[LPJDesign] Classes of NeoExodus: Machinesmith released


Product Discussion


Louis Porter Jr. Design has released its newest supplement line for d20 fantasy punk setting, NeoExodus: A House Divided. Here is information on the Classes of NeoExodus: Machinesmith:

Machinesmiths walk in two worlds, using science and magic to invent new and powerful devices. Above all else machinesmiths are makers of things. The quest to perfect their next great invention drives them to become masters of many talents. From enchanting engines to advanced mathematics, the machinesmith brings together both magic and technology to realize his vision. Whether forging a simple blade or building a mechanical man, machinesmiths take pride in producing only the best. Some machinesmiths craft time and labor saving machines to help them in their research and benefit all.

This supplement includes:
• All the information to play the Machinesmith as base class for the Pathfinder RPG and NeoExodus: A House Divided Campaign Setting.
• Nearly a dozen all new spells including Blade Drone, Leashed Shackles, Pocket Army and Possess Object.
• Two All New Archetypes: Bombardier and Technologist
• Machinesmiths in NeoExodus

Written by Jonathan Palmer with JP Chapleau and Louis Porter Jr. Available Here at RPGNow.com.


Awesome!


Will this be available through Paizo later or just through your website?


Hoping Paizo too. I always have trouble using my card on RPGNow for some reason.


It's at Paizo as well.


It looks like Classes of NeoExodus: Machinesmith is a hit with it being #11 at RPGNow; #5 on DriveThru RPG and a 4-star review at Paizo. I guess I can call this one a success!


Being new to GMing, I feel nervous about rating anything (lack of experience). But having read through it, I would give it 5 stars. And last night at my most recent gaming session, I explained the class and let my players have a look. The responses were overwhelmingly positive.


Well I have a bad news / good news announcement. The bad news is that our normal editor is on medical leave due to so serious issues and will not be able to work on editing this project. We hope that everything is OK in the long run. But the GOOD NEWS is that we have found an freelance editor to fill that position and help us update this class. The new editor is Jeff Erwin who is also the writer for upcoming Paizo Campaign Setting book, Lost Kingdoms. So expect to see an updated, full edited and slightly changed version of the class coming soon.

Sovereign Court Contributor

That's me (I also post as Jeff de luna on this site).

Feel free to post here or message me if anyone has any comments as I work on the editing and revision.

Thanks, Louis!


Just a thought for Jeff and for LMP to consider...I read a comment that said, in effect, that the analyzer path for the metalsmith was extremely weak compared to the other two metalsmith paths available. Perhaps as a way to compensate without breaking the awesomeness (in my opinion) that is the analyzer, perhaps have a "stealing" mechanism to the analzyer that, in effect, would allow a one-time-shot "learning" any spell cast in combat against them. I suppose it would work something like this:

Beginning at first UPGRADE, once per week, a Metalsmith's analyzer will analyze an opponent's arcane based spell cast at the metalsmith. A successful copy of the spell (that does not destroy the analyzer) allows the metalsmith to, with 8 hours of work, to form a blueprint of the spell, at which time it is immediately added to the list of blueprints known by the metalsmith. The chance of success is a DC 10 + the level of the spell cast at the metalsmith. A metalsmith cannot copy or "steal" a spell from an opponent that is more than two levels higher than the highest level of spell the metalsmith can already cast (for example, a level 5 metalsmith knows 2 2nd level spells. Therefore a level 5 metalsmith cannot copy any spell higher than a 4th level spell).
At second upgrade, the metalsmith can attempt to steal a spell once per day, instead of once per week.
At third and final upgrade, the metalsmith applies 1/2 their knowledge arcana against the DC of the steal attempt. For example, if the metalsmith has 12 ranks in knowledge arcana, than a 7th level spell cast at the metalsmith's DC to copy is 10 + 7 (the spell level) - 6 = 11.

Just a thought to ponder. It would definently make the analyzer a much more versatile spellcaster, and thus offset some of her combat ineptitude.


dbass wrote:

Just a thought for Jeff and for LMP to consider...I read a comment that said, in effect, that the analyzer path for the metalsmith was extremely weak compared to the other two metalsmith paths available. Perhaps as a way to compensate without breaking the awesomeness (in my opinion) that is the analyzer, perhaps have a "stealing" mechanism to the analzyer that, in effect, would allow a one-time-shot "learning" any spell cast in combat against them. I suppose it would work something like this:

Beginning at first UPGRADE, once per week, a Metalsmith's analyzer will analyze an opponent's arcane based spell cast at the metalsmith. A successful copy of the spell (that does not destroy the analyzer) allows the metalsmith to, with 8 hours of work, to form a blueprint of the spell, at which time it is immediately added to the list of blueprints known by the metalsmith. The chance of success is a DC 10 + the level of the spell cast at the metalsmith. A metalsmith cannot copy or "steal" a spell from an opponent that is more than two levels higher than the highest level of spell the metalsmith can already cast (for example, a level 5 metalsmith knows 2 2nd level spells. Therefore a level 5 metalsmith cannot copy any spell higher than a 4th level spell).
At second upgrade, the metalsmith can attempt to steal a spell once per day, instead of once per week.
At third and final upgrade, the metalsmith applies 1/2 their knowledge arcana against the DC of the steal attempt. For example, if the metalsmith has 12 ranks in knowledge arcana, than a 7th level spell cast at the metalsmith's DC to copy is 10 + 7 (the spell level) - 6 = 11.

Just a thought to ponder. It would definently make the analyzer a much more versatile spellcaster, and thus offset some of her combat ineptitude.

There was a great deal of effort taken to avoid making the analyzer a straight combat tool (unlike the other two greatworks). However to this end a handful of spells were added (truestrike namely) that allow it soem combat ability. Then you have the motion analyzer which provides an insight bonus to attack and damage (insight bonuses are somewhat rare so it'll stack with quite a bit).

The other thing I noted in the review was that endzeitgeist believes the technologist gets the resistance bonus from spell resistant materials...which he doesn't. At the very least this was not the intent. As far as the mechanus goes yes the mechanus gets a big bonus to saves. This is also the intent. I don't believe it's as bad as it's made out to be particularly since at this level other such companions are looking at immunities, resistances, and improved evasion etc. etc.

That being said I'm glad people are enjoying the class so far. And I hope people with some good editing experience have read Louis's call for editors post and have considered the offer as good editors make everything better.


"At 11th level the technologist’s
research into defeating magic allows him to
build features into his devices that allow them to resist
magic. Gadgets, greatworks, and any item the technologist
makes receives a resistance bonus on saving throws
against spells and spell like abilities equal to the technologists
class level."

That's what the text of the technologist reads, and it does specify the protection extends to greatworks and items he/she makes. That's a resistance bonus right there. And he bonus to saves is a problem, since th greatwork mechanus e.g. is already immune to a lot of things due to being a construct. And yeah, I stand by this ability being op.


Endz, I got the impression reading your review that the machinesmith also gets the resistance bonuses, which he does not. I do agree though that it's pretty bad that they go from bad saves to nigh invulnerable after one level, almost twice what the monk's base saves would be at that point.

It would, perhaps, be better to have it be SR that applies to the objects. It would still apply to the same type of magic.


Rectified here and on DTRPG. Thanks for pointing it out, TarkXT and Cheapy!


I think a simple downgrade of the saves as it extends towards mechanus's would be fine. Still I don't think it makes that much a of a difference to it. As said it already has a bunch of immunities to the point where very few things affect it. One such thing for example a blast spells.

It is true that against these things the mechanus is going to save a lot. Unfortunately he still doesn't have evasion, unlike animal companions, eidolons and familiars. So he's still taking damage. The difference is only between half and full. He'll also never gain improved evasion or any host of abilities I can stack on an eidolon at this level and make saves nigh irrelevant.

And this is only against spells and spell like abilities. This ability would not save him from getting hit with touch attacks, or spells that don't require a save or allow the mechanus to dodge crashing boulder traps coming from the ceiling.

Still if you feel it's OP, then it's OP. I would not expect nor ask people to include the ability in their game as written if they believe it to be OP. In any case thank you for the review as always. ^_^

Sovereign Court Contributor

TarkXT wrote:

I think a simple downgrade of the saves as it extends towards mechanus's would be fine. Still I don't think it makes that much a of a difference to it. As said it already has a bunch of immunities to the point where very few things affect it. One such thing for example a blast spells.

It is true that against these things the mechanus is going to save a lot. Unfortunately he still doesn't have evasion, unlike animal companions, eidolons and familiars. So he's still taking damage. The difference is only between half and full. He'll also never gain improved evasion or any host of abilities I can stack on an eidolon at this level and make saves nigh irrelevant.

And this is only against spells and spell like abilities. This ability would not save him from getting hit with touch attacks, or spells that don't require a save or allow the mechanus to dodge crashing boulder traps coming from the ceiling.

Still if you feel it's OP, then it's OP. I would not expect nor ask people to include the ability in their game as written if they believe it to be OP. In any case thank you for the review as always. ^_^

While the mechanus is powerful - until level 20 the thing is dumb - its vulnerable spot is the machinesmith herself.

Take her out and you end up with a defunct construct.
This is of course true of a summoner and his eidolon as well.
NeoExodus, of course, is a comic-style universe. So I think it works well in that context.


Well Jeff just send me the 2nd round of edits with the base class Machinesmith; archetypes: Bombadier, Technologist with the Combat Engineer and Arcanomechanist PLUS the 10 level prestige class: Transmechanical Ascendant. So you can expect this will be done over this weekend and ready for release sometime next week (fingers crossed). Thanks to everyone and the feedback they have given with this class. It is glad to know so many people have enjoyed this class and what were are doing as a 3PP.


We just updated the file here at Paizo and at RPGNow. Here is what the updated file contains:

This supplement includes:

All the information to play the Machinesmith as base class for the Pathfinder RPG and NeoExodus: A House Divided Campaign Setting.

Nearly a dozen all new spells including Blade Drone, Leashed Shackles, Pocket Army and Possess Object.

Four All New Archetypes: Arcanamechanist, Bombardier, Combat Engineer and Technologist

New Prestige Class: Transmechanical Ascendant

Machinesmiths in NeoExodus

Plus a set of Ultimate Spell Deck: Machinesmith.

Enjoy!

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