Would you allow this 3pp kinetcist archtype? Necrotech master


Advice and Rules Questions

Silver Crusade

Necrotech Master .

As the title.

The Exchange

With a quick readthrough, no. I didn't peruse the "machine" element, but there are two things that really jumped out at me.

Unholy Union is like something that should be a high-tier Mythic power. This kineticist is going to have a lot of HP and isn't taking non-lethal damage from burn. They are taking a -1 to Fort saves per burn but, big deal. There isn't much that requires a Fort save that can affect constructs or undead. Heck, just counting as whichever is most advantageous takes most of the anti-undead spells off the table. Almost anything except direct damage spells are going to be "That doesn't affect me." It's a pure positive change.

Vile Metakinesis is insanely good as well. Particularly once they get Supercharge at 11th level. Every hit is a negative level. (Which, by the way, should either have a save DC or have a duration listed after which it automatically goes away.)

I'm leery about a lot of the undead/construct creation/animation stuff as well. Without reading through the talents I don't know what kind of creation they can do but the Tainted Expansion ability alone is ridiculously good. Unless the talents limit them to very low level constructs/undead, it looks they are going to be way above the scale of other necromancers or animators.

Liberty's Edge

No, I wouldn't but as a general thing I wouldn't allow PCs to play as undead or constructs either.

That aside this is what Endzeitgeist has to say about the archetype:

Now, I already mentioned the necrotech master, so let’s start with this kineticist archetype, shall we? The archetype must be a construct or corporeal undead (or have the aforementioned Necrotech Adept feat) and is is locked into machine as primary element. The archetype does note that it makes use of Charisma instead of Constitution for the purpose of kineticist abilities, concentration for wild talents etc. The archetype takes a -1 penalty to Fort-saves per point of burn accepted, rather than taking lethal damage, with 3 + Cha-mod acting as the cap for the ability. This radically changes how the archetype plays, as opposed to the base class: The fragility of hit point dearth is replaced with a susceptibility for what we associate with those dabbling in necromancy – being sickly, easily subject to poisons and the like. This makes sense to me and also emphasizes these often somewhat overlooked components. Particularly for less experienced players that have an issue with the increasing fragility of the kineticist will welcome this rock-paper-scissors-y approach. The second tweak that enforces this notion, would be the unholy union ability: If the character is a construct, he gets + Cha-mod hit points per level, while undead necrotech masters gain fixed bonus hit points as though they were constructs. They are treated as both construct or undead when the like would be beneficial. They are only destroyed upon being reduced to Cha mod + class level hit points. These bonus hit points and type-based defenses replace the basic kinesis utility talents gained by selecting an elemental focus and defense. 4th level allows for the taking of machine’s elemental defense as a utility wild talent instead. Starting at 3rd level, the necrotech master may choose to gain a profane bonus to Charisma in place of a size bonus to a physical ability score, replacing elemental overflow.

Instead of 6th level’s utility wild talent, the archetype is locked into taking the construct creator utility wild talent, and may use the ability as though it was animat dead. Constructs created thus as treated as undead for the purposes of desecrate. Also at this level, the archetype may accept 1 point of burn to select a creature created or controlled (undead + constructs only) to grant them a single machine defense or utility wild talent with a burn cost of 0 or –; The level of the ability granted must be lower than class level, and the recipient creature is treated as though its HD were kineticist levels for the purpose of effects, using Cha instead of Con as governing attribute. Targets thus buffed may not accept burn. At 11th level and 16th level, the archetype may grant additional talents for increased burn costs; only one creature at a given time may be buffed thus, though. This replaces internal buffer. 7th level locks the archetype into void as expanded element and negative blast for simple blast. Undead or constructs created gain the aforementioned unholy union ability, with 15th level locking the archetype into machine as expanded element, and into void blast composite blast as composite blast, regardless of prerequisites. 8th level locks into construct hacker, and 9th level adds a negative level to living targets hit by a kinetic blast, replacing metakinesis (maximize); 12th level nets forced reboot, allowing the archetype to revive undead, causing them to return as undead – pretty sure the first reference should refer to “constructs or undead” instead. 14th level provides the means to use the Turing computation utility wild talent, as well as the ability to use it on undead.

Okay, so it only makes organically sense to move on to the new kineticist element while we’re at it, right? Machine nets Disable Device and Knowledge (engineering) as class skills, and basic technokinesis allows you to power machines via Burn and use mending on machines, constructs, etc. Junk blast would be the simple blast, and it sports all 3 physical damage types and is, no surprise there, a physical blast. (As an aside: Personally, I prefer damage mode changes, but that’s personal aesthetics.) As noted before, Diesel heart would be the defense wild talent, and it nets scaling DR, with accepted burn for machine talents temporarily increasing that. The talent also allows you to gain scaling percentile chances to ignore crits and sneak attack, based on burn accepted. I enjoy this one! The composite blasts provided and their options make sense and are, theme-wise, rather neat and make sense regarding damage types etc. 5 infusion wild talents are included, which feature causing Con damage via Bloodrust (damn cool name!), nanite-based sunder, soaking foes in oil, etc. – I really enjoyed these. Beyond the already noted basic utility wild talent, we get basically 30 utility wild talents to choose from; the aforementioned Turing computation awakens constructs, and similarly, the focus of quite a few of them, is on crafting and hacking constructs, on blindisght to note them (or metalsense…), on quicker repairs to keep them viable in battle (including tricks to use burn for a better action economy when doing so), on using nanites to duplicate ability score buffs on allies, a surge like auto-buff, a burn-based overclocking that hastes you and enhances your blast damage, subdermal plating…oh, and grafting weapons and upgrading grafts in 3 steps! It should be noted that the rather potent initiative buff twitch reflexes is associated with a cool elemental saturation.

…okay, I’ll say it right now: This is one of my favorite kineticist elements EVER. It really changes up playstyles and makes kineticists that take it go places where other elements don’t. This is inspired and may well be worth the asking price on its lonesome. Huge kudos!!

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