Divergent Paths. Roil Dancer. Roil Dancer. By Forrest Heck

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Roil Dancer Roil Dancer By Forrest Heck 1

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. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 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. (Elements 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 written permission. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 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 the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderrpg/compatibility for more 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 1

The Roil Dancer Like a lot of Dreamscarred Press material, this archetype began for personal use; a sort of random extra project written as a break from the official stuff. Something that I could use in my own games, with the possibility (but not quite the intent) of submitting it to Dreamscarred Press to be published later down the line. However, with the Path of War errata project still in the works, this archetype receiving a surprisingly large amount of playtesting from fans of the subsystem and fans of the kineticist, and the simplicity of getting it fully prepared for official use, it was decided that it we'd pick it up. So here's a small mini-release: just one archetype, which kicks off the Divergent Paths line as a teaser of what's to come with Divergent Paths: Medic, Divergent Paths: Fool's Errand, and more. Whether you're a fan of the kineticist or a fan of Path of War, we hope you enjoy. Forrest Heck Creative Director, Dreamscarred Press Roil Dancer (Kineticist Archetype) I m told that proper magecraft is subtle; that an archmage is always planning and predicting, then letting others do his dirty work. I don t get it. What s the point of magic if you can t stab people with it? Theodore Sal, a roil dancer Animus. One of the many types of incredible magic, and also one of the most dangerous. Where mystics temper their animus through meditation and discipline, the martial mages known as roil dancers take the opposite route: if their power is harmful for them to use, they will simply outlast it. Roil dancers train their minds and bodies not to control, but to survive, emphasizing physical fitness and determination above all else as they prepare themselves for the battlefield. The roil dancer is an archetype for the kineticist base 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 Perform and Spellcraft as class skills. 2

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

of his turns thereafter. His animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any round in which the roil dancer initiates a maneuver, he adds an additional 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 augment maneuvers initiated using his kinetic blade in the following way. If the roil dancer has the ability to augment his maneuvers in other ways, such as from another class feature or the maneuver itself, this cannot be combined with the augments granted by this class feature; he must choose which augmentation type to use when initiating the maneuver. Fight Fire With Fire: When the roil dancer initiates a maneuver using his kinetic blade and would take burn from the blast or the infusions applied, he may spend animus to reduce the amount of burn taken by 1 point of burn per 2 points of animus spent. He can spend as much animus as he wishes when augmenting a maneuver in this way, but this does not allow him to go over the normal maximum amount of burn gained in a round in effect, he shields himself from the burn after choosing to take it. Ignition Surge: When the roil dancer initiates a maneuver that normally allows multiple attacks, he can spend animus to make the additional attacks with his kinetic blade (even though it normally only allows one attack). For every 3 points of animus spent, he can make up to one additional attack with one of his kinetic blades. He can spend as much animus as he wishes when augmenting a maneuver in this way, potentially allowing multiple attacks with multiple kinetic blades if he has a maneuver that allows it. The roil dancer can also accept burn to fuel maneuvers that have an animus augment. Whenever he initiates such a maneuver, he can accept 1 point of burn to augment further. He is treated as having spent 1 additional point of animus, even over the normal maximum augment on his maneuvers. For example, a 7th-level roil dancer 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 damage and save DC by 1d6 and +1, respectively. He must still follow the normal restrictions on the amount of burn he can accept during a round. Focused Flux (Su): A roil dancer chooses an elemental focus at 1st level like a normal kineticist, but his choice also carries over to his use of the Elemental Flux and Solar Wind disciplines. Regardless of which element is his current active element, any time a maneuver or stance of those disciplines refers to an energy type (such as for dealing damage, granting or ignoring resistances, or even gaining an immunity), it uses one of the following damage types instead, based on the roil dancer s primary elemental focus. The roil dancer can still change his active element, and will still gain any additional non-damage effects of his active element s maneuvers or stances. Aether: The roil dancer rends his foes with telekinetic blades, dealing slashing damage.* Air: The roil dancer fires lightning at his foes, dealing electricity damage. Earth: The roil dancer creates cruel spikes of stone, dealing piercing damage.* Fire: The roil dancer sets his foes ablaze, dealing fire damage. Water: The roil dancer freezes his foes solid, dealing cold 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 in this way is treated as magical and affected by damage reduction. If the roil dancer would gain the ability to ignore resistances of that type, he instead ignores an equal amount of damage reduction. If the roil dancer gains a resistance or immunity to one of these damage types from a maneuver or stance, these still function as normal, reducing damage of that type as appropriate. A roil dancer s resistances or immunities to a physical damage type apply to all attacks that deal that damage type, even ones that are also other types of damage. This ability alters elemental focus, but does not cause the roil dancer archetype to be incompatible with other archetypes that alter the elemental focus class feature. Gather Power (Ex): A roil dancer s power comes from within as well as without. Thus, in order to gather power, a roil dancer must spend points of animus. It costs him 1 point of animus to gather power as a move action, and 2 points 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 he gathers power as a full-round action, he can recover a number of expended maneuvers equal to his roil dancer initiation modifier (minimum 2) after gathering Positive Energy Damage Positive energy damage, also used in Psionics Augmented: Seventh Path, deals damage by disrupting the target s body with an influx of pure life. Although most positive energy heals living targets, positive energy damage can be likened to a power surge, simultaneously bringing new life to a creature while overloading its ability to function, with the end result of harm. Thus, unlike normal positive energy, it deals damage to all targets equally, regardless of whether or not they are alive. It otherwise functions as normal for energy damage. 4

power. A roil dancer with the supercharge class feature recovers one additional maneuver when he gathers power (regardless of the action used). He cannot recover a maneuver he initiated since the end of his last turn with this ability, and still recovers maneuvers even if his gather power is interrupted by an opponent. This ability alters gather power. Kinetic Blademaster (Su): At 1st level, a roil dancer gains kinetic blade as a bonus wild talent. He can use this wild talent as part of initiating martial maneuvers that use weapons (including counters that require him to make an attack roll), and reduces its burn cost by 1 when doing so. If the maneuver allows the roil dancer to make attacks with multiple weapons (including by the Thrashing Dragon Pounce feat or similar effects), he may use the kinetic blade wild talent multiple times to create the appropriate amount of weapons (paying any burn costs as normal, and potentially creating kinetic blades that use different kinetic blasts if he wishes). He is treated as having drawn his kinetic blade during the maneuver for the purposes of Mithral Current maneuvers and similar effects. Full attack maneuvers count as allowing two weapons, allowing the roil dancer to create two kinetic blades. A roil dancer can only use a given kinetic blade for one attack when initiating a maneuver, unless he augments the maneuver with his ignition surge ability. If he initiates a maneuver that allows or requires ranged attacks, the roil dancer can use his kinetic blade to make such attacks as a thrown weapon with a range increment of 30 feet. The roil dancer also gains these benefits and any other benefits from this archetype with the kinetic whip wild talent, if he later gains it. Kinetic Blast (Sp): A roil dancer s kinetic blast deals less damage than other kineticists. At 1st level, it functions as normal, but rather than increasing its damage at every two kineticist levels beyond 1st, it increases at 4th level and every four kineticist levels thereafter. Thus, a simple physical blast s base damage would be 1d6+1 at 1st level, 2d6+2 at 4th level, 3d6+3 at 8th level, and so on. Composite blasts have their damage progression similarly reduced. This ability alters kinetic blast, but does not cause the roil dancer archetype to be incompatible with other archetypes that alter the kinetic blast class feature. Metakinesis (Su): When a roil dancer empowers or maximizes a kinetic blast, the effect only applies to the blast itself; it does not increase or maximize the damage dealt by maneuver or stances. Roil dancers cannot quicken their kinetic blade or kinetic whip wild talents, nor can they use those talents twice with the same action when they reach 17th level. This ability alters metakinesis, but does not cause the roil dancer archetype to be incompatible with other archetypes that alter or replace the metakinesis class feature. New Item This item is uniquely suited to roil dancers and other kineticists who follow a more martial path. FLICKER GAUNTLET PRICE 1,000 GP SLOT hands (see text) CL 6th WEIGHT AURA moderate conjuration This elegant gauntlet made of gleaming metal is far thinner and lighter than it appears; almost like a glove made of flexible metal. As a free action, the wearer can store a single item that weighs up to 20 pounds within the gauntlet; the item must be one that they can hold in one hand. When stored within the gauntlet, the item has a negligible weight and the hand wearing the gauntlet is now considered empty. Spell durations and other effects on the item are not suppressed, and continue to expire. An item can only be stored within the gauntlet for a short time; one minute after using this ability, the item reappears in the wearer's hand (or falls to the ground, if their hand is occupied). At any point before that time, the gauntlet's wearer can retrieve the item with a snap of their fingers (also a free action). If the gauntlet's effect is suppressed or dispelled, the stored item appears instantly. A character can wear a flicker gauntlet on each of their hands; however, while wearing at least one flicker gauntlet, they cannot use other items that also use the hand slot. When a flicker gauntlet is worn by a character with an active element, active energy type, or elemental focus, its surface pulses with waves of colors reminiscent of the wearer's element or elements. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, rope trick New Feats COST 500 GP Some of the following feats have the gather power descriptor. These feats modify the use of the gather power class feature, and only one can be used by a kineticist 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 their feat's effects twice (once for the full-round action and once for the move action). Augmented Elements You have the spark of psionic power, allowing you to broaden your elemental abilities. Prerequisites: Kineticist level 1st. Benefit: You learn a simple blast from any element (including your primary element, if there is another blast for you to choose). Unless you later gain access to this blast through another method, you increase its burn cost by 1 whenever you use it. In addition, you 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 5

talent (for example, if you have traded it away with an archetype), you also gain that wild talent. Inner Fire (Psionic) You use psionic power to augment your rampaging elemental abilities. Prerequisites: Gather power class feature. Benefit: You can expend your psionic focus while gathering power to reduce the action needed to alleviate burn. If you take a swift action, you are treated as if you had gathered power as a move action. If you take a move action, you are treated as if you gathered power for a full round. You cannot gather power in another way in the same turn you use this feat. Kinetic Duelist (Combat) You can create a second kinetic blade. Prerequisites: Two-Weapon Fighting, kinetic blade wild 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 kinetic blade, regardless of how many off-hand attacks you would normally receive. You pay burn costs for the second kinetic blade as normal, and can make the second kinetic blade using a different kinetic blast than the first, if you wish. If you used gather power to reduce the cost of the first kinetic blade, the reduction from gather power does not apply to the second blade's cost as well. Mind Afire You can fuel your psychic powers with the same mental fortitude that strengthens your body. Prerequisites: Kineticist level 1st, must use an ability score other than Constitution to determine your hit points (such as by possessing the Altered Life feat). Benefit: You can use the ability score you use to determine your hit points instead of your Constitution for determining how much burn you can possess, the save DCs of your kineticist class features, the bonus damage of your kinetic blasts, and any wild talent that uses your Constitution modifier to determine its effect. Ripple in Still Water (Combat) Like a calm river's hidden currents, your stilled mind 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 using your kinetic blast while threatened (neither from it being a spell-like ability nor from it being a ranged attack). Scatter Power (Combat, Gather Power) You create an eruption of gather power that infects those around you. Prerequisites: Gather power class feature, kineticist level 1st. Benefit: When you successfully finish gathering power, you can choose to force the gathered energy into those around you in addition to using it to fuel your own abilities. Each adjacent creature must succeed at a Fortitude save (DC 10 + 1/2 your kineticist level + your Constitution modifier) or gain 1 point of burn, taking 1 point of nonlethal damage per Hit Die they possess, as usual for burn. If you gathered power as a full-round action, you may have this ability affects other creatures within 10 feet of you, instead of adjacent creatures. This feat 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, kineticist level 1st. Benefit: When you successfully finish gathering power, you can emit a 20-foot burst of light that forces each creature within its area that can see you to make a Reflex save (DC 10 + 1/2 your kineticist level + your Constitution modifier) or become dazzled for 1 minute. If you gathered power as a full-round action, creatures that fail their saves are instead blinded for 1 round. When you use this feat, you choose the shape of the burst; it may be either a line, a cone, or a sphere around you (its range remains the same regardless). This feat is a supernatural ability. Syphon Vitality (Combat, Gather Power) You can gather power from creatures instead of the environment. Prerequisites: Gather power class feature, kineticist level 1st. Benefit: When you gather power, you can choose to syphon the animating essence of opponents within 10 feet. When you successfully finish doing so, each creature 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 power as a full-round action, this sicken effect instead lasts for 1 minute. As this ability works by sapping the energy keeping a creature animate, it can still sicken creatures that are normally immune to being sickened. This feat is a supernatural ability. Altered Life (Heritage) Your unusual nature affects your vitality, bolstering you in ways different from other mortals. Prerequisites: Aberration, fey, ooze, plant, or undead type. Benefit: Choose Wisdom or Charisma. You calculate your bonus hit points per Hit Die based on the chosen ability score instead of your Constitution. 6

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Definitions: (a) Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b) Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a, 2000, Wizards of the Coast, Inc. System Reference Document. 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Bestiary, 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player s Guide, 2010, Paizo Publishing, LLC; Author: Jason Bulmahn Pathfinder RPG GameMastery Guide, 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. Pathfinder Roleplaying Game Occult Adventures 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend. The Book of Experimental Might, 2008, Monte J. Cook. All rights reserved. Tome of Horrors, 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Unearthed Arcana, 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David Noonan, Rich Redman The Iconic Bestiary: Classics of Fantasy, 2005, Lions Den Press; Author Ari Marmell Hyperconscious: Explorations in Psionics, 2004, Bruce R Cordell. All rights reserved. If Thoughts Could Kill, 2001 2004, Bruce R. Cordell. All rights reserved. Mindscapes, 2003 2004, Bruce R. Cordell. All rights reserved. Unearthed Arcana, 2004, Wizards of the Coast. Mutants & Masterminds 2002, Green Ronin Publishing. Swords of Our Fathers, Copyright 2003, The Game Mechanics. Modern System Reference Document, 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker Bastards & Bloodlines: A Guidebook to Half-Breeds, 2003, Green Ronin Publishing; Author: Owen K.C. Stephens Bloodforge, 2014, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, Jade Ripley, based on material by Owen K.C. Stephens. Psionics Unleashed. Copyright 2010, Dreamscarred Press. Ultimate Psionics. Copyright 2012, Dreamscarred Press Path of War, 2014, Dreamscarred Press. Path of War Expanded, 2016, Dreamscarred Press Divergent Paths: Roil Dancer, 2016, Dreamscarred Press 7

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