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Diamond, roil dancer

Nov 5th, 2026
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  1. Diamond, caligni pyrokineticist roil dancer 1
  2. Medium Humanoid (dark folk, beastblood) - Diamond counts as a magical beast with the fire subtype
  3. Move 30, see in darkness, light sensitivity (dazzled in bright)
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  5. Fort +6 (+2 base, +4 Con), Ref +6 (+2 base, +4 Dex), Will +0
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  7. AC 16 (+4 Dex, +2 armour), flat-footed 12, touch 14, flat-footed touch 10
  8. CMD 15 (+1 Str, +4 Dex), flat-footed 11
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  10. Proficiency: Light armour, simple weapons, no shields
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  12. 60 gp starting wealth
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  14. 10 gp = leather armour
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  17. Drawback - Paranoid: Diamond believes that someone or something is always out to get xem, so xe has a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist Diamond must succeed at a DC 15 check instead of the normal DC 10 check.
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  19. Campaign Trait - Exile: Diamond was forced to flee xyr homeland and its owb oppression. Chance or fate has brought xem to Sandpoint, and it’s here that xyr money ran out, leaving xem stranded in this small town. Diamond is also being pursued by enemies from xyr homeland, and that has made xem paranoid and quick to react to danger. Diamond has a +2 trait bonus on initiative checks.
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  21. Race Trait - Mixed Blood (fire): Diamond is treated as having the fire subtype for the purposes of requirements and prerequisites, and has fire resistance 10. In addition, xe becomes partially vulnerable to cold—whenever Diamond takes cold damage, xe takes an extra 50% damage, up to a maximum of 10 additional points of damage. If xe becomes immune to cold, xe still takes up to 5 points of damage (after which xyr immunity applies and negates the rest of the damage).
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  23. Race Trait - Mixed Blood (magical beast): Diamond has a +2 trait bonus on Survival checks. Survival is always a class skill for xem.
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  25. Magic Trait - Desperate Resolve: Diamond is adept at casting spells even in the most precarious situations. Xe has a +1 trait bonus on concentration checks. This trait bonus increases to +4 when Diamond is grappled, pinned, in violent weather, or entangled.
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  27. Feat 1 - Vestigial Wings (Heritage): Diamond may take ranks in the Fly skill. Fly is a class skill for xem. When Diamond falls, xe can slow xyr descent by making a DC 15 Fly check to fall safely without taking falling damage, albeit at a rate of 20 feet a round. When falling safely, xe can make another DC 15 Fly check to glide, moving 5 feet laterally every round.
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  31. 7 skill points (4 kineticist, 1 favoured class, 2 background skills)
  32. Strength 13 (+1) - carrying capacity 50/100/150/300/750 lbs. - no class skills
  33. Dexterity 18 (+4) - initiative +6 (+2 trait) - Acrobatics +8 (1 rank), Fly +8 (1 rank), Stealth
  34. Constitution 18 (+4) - hp 12 (8 roil dancer, 4 Constitution) - endurance +4 - burn limit 7
  35. Intelligence 10 - Spellcraft +4 (1 rank), Artistry*, Craft*, Lore* (birds) +4 (1 rank)
  36. Wisdom 10 - Heal, Perception +4 (1 rank), Survival +6 (1 rank, +2 trait), Profession*
  37. Charisma 10 - Intimidate, Use Magic Device +4 (1 rank), Perform* (sing) +4 (1 rank)
  38. * background skill
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  41. Death Throes (Su): When Diamond is slain, xyr body shall combust in a flash of searing light. All creatures within a 5-foot burst must succeed at a Fortitude save (DC 10 + 1/2 Diamond's level + xyr Constitution bonus) or be dazzled for 1d4 rounds (taking a -1 penalty on attack rolls and on vision-based Perception checks). The corpse left behind is a third of Diamond's size, withered and unrecognizable as the individual. *Raise dead* and similar spells cast upon these remains would restore Diamond as normal.
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  43. Wild Talents: Diamond can use wild talents—magical abilities similar to spells but drawn from Diamond's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. Diamond's wild talents always have the fire descriptor. Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell grade + Diamond's Constitution modifier. Diamond uses xyr Constitution modifier on all concentration checks for wild talents (for a total of +2 + xyr Constitution modifier, or +5 + xyr Constitution while grappled, pinned, entangled, or dealing with violent weather).
  44. At 6th, 10th, and 16th levels, Diamond can replace one of xyr utility wild talents with another wild talent of the same grade or lower. Xe can’t replace a wild talent that xe used to qualify for another of xyr wild talents.
  45. Future infusions: 3 (1st), 11 (5th), 19 (9th)
  46. Future wild talents: 2 (1st), 6 (3rd), 10 (5th), 14 (7th), 18 (9th)
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  48. Burn (Ex): Diamond can overexert xemself to channel more power than normal, pushing past the limit of what is safe for xyr body by accepting burn. Some of xyr wild talents allow xem to accept burn in exchange for a greater effect, while others require xem to accept a certain amount of burn to use that talent at all. Diamond can't accept burn if xe's incapable of taking nonlethal damage. Upon accepting burn, Diamond cannot benefit from abilities that allow xem to ignore or alter the effects xe receives from nonlethal damage. For each point of burn xe takes on, Diamond has 1 point of nonlethal damage per character level. This nonlethal damage can't be reduced, redirected, or healed by any means other than getting a full night's rest, which removes all burn and its associated nonlethal damage.
  49. Diamond can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. Diamond can't choose to accept burn if it would put xyr total number of points of burn higher than 3 + xyr Constitution modifier (though xe can be forced to accept more burn from a source outside xyr control).
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  51. *Basic Pyrokinesis* (Sp, 1st, utility, fire): Diamond can use xyr inner flame to reproduce the effects of a *flare*, *light*, or *spark* cantrip, except that the light xe creates with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
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  53. *Kinetic Blast* (Sp): As a standard action, Diamond can unleash a kinetic blast at a single target up to a range of 30 feet. Xe must have at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. Diamond is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and xe can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower grade that shares a descriptor.
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  55. *Fire Blast* (Sp, 0-grade, simple energy blast, fire, SR): Diamond unleashes a gout of flickering fire to burn a single foe. A *fire blast* is a ranged touch attack made as a standard action, that deals 1d6 fire damage + 1/2 Diamond's Constitution modifier.
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  57. Form Infusion - *Incinerator Snap* (fire blast/blue flame blast, 1 burn): Diamond's *kinetic blast* extends in a fan of flames, damaging all creatures and objects in a 15-foot cone (Reflex halves). (OA: *fan of flames*
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  59. Form Infusion - *Kinetic Blade* (any blasts, 1 burn): Diamond forms a weapon using xyr pyrokinetic abilities. Xe creates a non-reach, light or one-handed weapon in xyr hand formed of pure fire. The *kinetic blade*'s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the *kinetic blade*, nor does it grant the *kinetic blade* any weapon special features.
  60. Diamond can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with xyr kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The *kinetic blade* deals the base *kinetic blast*'s damage on each hit (applying any modifiers to Diamond's *kinetic blast* damage as normal). The blade disappears at the end of Diamond's turn. The weapon interacts with Armor Class and spell resistance as normal for a blast of its type. The *kinetic blade* doesn’t add the damage bonus from elemental overflow.
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  64. Kinetic Blademaster (Su): Diamond can use the *kinetic blade* or *kinetic whip* form infusions as part of initiating maneuvers that use weapons (including counters that require xem to make an attack roll), and reduces their burn cost by 1 when doing so. If the maneuver allows Diamond to make attacks with multiple weapons (including by outside effects like the Thrashing Dragon Pounce feat), xe may use the *kinetic blade* or *kinetic whip* 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). Xe is treated as having drawn xyr *kinetic blade* during the maneuver for the purposes of Mithral Current maneuvers and similar effects. Full attack maneuvers count as allowing two weapons, allowing Diamond to create two kinetic blades.
  65. Diamond can only use a given kinetic blade or kinetic whip for one attack when initiating a maneuver, unless xe augments the maneuver with xyr ignition surge.
  66. If xe initiates a maneuver that allows or requires ranged attacks, Diamond can use xyr kinetic blade or kinetic whip to make such attacks as if with a thrown weapon, with a range increment of 30 feet (thus a maximum range of 150 feet).
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  72. Focused Flux (Su): Regardless of which element is xyr current active element, any time a maneuver or stance of the Elemental Flux or Solar Wind disciplines refers to an energy type (such as for dealing damage, granting or ignoring resistances, or even gaining an immunity), it uses bludgeoning damage instead. Diamond can still change xyr active element, and will still gain any additional non-damage effects of xyr active element's maneuvers and stances.
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  75. Infusion (Su): By using infusions along with xyr kinetic blasts, Diamond can alter xyr kinetic blasts to suit xyr needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time Diamond uses one of xyr kinetic blasts, xe can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
  76. The DC for a save against an infusion is based on the associated kinetic blast's effective spell grade, not the grade of the infusion. When Diamond modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. The DCs for form infusions are calculated using Diamond's Dexterity modifier instead of xyr Constitution modifier. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If form and substance infusions both alter a kinetic blast's damage, apply the substance infusion's alteration first.
  77. At 5th, 11th, and 17th roil dancer levels, Diamond can replace one of xyr infusions with another infusion of the same grade or lower. Xe can't replace an infusion that xe used to qualify for another of xyr wild talents.
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  79. Animus (Su): Diamond's powers are fueled by an explosive combination of inner strength and psychic might. Within xyr soul is a reservoir of roiling, turbulent energy, and the passion and danger of combat causes this mystic energy to overflow outwards. This power, called animus, waxes and wanes with Diamond's use of sublime maneuvers in battle.
  80. Outside combat, Diamond has no animus to spend. At the start of xyr first turn in combat, xe gains an animus pool equal to 1 + xyr roil dancer initiation modifier (Constitution), minimum 1, and adds one point of animus to xyr animus pool at the start of each of xyr turns thereafter. Diamond's animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any turn in which Diamond initiates a maneuver, xe adds an additional point of animus to xyr pool.
  81. Diamond can accept burn to fuel maneuvers that have an animus augment. Whenever xe initiates such a maneuver, xe can accept 1 point of burn to augment further. Xe is treated as having spent 1 additional point of animus, even over the normal maximum augment on xyr maneuvers.
  82. Diamond can also spend points of animus to augment maneuvers initiated using xyr kinetic blade in the following way. Maneuver augmentations are exclusive, and augmentations from differing sources cannot be combined.
  83. • Fight Fire With Fire: When Diamond initiates a maneuver using xyr kinetic blade and would take burn from the blast or the infusions applied, xe may spend animus to reduce the amount of burn taken by 1 point of burn per 2 animus spent. Xe can spend as much animus as xe wishes when augmenting a maneuver in this way, but this does not allow xem to go over the normal maximum amount of burn gained in a round—in effect, xe shields xemself from the burn after choosing to take it.
  84. • Ignition Surge: When Diamond initiates a maneuver that normally allows multiple attacks, xe can spend animus to make the additional attacks with xyr kinetic blade (even though it normally only allows one attack). For every 3 points of animus spent, xe can make up to one additional attack with one of xyr kinetic blades. Xe can spend as much animus as xe wishes when augmenting a maneuver in this way, potentially allowing multiple attacks with multiple kinetic blades if xe has a maneuver that allows it.
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  86. Gather Power (Su): If xe has only free hands (or other prehensile appendages, with an unusual body plan), Diamond can gather elemental fire and infuse it with animus. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on Diamond, as the energy swirls around xem. Gathering power by spending 1 animus as a move action allows Diamond to choose a maneuver spent before the end of xyr last turn and recover it, and to reduce the total burn cost of a blast wild talent xe uses in the same round by 1 point. Diamond can instead spend 2 animus and gather power for 1 full round (from the start of one turn to the start of xyr next) in order to recover multiple spent maneuvers (as many as xyr Constitution modifier, minimum 2) and to reduce the total burn cost of a blast wild talent used on xyr next turn by 2 points. If xe does so, xe can also gather power as a move action during xyr next turn for cumulative effect. If Diamond takes damage at any point between choosing to gather power and using the kinetic blast that releases it, xe must succeed at a concentration check (DC 10 + the damage taken + the effective spell grade of xyr kinetic blast) or lose the energy in a wild surge that forces xem to accept burn equal to the gathered power (as this is unintentional, it can cause Diamond to take burn over xyr limit).
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  88. 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 power.
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