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Divergent Paths

◆ R o i l Da n c e r ◆
◆ R o i l Da n c e r ◆
B y F o r r e s t He c k

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Divergent Paths
Roil Dancer

Writer: Forrest Heck


Editing: Forrest Heck, Jeremy Smith
Interior Design: Forrest Heck
Interior Layout: Forrest Heck
Illustrator: Jack Holliday

Publisher: Jeremy Smith

Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.

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License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
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that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion
of this work other than the material designated as Open Game Content may be reproduced in any form without
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information on the compatibility license.

Divergent Paths is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc.

© 2016 Dreamscarred Press

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The Roil Dancer


Like a lot of Dreamscarred Press material, this archetype Roil Dancer (Kineticist Archetype)
began for personal use; a sort of random extra project “I’m told that ‘proper’ magecraft is subtle; that an
written as a break from the official stuff. Something that archmage is always planning and predicting, then letting
I could use in my own games, with the possibility (but others do his dirty work. I don’t get it. What’s the point of
not quite the intent) of submitting it to Dreamscarred magic if you can’t stab people with it?”
Press to be published later down the line. —Theodore Sal, a roil dancer
However, with the Path of War errata project still in
the works, this archetype receiving a surprisingly large Animus. One of the many types of incredible magic, and
amount of playtesting from fans of the subsystem and also one of the most dangerous. Where mystics temper
fans of the kineticist, and the simplicity of getting it fully their animus through meditation and discipline, the
prepared for official use, it was decided that it we'd pick martial mages known as roil dancers take the opposite
it up. So here's a small mini-release: just one archetype, route: if their power is harmful for them to use, they
which kicks off the Divergent Paths line as a teaser of will simply outlast it. Roil dancers train their minds
what's to come with Divergent Paths: Medic, Divergent and bodies not to control, but to survive, emphasizing
Paths: Fool's Errand, and more. physical fitness and determination above all else as they
Whether you're a fan of the kineticist or a fan of Path prepare themselves for the battlefield.
of War, we hope you enjoy. The roil dancer is an archetype for the kineticist base
class detailed in Pathfinder Roleplaying Game: Occult
—Forrest Heck Adventures, and uses rules and material from Path of War
Creative Director, Dreamscarred Press 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
Perform and Spellcraft as class skills.

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Once the roil dancer knows a maneuver, he must additional stance to learn. The maximum level of stances
ready it before he can use it (see Maneuvers Readied, gained through roil dancer levels is limited by those
below). A maneuver usable by roil dancers is considered listed in Table 1-1: Archetype Maneuver Progression.
an extraordinary ability unless otherwise noted in it or Unlike maneuvers, stances are not expended and the
its discipline’s description. A roil dancer’s maneuvers roil dancer does not have to ready them. All the stances
are not affected by spell resistance, and he does not he knows are available to him at all times, and he can
provoke attacks of opportunity when he initiates one. change the stance he is currently maintaining as a
The roil dancer learns additional maneuvers at higher swift action. A stance is an extraordinary ability unless
levels, as indicated on Table 1-1: Archetype Maneuver otherwise stated in the stance or discipline description.
Progression. The maximum level of maneuvers gained Unlike with maneuvers, a roil dancer cannot learn a
through roil dancer levels is limited by those listed in new stance at higher levels in place of one he already
that table as well, although this restriction does not apply knows.
to maneuvers added to his maneuvers known through This ability replaces the infusions gained at 5th, 9th,
other methods, such as prestige classes or the Advanced 13th, and 17th levels, as well as the utility wild talents
Study feat. A roil dancer must meet a maneuver’s gained at 4th, 8th, 12th, 16th, and 20th levels.
prerequisite to learn it. See the Systems and Use chapter Animus (Su): A roil dancer’s abilities are fueled by
in Path of War for more details on how maneuvers are an explosive combination of inner strength and psychic
used. might. Within his soul is a reservoir of roiling, turbulent
Upon reaching 4th level, and at every even numbered energy, and the passion and danger of combat causes
initiator level thereafter (6th, 8th, 10th, and so on), the this arcane energy to overflow outwards. This power,
roil dancer can choose to learn a new maneuver in called animus, waxes and wanes with a roil dancer’s use
place of one he already knows. In effect, he loses the old of his maneuvers in battle. Outside combat, a roil dancer
maneuver in exchange for the new one. He can choose has no animus to spend.
a new maneuver of any level he likes, as long as he When a roil dancer enters combat, he gains an animus
observes the restriction on the highest-level maneuvers pool equal to 1 + his roil dancer initiation modifier
he knows; the roil dancer need not replace the old (minimum 1) at the start of his first turn, and adds one
maneuver with a maneuver of the same level. He can point of animus to his animus pool at the start of each
swap only a single maneuver at any given level. A roil
dancer’s initiation modifier is Constitution, and each roil Table 1-1: Archetype Maneuver Progression
dancer level is counted as a full initiator level. Maximum
Maneuvers Readied: A roil dancer can ready all three Maneuvers Maneuver
of his maneuvers known at 1st level, and as he advances Level Known Readied Stances Level Known
in level and learns more maneuvers, he is able to ready 1st 3 3 1 1
more, but must still choose which maneuvers to ready.
A roil dancer must always ready his maximum number 2nd 4 3 1 1
of maneuvers readied. He readies his maneuvers by 3rd 5 3 1 1
focusing his furious energies for ten minutes. The 4th 6 4 2 2
maneuvers he chooses remain readied until he decides
5th 6 4 2 2
to practice again and change them. The roil dancer does
not need to sleep or rest for any long period of time in 6th 6 4 2 2
order to ready his maneuvers; any time he spends ten 7th 7 4 3 3
minutes meditating or practicing, he can change his
8th 7 4 3 3
readied maneuvers.
A roil dancer begins an encounter with all his readied 9th 8 4 3 4
maneuvers unexpended, regardless of how many times 10th 8 5 3 4
he might have already used them since he chose them. 11th 9 5 4 5
When he initiates a maneuver, he expends it for the
12th 9 5 4 5
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as 13th 10 5 5 6
described below). 14th 11 5 5 6
In order for the roil dancer to recover maneuvers,
15th 11 6 5 6
he must use his gather power ability (see below).
Alternately, the roil dancer may take a moment to brace 16th 12 6 5 6
himself against his power, recovering a single maneuver 17th 13 6 5 6
as a standard action. 18th 14 6 5 6
Stances Known: A roil dancer begins his career with
knowledge of one stance from any discipline open to roil 19th 14 6 5 6
dancer. At 4th, 7th, 11th, and 13th levels, he can select an 20th 15 7 5 6

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of his turns thereafter. His animus pool persists for one of the following damage types instead, based on the roil
minute after the last enemy combatant is defeated or the dancer’s primary elemental focus. The roil dancer can
encounter otherwise ends. At the end of any round in still change his active element, and will still gain any
which the roil dancer initiates a maneuver, he adds an additional non-damage effects of his active element’s
additional point of animus to his pool. Certain abilities, maneuvers or stances.
such as some class features, maneuvers, and feats,
• Aether: The roil dancer rends his foes with telekinetic
require the roil dancer to expend points of animus to use.
blades, dealing slashing damage.*
A roil dancer can spend points of animus to augment
• Air: The roil dancer fires lightning at his foes, dealing
maneuvers initiated using his kinetic blade in the
electricity damage.
following way. If the roil dancer has the ability to
• Earth: The roil dancer creates cruel spikes of stone,
augment his maneuvers in other ways, such as from
dealing piercing damage.*
another class feature or the maneuver itself, this cannot
• Fire: The roil dancer sets his foes ablaze, dealing fire
be combined with the augments granted by this class
damage.
feature; he must choose which augmentation type to use
• Water: The roil dancer freezes his foes solid, dealing
when initiating the maneuver.
cold damage.
• Fight Fire With Fire: When the roil dancer initiates • Void: The roil dancer crushes his foes with gravity,
a maneuver using his kinetic blade and would take dealing bludgeoning damage.*
burn from the blast or the infusions applied, he • Wood: The roil dancer infuses his foes with pure life,
may spend animus to reduce the amount of burn dealing positive energy damage.
taken by 1 point of burn per 2 points of animus
*Bludgeoning, piercing, and slashing damage dealt in
spent. He can spend as much animus as he wishes
this way is treated as magical and affected by damage
when augmenting a maneuver in this way, but this
reduction. If the roil dancer would gain the ability to
does not allow him to go over the normal maximum
ignore resistances of that type, he instead ignores an
amount of burn gained in a round—in effect, he
equal amount of damage reduction. If the roil dancer
shields himself from the burn after choosing to
gains a resistance or immunity to one of these damage
take it.
types from a maneuver or stance, these still function as
• Ignition Surge: When the roil dancer initiates a
normal, reducing damage of that type as appropriate.
maneuver that normally allows multiple attacks, he
A roil dancer’s resistances or immunities to a physical
can spend animus to make the additional attacks
damage type apply to all attacks that deal that damage
with his kinetic blade (even though it normally only
type, even ones that are also other types of damage.
allows one attack). For every 3 points of animus
spent, he can make up to one additional attack with This ability alters elemental focus, but does not cause
one of his kinetic blades. He can spend as much the roil dancer archetype to be incompatible with other
animus as he wishes when augmenting a maneuver archetypes that alter the elemental focus class feature.
in this way, potentially allowing multiple attacks Gather Power (Ex): A roil dancer’s power comes from
with multiple kinetic blades if he has a maneuver within as well as without. Thus, in order to gather power,
that allows it. a roil dancer must spend points of animus. It costs him 1
point of animus to gather power as a move action, and 2
The roil dancer can also accept burn to fuel maneuvers
points of animus to gather power as a full-round action.
that have an animus augment. Whenever he initiates such
When the roil dancer gathers power as a move action,
a maneuver, he can accept 1 point of burn to augment
he can recover a single expended maneuver. When he
further. He is treated as having spent 1 additional point
gathers power as a full-round action, he can recover
of animus, even over the normal maximum augment
a number of expended maneuvers equal to his roil
on his maneuvers. For example, a 7th-level roil dancer
dancer initiation modifier (minimum 2) after gathering
could initiate the elemental strike maneuver and spend
two points of animus (his normal maximum), then accept
a point of burn of burn to further increase his strike’s Positive Energy Damage
damage and save DC by 1d6 and +1, respectively. He Positive energy damage, also used in Psionics Augmented:
must still follow the normal restrictions on the amount Seventh Path, deals damage by disrupting the target’s
of burn he can accept during a round. body with an influx of pure life. Although most positive
Focused Flux (Su): A roil dancer chooses an elemental energy heals living targets, positive energy damage can
focus at 1st level like a normal kineticist, but his choice be likened to a “power surge,” simultaneously bringing
also carries over to his use of the Elemental Flux and new life to a creature while overloading its ability to
Solar Wind disciplines. Regardless of which element function, with the end result of harm. Thus, unlike
is his current active element, any time a maneuver or normal positive energy, it deals damage to all targets
stance of those disciplines refers to an energy type equally, regardless of whether or not they are alive. It
(such as for dealing damage, granting or ignoring otherwise functions as normal for energy damage.
resistances, or even gaining an immunity), it uses one

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power. A roil dancer with the supercharge class feature New Item
recovers one additional maneuver when he gathers
power (regardless of the action used). He cannot recover This item is uniquely suited to roil dancers and other
a maneuver he initiated since the end of his last turn kineticists who follow a more martial path.
with this ability, and still recovers maneuvers even if his
PRICE
gather power is interrupted by an opponent. This ability FLICKER GAUNTLET 1,000 GP
alters gather power.
Kinetic Blademaster (Su): At 1st level, a roil dancer SLOT hands (see text) CL 6th WEIGHT —
gains kinetic blade as a bonus wild talent. He can use
AURA moderate conjuration
this wild talent as part of initiating martial maneuvers
that use weapons (including counters that require him This elegant gauntlet made of gleaming metal is far thinner
to make an attack roll), and reduces its burn cost by 1 and lighter than it appears; almost like a glove made of
when doing so. If the maneuver allows the roil dancer flexible metal. As a free action, the wearer can store a single
to make attacks with multiple weapons (including by item that weighs up to 20 pounds within the gauntlet; the
the Thrashing Dragon Pounce feat or similar effects), he item must be one that they can hold in one hand. When
may use the kinetic blade wild talent multiple times to stored within the gauntlet, the item has a negligible weight
create the appropriate amount of weapons (paying any and the hand wearing the gauntlet is now considered
burn costs as normal, and potentially creating kinetic empty. Spell durations and other effects on the item are not
blades that use different kinetic blasts if he wishes). suppressed, and continue to expire. An item can only be
He is treated as having drawn his kinetic blade during stored within the gauntlet for a short time; one minute after
the maneuver for the purposes of Mithral Current using this ability, the item reappears in the wearer's hand (or
maneuvers and similar effects. Full attack maneuvers falls to the ground, if their hand is occupied).
count as allowing two weapons, allowing the roil dancer At any point before that time, the gauntlet's wearer can
to create two kinetic blades. retrieve the item with a snap of their fingers (also a free
A roil dancer can only use a given kinetic blade for one action). If the gauntlet's effect is suppressed or dispelled, the
attack when initiating a maneuver, unless he augments stored item appears instantly. A character can wear a flicker
the maneuver with his ignition surge ability. gauntlet on each of their hands; however, while wearing at
If he initiates a maneuver that allows or requires least one flicker gauntlet, they cannot use other items that
ranged attacks, the roil dancer can use his kinetic blade also use the hand slot. When a flicker gauntlet is worn by
to make such attacks as a thrown weapon with a range a character with an active element, active energy type, or
increment of 30 feet. elemental focus, its surface pulses with waves of colors
The roil dancer also gains these benefits and any other reminiscent of the wearer's element or elements.
benefits from this archetype with the kinetic whip wild
talent, if he later gains it.
CONSTRUCTION REQUIREMENTS COST 500 GP
Kinetic Blast (Sp): A roil dancer’s kinetic blast Craft Wondrous Item, rope trick
deals less damage than other kineticists. At 1st level,
it functions as normal, but rather than increasing its New Feats
damage at every two kineticist levels beyond 1st, it
Some of the following feats have the gather power
increases at 4th level and every four kineticist levels
descriptor. These feats modify the use of the gather
thereafter. Thus, a simple physical blast’s base damage
power class feature, and only one can be used by a
would be 1d6+1 at 1st level, 2d6+2 at 4th level, 3d6+3 at
kineticist at once when they gather power.
8th level, and so on. Composite blasts have their damage
A character that gathers power as a full-round action,
progression similarly reduced. This ability alters kinetic
then gathers power as a move action will trigger their
blast, but does not cause the roil dancer archetype to be
feat's effects twice (once for the full-round action and
incompatible with other archetypes that alter the kinetic
once for the move action).
blast class feature.
Metakinesis (Su): When a roil dancer empowers Augmented Elements
or maximizes a kinetic blast, the effect only applies to You have the spark of psionic power, allowing you to
the blast itself; it does not increase or maximize the broaden your elemental abilities.
damage dealt by maneuver or stances. Roil dancers Prerequisites: Kineticist level 1st.
cannot quicken their kinetic blade or kinetic whip wild Benefit: You learn a simple blast from any element
talents, nor can they use those talents twice with the (including your primary element, if there is another
same action when they reach 17th level. This ability blast for you to choose). Unless you later gain access
alters metakinesis, but does not cause the roil dancer to this blast through another method, you increase its
archetype to be incompatible with other archetypes that burn cost by 1 whenever you use it. In addition, you
alter or replace the metakinesis class feature. gain the psionic subtype, allowing you to take psionic
feats, metapsionic feats, and psionic item creation feats.
If you do not have your primary element’s basic utility

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talent (for example, if you have traded it away with an Benefit: When you successfully finish gathering power,
archetype), you also gain that wild talent. you can choose to force the gathered energy into those
around you in addition to using it to fuel your own
Inner Fire (Psionic)
abilities. Each adjacent creature must succeed at a
You use psionic power to augment your rampaging
Fortitude save (DC 10 + 1/2 your kineticist level + your
elemental abilities.
Constitution modifier) or gain 1 point of burn, taking 1
Prerequisites: Gather power class feature.
point of nonlethal damage per Hit Die they possess, as
Benefit: You can expend your psionic focus while
usual for burn. If you gathered power as a full-round
gathering power to reduce the action needed to alleviate
action, you may have this ability affects other creatures
burn. If you take a swift action, you are treated as if you
within 10 feet of you, instead of adjacent creatures. This
had gathered power as a move action. If you take a move
feat is a supernatural ability.
action, you are treated as if you gathered power for a full
round. You cannot gather power in another way in the Solar Flare (Combat, Gather Power)
same turn you use this feat. You can gather power, then emit a blinding flash of light.
Prerequisites: Gather power class feature, kineticist
Kinetic Duelist (Combat)
level 1st.
You can create a second kinetic blade.
Benefit: When you successfully finish gathering power,
Prerequisites: Two-Weapon Fighting, kinetic blade
you can emit a 20-foot burst of light that forces each
wild talent.
creature within its area that can see you to make a Reflex
Benefit: When you use the kinetic blade wild talent,
save (DC 10 + 1/2 your kineticist level + your Constitution
you may make a second kinetic blade in your off hand.
modifier) or become dazzled for 1 minute. If you
You can only make one attack with this second kinetic
gathered power as a full-round action, creatures that fail
blade, regardless of how many off-hand attacks you
their saves are instead blinded for 1 round. When you
would normally receive. You pay burn costs for the
use this feat, you choose the shape of the burst; it may be
second kinetic blade as normal, and can make the second
either a line, a cone, or a sphere around you (its range
kinetic blade using a different kinetic blast than the
remains the same regardless). This feat is a supernatural
first, if you wish. If you used gather power to reduce the
ability.
cost of the first kinetic blade, the reduction from gather
power does not apply to the second blade's cost as well. Syphon Vitality (Combat, Gather Power)
You can gather power from creatures instead of the
Mind Afire
environment.
You can fuel your psychic powers with the same mental
Prerequisites: Gather power class feature, kineticist
fortitude that strengthens your body.
level 1st.
Prerequisites: Kineticist level 1st, must use an ability
Benefit: When you gather power, you can choose
score other than Constitution to determine your hit
to syphon the animating essence of opponents within
points (such as by possessing the Altered Life feat).
10 feet. When you successfully finish doing so, each
Benefit: You can use the ability score you use to
creature within the area must make a Will save (DC 10
determine your hit points instead of your Constitution
+ 1/2 your kineticist level + your Constitution modifier)
for determining how much burn you can possess, the
or become sickened for 1 round. If you gathered power
save DCs of your kineticist class features, the bonus
as a full-round action, this sicken effect instead lasts for
damage of your kinetic blasts, and any wild talent that
1 minute. As this ability works by sapping the energy
uses your Constitution modifier to determine its effect.
keeping a creature animate, it can still sicken creatures
Ripple in Still Water (Combat) that are normally immune to being sickened. This feat is
Like a calm river's hidden currents, your stilled mind a supernatural ability.
conceals deadly intent.
Prerequisites: Ki pool class feature, kineticist level 1st.
Benefits: Your kineticist levels and your levels in the
class that granted you the ki pool class feature stack
for determining the number of points in your ki pool
each day and the base damage of your kinetic blasts. In
addition, you do not provoke attacks of opportunity for Altered Life (Heritage)
using your kinetic blast while threatened (neither from Your unusual nature affects your vitality, bolstering
it being a spell-like ability nor from it being a ranged you in ways different from other mortals.
attack). Prerequisites: Aberration, fey, ooze, plant, or
Scatter Power (Combat, Gather Power) undead type.
You create an eruption of gather power that infects those Benefit: Choose Wisdom or Charisma. You calculate
around you. your bonus hit points per Hit Die based on the chosen
Prerequisites: Gather power class feature, kineticist ability score instead of your Constitution.
level 1st.

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Content you Distribute. If Thoughts Could Kill, © 2001–2004, Bruce R. Cordell. All rights reserved.
7. Use of Product Identity: You agree not to Use any Product Identity, Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved.
including as an indication as to compatibility, except as expressly licensed in Unearthed Arcana, © 2004, Wizards of the Coast.
another, independent Agreement with the owner of each element of that Mutants & Masterminds © 2002, Green Ronin Publishing.
Product Identity. You agree not to indicate compatibility or co-adaptability with Swords of Our Fathers, Copyright 2003, The Game Mechanics.
any Trademark or Registered Trademark in conjunction with a work containing Modern System Reference Document, © 2002, Wizards of the Coast, Inc.;
Open Game Content except as expressly licensed in another, independent Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on
Agreement with the owner of such Trademark or Registered Trademark. The material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter
use of any Product Identity in Open Game Content does not constitute a Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
challenge to the ownership of that Product Identity. The owner of any Product Bastards & Bloodlines: A Guidebook to Half-Breeds, © 2003, Green Ronin
Identity used in Open Game Content shall retain all rights, title and interest in Publishing; Author: Owen K.C. Stephens
and to that Product Identity. Bloodforge, © 2014, Dreamscarred Press, LLC; Author: Matthew Ryan
8. Identification: If you distribute Open Game Content You must clearly Medeiros, Jade Ripley, based on material by Owen K.C. Stephens.
indicate which portions of the work that you are distributing are Open Game Psionics Unleashed. Copyright 2010, Dreamscarred Press.
Content. 9. Updating the License: Wizards or its designated Agents may publish Ultimate Psionics. Copyright ©2012, Dreamscarred Press
updated versions of this License. You may use any authorized version of this Path of War, © 2014, Dreamscarred Press.
License to copy, modify and distribute any Open Game Content originally Path of War Expanded, © 2016, Dreamscarred Press
distributed under any version of this License. Divergent Paths: Roil Dancer, © 2016, Dreamscarred Press

7
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