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Kinetic Despoiler

The armory of evil stretches wider than the blade or armored fist. A kinetic despoiler has embraced the raw power of the elements, gifted by evil beings of elemental might. She brings ruin and despair in her wake, fusing annihilating energy with the dread and malevolence of evil.

Table: Kinetic Despoiler
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Aura of evil, burn, detect good, elemental evil
2nd +2 +3 +0 +3 Corrupting blast, unholy resistance
3rd +3 +3 +1 +3 Elemental dread, plague bringer, utility wild talent
4th +4 +4 +1 +4 Infusion, kinetic blast
5th +5 +4 +1 +4 Elemental boon
6th +6/+1 +5 +2 +5 Utility wild talent
7th +7/+2 +5 +2 +5 Infusion specialisation 1
8th +8/+3 +6 +2 +6 Infusion
9th +9/+4 +6 +3 +6 Utility wild talent
10th +10/+5 +7 +3 +7 Expanded element
11th +11/+6/+1 +7 +3 +7 Infusion
12th +12/+7/+2 +8 +4 +8 Utility wild talent
13th +13/+8/+3 +8 +4 +8 Infusion specialisation 2
14th +14/+9/+4 +9 +4 +9 Aura of sin
15th +15/+10/+5 +9 +5 +9 Utility wild talent
16th +16/+11/+6/+1 +10 +5 +10 Elemental tyrant
17th +17/+12/+7/+2 +10 +5 +10 Infusion
18th +18/+13/+8/+3 +11 +6 +11 Utility wild talent
19th +19/+14/+9/+4 +11 +6 +11 Infusion specialisation 3
20th +20/+15/+10/+5 +12 +6 +12 Unholy champion

Class Features

Weapon and Armor Proficiency

A kinetic despoiler is not proficient with heavy armor or with shields.

This modifies armor proficiencies.

Elemental Evil (Su)

At 1st level, a kinetic despoiler chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents and additional class skills. She gains her selected element’s basic utility wild talent as a bonus wild talent, and the ability to incur burn as a kineticist.

She selects a simple blast appropriate to her primary element, and one of the following infusion wild talents: energize weapon, kinetic blade, kinetic fist. At 1st level, she can only use her blast with the chosen infusion; however, the cost of this infusion is 0 rather than 1. Each infusion can be used with any kinetic blast, dealing damage of the same type as her kinetic blast’s damage. Her kinetic blast damage is calculated as a kineticist of her class level.

A kinetic despoiler uses her Charisma modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitution-based wild talents, the duration of wild talents with a Constitution-based duration, her bonus on concentration checks for wild talents, and the other Constitution-based effects of all her wild talents.

At 4th level, she gains the ability to use a ranged kinetic blast as the default kineticist ability. She also gains an infusion for which she qualifies.

This replaces smite evil and the antipaladin’s spellcasting. A kinetic despoiler is not considered a spellcaster.

Corrupting Blast (Su)

At 2nd level, a kinetic despoiler can’t expend her touch of corruption as a touch attack (though she can still use it to heal undead). Instead, she can expend a use of her touch of corruption as part of using a kinetic blast, converting the blast into a negative admixture composite blast. This does not increase the burn cost of her blast. She can use this ability even with a physical blast, in which case the resulting composite blast is also physical.

When used with the energise weapon or kinetic fist infusions, the kinetic despoiler instead adds her touch of corruption damage to her first successful attack that round. If none of her attacks hit, the touch of corruption is wasted.

This modifies touch of corruption.

Unholy Resistance (Su)

At 2nd level, a kinetic despoiler gains a bonus equal to her Charisma bonus (if any) on saving throws against effects with the good descriptor or created by creatures with the good subtype, or the elemental or energy descriptor matching her elemental focus.

She gains energy resistance 5 against the energy type associated with her elemental focus: air (electricity), earth (acid), fire (fire), water (cold).

If her elemental focus is aether, the benefits apply against telekinetic and force effects and the resistance is to force damage. If her elemental focus is void, the benefits apply against negative energy and death effects and the resistance is to negative energy damage. If her elemental focus is wood, the benefits apply against positive energy effects, effects that manipulate plant matter, and effects from plants or plant creatures, and the resistance is to positive energy damage.

This replaces unholy resilience.

Elemental Dread (Su)

At 3rd level, when a kinetic despoiler deals damage with her kinetic blast, the target takes a –4 penalty on saving throws against fear effects until the end of her next turn. Creatures that are normally immune to fear lose that immunity until the end of her next turn.

This replaces aura of cowardice.

Utility Wild Talent (Su)

At 3rd level and every 3 levels thereafter, a kinetic despoiler gains a utility wild talent.

This replaces all cruelties.

Infusion (Su)

At 4th level, and again at 8th, 11th and 17th level, a kinetic despoiler gains an infusion as the kineticist class feature.

This replaces channel negative energy, aura of despair, aura of vengeance and aura of depravity.

Elemental Boon (Sp)

At 5th level, a kinetic despoiler gains the services of an elemental being. This boon can take one of two forms, and once the form is chosen it cannot be changed.

If she chooses an elemental familiar, she gains elemental whispers as a bonus wild talent. Her familiar has the same alignment as her and the evil subtype. At 7th level, she also gains greater elemental whispers. At 10th level, her familiar gains the fiendish template and the axiomatic, counterpoised or entropic template as appropriate for her alignment.

If she chooses elemental allies, this functions as the fiendish servant option in the fiendish boon class feature, except as follows. She can summon elementals, or animals with the template matching her elemental focus: aether (aetheric), air (aerial), earth (chthonic), fire (fiery), void (dark), water (aqueous), wood (primordial). The summoned creature shares her alignment, regardless of its normal alignment, and gains the evil subtype.

This replaces fiendish boon.

Expanded Element (Su)

At 10th level, a kinetic despoiler gains the expanded element class feature.

Elemental Tyrant (Su)

At 16th level, a kinetic despoiler can crush the minds of elemental beings beneath her malevolent will. This functions as the Command Undead feat, but affects creatures of the elemental subtype, or with a subtype matching one of her elements (aether commands etheric, ethereal and aether beings, void commands negative energy and gravity beings, wood commands plants and positive energy beings). She must expend two uses of her touch of corruption to use this ability.

Unique Wild Talents

The following wild talents are available only to elemental despoilers. They all have the evil descriptor.

Accursed Earth

Element earth; Type utility (Sp); Level 4; Burn 1; Effect You can corrupt the earth within a region, as the curse terrain spell.

Accursed Earth, Greater

Element earth; Type utility (Sp); Level 6; Burn 2; Prerequisite(s) accursed earth; Effect You can corrupt the earth within a region, as the greater curse terrain spell.

Accursed Earth, Supreme

Element earth; Type utility (Sp); Level 9; Burn 3; Prerequisite(s) accursed earth; Effect You can blight an area of land, as the cursed earth spell. The curse lasts for 1 year.

Death Knell Infusion

Element any; Type substance infusion; Level 2; Burn 1; Associated Blasts any without positive energy Saving Throw Fort negates; Effect Your blast rends the life force from your victims to fuel your own power. If one or more creatures is reduced below 0 hit points by your blast’s damage, it must make a Fortitude saving throw. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points; these last for up to 10 minutes and do not stack with themselves. If at least one creature fails its saving throw against your death knell infusion, you can reduce the total burn cost of any one blast wild talent used before the end of your next turn by 1. This infusion is only effective against living creatures.

Desecrating Infusion

Element any; Type substance infusion; Level 3; Burn 2; Associated Blasts any Saving Throw none; Effect Your kinetic blast is heavy with malice and evil power. Treat the target square of your kinetic blast, or the centre of your area of effect kinetic blast, as the centre of a desecrate effect that lasts for a number of rounds equal to your class level.

Hateful Whispers Infusion

Element air; Type substance infusion; Level 2; Burn 1; Associated Blasts air, blizzard, plasma, sandstorm, spring, thunderstorm Saving Throw Will negates. The wind of your kinetic blasts carry insidious whispers of spite and mockery. A creature that takes damage from your blast must attempt a Will saving throw or affected as though by paranoia for 1 round.

Neurovorous Infusion

Element air; Type form infusion; Level 4; Burn 2; Associated Blasts electric, charged water, thunderstorm Saving Throw Reflex partial; Effect You can drain electricity from within a creature’s body and hurl it at another foe. The primary target must have a nervous system or be electrical in nature. The primary target suffers your electric blast damage, and this damage ignores any damage reduction, resistances, and immunities the creature might possess. If the blast deals damage, you can immediately attack a secondary target with either an electric blast or a composite blast that includes electricity. You do not need to pay the burn cost for the composite blast (though you must pay any additional burn cost as normal). Each of the attacks permitted by this infusion can be made as either a melee touch attack or a ranged touch attack.

Pestilent Infusion

Element any; Type substance infusion; Level 4; Burn 3; Associated Blasts any Saving Throw Fort negates; Effect Your blast carries the taint of disease. The target is affected as though by a contagion spell.

Screaming Flame Infusion

Element fire; Type substance infusion; Level 3; Burn 2; Associated Blasts blue flame, fire, plasma Saving Throw Will negates; Effect You unleash tendrils of fire, shaped into skulls screaming in agony. Any creature taking fire damage must also succeed at a Will save or take 1d3 points of Wisdom damage. Deaf creatures receive a +4 circumstance bonus on their Will saves. If your campaign uses the sanity system, a creature takes 1d6 points of sanity damage instead of Wisdom damage.

Unholy Water

Element water; Type substance infusion; Level 2; Burn 0; Associated Blasts charged water, ice, mud, steam, water Saving Throw none Creatures subject to your kinetic blast are also affected as though struck by a vial of unholy water. If the blast deals reduced damage (such as a wall), they take the splash damage instead.

; Effect You can use this talent to duplicate the effects of a curse water spell by accepting 1 point of burn; this is considered a utility talent and the burn can’t be reduced.

Unholy Ice Wall

Element water; Type utility (Sp); Level 5; Burn 0; Effect You can create and sculpt ice empowered with unholy energies. This functions like wall of ice (hemisphere or plane). Creature damaged by unholy water take 1 point of damage every time they touch or attack the ice with melee attacks; extended contact (such as walking on it) deals 1d6 points of damage. Even when the ice has been broken through, a sheet of frigid unholy air remains. Any creature that steps through it (including the one who broke through the wall) takes 1d6 points of damage + 1 point per caster level. Half of this damage is cold damage, half is damage from unholy water; creatures unharmed by unholy water do not take the latter damage. You must concentrate as a standard action each round to maintain the wall.

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