Path of the Black Flag

Introduction

Welcome to the Path of the Black Flag. This book is designed to help you introduce Anarchy into your Pathfinder Fantasy Role-Playing Game, in the form of campaign material, new archetypes, new feats, skills, spells, & wondrous items, new rules for combat, new gamemaster rules and styles, plot hooks, and iconic characters. Future editions will provide similar rules for other roleplaying games.

The themes and some of the practices described in this book may be considered controversial, and ‘Adult’. The author will not argue against that, but will merely point out that a game that regularly deals with homicides committed by main characters, not to mention demonic possession, already has plenty of adult themes within it. One more won’t hurt.

This page and the posts linked to it may be considered an extremely rough draft of what will be a free product when it is finished. This page, and the posts will be continuously expanded, edited, and updated. You are encouraged to play-test, beta-read, critique, tear apart, ask questions about, and generally poke with a stick the contents. Please let me know what you think in the contents.

  1. Chapter 1- Fantastic Anarchy
    1. What is Anarchy?
    2. Introducing Anarchy into Your Game
    3. Handling Anarchy in Your Game
      1. Anarchists are Evil
      2. Anarchists are Misguided/Harmless/Useless
      3. Anarchists are Awesome
  2. Chapter 2- Anarchist Traits & Alignments
    1. Political Traits
      1. Anarchist Traits
      2. Hierarchical Traits
    2. Anarchy & Alignments
  3. Chapter 3- Anarchy & Races
    1. Dwarves
    2. Elves
    3. Goblinoids
    4. Gnomes
    5. Half-Elves & Half- Orcs
    6. Halflings
    7. Humans
    8. Orcs
    9. Other Monsters
      1. Aasimars
      2. Catfolk
      3. Changelings
      4. Dhampirs
      5. Dragons
      6. Drow
      7. Duergar
      8. Fetchlings
      9. Gillmen
      10. Gripplis
      11. Ifrits
      12. Kitsume
      13. Kobolds
      14. Merfolk
      15. Oreads
      16. Outsiders
      17. Nagaji
      18. Ratfolk
      19. Samsarans
      20. Strix
      21. Sulis
      22. Svirfneblins
      23. Sylphs
      24. Tengus
      25. Tieflings
      26. Undines
      27. Vanaras
      28. Vishkanyas
      29. Wayangs
  4. Chapter 4- Anarchy & Classes
    1. Alchemist
    2. Antipaladin
    3. Arcanist
    4. Barbarian
    5. Bard
    6. Bloodrager
    7. Brawler
    8. Cavalier
    9. Cleric
    10. Druid
    11. Fighter
    12. Gunslinger
    13. Hunter
    14. Inquisitor
    15. Investigator
    16. Magus
    17. Monk
    18. Ninja
    19. Oracle
    20. Paladin
    21. Ranger
    22. Rogue
    23. Samurai
    24. Shaman
    25. Skald
    26. Slayer
    27. Sorcerer
    28. Summoner
    29. Swashbuckler
    30. Warpriest
    31. Witch
    32. Wizard
  5. Chapter 5- Anarchy & Powers
    1. Feats & Skills
    2. Spells
  6. Chapter 6- Anarchy & Gear
    1. Equipment
    2. Wondrous Items
  7. Chapter 7- Strategies of Liberation- The history of Anarchism is a history of struggle. From the possibly mythical origins at the dawn of recorded history, to the pitched street battles of today, it is a history marked more by the fight than the peace, more by the lessons learned in defeat than in the proving ground of victory. In this struggle, certain strategies have emerged. Some are complementary, some directly oppose each other. Some may be considered ‘dead’ in a certain time and place, and yet find great success elsewhere. Each strategy may have a multitude of variations, tailored to the times, the people, and the individuals involved, but overall, they can be divided into 4 types. If your character is an Anarchist, it is likely they are generally working towards at least one of these strategies: Vonu, Dual Power, The Insurrection, and The Revolution.
    1. Vonu Strategy
    2. Dual Power Strategy
    3. Insurrection Strategy
    4. Revolution Strategy
  8. Chapter 8- Anarchy & Gamemastering
    1. The Daily Life of an Anarchist
      1. Labor
      2. Diversions
      3. Protests
      4. Crime
    2. How to Run an Anarchist Campaign
    3. Politics In Your Game
    4. Anarchist Adventure Hooks
    5. Do You Let Them Win?
  9. Chapter 9- Iconic Anarchists
  10. Chapter 10- Anarchy Gazetteer
  11. Chapter 11- A Fantasy Anarchist Timeline
  12. Appendixes
    1. Glossary
    2. Bibliography

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