The book welcomes me with a nice picture of an attractive redhead with leather-and-metal harness keeping a massive magitech-looking gauntlet on her right arm that made me think of Torchlight alchemist. Which is very appropriate but I will say more about that later.
Basis of the class looks quite familiar: d8 HD, medium BAB, good Fortitude and Reflex saves, 4+ Int modifier skill points per level and six levels of spellcasting re-flavored as construction of magitech devices called prototypes. I was expecting more skill points for technically-oriented class but, as machinesmith uses Intelligence as its primary ability score, she should get lots of skill points from high Intelligence modifier and has two features that grant skill bonuses. Overall the class looks very similar to alchemist — with magitech contraptions replacing alchemy (prototypes work very like extracts, including being limited to its creator use, can be constructed in 1 minute of work in slots left for that purpose), ability to repair objects and constructs with touch instead of bombs and great work feature in place of mutagen. She even gets equivalent of discoveries (called machinesmith tricks — I think I would go with schematics, patterns or something similarly technological sounding instead) at even levels. The missing part that would complete the analogy is a feat that would give the machinesmith additional tricks. Tricks are divided into augmentations that improve the machinesmith’s greatwork, gadgets that are plans for creation of physical devices that produce specific effects and techniques that expand the machinesmith’s abilities allowing for great level of character customization.
The machinesmith unique ability is her greatwork — one of three possible devices constructed at 1st level with upgrades available every five levels with 20th level master upgrade filling the role of the class capstone ability. Greatworks available to a machinesmith are: analyzer, mechanus, and mobius weapon, with open option for introducing new greatworks in future products (in fact I feel temptation to write a new option to machinesmith as I read it). Analyzer is a scanning device that takes the form of goggles or bracer and provides an array of sense-expanding options and detection spell-like abilities. Mechanus is construct minion that uses basic eidolon rules, including four forms — aquatic, biped/humanoid, quadruped/tracked/wheeled and serpentine — but instead of eidolon evolutions gains improved abilities when upgraded every five levels. Mobius weapon is an energy generating device that is mounted on a weapon of the machinesmith choice increasing its damage and allowing gaining temporary weapon-related feats.
Overall greatworks are interesting but I feel that they could benefit from additional polishing and some redesign that would allow for greater degree of their customization.
Two final abilities of a machinesmith are getting three item creation feats as bonus feats spread through levels and ability to convert prepared prototypes of 3rd level or higher into spontaneous dispel magic.
Beyond the description of the class itself, the book provides the reader with a number of new prototypes, with some also being available as spells to various classes, four archetypes, and one prestige class. The machinesmith archetypes are: arcanamechanist — specializing in analyzer and manipulating magic items, bombardier — replacing greatwork with bombs, combat engineer — expanding her combat abilities at the expense of some regular class features, and magic-eschewing technologist. Machinesmiths that want to augment themselves with magitech, instead of devices and constructs may take Transmechanical Ascendant prestige class and become more and more machine-like.
The final part of the book describes how do the machinesmiths fit the campaign setting of NeoExodus.
There are some minor editing glitches here and there, like repeated word or wrong preposition.
Graphics are of high quality, but beyond the cover image (repeated once more inside of the book) they have little to do with technologically inclined class — both remaining images could fit book dedicated to a tavern or a court.
The class itself is interesting and I would like to play it one day but I feel that greatworks could use some additional polishing and more expanded ability to being customized.
If you want to have a magitech class in your game, the machinesmith is definitely a viable option for you.