Magnimar Golemworks


Lost Omens Campaign Setting General Discussion

Scarab Sages RPG Superstar 2009 Top 32

Is it my imagination or does this sound like a perfect place for Artificers (from Eberron) to hang out? (although I don't think Artificer is OGL, so they probably won't be official).
I am seriously keen to play an Artificer from Magnimar when we start RotR.

Will there be alot of information about the Golemworks in the article about Magnimar in RotR #2?

Paizo Employee Creative Director

flash_cxxi wrote:

Is it my imagination or does this sound like a perfect place for Artificers (from Eberron) to hang out? (although I don't think Artificer is OGL, so they probably won't be official).

I am seriously keen to play an Artificer from Magnimar when we start RotR.

Will there be alot of information about the Golemworks in the article about Magnimar in RotR #2?

Artificers are:

A) Broken
and
B) Property of WotC

Two reasons they won't and can't officially be part of Pathfinder.

There's a little about the Golemworks in the Magnimar article in Pathfinder 2. Not much, though. No crunch, in any event.


Is the "War Golem Factory" Compleat Encounter part of the inspiration for the golem works of Magnimar?
I have been wondering if the remaining, unreleased, Compleat Encounters would have some of their ideas reworked into GameMastery modules or into Pathfinder. I guess I have no idea if theose CEs ever made it beyond the stage of a name and concept, but they sounded pretty cool.


James Jacobs wrote:


There's a little about the Golemworks in the Magnimar article in Pathfinder 2. Not much, though. No crunch, in any event.

Well, this sounds like a pretty interesting place, I'm looking forward to having it smashed to the ground.


James Jacobs wrote:

Artificers are:

A) Broken

Out of curiosity, what parts of the Artificer do you consider broken? I don't plan on using them, my interest is purely academic.


Most commonly, the Artificer is pointed at for several Caster Level tricks that abuse spells with no built in Caster Level limitations(Use Magic Device checks to push your Use Magic Device result high enough; simulate a massive CL; cast spell which doesn't have limits). This requires a VERY liberal reading of the RAW, however, and the designers have confirmed that the RAW was not intended to allow the trick, as Artificer Infusions aren't supposed to be placeable in normal magic items.

Other than that, I'm not sure what would be considered broken about the Artificer.

Paizo Employee Creative Director

The thing that sticks in my craw about artificers is their ability to burn wand charges to supercharge wands. A 7th level artificer can use a CL 8 wand of scorching ray to inflict INCREDIBLE damage, way beyond what a 7th level character should be able to do, by using charges to quicken one pair of rays and then use a standard action to maximize another pair.

I may or may not be holding a grudge, though, because in Bulmahn's Eberron campaign, one of my characters got killed before she could act in initiative by an artificer that hit her for well over 70 points of damage using this trick. Lame.


That'll teach me not to post to two threads at once... [Edit: yay, edited in time.]

The golemworks look great - very similar to something in my homebrew "far off declining empire" capital city.

Also Artificers are quite broken - I play one (gestalt with rogue actually, but it's really not needed). Quite insane what I can do, such as Quickening a scroll of Heal while tossing off maximized cones of cold from a staff with just a couple of "real" charges left.

That's not even considering what I can craft for virtually nil, at breakneck speed. Fortunately the campaign is rather crazily high powered (Gestalt after all), so my crafts are overshadowed by the mountains of treasure.


Torillan wrote:
Out of curiosity, what parts of the Artificer do you consider broken? I don't plan on using them, my interest is purely academic.

For more details, check out WotC's Character Optimisation boards, or this thread

But basically it boils down to stacking metamagic feats onto wands (of scorching ray I think), to pump out loads and loads of damage. Think Twinned, Repeated, Chained, Maximised, Empowered Scorching Rays. Sure, you burn the entire wand, but it doesn't matter, whatever you are fighting is dead.


Artificers are:

A) Broken
and
B) Property of WotC

Two reasons they won't and can't officially be part of Pathfinder.

WOO HOO !!! Someone with common sense !!! The class certainly does LOOK cool...but wow, it is severely damaged goods.

I love you man, er, James !!!!

Flynn

Scarab Sages

Adventure Path Charter Subscriber

But do artificers run with or go against the feel of Golarion?

Dark Archive Contributor

Mactaka wrote:

But do artificers run with or go against the feel of Golarion?

Depends on who you ask, I guess. Sutter might, for example, say they run with while Jacobs and Wes would probably vehemently argue against. ;D

Paizo Employee Creative Director

Mactaka wrote:

But do artificers run with or go against the feel of Golarion?

I think artificers, as detialed in the Eberron book, go against the feel of D&D as a whole. That's mostly just personal opinion, though. And since Golarion doesn't have a wide-spread network of Magic Stores nor does it have a "magic item driven economy" that Eberron has, there's not really a need for something like a specialized item creator like an artificier (or a magewright, for that matter) to come to be. It's far more in the "Golarion feel" to just have magic items created by spellcasters with Item Creation feats.

Dark Archive Bella Sara Charter Superscriber

James Jacobs wrote:


I think artificers, as detialed in the Eberron book, go against the feel of D&D as a whole. That's mostly just personal opinion, though. And since Golarion doesn't have a wide-spread network of Magic Stores nor does it have a "magic item driven economy" that Eberron has, there's not really a need for something like a specialized item creator like an artificier (or a magewright, for that matter) to come to be. It's far more in the "Golarion feel" to just have magic items created by spellcasters with Item Creation feats.

Then how do the golemworks fit in? To me, the name implies some large foundry type place where golems are produced fairly regularly. Are these golems battle golems in the iron golem sense? Are they mechanical horses and other machines of labor? Are they small familiar sized contraptions? Novelties, like clockwork birds that sing? Who buys them? Who makes them? Wouldn't they be fairly common?

I've got a player interested in being a transmuter from the golemworks, so any insight you can give would be much appreciated. I can't figure out how they fit in with the general gritty low-fantasy feel of Golarion.

Scarab Sages

Adventure Path Charter Subscriber

Same..or similar. I have a player interested in making a dwarven artificer, but I do not want to compromise the very cool feel that Golarion has.

I'm leaning towards steering him away from that base class and maybe working towards a PrC like the gnome artificer in the old Magic of Faerun book.


Sebastian wrote:
I've got a player interested in being a transmuter from the golemworks, so any insight you can give would be much appreciated. I can't figure out how they fit in with the general gritty low-fantasy feel of Golarion.

I am interested in Sebastian's question on it's own merits, but to add to it..

Do you, the Development Team, consider Golarion to be gritty low-fantasy, or something middle of the road? If you could add to that to Sebastian's question I'd be interested.

Dark Archive Bella Sara Charter Superscriber

Okay, I just reread it and realized it's not iron golems, like I was thinking, but stone golems instead. That makes it much more an art type thing and much less an industry type thing, at least to me.

Still, I'd really like to know more about the golemworks.

Dark Archive Bella Sara Charter Superscriber

*bump*

Paizo Employee Creative Director

There's not much more about the golemworks apart from what we've printed in Pathfinder at this point. And not much on the schedule for the next year or so in Pathfinder about them either. They MIGHT get some further info in the gazetteer or the eventual hardcover campaign setting book we'll doubtless be doing... but for now, the golemworks are pretty much what they are. SO! Feel free to come up with stuff for your own campaign, and if you post stuff about them here on the boards, cool!

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