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Divergent Paths R o i l Da n c e rR o i l Da n c e r B y F o r r e s t He c k1

Divergent PathsRoil DancerWriter: Forrest HeckEditing: Forrest Heck, Jeremy SmithInterior Design: Forrest HeckInterior Layout: Forrest HeckIllustrator: Jack HollidayPublisher: Jeremy SmithBased on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by thethird edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and PeterAdkison.Product Identity: The following items are hereby identified as Product Identity, as defined in the Open GameLicense version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elementsthat have previously been designated as Open Game Content or are in the public domain are not included in thisdeclaration.)Open Content: Except for material designated as Product Identity (see above), the game mechanics of this gameproduct are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portionof this work other than the material designated as Open Game Content may be reproduced in any form withoutwritten permission.Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from PaizoPublishing, 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.Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and thePathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under thePathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for moreinformation on the compatibility license.Divergent Paths is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000Wizards of the Coast, Inc. 2016 Dreamscarred Press1

Divergent PathsThe Roil DancerLike a lot of Dreamscarred Press material, this archetypebegan for personal use; a sort of random extra projectwritten as a break from the official stuff. Something thatI could use in my own games, with the possibility (butnot quite the intent) of submitting it to DreamscarredPress to be published later down the line.However, with the Path of War errata project still inthe works, this archetype receiving a surprisingly largeamount of playtesting from fans of the subsystem andfans of the kineticist, and the simplicity of getting it fullyprepared for official use, it was decided that it we'd pickit up. So here's a small mini-release: just one archetype,which kicks off the Divergent Paths line as a teaser ofwhat's to come with Divergent Paths: Medic, DivergentPaths: Fool's Errand, and more.Whether you're a fan of the kineticist or a fan of Pathof War, we hope you enjoy.—Forrest HeckCreative Director, Dreamscarred Press2Roil Dancer (Kineticist Archetype)“I’m told that ‘proper’ magecraft is subtle; that anarchmage is always planning and predicting, then lettingothers do his dirty work. I don’t get it. What’s the point ofmagic if you can’t stab people with it?”—Theodore Sal, a roil dancerAnimus. One of the many types of incredible magic, andalso one of the most dangerous. Where mystics tempertheir animus through meditation and discipline, themartial mages known as roil dancers take the oppositeroute: if their power is harmful for them to use, theywill simply outlast it. Roil dancers train their mindsand bodies not to control, but to survive, emphasizingphysical fitness and determination above all else as theyprepare themselves for the battlefield.The roil dancer is an archetype for the kineticist baseclass detailed in Pathfinder Roleplaying Game: OccultAdventures, and uses rules and material from Path of Warand Path of War: Expanded.Maneuvers: A roil dancer begins his career withknowledge of three martial maneuvers. The disciplinesavailable to him are Elemental Flux, Mithral Current,Solar Wind, and Thrashing Dragon. A roil dancer gainsPerform and Spellcraft as class skills.

Divergent PathsOnce the roil dancer knows a maneuver, he mustready it before he can use it (see Maneuvers Readied,below). A maneuver usable by roil dancers is consideredan extraordinary ability unless otherwise noted in it orits discipline’s description. A roil dancer’s maneuversare not affected by spell resistance, and he does notprovoke attacks of opportunity when he initiates one.The roil dancer learns additional maneuvers at higherlevels, as indicated on Table 1-1: Archetype ManeuverProgression. The maximum level of maneuvers gainedthrough roil dancer levels is limited by those listed inthat table as well, although this restriction does not applyto maneuvers added to his maneuvers known throughother methods, such as prestige classes or the AdvancedStudy feat. A roil dancer must meet a maneuver’sprerequisite to learn it. See the Systems and Use chapterin Path of War for more details on how maneuvers areused.Upon reaching 4th level, and at every even numberedinitiator level thereafter (6th, 8th, 10th, and so on), theroil dancer can choose to learn a new maneuver inplace of one he already knows. In effect, he loses the oldmaneuver in exchange for the new one. He can choosea new maneuver of any level he likes, as long as heobserves the restriction on the highest-level maneuvershe knows; the roil dancer need not replace the oldmaneuver with a maneuver of the same level. He canswap only a single maneuver at any given level. A roildancer’s initiation modifier is Constitution, and each roildancer level is counted as a full initiator level.Maneuvers Readied: A roil dancer can ready all threeof his maneuvers known at 1st level, and as he advancesin level and learns more maneuvers, he is able to readymore, but must still choose which maneuvers to ready.A roil dancer must always ready his maximum numberof maneuvers readied. He readies his maneuvers byfocusing his furious energies for ten minutes. Themaneuvers he chooses remain readied until he decidesto practice again and change them. The roil dancer doesnot need to sleep or rest for any long period of time inorder to ready his maneuvers; any time he spends tenminutes meditating or practicing, he can change hisreadied maneuvers.A roil dancer begins an encounter with all his readiedmaneuvers unexpended, regardless of how many timeshe might have already used them since he chose them.When he initiates a maneuver, he expends it for thecurrent encounter, so each of his readied maneuvers canbe used once per encounter (unless he recovers them, asdescribed below).In order for the roil dancer to recover maneuvers,he must use his gather power ability (see below).Alternately, the roil dancer may take a moment to bracehimself against his power, recovering a single maneuveras a standard action.Stances Known: A roil dancer begins his career withknowledge of one stance from any discipline open to roildancer. At 4th, 7th, 11th, and 13th levels, he can select anadditional stance to learn. The maximum level of stancesgained through roil dancer levels is limited by thoselisted in Table 1-1: Archetype Maneuver Progression.Unlike maneuvers, stances are not expended and theroil dancer does not have to ready them. All the stanceshe knows are available to him at all times, and he canchange the stance he is currently maintaining as aswift action. A stance is an extraordinary ability unlessotherwise stated in the stance or discipline description.Unlike with maneuvers, a roil dancer cannot learn anew stance at higher levels in place of one he alreadyknows.This ability replaces the infusions gained at 5th, 9th,13th, and 17th levels, as well as the utility wild talentsgained at 4th, 8th, 12th, 16th, and 20th levels.Animus (Su): A roil dancer’s abilities are fueled byan explosive combination of inner strength and psychicmight. Within his soul is a reservoir of roiling, turbulentenergy, and the passion and danger of combat causesthis arcane energy to overflow outwards. This power,called animus, waxes and wanes with a roil dancer’s useof his maneuvers in battle. Outside combat, a roil dancerhas no animus to spend.When a roil dancer enters combat, he gains an animuspool equal to 1 his roil dancer initiation modifier(minimum 1) at the start of his first turn, and adds onepoint of animus to his animus pool at the start of eachTable 1-1: Archetype Maneuver Level 1465619th1465620th157563

Divergent Pathsof his turns thereafter. His animus pool persists for oneminute after the last enemy combatant is defeated or theencounter otherwise ends. At the end of any round inwhich the roil dancer initiates a maneuver, he adds anadditional point of animus to his pool. Certain abilities,such as some class features, maneuvers, and feats,require the roil dancer to expend points of animus to use.A roil dancer can spend points of animus to augmentmaneuvers initiated using his kinetic blade in thefollowing way. If the roil dancer has the ability toaugment his maneuvers in other ways, such as fromanother class feature or the maneuver itself, this cannotbe combined with the augments granted by this classfeature; he must choose which augmentation type to usewhen initiating the maneuver. Fight Fire With Fire: When the roil dancer initiatesa maneuver using his kinetic blade and would takeburn from the blast or the infusions applied, hemay spend animus to reduce the amount of burntaken by 1 point of burn per 2 points of animusspent. He can spend as much animus as he wisheswhen augmenting a maneuver in this way, but thisdoes not allow him to go over the normal maximumamount of burn gained in a round—in effect, heshields himself from the burn after choosing totake it. Ignition Surge: When the roil dancer initiates amaneuver that normally allows multiple attacks, hecan spend animus to make the additional attackswith his kinetic blade (even though it normally onlyallows one attack). For every 3 points of animusspent, he can make up to one additional attack withone of his kinetic blades. He can spend as muchanimus as he wishes when augmenting a maneuverin this way, potentially allowing multiple attackswith multiple kinetic blades if he has a maneuverthat allows it.The roil dancer can also accept burn to fuel maneuversthat have an animus augment. Whenever he initiates sucha maneuver, he can accept 1 point of burn to augmentfurther. He is treated as having spent 1 additional pointof animus, even over the normal maximum augmenton his maneuvers. For example, a 7th-level roil dancercould initiate the elemental strike maneuver and spendtwo points of animus (his normal maximum), then accepta point of burn of burn to further increase his strike’sdamage and save DC by 1d6 and 1, respectively. Hemust still follow the normal restrictions on the amountof burn he can accept during a round.Focused Flux (Su): A roil dancer chooses an elementalfocus at 1st level like a normal kineticist, but his choicealso carries over to his use of the Elemental Flux andSolar Wind disciplines. Regardless of which elementis his current active element, any time a maneuver orstance of those disciplines refers to an energy type(such as for dealing damage, granting or ignoringresistances, or even gaining an immunity), it uses one4of the following damage types instead, based on the roildancer’s primary elemental focus. The roil dancer canstill change his active element, and will still gain anyadditional non-damage effects of his active element’smaneuvers or stances. Aether: The roil dancer rends his foes with telekineticblades, dealing slashing damage.* Air: The roil dancer fires lightning at his foes, dealingelectricity damage. Earth: The roil dancer creates cruel spikes of stone,dealing piercing damage.* Fire: The roil dancer sets his foes ablaze, dealing firedamage. Water: The roil dancer freezes his foes solid, dealingcold damage. Void: The roil dancer crushes his foes with gravity,dealing bludgeoning damage.* Wood: The roil dancer infuses his foes with pure life,dealing positive energy damage.*Bludgeoning, piercing, and slashing damage dealt inthis way is treated as magical and affected by damagereduction. If the roil dancer would gain the ability toignore resistances of that type, he instead ignores anequal amount of damage reduction. If the roil dancergains a resistance or immunity to one of these damagetypes from a maneuver or stance, these still function asnormal, reducing damage of that type as appropriate.A roil dancer’s resistances or immunities to a physicaldamage type apply to all attacks that deal that damagetype, even ones that are also other types of damage.This ability alters elemental focus, but does not causethe roil dancer archetype to be incompatible with otherarchetypes that alter the elemental focus class feature.Gather Power (Ex): A roil dancer’s power comes fromwithin as well as without. Thus, in order to gather power,a roil dancer must spend points of animus. It costs him 1point of animus to gather power as a move action, and 2points of animus to gather power as a full-round action.When the roil dancer gathers power as a move action,he can recover a single expended maneuver. When hegathers power as a full-round action, he can recovera number of expended maneuvers equal to his roildancer initiation modifier (minimum 2) after gatheringPositive Energy DamagePositive energy damage, also used in Psionics Augmented:Seventh Path, deals damage by disrupting the target’sbody with an influx of pure life. Although most positiveenergy heals living targets, positive energy damage canbe likened to a “power surge,” simultaneously bringingnew life to a creature while overloading its ability tofunction, with the end result of harm. Thus, unlikenormal positive energy, it deals damage to all targetsequally, regardless of whether or not they are alive. Itotherwise functions as normal for energy damage.

Divergent Pathspower. A roil dancer with the supercharge class featurerecovers one additional maneuver when he gatherspower (regardless of the action used). He cannot recovera maneuver he initiated since the end of his last turnwith this ability, and still recovers maneuvers even if hisgather power is interrupted by an opponent. This abilityalters gather power.Kinetic Blademaster (Su): At 1st level, a roil dancergains kinetic blade as a bonus wild talent. He can usethis wild talent as part of initiating martial maneuversthat use weapons (including counters that require himto make an attack roll), and reduces its burn cost by 1when doing so. If the maneuver allows the roil dancerto make attacks with multiple weapons (including bythe Thrashing Dragon Pounce feat or similar effects), hemay use the kinetic blade wild talent multiple times tocreate the appropriate amount of weapons (paying anyburn costs as normal, and potentially creating kineticblades that use different kinetic blasts if he wishes).He is treated as having drawn his kinetic blade duringthe maneuver for the purposes of Mithral Currentmaneuvers and similar effects. Full attack maneuverscount as allowing two weapons, allowing the roil dancerto create two kinetic blades.A roil dancer can only use a given kinetic blade for oneattack when initiating a maneuver, unless he augmentsthe maneuver with his ignition surge ability.If he initiates a maneuver that allows or requiresranged attacks, the roil dancer can use his kinetic bladeto make such attacks as a thrown weapon with a rangeincrement of 30 feet.The roil dancer also gains these benefits and any otherbenefits from this archetype with the kinetic whip wildtalent, if he later gains it.Kinetic Blast (Sp): A roil dancer’s kinetic blastdeals less damage than other kineticists. At 1st level,it functions as normal, but rather than increasing itsdamage at every two kineticist levels beyond 1st, itincreases at 4th level and every four kineticist levelsthereafter. Thus, a simple physical blast’s base damagewould be 1d6 1 at 1st level, 2d6 2 at 4th level, 3d6 3 at8th level, and so on. Composite blasts have their damageprogression similarly reduced. This ability alters kineticblast, but does not cause the roil dancer archetype to beincompatible with other archetypes that alter the kineticblast class feature.Metakinesis (Su): When a roil dancer empowersor maximizes a kinetic blast, the effect only applies tothe blast itself; it does not increase or maximize thedamage dealt by maneuver or stances. Roil dancerscannot quicken their kinetic blade or kinetic whip wildtalents, nor can they use those talents twice with thesame action when they reach 17th level. This abilityalters metakinesis, but does not cause the roil dancerarchetype to be incompatible with other archetypes thatalter or replace the metakinesis class feature.New ItemThis item is uniquely suited to roil dancers and otherkineticists who follow a more martial path.PRICE1,000 GPFLICKER GAUNTLETSLOT hands (see text)CL 6thWEIGHT —AURA moderate conjurationThis elegant gauntlet made of gleaming metal is far thinnerand lighter than it appears; almost like a glove made offlexible metal. As a free action, the wearer can store a singleitem that weighs up to 20 pounds within the gauntlet; theitem must be one that they can hold in one hand. Whenstored within the gauntlet, the item has a negligible weightand the hand wearing the gauntlet is now consideredempty. Spell durations and other effects on the item are notsuppressed, and continue to expire. An item can only bestored within the gauntlet for a short time; one minute afterusing this ability, the item reappears in the wearer's hand (orfalls to the ground, if their hand is occupied).At any point before that time, the gauntlet's wearer canretrieve the item with a snap of their fingers (also a freeaction). If the gauntlet's effect is suppressed or dispelled, thestored item appears instantly. A character can wear a flickergauntlet on each of their hands; however, while wearing atleast one flicker gauntlet, they cannot use other items thatalso use the hand slot. When a flicker gauntlet is worn bya character with an active element, active energy type, orelemental focus, its surface pulses with waves of colorsreminiscent of the wearer's element or elements.CONSTRUCTION REQUIREMENTSCOST 500 GPCraft Wondrous Item, rope trickNew FeatsSome of the following feats have the gather powerdescriptor. These feats modify the use of the gatherpower class feature, and only one can be used by akineticist at once when they gather power.A character that gathers power as a full-round action,then gathers power as a move action will trigger theirfeat's effects twice (once for the full-round action andonce for the move action).Augmented ElementsYou have the spark of psionic power, allowing you tobroaden your elemental abilities.Prerequisites: Kineticist level 1st.Benefit: You learn a simple blast from any element(including your primary element, if there is anotherblast for you to choose). Unless you later gain accessto this blast through another method, you increase itsburn cost by 1 whenever you use it. In addition, yougain the psionic subtype, allowing you to take psionicfeats, metapsionic feats, and psionic item creation feats.If you do not have your primary element’s basic utility5

Divergent Pathstalent (for example, if you have traded it away with anarchetype), you also gain that wild talent.Inner Fire (Psionic)You use psionic power to augment your rampagingelemental abilities.Prerequisites: Gather power class feature.Benefit: You can expend your psionic focus whilegathering power to reduce the action needed to alleviateburn. If you take a swift action, you are treated as if youhad gathered power as a move action. If you take a moveaction, you are treated as if you gathered power for a fullround. You cannot gather power in another way in thesame turn you use this feat.Kinetic Duelist (Combat)You can create a second kinetic blade.Prerequisites: Two-Weapon Fighting, kinetic bladewild talent.Benefit: When you use the kinetic blade wild talent,you may make a second kinetic blade in your off hand.You can only make one attack with this second kineticblade, regardless of how many off-hand attacks youwould normally receive. You pay burn costs for thesecond kinetic blade as normal, and can make the secondkinetic blade using a different kinetic blast than thefirst, if you wish. If you used gather power to reduce thecost of the first kinetic blade, the reduction from gatherpower does not apply to the second blade's cost as well.Mind AfireYou can fuel your psychic powers with the same mentalfortitude that strengthens your body.Prerequisites: Kineticist level 1st, must use an abilityscore other than Constitution to determine your hitpoints (such as by possessing the Altered Life feat).Benefit: You can use the ability score you use todetermine your hit points instead of your Constitutionfor determining how much burn you can possess, thesave DCs of your kineticist class features, the bonusdamage of your kinetic blasts, and any wild talent thatuses your Constitution modifier to determine its effect.Ripple in Still Water (Combat)Like a calm river's hidden currents, your stilled mindconceals deadly intent.Prerequisites: Ki pool class feature, kineticist level 1st.Benefits: Your kineticist levels and your levels in theclass that granted you the ki pool class feature stackfor determining the number of points in your ki pooleach day and the base damage of your kinetic blasts. Inaddition, you do not provoke attacks of opportunity forusing your kinetic blast while threatened (neither fromit being a spell-like ability nor from it being a rangedattack).Scatter Power (Combat, Gather Power)You create an eruption of gather power that infects thosearound you.Prerequisites: Gather power class feature, kineticistlevel 1st.6Benefit: When you successfully finish gathering power,you can choose to force the gathered energy into thosearound you in addition to using it to fuel your ownabilities. Each adjacent creature must succeed at aFortitude save (DC 10 1/2 your kineticist level yourConstitution modifier) or gain 1 point of burn, taking 1point of nonlethal damage per Hit Die they possess, asusual for burn. If you gathered power as a full-roundaction, you may have this ability affects other creatureswithin 10 feet of you, instead of adjacent creatures. Thisfeat is a supernatural ability.Solar Flare (Combat, Gather Power)You can gather power, then emit a blinding flash of light.Prerequisites: Gather power class feature, kineticistlevel 1st.Benefit: When you successfully finish gathering power,you can emit a 20-foot burst of light that forces eachcreature within its area that can see you to make a Reflexsave (DC 10 1/2 your kineticist level your Constitutionmodifier) or become dazzled for 1 minute. If yougathered power as a full-round action, creatures that failtheir saves are instead blinded for 1 round. When youuse this feat, you choose the shape of the burst; it may beeither a line, a cone, or a sphere around you (its rangeremains the same regardless). This feat is a supernaturalability.Syphon Vitality (Combat, Gather Power)You can gather power from creatures instead of theenvironment.Prerequisites: Gather power class feature, kineticistlevel 1st.Benefit: When you gather power, you can chooseto syphon the animating essence of opponents within10 feet. When you successfully finish doing so, eachcreature within the area must make a Will save (DC 10 1/2 your kineticist level your Constitution modifier)or become sickened for 1 round. If you gathered poweras a full-round action, this sicken effect instead lasts for1 minute. As this ability works by sapping the energykeeping a creature animate, it can still sicken creaturesthat are normally immune to being sickened. This feat isa supernatural ability.Altered Life (Heritage)Your unusual nature affects your vitality, bolsteringyou in ways different from other mortals.Prerequisites: Aberration, fey, ooze, plant, orundead type.Benefit: Choose Wisdom or Charisma. You calculateyour bonus hit points per Hit Die based on the chosenability score instead of your Constitution.

Divergent PathsOPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc and isCopyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.1. 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class detailed in Pathfinder Roleplaying Game: Occult Adventures, and uses rules and material from Path of War and Path of War: Expanded. Maneuvers: A roil dancer begins his career with knowledge of three martial maneuvers. The disciplines available to him are Elemental Flux, Mithral Current, Solar Wind, and Thrashing Dragon. A roil dancer gains

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