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.
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.
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.
According to the information on the LPJ site, the information in the print version of this product has been updated to include the cipher and toymaker archetypes as well as the Fleshwraith and Host base classes. Will those of us who have the pdf see these updates as well or is that something exclusive to the print version?
According to the information on the LPJ site, the information in the print version of this product has been updated to include the cipher and toymaker archetypes as well as the Fleshwraith and Host base classes. Will those of us who have the pdf see these updates as well or is that something exclusive to the print version?
No. We just collected everything that has been available in PDF format in print format for retail game stores.
I have to say that this class has brought so much fun to our gaming tables. Atleast three different players have come up with widely different concepts all stemming from the Machinesmith! Looking forward to delving deeper into it with the toymaker... *evil GM grin*
I have to say that this class has brought so much fun to our gaming tables. Atleast three different players have come up with widely different concepts all stemming from the Machinesmith! Looking forward to delving deeper into it with the toymaker... *evil GM grin*
I am hoping to have the updated version done soon. Just an issue of the projects ahead of it making it difficult. I can't wait to see this class with Iron Gods Adventure Path.
I really like this class as well. I'm currently using in a game where each member of the party is a superhero, and I'm playing the billionaire, genius, philanthropist, playboy of the group (using the Mobius suit). I just have one question: where can I find the spell charge object? It's not in the prd (or SRD for that matter), nor is it in the PDF itself. I've just been ignoring it for now, but I was curious if someone could point me in the right direction. Thanks again for a great class!
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
I think the PDF Paizo offers is out of date. It also looks quite different from the one a friend bought at DriveThruRPG. His PDF is 17 full-color pages (including a yellowish background graphics) for the class and OGL, while my Paizo-bought PDF has 41 pages including 18 pages for the class and OGL plus 4 pages of LPJ ads. The rest of the PDF is taken up by Machinesmith Spell Cards. Furthermore it looks "lite", meaning there is no background graphics, the pages are white with a small blur graphical border on the outer edge.
The PDF from Drivethru, however seems to have some corrections, for example adding in the missing Hit Dice and skill information for the prestige class, or correction erroneous references to "alchemist".
Interestingly, both PDFs are missing the bookmarks mentioned so favorably in Endzeitgeist's review.
Can we please get the current version up on Paizo as well? Thanks a lot!
I think the PDF Paizo offers is out of date. It also looks quite different from the one a friend bought at DriveThruRPG. His PDF is 17 full-color pages (including a yellowish background graphics) for the class and OGL, while my Paizo-bought PDF has 41 pages including 18 pages for the class and OGL plus 4 pages of LPJ ads. The rest of the PDF is taken up by Machinesmith Spell Cards. Furthermore it looks "lite", meaning there is no background graphics, the pages are white with a small blur graphical border on the outer edge.
The PDF from Drivethru, however seems to have some corrections, for example adding in the missing Hit Dice and skill information for the prestige class, or correction erroneous references to "alchemist".
Interestingly, both PDFs are missing the bookmarks mentioned so favorably in Endzeitgeist's review.
Can we please get the current version up on Paizo as well? Thanks a lot!
I just uploaded the files to Paizo so I can expect very soon you will have the most updated copies available. Hope this helps!
Is this the most recent up to date version of MS?
or are pieces of the class in various places? Excluding the mythic stuff I mean (as I know there is a separate file for that, that i saw on Endz review site.).
Trying to acquire all the stuff i can prior to asking to use it~