Classes of NeoExodus: Machinesmith (PFRPG)

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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 Roleplaying Game 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

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5/5

The Machinesmith is a fun class. Really all you need in a magi-tech artificer is right here and covers a lot of bases that I could think of and that I desired to play.

It does hit on a few pet peeves. It gains 'prototypes' of six levels that function like spells and it makes me have to explain why this class gets technology and others don't. Balance-wise it makes sense that a mechanic class only has technology that functions for itself the same way that a caster cant grant the ability to cast spells to someone else (wands and scrolls withstanding) but with Paizo's Technology guide it became easy to dismiss what the machinesmith does as personal magitech and leave it at that. There are some points in the font however where its hard to tell where a list of selectable options ends and a new class feature ends but that only required one double take. Also this class feels like it doesn't have a real place outside of campaign that uses high technology in general.

With my nitpicking out of the way, the class itself is balanced, fun and has a lot of options. Whatever you want out of an artificer this class has it. There are also some feats to support it, some archetypes a prestige class and spells that are also compatable with other spell lists.

If you got the print copy like I did you'll be surprised to see two extra goodies. There are the Fleshwraith and Host classes. The Fleshwraith is less machinesmith and more bioengineer. it seems to be missing it's hit die though but I assume it's a d8. The Host, also missing it's hit die, is a symbiote possessed class that gains eidolon evolutions as mutations from the creature living inside him.

Overall the product gives a lot of bang for the buck and the hit die and font problems aside it is my second favorite engineering class. Its easy to understand and varied in it's execution and a lot of fun to play so I'm giving it five stars.


An all around great product

5/5

I found the Machinesmith to be a great class in both mechanics and flavor and plan to use it in my home setting.


Add some magitech to your game.

4/5

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.


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Thanks Jeff, for the clarification. You rock my friend!


I am glad toy enjoyed it.


Massively improved pdf = massively improved verdict! Quite impressive and good to see. The additional content was also neat. Revised my review here, on DTRPG and sent it to GMS magazine. Cheers!


Endzeitgeist wrote:
Massively improved pdf = massively improved verdict! Quite impressive and good to see. The additional content was also neat. Revised my review here, on DTRPG and sent it to GMS magazine. Cheers!

Thanks for the re-review End.


Just in case it gets missed, there were a couple of issues remaining from Endzeitgeist's review:

Quote:
The PrC is a nice metamorphosis-class and comes with 2 new machinesmith tricks and unfortunately also the only remaining, but rather major blunders I could find in the revised version of the Machinesmith: The PrC lacks information regarding its Hit Dice and its skills-per-level, which constitutes a major blunder.

What should be used for the HD and Skills/level for the Machinesmith?

Sovereign Court Contributor

Caedwyr wrote:

Just in case it gets missed, there were a couple of issues remaining from Endzeitgeist's review:

Quote:
The PrC is a nice metamorphosis-class and comes with 2 new machinesmith tricks and unfortunately also the only remaining, but rather major blunders I could find in the revised version of the Machinesmith: The PrC lacks information regarding its Hit Dice and its skills-per-level, which constitutes a major blunder.
What should be used for the HD and Skills/level for the Machinesmith?

That is a major blunder, and it's my fault. The following should be the hit dice for the Transmechanical Ascendant: d8.

The Skill points per level should be 4 + Int per level.

Both are the same as the Machinesmith, which explains my oversight.


Thanks for the quick answer.

Contributor

PDF updated here at Paizo!


Liz Courts wrote:
PDF updated here at Paizo!

Thanks so much Liz!


Think I found a typo...

"Mobius Weapon Upgrade 3: When the machinesmith
expends a mobius weapon charge, he may not
choose three feats to be activated. Additionally, as
a swift action, he may expend a charge to add his
Intelligence modifier as a luck bonus to all damage
rolls made with his mobius weapon for one round."

Shouldn't "...he may not choose..." be "...he may NOW choose..."?

Also...

Some of the machinesmith tricks have level requirements before they can be chosen. But since a machinesmith gets a trick at every EVEN level, why do some of the tricks have ODD number level requirements?

Sovereign Court Contributor

dbass wrote:

Think I found a typo...

"Mobius Weapon Upgrade 3: When the machinesmith
expends a mobius weapon charge, he may not
choose three feats to be activated. Additionally, as
a swift action, he may expend a charge to add his
Intelligence modifier as a luck bonus to all damage
rolls made with his mobius weapon for one round."

Shouldn't "...he may not choose..." be "...he may NOW choose..."?

Also...

Some of the machinesmith tricks have level requirements before they can be chosen. But since a machinesmith gets a trick at every EVEN level, why do some of the tricks have ODD number level requirements?

The answer to your first question: Yes.

The answer to your second question: Hmm. That was the case in the earlier version of the Machinesmith, actually. In theory, there may be some means to qualify for machinesmith tricks at odd levels, such as through a prestige class like the Transmechanical Ascendant - which is true, in as much as it requires the character be level 7 in machinesmith, and they get a free trick at 4th level. Other (easier) Prestige classes released in the future may work the same way.

Liberty's Edge

is there going to be a feat for extra tricks as well? alchemist, witch, ect do have a feat for extra abilities so it seams appropriate to have a feat for extra machinesmith tricks as well. other than that, i really love the new pdf.


pendothrax wrote:
is there going to be a feat for extra tricks as well? alchemist, witch, ect do have a feat for extra abilities so it seams appropriate to have a feat for extra machinesmith tricks as well. other than that, i really love the new pdf.

We don't have any plans for it currently, but if we do more add-ons for this class, they will be focused for use with our NeoExodus: A House Divided setting.


Jeff Erwin wrote:
pendothrax wrote:

Is there any chance that there is the ability once you have the gunsmithing feat orsomething simular, that you could upgrade the crossbowturret gadget trick to use a firearm instead?

Well, work is nearly wrapped up on the machinesmith - but I'll take a moment to consider how such an ability might be done.

Note that a firearm is a better weapon than a crossbow by a fair margin, mainly due to its touch attack. The revolver - an advanced firearm - is the closest to an automatic crossbow. The machinesmith using a gun turret would need firearms expertise with proficiency in a revolver (plus a physical weapon to alter). I'd say the machinesmith would need that plus the crossbow turrent trick & then take gun turret as a trick with a minimum of being 8th level. It would have a magazine of 6 bullets, but perhaps one could argue for a larger magazine (12) at a higher level trick - 12th level. This is just off the top of my head... if anyone sees a major problem.

To elaborate further. Guns are simply incredibly expensive. More than that there was debate during the development about whether or not to include firearms into the final design at all. Ultimately this is a neoexodus class and as such access to firearms are extremely limited. This being said we still felt that firearms at least needed to be mentioned in the class. In the end we compromised with a limited use of firearms in the class and specifically limited to characters that came from the steampunk inclined Arman Protectorate. Naturally GM's who play in other settings can happily remove such restrictions.


dbass wrote:


Some of the machinesmith tricks have level requirements before they can be chosen. But since a machinesmith gets a trick at every EVEN level, why do some of the tricks have ODD number level requirements?

Partly because in some earlier drafts they received machine tricks at odd levels. However this changed but the text did not. I left it in mainly for the enventuality of printing the "Extra Machinetrick" feat. This feat would allow you to essentially spend a feat to get things a little "earlier" than you normally would. Obviously it has not been printed yet but it's something to look forward to in the future.


TarkXT wrote:
Partly because in some earlier drafts they received machine tricks at odd levels. However this changed but the text did not. I left it in mainly for the enventuality of printing the "Extra Machinetrick" feat. This feat would allow you to essentially spend a feat to get things a little "earlier" than you normally would. Obviously it has not been printed yet but it's something to look forward to in the future.

I expect that we will be adding EVEN more material of the Machinesmith to the upcoming Quartermaster Handbook we are making for NeoEoxdus. Think of it as our specialized version of the Ultimate Equipment for NeoExodus.


LMPjr007 wrote:
TarkXT wrote:
Partly because in some earlier drafts they received machine tricks at odd levels. However this changed but the text did not. I left it in mainly for the enventuality of printing the "Extra Machinetrick" feat. This feat would allow you to essentially spend a feat to get things a little "earlier" than you normally would. Obviously it has not been printed yet but it's something to look forward to in the future.
I expect that we will be adding EVEN more material of the Machinesmith to the upcoming Quartermaster Handbook we are making for NeoEoxdus. Think of it as our specialized version of the Ultimate Equipment for NeoExodus.

Looking forward to it!

So I'm studying for a test and I'm killing some time in between sections of pathology, and I was thinking about the machinesmith and multi-classing...when it occured to me that perhaps a Druid/Machinesmith multi-class in incompatible? Druids are a no-go in terms of metal, and the machinesmith...well...yah.

Is it/could it be possible to have a machinesmith build that could multiclass into druid and not be totally defunct? Is there an archtype build in the future that specificially resolves this issue? Maybe this is a nieve question all together but like I said, my books are elsewhere and this was just off of the top of my head.


I have but one question: how likely is it that the "wheeled" Mechanus can be a motorcycle like I'm imagining?


Azten wrote:
I have but one question: how likely is it that the "wheeled" Mechanus can be a motorcycle like I'm imagining?

Nothing stops it from looking like that no.

Quote:
Is it/could it be possible to have a machinesmith build that could multiclass into druid and not be totally defunct? Is there an archtype build in the future that specificially resolves this issue? Maybe this is a nieve question all together but like I said, my books are elsewhere and this was just off of the top of my head.

As far as I can tell there's nothing that stops either class from multiclassing into the other and not retain full capability. You can't wear metal armor without losing druid abilities but a machinesmith doesn't have to wear metal armor either. Your gm might feel differently.


Azten wrote:
I have but one question: how likely is it that the "wheeled" Mechanus can be a motorcycle like I'm imagining?

If your GM says OK, I guess it would be OK.


Great love it and will review it after a playtest.

Just to not however the Greater Crossbow turret trick says it increases the ammo capacity to 20 but 20 is what the base turret trick alreay states.


Talonhawke wrote:

Great love it and will review it after a playtest.

Just to not however the Greater Crossbow turret trick says it increases the ammo capacity to 20 but 20 is what the base turret trick alreay states.

That should be 40.

Silver Crusade

Perhaps I have an old version of the pdf, but the wording and the function of the Mobius Soul class feature of the Transmechanical Ascendant seems awkward in some aspects. For example:

PDF wrote:
At 1st level rather than attaching a mobius core to a device the transmechanical ascendant instead grafts the mobius core into their own flesh turning it into a mobius soul. The core is implanted either in the forehead, the base of the skull or the center of the chest.

Is this intending to state that whatever Greatwork you may have had prior to taking this prestige class becomes inert? Do we get to run both our Greatwork and our Mobius soul off of one core? Alternatively, do we get a second mobius core? I ask these questions because:

PDF wrote:
The mobius soul grants a number of charges equal to the transmechanical ascendant’s Intelligence modifier + ½ their class level.

While not absolutely crippling, this seems to be more like an oversight on the design, as what sense would it make to have your mobius core's charge capacity shrink upon taking this prestige class? Perhaps you have your reasons, or perhaps it wasn't what was intended.

If I were to take these rulings as RAW, then any Analyzer, Mechanus, or Mobius Weapon Augmentations Machinesmith Tricks would be come useless, and a waste of class features. Would it just be a matter of not taking these Tricks in the first place, had I planned to take the prestige class in the first place?

Regardless, I thought I should bring this up...


Volkspanzer wrote:

Perhaps I have an old version of the pdf, but the wording and the function of the Mobius Soul class feature of the Transmechanical Ascendant seems awkward in some aspects. For example:

PDF wrote:
At 1st level rather than attaching a mobius core to a device the transmechanical ascendant instead grafts the mobius core into their own flesh turning it into a mobius soul. The core is implanted either in the forehead, the base of the skull or the center of the chest.
Is this intending to state that whatever Greatwork you may have had prior to taking this prestige class becomes inert? Do we get to run both our Greatwork and our Mobius soul off of one core? Alternatively, do we get a second mobius core?

I would assume yes.

I ask these questions because:

PDF wrote:
The mobius soul grants a number of charges equal to the transmechanical ascendant’s Intelligence modifier + ½ their class level.
While not absolutely crippling, this seems to be more like an oversight on the design, as what sense would it make to have your mobius core's charge capacity shrink upon taking this prestige class? Perhaps you have your reasons, or perhaps it wasn't what was intended.

I don't understand; this is the same charges you get as a standard Machinesmith (this is stated on page 4, paragraph 5 last sentence). Why would there be an issue?

Quote:

If I were to take these rulings as RAW, then any Analyzer, Mechanus, or Mobius Weapon Augmentations Machinesmith Tricks would be come useless, and a waste of class features. Would it just be a matter of not taking these Tricks in the first place, had I planned to take the prestige class in the first place?

Regardless, I thought I should bring this up...

I am sorry but I am little confused why do you think they would they become useless?

Silver Crusade

LMPjr007 wrote:
I would assume yes.

I asked 3 questions initially, so let me clear it up:

1.By placing the Mobius Core in your body for Mobius Soul, does this remove the very same Mobius Core powering the Greatwork granted by the Machinesmith Class?
2.If it doesn't stop powering the Greatwork, does a single Mobius Core power both the Mobius Soul AND the Greatwork somehow?
3.If it doesn't use one Mobius Core, does the Mobius Core feature imply you get a SECOND Mobius Core (one for your Mobius Soul, one for the Greatwork)?

Please elaborate on your answer, as each question is inter-dependant on the other. A single, simple 'yes' won't do.

LMPjr007 wrote:
I don't understand; this is the same charges you get as a standard Machinesmith (this is stated on page 4, paragraph 5 last sentence). Why would there be an issue?

If you look at the Greatworks Mobius Weapon and Analyzer, they each have a number of charges equal to 1/2 the Machinesmith's level + INT modifier. The Mobius Soul, in turn, is the exact same formula, but the class levels it calculates the charges off of is the Transmechanical Ascendant's. Was it the intent to calculate the charges of this Mobius Core off of just the prestige class levels, or the Machinesmith's AND Transmechanical Ascendant's level's combined?

LMPjr007 wrote:
I am sorry but I am little confused why do you think they would they become useless?

Assuming that there is only one mobius core to go around, and it can only power the mobius soul once the prestige class is taken, wouldn't the Greatwork cease to function? It has no mobius core powering it.

Does that better articulate my concerns?


Volkspanzer wrote:


I asked 3 questions initially, so let me clear it up:

1.By placing the Mobius Core in your body for Mobius Soul, does this remove the very same Mobius Core powering the Greatwork granted by the Machinesmith Class?
2.If it doesn't stop powering the Greatwork, does a single Mobius Core power both the Mobius Soul AND the Greatwork somehow?
3.If it doesn't use one Mobius Core, does the Mobius Core feature imply you get a SECOND Mobius Core (one for your Mobius Soul, one for the Greatwork)?

Based on your questions and looking at the RAW I would say that a typical Machinesmith would have only one Mobius Core, while a Transmechanical Ascendant would have two Mobius Cores: one for the Greatworks and one for the Mobius Soul. But personally in my games, I would see it as one Mobius Core that powers both the Greatworks AND the Mobius soul.

Based on the answers above in the case with a trick like Mobius Detonator, in the first case you would destroy one of the Mobius Core (the Machinesmith) while one would remain (Mobius Soul of the Transmechanical Ascendant). In my game, with the Mobius Detonator, the Mobius Core / Soul would be destroyed and have to be rebuilt before I could use the Mobius Core based abilities.

But as always, use the best judgement for your game.

Quote:
If you look at the Greatworks Mobius Weapon and Analyzer, they each have a number of charges equal to 1/2 the Machinesmith's level + INT modifier. The Mobius Soul, in turn, is the exact same formula, but the class levels it calculates the charges off of is the Transmechanical Ascendant's. Was it the intent to calculate the charges of this Mobius Core off of just the prestige class levels, or the Machinesmith's AND Transmechanical Ascendant's level's combined?

The Mobius Core is based off of the Machinesmith's level; while the Mobius Soul is based off of the Machinesmith AND Transmechanical Ascendant levels combined (since you have to be a Machinesmith before you can be a Transmechanical Ascendant).

Quote:
Assuming that there is only one mobius core to go around, and it can only power the mobius soul once the prestige class is taken, wouldn't the Greatwork cease to function? It has no mobius core powering it.

As I stated above, Based on your questions and looking at the RAW I would say that a typical Machinesmith would have only one Mobius Core, while a Transmechanical Ascendant would have two Mobius Cores: one for the Greatworks and one for the Mobius Soul. But personally in my games, I would see it as one Mobius Core that powers both the Greatworks AND the Mobius soul.

Hope this helps.

Sovereign Court Contributor

LMPjr007 wrote:
Volkspanzer wrote:


I asked 3 questions initially, so let me clear it up:

1.By placing the Mobius Core in your body for Mobius Soul, does this remove the very same Mobius Core powering the Greatwork granted by the Machinesmith Class?
2.If it doesn't stop powering the Greatwork, does a single Mobius Core power both the Mobius Soul AND the Greatwork somehow?
3.If it doesn't use one Mobius Core, does the Mobius Core feature imply you get a SECOND Mobius Core (one for your Mobius Soul, one for the Greatwork)?

Based on your questions and looking at the RAW I would say that a typical Machinesmith would have only one Mobius Core, while a Transmechanical Ascendant would have two Mobius Cores: one for the Greatworks and one for the Mobius Soul. But personally in my games, I would see it as one Mobius Core that powers both the Greatworks AND the Mobius soul.

Based on the answers above in the case with a trick like Mobius Detonator, in the first case you would destroy one of the Mobius Core (the Machinesmith) while one would remain (Mobius Soul of the Transmechanical Ascendant). In my game, with the Mobius Detonator, the Mobius Core / Soul would be destroyed and have to be rebuilt before I could use the Mobius Core based abilities.

But as always, use the best judgement for your game.

Quote:
If you look at the Greatworks Mobius Weapon and Analyzer, they each have a number of charges equal to 1/2 the Machinesmith's level + INT modifier. The Mobius Soul, in turn, is the exact same formula, but the class levels it calculates the charges off of is the Transmechanical Ascendant's. Was it the intent to calculate the charges of this Mobius Core off of just the prestige class levels, or the Machinesmith's AND Transmechanical Ascendant's level's combined?
The Mobius Core is based off of the Machinesmith's level; while the Mobius Soul is based off of the Machinesmith AND Transmechanical Ascendant levels combined (since you have to be a Machinesmith before you can be a...

Louis' analysis is correct- that's what I intended in my revision of the class and prestige class.

Silver Crusade

This helps immensely, thank you for clarifying my issues! Is there any expected date as to when these clarifications will be implemented on the pdf?


Does anyone know a specific example of a change between the original and the updated? Trying to compare two things here.


A reader over at d20pfsrd.com caught a small typo in the Machinesmith trick section

Quote:
"The DC of any saving throw called for by a machinesmith trick is equal to 10 + 1/2 the machinesmith's level + the ALCHEMIST'S Intelligence modifier."

I'm guessing that ALCHEMIST'S should be machinesmith's.

Sovereign Court Contributor

Cheapy wrote:
Does anyone know a specific example of a change between the original and the updated? Trying to compare two things here.

The terminology is cleared up (the same word is no longer used for two distinct class features). The spell list is expanded and clarified (with one spell dropped).

The rules are clarified and made consistent to Pathfinder standard wording. A lot of details such as the physical characteristics of the turrets and other rules minutiae that could come up are added in. A lot of powers have different uses per day, and the analyser is much expanded.

The Super Genius bullet point is compatible to the newer version, as well.

& re the previous post, yes, that's a mistake.


Speaking of which, the Super Genius bullet points is pretty awesome. Nothing earth shattering mind you, but some cool new feats that are worth checking out. Just my two cents.

Scarab Sages

dbass wrote:
Speaking of which, the Super Genius bullet points is pretty awesome. Nothing earth shattering mind you, but some cool new feats that are worth checking out. Just my two cents.

I'm glad you enjoyed it! And I appreciate LPJ being on board with the idea of "4th party" support. :)


Bombardier + Explosive Expert: You add your Int bonus to damage twice? I'm guessing yes, as the original bonus is untyped and the Explosive Expert's bonus is a luck one. But I'm just making sure. The combination make him a better bomber than the alchemist, but I think it's just fair, as you are giving a major class ability (Greatwork).


freduncio wrote:
Bombardier + Explosive Expert: You add your Int bonus to damage twice? I'm guessing yes, as the original bonus is untyped and the Explosive Expert's bonus is a luck one. But I'm just making sure. The combination make him a better bomber than the alchemist, but I think it's just fair, as you are giving a major class ability (Greatwork).

I would say, Yes.


How to recharge the charges of a Mobius core? Only recreating it? Daily?


I believe it recharges daily, but I'd have to double check...


freduncio wrote:
How to recharge the charges of a Mobius core? Only recreating it? Daily?

The Analyzer says this:

Quote:
These charges return automatically if not used for 8 consecutive hours.

The others don't seem to specify, but I would assume they are the same. Just don't use charges for 8 hours and all of them return.

I am loving the feel of this class. I just wish that the prestige class gave some sort of progression to your original mobius core as well. Heh, that might be too much, though.


BetaSprite wrote:
I am loving the feel of this class. I just wish that the prestige class gave some sort of progression to your original mobius core as well. Heh, that might be too much, though.

Well we are in the process of developing an anti-Machinesmith, most likely to be called the Fleshweaver, so we might have to go back and maybe add some stuff to the Machinesmith.


Have any other greatworks been released?


Don't have access to my HD right now, but the Machinesmith-archetypes in RiP's "Secrets of Renegade Archetypes" provide some mayor options for the Machinesmith. Cheers!


Cheapy wrote:
Have any other greatworks been released?

Funny you should say that. We SHOULD have a another major announcement about the Machinesmith coming soon. But I don't want to spoil it yet, so stay tuned.


Was the fleshwraith what you were referring to for new greatworks?


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Where can I find other materials for the Machinesmith other than the core pdf that was released? What other pdf's are out right now that have machinesmith materials? I saw theres a bullet points pdf that has some feats that I want to check out but I don't know if they're compatible.

I've been playing "The Professor" for a few weeks now, and I want to see if there were more options I could use to build him with so I can try more things out!

Dark Archive

The Bullet Points from Super Genius Games are built for the Machinesmith.

Aside from those, I personally am unaware of other Machinesmith products.

Sovereign Court Contributor

rungok wrote:

Where can I find other materials for the Machinesmith other than the core pdf that was released? What other pdf's are out right now that have machinesmith materials? I saw theres a bullet points pdf that has some feats that I want to check out but I don't know if they're compatible.

I've been playing "The Professor" for a few weeks now, and I want to see if there were more options I could use to build him with so I can try more things out!

This book, is indeed compatible and designed in cooperation between LPJr and Super Genius.

The Fleshwraith, coming soon, is a gristle and bone-type Machinesmith variant/new class.

I believe Louis may be planning further Machinesmith supplemental material, but I'm not sure when it will come to fruition.


Jeff Erwin wrote:
rungok wrote:

Where can I find other materials for the Machinesmith other than the core pdf that was released? What other pdf's are out right now that have machinesmith materials? I saw theres a bullet points pdf that has some feats that I want to check out but I don't know if they're compatible.

I've been playing "The Professor" for a few weeks now, and I want to see if there were more options I could use to build him with so I can try more things out!

This book, is indeed compatible and designed in cooperation between LPJr and Super Genius.

I picked this up just now since it was a buck. I look forward to seeing the more options that are available.

I wonder what your opinions are of the two archetypes mentioned earlier in this thread.


rungok wrote:

Where can I find other materials for the Machinesmith other than the core pdf that was released? What other pdf's are out right now that have machinesmith materials? I saw theres a bullet points pdf that has some feats that I want to check out but I don't know if they're compatible.

I've been playing "The Professor" for a few weeks now, and I want to see if there were more options I could use to build him with so I can try more things out!

You can fin two more classes for the Machinesmith (Cipher and Toymaker) in the The Secrets of Renegade Archetypes (PFRPG).

Cheapy wrote:
Was the fleshwraith what you were referring to for new greatworks?

Yes I was. I have the latest version of the Fleshwraith, but I have not looked at it since we started our latest Kickistarter. I expect to start work again on it after the Kickstarter (which is Sunday).


Wow, I should have chosen the cipher version of the Machinesmith for The Professor! It would have been awesome.

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