ‘real’ reason behind something, even if the that secret reason is wrong, or even if there was no secret there in the first place.



Skill Name: Profession (Guerrilla Media)

Key Ability: Wis

Trained Only: Yes

Armor Check Penalty: N/A

Description: You are skilled in leafleting, zine-making, pamphleteering, graffiti, etc., in the pursuit of getting your message across. This professions is only applicable in areas where large numbers of intelligent creatures congregate. Deep wilderness and lonely dungeons are not appropriate places to practice this profession except under special circumstances.

This skill applies only to the technical aspects of assembling, editing, and distributing the material. It does not apply to originating the idea, or the artistic quality of the work. That relies on the performance check (writing, oratory, graphic design) of the creator of the piece. That creator may be the distributor, but both creation and distribution require separate skillsets.

Check: Given the nature to the work, you are less likely to earn a living doing this than with other professions. Instead of a the normal ½ your profession check results in gold pieces for one week’s work, you receive, ¼ your profession check results in gold pieces.

For many people who practice this profession getting the message out to the people is more important that receiving a wage for their efforts. For every week of engaging in Guerrilla Media, your media reaches 10 times your profession skill check in intelligent creatures.

Action: Not applicable. A single check generally represents a week of work.

Try Again: Each attempt represents one week’s work. If the skill roll is low one week, you may try again next week.

Special: Each attempt at using this skill receives a culmative -1 to the skill roll for every week it is attempted, after the first one. This affect the amount of money earned, and the number of people reached. This applies to only one campaign of guerrilla media- if you try using this skill with a new piece of media on a different subject, that counts as a new skill roll, without the penalty.

Skill Name: Scrounge

Key Ability: Wis

Trained Only: No

Armor Check Penalty: N/A

Description: Scrounging is the skill of ‘finding’ materials needed for use in other crafts and professions- with finding sometimes defined as ‘not getting caught’. Masters of refuse piles and rubbish bins, a scrounger can find most anything, if you give her enough time, a large enough area to cover, and you’re not too particular with how pretty the materials are.

Check: You gather raw materials worth ½ your skill checks in gp through one week’s work, with the following conditions:

  1. The materials must be relatively common: wood and steel are (relatively) common, darkwood and living steel are not. In some special circumstances, a formerly rare material might be common, at the DM’s discretion. This typically happens if there is a glut in the market for a particular material, or if the player’s are in some exotic location where the formerly rare material is common.
  2. While the materials scrounged will be durable and useful, they will not exactly be pretty, and will show some of the wear and tear they have gone through. As such, they cannot be used to make masterwork items.

If the player only spends one day scrounging, divide the value of the items scrounged by 7. If they spend less than a day scrounging, divide that amount further by ½.

Crafters may use these scrounged items as the raw material for crafted items, using the standard Craft skill. If the scrounger attempt to sell the raw materials, rather than give them to a craftsman for their use, the sale price is ½ the use value.

Action: Not applicable. A single check generally represents a week of work.

Try Again: None. If a player scrounges for a week, day, or an hour, they cannot scrounge again for another week.

Special: You can also scrounge for meals, by rooting through trash bins, snatching leftovers from a plates, etc. The player may scrounge a number of meals equal to ½ her skill check in gold pieces through one week’s worth of scrounging. Thus, a skill roll of 20 would give 10 gold pieces worth of meals. There are 10 sp in every gp, so that’s 100 sp worth of meals. A common meal is 3 sp, so that week’s worth of scrounging would allow her to feed herself 3 meals a day for 11 days (7 days while she is actively scrounging, and for days afterwards.) That value may be stretched by going with poor meals instead of common meals. These meals may be shared with others. A week spent scrounging for meals precludes a week scrounging for materials, and vice versa.