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Diamond, aether dancer

Nov 11th, 2026
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  1. Diamond, atstreidi telekineticist roil dancer 1
  2. Medium Aberration (slimeblood, psionic) - Diamond counts as an ooze
  3. Move 30, darkvision 60
  4.  
  5. Fort +4 (+2 base, +2 Con), Ref +5 (+2 base, +3 Dex), Will +0
  6.  
  7. AC 17 (+3 Dex, +4 armour), flat-footed 14, touch 13, flat-footed touch 10
  8. CMD 14 (+1 Str, +3 Dex), flat-footed 11
  9. CMB +1
  10.  
  11. Light crossbow +3 (1d8 piercing, 19/x2)
  12. Light pick +1 (1d4+1 piercing, x4)
  13. Unarmed strike +1 (1d4+1 nonlethal bludgeoning, x2)
  14. Unarmed Combatant unarmed strike +1 (1d6+1 bludgeoning, x2)
  15.  
  16. Proficiency: Light armour, simple weapons
  17.  
  18. 60 gp starting wealth
  19.  
  20. 35 gp light crossbow (4 lbs.)
  21. 5 gp crossbow bolts (50 @ 0.1 lbs. ea., net 5 lbs.)
  22. 4 gp light pick (1 lb.) (UE)
  23. 8 gp kineticist's kit (OA)
  24. - backpack (2 lbs.)
  25. - belt pouch (0.5 lbs.)
  26. - waterskin (4 lbs. filled)
  27. - blanket (3 lbs.)
  28. - torches (10 @ 1 lb. ea., net 10 lbs.)
  29. - trail rations (5 days' worth @ lbs./day, net 5 lbs.)
  30. 5 sp marbles (5 bags @ 2 lbs. ea., net 10 lbs.) (UE 68)
  31. 5 gp, 25 sp cash
  32.  
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  34.  
  35. Campaign Trait - Scholar of the Ancients: Growing up with wish nose in books, Diamond's had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, whee knows the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From wish life of study and dogged research, whee's pieced together the language and partial history of this once-great empire. Char has a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and is able to speak and read Thassilonian.
  36.  
  37. Combat Trait - Armor Expert: When Diamond wears armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
  38.  
  39. Magic Trait - Desperate Resolve: Diamond is adept at casting spells even in the most precarious situations. Whee has a +1 trait bonus on concentration checks. This trait bonus increases to +4 when Diamond is grappled, pinned, in violent weather, or entangled.
  40.  
  41. Feat 1 - Rapid Reload (light crossbow): Diamond can reload a light crossbow as a free action, allowing whim to fire a light crossbow as many times in a given action as attacks whee's entitled to.
  42.  
  43.  
  44. STR 12 / DEX 17 / CON 15 / INT 13 / WIS 10 / CHA 10
  45. 8 skill points (4 kineticist, 1 Int, 1 favoured class, 2 background skills)
  46. Strength 12 (+1) - carrying capacity 43/86/130/260/650 lbs. - Climb +5 (1 rank)
  47. Dexterity 17 (+3) - initiative +3 - Acrobatics, Fly, Stealth +7 (1 rank), Sleight of Hand* +7 (1 rank)
  48. Constitution 15 (+2) - hp 10 (8 roil dancer, 2 Constitution) - endurance +2 - burn limit 5
  49. Intelligence 13 (+1) - Spellcraft +5 (1 rank), cross-class Knowledge (arcana) +3 (1 rank, +1 trait), Knowledge (history)* +3 (1 rank, +1 trait), Artistry*, Craft*, Lore*, Knowledge (engineering)*
  50. Wisdom 10 - Heal, Perception, Survival +4 (1 rank), Profession*
  51. Charisma 10 - Intimidate, Use Magic Device +4 (1 rank), Perform*
  52. * background skill
  53.  
  54.  
  55. Aberrant Physiology (Ex): Though they may not look it, atstreidi are vulnerable to many sorts of attacks that would harm or disable a normal creature. They do, however, have a modicum of resistance to such effects. This ability gives Char the following traits:
  56. • Diamond is immune to disease and poison.
  57. • Diamond gains all the benefits of 8 hours of sleep in only 2 hours. This allows Diamond to regain wish power points after only 2 hours, but does not allow whim to regain power points more than once per day.
  58. • Whenever a critical hit, sneak attack, or called shot is scored on Diamond, there is a 25% chance that the critical hit, sneak attack, or called shot's additional effects are negated and damage is instead rolled normally. This stacks with _fortification_ or similar effects, increasing the negation chance of those effects by 10%.
  59.  
  60. Assimilate Armor (Ex): Diamond is always considered to be wearing wish suit of armour, and cannot be removed from it unless whee is dead. Whee is never fatigued or otherwise hampered from resting in wish armour. Wish unarmed strike and slam attacks are considered to be using the material of wish armour.
  61. Diamond also has the ability to move whimself from wish current armour to a new suit of metal armor by spending 24 hours migrating across the two and assimilating it into wish form. This is a time of great vulnerability, and Diamond is considered helpless for the duration of the process. (As such, it nearly always done when under the watch of someone Diamond trusts.)
  62.  
  63. Psychic Speech (Su): Diamond's voice has two forms: a guttural sloshing sound that can only be considered intelligible speech by the barest of margins, and a surprisingly pleasant mental noise that differs from listener to listener, but unmistakably originates from Diamond. Whee gains a +2 racial bonus on Diplomacy checks against creatures that are not immune to mind-affecting effects. Deaf creatures who are not immune to mind-affecting effects can hear Diamond's voice as if they weren't deaf.
  64.  
  65. Psionic Aptitude: When Diamond takes a level in a favored class, whee can choose to gain an additional power point instead of a hit point or skill point.
  66.  
  67.  
  68. 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 aether 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 wish Constitution modifier on all concentration checks for wild talents (for a total of +2 + wish Constitution modifier, or +5 + wish Constitution while grappled, pinned, entangled, or dealing with violent weather).
  69. At 6th, 10th, and 16th levels, Diamond can replace one of wish utility wild talents with another wild talent of the same grade or lower. Whee can't replace a wild talent that whee used to qualify for another of wish wild talents.
  70.  
  71. Future infusions: 3 (1st), 11 (5th), 19 (9th)
  72. Future wild talents: 2 (1st), 6 (3rd), 10 (5th), 14 (7th), 18 (9th)
  73. Fixed wild talents: *basic telekinesis*, *telekinetic blast*, *force ward* (level 2), *crystalline needle blast* (level 7); *sound blast* (level 7) or *force blast* (level 7, with expanded element [aether]) or *aetheric boost* (level 7, with expanded element [any other])
  74.  
  75. Burn (Ex): Diamond can overexert whimself to channel more power than normal, pushing past the limit of what is safe for wish body by accepting burn. Some of wish wild talents allow whim to accept burn in exchange for a greater effect, while others require whim to accept a certain amount of burn to use that talent at all. Diamond can't accept burn if whee's incapable of taking nonlethal damage. Upon accepting burn, Diamond cannot benefit from abilities that allow whim to ignore or alter the effects whee receives from nonlethal damage. For each point of burn whee 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.
  76. 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 wish total number of points of burn higher than 3 + wish Constitution modifier (though whee can be forced to accept more burn from a source outside wish control).
  77.  
  78. *Basic Telekinesis* (Sp, 1st, utility, fire): Diamond can use wish inner flame to reproduce the effects of a *flare* cantrip (creating a burst of light as a light evocation effect within close range; if the light bursts in front of one creature that can see it clearly, it's dazzled for 1 minute, spell resistance applies and Fortitude negates), a *light* cantrip (causing a touched object to shed light like a torch for 10 minutes per caster level as a light evocation effect, ; 20 feet of bright light, and increasing the light level toward normal light for 20 feet beyond that) that produces heat like a normal flame, or a *spark* cantrip (causing one unattended Fine object within close range to catch fire, as if by flint and steel, as a fire evocation effect, object spell resistance applies and object Fortitude negates); using any of the three abilities ends any previous light effect from this wild talent.
  79.  
  80. *Kinetic Blast* (Sp): As a standard action, Diamond can unleash a *kinetic blast* at a single target up to a range of 30 feet. Whee 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, but Diamond is never considered to be wielding or gripping the *kinetic blast*, regardless of effects from form infusions, and whee 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.
  81.  
  82. *Telekinetic Blast* (Sp, 0-grade, simple physical blast, aether): Diamond throws a nearby unattended object weighing no more than 5 pounds (5 per roil dancer level) at a single foe. A *telekinetic blast* is a ranged attack made as a standard action. If the attack hits, the target and the thrown object each take the blast's damage, 1d6 + Diamond's Constitution modifier, typed as bludgeoning, slashing, or piercing. Since the object is enfolded in strands of aether, even if Diamond uses this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals wish blast damage.
  83. Alternatively, whee can loosen the strands of aether in order to deal damage to both the object and the target as though whee had thrown the object whimself (instead of dealing wish normal blast damage). Whee substitutes wish Constitution modifier for wish Strength modifier if throwing the object would have added wish Strength modifier on the damage roll, and whee doesn't take the –4 penalty on the attack roll for throwing an object that wasn't designed to be thrown. In this case, the object's special effects apply (including effects from its materials), and if the object is a weapon, Diamond must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of Diamond's size.
  84.  
  85.  
  86. Infusion (Su): By using infusions along with wish kinetic blasts, Diamond can alter wish kinetic blasts to suit wish 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 wish kinetic blasts, whee 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.
  87. 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. 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.
  88. At 5th, 11th, and 17th roil dancer levels, Diamond can replace one of wish infusions with another infusion of the same grade or lower. Whee can't replace an infusion that whee used to qualify for another of wish wild talents.
  89.  
  90. Substance Infusion - *Pushing Infusion* (air/blizzard/charged water/earth/magma/metal/mud/sandstorm/steam/telekinetic/water blast, 1+ burn): The momentum of Diamond's *kinetic blast* knocks foes back; this infusion can't be used with a form infusion that lacks a clear direction to push. For each target damaged by the infused blast, attempt a bull rush combat maneuver check using Diamond's Constitution modifier instead of wish Strength modifier to determine wish bonus (+2). This infusion can push a given foe no more than 5 feet per burn accepted on the *pushing infusion*.
  91.  
  92. Form Infusion - *Kinetic Blade* (any blast, 1 burn): When whee intends to strike with a *kinetic blade*, Diamond can choose an object held in wish hand as a focus, with which whee's allowed to gather power. Diamond transfers the power of wish *kinetic blast* to this object, effectively creating a non-reach, light or one-handed weapon in wish hand. 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.
  93. 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 wish 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 elemental overflow's damage bonus.
  94.  
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  96.  
  97. 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 whim 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), whee 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). Whee is treated as having drawn wish *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.
  98. Diamond can only use a given kinetic blade or kinetic whip for one attack when initiating a maneuver, unless whee augments the maneuver with wish ignition surge.
  99. If whee initiates a maneuver that allows or requires ranged attacks, Diamond can use wish 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).
  100.  
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  102. Animus 3 (Su): Diamond's powers are fueled by an explosive combination of inner strength and psychic might. Within wish 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.
  103. Outside combat, Diamond has no animus to spend. At the start of wish first turn in combat, whee gains an animus pool equal to 1 + wish roil dancer initiation modifier (Constitution), minimum 1, and adds one point of animus to wish animus pool at the start of each of wish 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, whee adds an additional point of animus to wish pool.
  104. Diamond can accept burn to fuel maneuvers that have an animus augment. Whenever whee initiates such a maneuver, whee can accept 1 point of burn to augment further. Whee is treated as having spent 1 additional point of animus, even over the normal maximum augment on wish maneuvers.
  105. Diamond can also spend points of animus to augment maneuvers initiated using wish kinetic blade in the following way. Maneuver augmentations are exclusive, and augmentations from differing sources cannot be combined.
  106. • Fight Fire With Fire: When Diamond initiates a maneuver using wish kinetic blade and would take burn from the blast or the infusions applied, whee may spend animus to reduce the amount of burn taken by 1 point of burn per 2 animus spent. Whee can spend as much animus as whee wishes when augmenting a maneuver in this way, but this does not allow whim to go over the normal maximum amount of burn gained in a round—in effect, whee shields whimself from the burn after choosing to take it.
  107. • Ignition Surge: When Diamond initiates a maneuver that normally allows multiple attacks, whee can spend animus to make the additional attacks with wish kinetic blade (even though it normally only allows one attack). For every 3 points of animus spent, whee can make up to one additional attack with one of wish kinetic blades. Whee can spend as much animus as whee wishes when augmenting a maneuver in this way, potentially allowing multiple attacks with multiple kinetic blades if whee has a maneuver that allows it.
  108.  
  109.  
  110. Gather Power (Su): If whee 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 whim. Gathering power by spending 1 animus as a move action allows Diamond to choose a maneuver spent before the end of wish last turn and recover it, and to reduce the total burn cost of a blast wild talent whee 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 wish next) in order to recover multiple spent maneuvers (as many as wish Constitution modifier, minimum 2) and to reduce the total burn cost of a blast wild talent used on wish next turn by 2 points. If whee does so, whee can also gather power as a move action during wish 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, whee must succeed at a concentration check (DC 10 + the damage taken + the effective spell grade of wish kinetic blast) or lose the energy in a wild surge that forces whim to accept burn equal to the gathered power (as this is unintentional, it can cause Diamond to take burn over wish limit).
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  114. Focused Flux (Su): Regardless of which element is wish 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 slashing damage instead. Diamond can still change wish active element, and will still gain any additional non-damage effects of wish active element's maneuvers and stances.
  115.  
  116.  
  117. Roil Dancer Initiation (Constitution, 3 readied, max level known 1st) - Disciplines: Elemental Flux, Fool's Errand (formerly Thrashing Dragon), Mithral Current, Veiled Moon (formerly Solar Wind) - Lock DC 14
  118.  
  119. Stances
  120.  
  121. LESSON I: BALANCE (Fool's Errand Stance 1st)
  122. The first lesson a Fool's Errand trainee is taught is merely to stand. By learning to balance both your body and your mind, you can calmly proceed through your forms and drills, even in the midst of combat. While you maintain this stance, you gain Unarmed Combatant as a bonus feat (allowing your unarmed strikes to deal one die size higher damage, allowing you the choice of lethal or nonlethal damage with your unarmed strikes, denying attacks of opportunity against your unarmed strikes and grapple attempts, and giving you a +2 bonus to CMD and on CMB checks made to grapple), can make Climb checks in place of Acrobatics checks, and can stand up from the prone position as a free action without provoking attacks of opportunity. If you already possess Unarmed Combatant, you also gain Greater Unarmed Strike as a bonus feat, using your initiator level instead of your base attack bonus for the purposes of its effect. If your initiator level is below 3, treat it as 3 for the purposes of the feat.
  123.  
  124.  
  125. 1st-grade Maneuvers (save DC 12 + 2 with discipline weapon)
  126.  
  127. WHIRLWIND SWEEP (Fool's Errand Strike 1st)
  128. Initiation Action: 1 standard action
  129. You spin, sweeping your target's legs while at the same time using your momentum to grab and throw them. Choose one creature within your reach and make a Climb check with a DC equal to their Combat Maneuver Defense. If you succeed, you may throw the target up to 10 feet in any direction (including up). The target falls prone (taking falling damage, if applicable) in the last unoccupied space in that direction. Your target's movement during this strike does not provoke attacks of opportunity.
  130.  
  131. DISTURBING BLOW (Veiled Moon Strike 1st)
  132. Initiation Action: 1 standard action
  133. By delivering a well-placed blow, you establish counter-resonance within the spirit of an enemy, disturbing its next action. Make a melee attack. If it hits, it deals weapon damage as normal and, as a mind-affecting enchantment effect, causes the target to suffer a -4 penalty to the next d20 roll they make. This is a supernatural ability.
  134.  
  135. SPARK STRIKE (Elemental Flux Strike 1st)
  136. Initiation Action: 1 standard action
  137. By letting the power of the elements flow through you and into your attack, you're able to strike true with raw primal energies at your unlucky foe. Make an attack. If it hits, it deals weapon damage as normal plus an additional 2d4 points of magical slashing damage. This is a supernatural ability.
  138. Animus augmentation: You may spend one point of animus to increase this strike's additional damage to 3d4.
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