LMPjr007 |
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We are currently working on a new base class, the Macnhinesmith, for our NeoExodus Campaign setting. Based on the reviews and comments of other steampunk influenced classes, we at LPJ Design though it would be best to just release the draft of the class and get some feedback from the Paizo fan base. We want to hear from you on what we have done correct and what have we done VERY wrong, so please feel free to comment, in great detail if needed, in these thread. Enjoy!
Machinesmith
XXX
Role: XXX
Alignment: Any.
Hit Die: d8.
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The machinesmith’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Table: Machinesmith
Level BAB Fort Ref Will Special
Save Save Save
1 +0 +2 +1 +0 Craft Magic Arms & Armor +1, Devices, Master Craftsman, Greatwork
2 +1 +3 +3 +0 Mending, trapfinding
3 +2 +3 +3 +1 Greatwork
4 +3 +4 +4 +1 Craft Magic Arms & Armor +2
5 +3 +4 +4 +1 Greatwork
6 +4 +5 +5 +2 Mending 2d4
7 +5 +5 +5 +2 Craft Magic Arms & Armor +3, Greatwork
8 +6/+1 +6 +6 +2 Fabricate, Mending 3d4
9 +6/+1 +6 +6 +3 Greatwork
10 +7/+2 +7 +7 +3 Craft Magic Arms & Armor +4
11 +8/+3 +7 +7 +3 Greatwork
12 +9/+4 +8 +8 +4 Mending 4d4
13 +9/+4 +8 +8 +4 Craft Magic Arms & Armor +5, Greatwork
14 +10/+5 +9 +9 +4 Mending 5d4
15 +11/+6/+1 +9 +9 +5 Greatwork
16 +12/+7/+2 +10 +10 +5 Craft Magic Arms & Armor +6, Metawork
17 +12/+7/+2 +10 +10 +5 Craft Magic Arms & Armor +7, Greatwork
18 +13/+8/+3 +11 +11 +6 Craft Magic Arms & Armor +8, Metawork 2
19 +14/+9/+4 +11 +11 +6 Craft Magic Arms & Armor +9, Greatwork
20 +15/+10/+5 +12 +12 +6 Craft Magic Arms & Armor +10, Metawork 3
Devices Per Day 0 1 2 3 4 5 6
1 3 1
2 3 2
3 4 3
4 4 3 1
5 5 4 2
6 5 4 3
7 6 4 3 1
8 6 4 4 2
9 7 5 4 3
10 7 5 4 3 1
11 7 5 4 4 2
12 7 5 5 4 3
13 7 5 5 4 3 1
14 7 5 5 4 4 2
15 7 5 5 5 4 3
16 7 5 5 5 4 3 1
17 7 5 5 5 4 4 2
18 7 5 5 5 5 4 3
19 7 5 5 5 5 5 4
20 7 5 5 5 5 5 5
Class Features
Craft Magic Arms and Armor (Su)
A machinesmith can create magical arms and armor as per the feat of the same name. In order to add a special ability to an item, he must have access to the prerequisite spells, either through use of a magical item or cast by another spellcaster.
Devices (Su)
Machinesmiths can forge steel and manufacture mundane items better than experts at their craft. But their true power comes from being able to imbue devices they make with mobius energy. Machinesmiths spend their time creating magically imbued devices that can mimic certain spells. In effect, a machinesmith prepares his spells by manufacturing a small, hand-held device, and then “casts” his spells by imbuing the device with mobius energy before releasing it. When a machinesmith creates a device, he infuses the machine with a tiny fraction of his own magical power. Devices behave like spells, and as such their effects can be dispelled by effects like dispel magic using the machinesmith’s level as the caster level.
A machinesmith can create only a certain number of devices of each level per day. His base daily allotment of extracts is given on Table: Machinesmith. In addition, he receives bonus devices per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a device with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A device immediately becomes inert if it leaves the machinesmith’s possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his devices for allies to use. A device, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his devices every day. Making a device takes 1 minute of work—most machinesmiths prepare many devices at the start of the day or just before going on an adventure, but it’s not uncommon for a machinesmith to keep some (or even all) of his daily device slots open so that he can prepare devices in the field as needed.
Although the machinesmith doesn’t actually cast spells, he does have a blueprint list that determines what devices he can create. A machinesmith can utilize spell-trigger items if the spell appears on his blueprint list, but not spell-completion items (unless he uses Use Magic Device to do so). When a device is released, it exactly duplicates the spell upon which its blueprint is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating devices consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular device. A machinesmith can prepare a device of any blueprint he knows. To learn or use a device, a machinesmith must have an Intelligence score equal to at least 10 + the device’s level. The Difficulty Class for a saving throw against a machinesmith’s device is 10 + the device level + the machinesmith’s Intelligence modifier. A machinesmith may know any number of blueprints. He must refer to his blueprints, as a wizard refers to their spellbook, whenever he prepares a device but not when he consumes it. A machinesmith begins play with two 1st level blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard’s spellbook to learn any blueprints that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.
Fabricate (Ex)
Starting at 8th level, a machinesmith can cast fabricate as a spell-like ability, ½ their machinesmith levels + Int mod./times per day. At subsequent levels, the amount of hp repaired by the machinesmith’s mending ability increases.
Master Craftsman (Ex)
When spending skill points on Craft, a machinesmith acquires the ability to use all of the following sub-skills: alchemy, armor, carpentry, cloth, glass, leather, locks, pottery, ships, and weapons. Other Craft sub-skills must be purchased separately. When using Craft to create an item, a machinesmith gains a competence bonus equal to his class level on the Craft check.
Greatworks (Su)
In order to craft grandiose examples of their art, machinesmiths create permanent energy sources, called a mobius cage. They use this to power their most cherished creations. Machinesmiths do not create a mobius cage lightly, for it means the crafter entraps a piece of their magical essence.
At first level, a machinesmith can choose to create a mobius cage in order to power a greatwork. Machinesmiths currently know of five common types of greatworks, but there may be more. At every other level thereafter, the machinesmith may create a new type of greatwork, or upgrade a greatwork they currently have. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade.
Unless specifically stated, only the machinesmith that created the greatwork knows the intricacies of the operating the machine. Spell-like abilities granted by a greatwork use the operators levels in machinesmith to determine their effects.
Analyzers: Machinesmiths that prize knowledge or their surroundings build analyzer. An analyzer requires communicates through audio and visual information to the machinesmith. Using an analyzer is a standard action. All analyzers are tiny, have AC 10 (when not being held); hardness 5, HP 10. It can be held or worn, utilizing a magic item slot.
A base analyzer grants the machinesmith: At will –detect magic, and detect poison; int modifier/times per day – deathwatch, and guidance; it also grants a +5 competence bonus to Knowledge (arcana) skill checks; darkvision
Analyzer Upgrade 1 (3rd Level)
Adding the first upgrade to the analyzer grants the machinesmith: At will – three 1st level detect spells chosen when the upgrade is applied; modifier/times per day – augury, identify, and see invisibility; a +5 competence bonus to Knowledge (dungeoneering), Knowledge (engineering) and Spellcraft skill checks.
Analyzer Upgrade 2 (7th level)
Adding the second upgrade to the analyzer allows a machinesmith to use: At will – three additional 1st level detect spells chosen when the upgrade is applied; int modifier/times per day – clairaudience-clairvoyance; a +10 competence bonus to Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering) and Spellcraft skill checks; tremmorsense.
Analyzer Upgrade 3 (11th level)
Adding the third upgrade to the analyzer allows a machinesmith to use: At will – detect scrying, tongues; int modifier/times per day – analyze dweomer, prying eyes, scrying; a +15 competence bonus to Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering) and Spellcraft skill checks.
Analyzer Upgrade 4 (17th level)
Adding the fourth upgrade to the analyzer allows a machinesmith to use: int modifier/times per day – find the path, foresight, moment of prescience, greater scrying; scent.
Armor: Machinesmiths can create intricate arcane-powered protection devices. All machinesmiths custom make their battle-suits, so they suffer no armor check penalty when wearing them. Being self powered, the armor does not add to the machinesmith’s load or slow their movement. In all other respects, machinesmith armor shares the qualities of full plate. Machinesmith armor can be enchanted as regular armor at the same cost.
Base machinesmith armor grants a +3 armor bonus, and a +3 deflection bonus to AC.
Armor Upgrade 1 (3rd level)
Adding the first upgrade increases the protection of the armor to a +4 armor bonus, and +4 deflection bonus. It grants the effects of the spell endure elements while worn.
Armor Upgrade 2 (5th level)
Adding the second upgrade increases the protection of the armor to a +5 armor bonus, and +5 deflection bonus. While worn, it also grants the machinesmith endure elements; and +2 enhancement bonus to Strength and Dexterity.
Armor Upgrade 3 (13th level)
Adding the third upgrade increases the protection of the armor to a +6 armor bonus, and +6 deflection bonus. While worn, it also grants the machinesmith: int modifier/times per day –shield, +10 base movement.
Armor Upgrade 4 (15th level)
Adding the fourth upgrade increases the protection of the armor to a +7 armor bonus, and +7 deflection bonus. While worn, it also grants the machinesmith: int modifier/times per day –stoneskin; and +4 enhancement bonus to Strength and Dexterity, +20 base movement.
Servitor: Many machinesmiths create automatons capable of performing a host of duties. No matter if the servitor is created from intricate clockwork, or steam driven pistons, they share the same capabilities. Unless upgraded, all servitors are unintelligent constructs that follow the machinesmith’s instructions unfailingly.
Upon creation, the machinesmith chooses the base form he wishes the servitor to take from the following four types.
Aquatic: Size Medium; Speed 20 ft., swim 40 ft.; AC +4 natural armor; Attack bite (1d8); Ability Scores Str 16, Dex 12, Con -, Int -, Wis 10, Cha 1
Biped: Size Medium; Speed 20 ft.; AC +2 natural armor; Attack slam (1d10); Ability Scores Str 16, Dex 10, Con -, Int -, Wis 10, Cha 1
Quadruped/Wheeled: Size small; Speed 40 ft.; AC +2 natural armor; Attack bite or slam (1d6); Ability Scores Str 14, Dex 14, Con -, Int -, Wis 10, Cha 1
Serpentine: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d8); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 1
Then he adds to the base statistics bonuses based on his levels in machinesmith using Table: Servitor.
Table: Servitor
Class Level HD Saves Armor Bonus Str/Dex Bonus
1 1 +0 +2 +0
2 2 +0 +2 +1
3 3 +1 +3 +1
4 3 +1 +3 +1
5 4 +1 +4 +2
6 5 +1 +4 +2
7 6 +2 +5 +3
8 6 +2 +5 +3
9 7 +2 +6 +3
10 8 +2 +6 +4
11 9 +3 +7 +4
12 9 +3 +7 +5
13 10 +3 +8 +5
14 11 +3 +8 +5
15 12 +4 +9 +6
16 12 +4 +9 +6
17 13 +4 +10 +7
18 14 +4 +10 +7
19 15 +5 +11 +7
20 15 +5 +11 +8
Servitor Upgrade 1 (3rd level)
Adding the first upgrade to a servitor creates a telepathic link between the machinesmith and his creation. They can mentally communicate across any distance as long as they remain on the same plane. Communicating in this way is a free action. In addition, the machinesmath can choose to increase his servitor by one size category, granting it an additional +2 Strength and possibly additional hit points based on the rules for constructs.
Servitor Upgrade 2 (5th level)
Adding the second upgrade allows the construct to make a second attack during a full round action at the servitor’s top attack bonus. In addition, it gains DR 5/-.
Servitor Upgrade 3 (9th level)
Adding the third upgrade to the servitors grants them the use of an energy attack. At the time of the upgrade the machinesmith chooses from cold, electricity or fire energy and picks either a 60 ft. line or 30 ft. cone. This cannot be changed until the servitor is upgraded again. In addition, the machinesmath can choose to increase his servitor by one size category, granting it an additional +2 Strength and possibly additional hit points based on the rules for constructs. The servitor also gains the ability to grab opponents two size categories smaller than, upon a successful hit.
Servitor Upgrade 4 (13th level)
Adding the fourth upgrade gives the servitor an Intelligence score of 10. It can now act upon its own volition, but always to the intention of its creator. The machinesmith may also increase the size once more, and change the servitor’s energy attack to sonic or force damage. In addition, the servitors gains DR 10/-, and is immune to all spells and spell-like abilities that allow resistance.
Vehicle: Machinesmiths with a penchant for exploration can produce marvelous vehicles capable of traversing all terrains.
Unless otherwise stated, all vehicles must be driven by the machinesmith in order to operate. Machinesmiths make driving checks with the Use Magical Device skill. Each vehicle contains a 5 ft.-square area with wheels, levels, and pedals that the driver uses to operate the vehicle.
Upon creation, the machinesmith chooses one of the four base vehicles.
Air: Size large; Squares 4 (10 ft. by 10 ft.); AC 9; Hardness 0; HP 20; Base Save +0; Maximum Speed 60 ft.; Acceleration 15 ft.; CMB +0; CMD 10; Ramming Damage none; Decks 0; Passengers 0; Special requires 100 ft. to take off and land, usable 10 minutes a day
Description: A winged platform with no interior, similar to a glider but self-propelled.
Burrow: Size large; Squares 6 (10 ft. by 15 ft.; 6 feet high); AC 12; Hardness 5; HP 100; Base Save +1; Maximum Speed 30 ft.; Acceleration 15 ft.; CMB +1; CMD 12; Ramming Damage 2d10; Decks 1; Passengers 4; Special usable 4 hours per day
Description: A self contained box or cylinder, with a drill or powered shovel attached to the front.
Land: Size large; Squares 6 (10 ft. by 15 ft.; 6 feet high); AC 12; Hardness 5; HP 100; Base save +1; Maximum speed 40 ft.; Acceleration 20 ft.; CMB +1; CMD 12; Ramming damage 1d8; Decks 2; Passengers 5; Special can only run on even terrain
Description: A wheeled self-propelled carriage with all passengers and driver inside. The top deck can carry cargo.
Water: Size large; Squares 6 (10 ft. by 15 ft.; 6 feet high); AC 12; Hardness 5; HP 100; Base save +1; Maximum speed 30 ft.; Acceleration 15 ft.; CMB +1; CMD 12; Ramming damage 1d10; Decks 1; Passengers 8; Special can only travel on the surface
Description: A self-propelled boat capable of carrying all passengers plus 500 lbs. of cargo.
Vehicle Upgrade 1 (5th level)
Air: Size large; Squares 6 (10 ft. by 20 ft.); AC 10; Hardness 0; HP 50; Base save +1; Maximum speed 100 ft.; Acceleration 15 ft.; CMB +1; CMD 10; Ramming damage none; Decks 0; Passengers 1; Special requires 100 ft to take off and land, usable 1 hour a day
Description: A single-winged aircraft with open cockpit
Burrow: Size huge; Squares 8 (10 ft. by 20 ft.; 6 feet high); AC 13; Hardness 5; HP 150; Base save +2; Maximum speed 40 ft.; Acceleration 20 ft.; CMB +2; CMD 13; Ramming damage 3d10; Decks 1; Passengers 5; Special usable for 8 hours per day
Description: A self contained box or cylinder, with a drill or powered shovel attached to the front.
Land: Size huge; Squares 8 (10 ft. by 20 ft.; 6 feet high); AC 13; Hardness 8; HP 150; Base save +2; Maximum speed 60 ft.; Acceleration 30 ft.; CMB +2; CMD 13; Ramming damage 1d10; Decks 2; Passengers 7; Special usable 8 hours per day
Description: A track driven self-propelled carriage with all passengers and driver inside. The top deck can carry cargo.
Water: Size huge; Squares 16 (10 ft. by 40 ft.; 6 feet high); AC 13; Hardness 5; HP 150; Base save +2; Maximum speed 80 ft.; Acceleration 40 ft.; CMB +2; CMD 13; Ramming damage 2d10; Decks 2; Passengers 10
Description: A self-propelled boat capable of carrying all passengers plus 1,000 lbs. of cargo.
Vehicle Upgrade 2 (9th level)
Air: Size huge; Squares 8 (20 ft. by 30 ft.; 6 feet high); AC 11; Hardness 5; HP 100; Base save +2; Maximum speed 150 ft.; Acceleration 20 ft.; CMB +2; CMD 11; Ramming Damage 1d8; Decks 1; Passengers 5; Special requires 100 ft to take off and land, usable 3 hours per day
Description: An enclosed fixed-wing aircraft.
Burrow: Size huge; Squares 12 (10 ft. by 30 ft.; 6 feet high); AC 14; Hardness 10; HP 200; Base save +3; Maximum speed 40 ft.; Acceleration 20 ft.; CMB +3; CMD 14; Ramming Damage 4d12; Decks 1; Passengers 7; Special the vehicle can now be left running in a straight line at half-maximum speed without driving
Description: A self contained box or cylinder, with a drill or powered shovel attached to the front.
Land: Size huge; Squares 20 (10 ft. by 30 ft.; 12 feet high); AC 14; Hardness 10; HP 200; Base save +3; Maximum speed 80 ft.; Acceleration 40 ft.; CMB +3; CMD 14; Ramming Damage 2d10; Decks 3; Passengers 15; Special the vehicle can now be left running in a straight line at half-maximum speed without driving
Description: A track driven, self-propelled, double-decker carriage with all passengers and driver inside. The top deck can carry cargo.
Water: Size huge; Squares 20 (10 ft. by 50 ft.; 6 feet high); AC 14; Hardness 10; HP 200; Base save +3; Maximum speed 100 ft.; Acceleration 50 ft.; CMB +3; CMD 14; Ramming Damage 2d12; Decks 2; Passengers 20
Description: A self-propelled boat capable of carrying all passengers plus 1,500 lbs. of cargo.
Vehicle Upgrade 3 (13th level)
Air: Size huge; Squares 32 (20 ft. by 40 ft.; 6 feet high); AC 12; Hardness 5; HP 150; Base save +3; Maximum speed 200 ft.; Acceleration 20 ft.; CMB +3; CMD 12; Ramming Damage 1d10; Decks 1; Passengers 7; Special usable 8 hours per day
Description: A propeller driven dirigible
Burrow: Size huge; Squares 18 (15 ft. by 30 ft.; 6 feet high); AC 15; Hardness 10; HP 300; Base save +4; Maximum speed 60 ft.; Acceleration 30 ft.; CMB +4; CMD 15; Ramming Damage 4d12+10; Decks 2; Passengers 10
Description: A self contained box or cylinder, with a drill or powered shovel attached to the front.
Land: Size huge; Squares 20 (10 ft. by 30 ft.; 20 feet high); AC 15; Hardness 10; HP 300; Base save +4; Maximum speed 80 ft.; Acceleration 40 ft.; CMB +4; CMD 15; Ramming Damage 2d10, Step Attack 1d10, any creature small or smaller; Decks 3; Passengers 15
Description: A bipedal self-propelled carriage
Water: Size huge; Squares 36 (15 ft. by 60 ft.; 6 feet high); AC 15; Hardness 10; HP 300; Base save +4; Maximum speed 150 ft.; Acceleration 50 ft.; CMB +4; CMD 15; Ramming Damage 4d12+10; Decks 3; Passengers 20; Special capable of travelling submersed and sustaining all passengers with air for up to 8 hours per day
Description: A self-propelled boat with an enclosed upper deck
Vehicle Upgrade 4 (17th level)
Air: Size gargantuan; Squares 144 (30 ft. by 60 ft.; 20 feet high); AC 13; Hardness 8; HP 250; Base save +4; Maximum speed 300 ft.; Acceleration 30 ft.; CMB +4; CMD 13; Ramming Damage 2d10; Decks 2; Passengers 20; Special the vehicle can now be left running in a straight line at half-maximum speed without driving
Description: A propeller driven dirigible
Burrow: Size gargantuan; Squares 36 (15 ft. by 30 ft.; 12 feet high); AC 16; Hardness 12; HP 400; Base save +5; Maximum speed 80 ft.; Acceleration 40 ft.; CMB +5; CMD 16; Ramming Damage 6d12+20; Decks 2; Passengers 20
Description: A self contained box or cylinder, with a drill or powered shovel attached to the front.
Land: Size Gargantuan; Squares 108 (30 ft. by 30 ft.; 30 feet high); AC 16; Hardness 12; HP 400; Base save +5; Maximum speed 100 ft.; Acceleration 50 ft.; CMB +5; CMD 15; Ramming damage 4d10, Step Attack 2d10, any creature medium or smaller; Decks 4; Passengers 30
Description: A quadruped self-propelled carriage
Water: Size gargantuan; Squares 72 (15 ft. by 60 ft.; 12 feet high); AC 16; Hardness 12; HP 400; Base save +5; Maximum speed 300 ft.; Acceleration 50 ft.; CMB +5; CMD 16; Ramming Damage 3d12+10; Pincher Attacks (2) 2d10+5, grab medium or smaller opponents; Decks 3; Passengers 30
Description: A self-propelled boat with an enclosed upper deck
Mobius Weapon: When in doubt, a machinesmith can use a massively powered advanced weapon as much as anyone else. Only the machinesmith can use the weapon they create.
Upon creating a mobius powered weapon, the machine smith first chooses its form, as either a ranged weapon or melee weapon. Ranged weapons require a single hand to use and add the machinesmith’s intelligence modifier to the damage. The machinesmith need only hit his target’s touch AC to inflict damage. Alternatively, a machinesmith can create a melee weapon. Melee weapons can be one or two-handed and both the machinesmiths intelligence modifier and strength modifier (Str +1/2 for two-handed weapons) are added to the damage. Using a melee mobius weapon the machinesmith must hit the target’s normal AC with armor.
Also upon creation, the machinesmith chooses what form of damage the weapon inflicts.
All machinesmith greatwork weapons can only be used a number rounds equal to the ½ the machinesmith’s class levels + Int modifier.
The base weapon inflicts 1d6 damage. If ranged, it has a range of 20 ft. The machinesmith can choose from cold, electricity, or fire damage.
Weapon Upgrade 1 (5th level)
The first upgrade increases the weapon’s damage to 2d6 and range to 40 ft.
Weapon Upgrade 2 (9th level)
The second upgrade increases the weapon’s damage to 4d6 and range to 60 ft.
Weapon Upgrade 3 (13 level)
The second upgrade increases the weapon’s damage to 6d6 and range to 80 ft. The machinesmith may choose to change the energy type to sonic.
Weapon Upgrade 4 (17th level)
The second upgrade increases the weapon’s damage to 8d6 and range to 100 ft. The machinesmith may choose to change the energy type to force.
Metawork (Su)
Starting at 16th level a machinesmith can create a metawork by adding the qualities of different type of greatwork to one they already possess. For example, they can create a servitor that can also act as an analyzer, or a vehicle with an onboard mobius weapon. At 18th and 20th level they can do this to another greatwork they possess, or upgrade the secondary qualities of their first metawork.
Mending (Sp)
Starting at 2nd level, a machinesmith can cast mending as a spell-like ability, ½ their machinesmith levels + Int mod./times per day. At subsequent levels, the amount of hp repaired by the machinesmith’s mending ability increases.
Table: Device List
0 – Acid splash, daze, dancing lights, flare, light, ray of frost, mage hand, message, open/close
1st – Alarm, hold portal, grease, obscuring mist, hypnotism, burning hands, floating disk, magick missle, shocking grasp, color spray, chill touch, ray of enfeeblement, feather fall
2nd – Arcane lock, protection from arrows, acid arrow, fog cloud, web, daze monster, continual flame, flaming sphere, gust of wind, scorching ray, shatter, hypnotic pattern, spectral hand, knock, levitate, pyrotechnics, spider climb
3rd – Sleet storm, stinking cloud, hold person, daylight, fireball, wind wall, blink, flame arrow, shrink item, water breathing
4th – Fire trap, dimension door, minor creation, solid fog, arcane eye, ice storm, resilient sphere, shout, wall of fire, wall of ice, rainbow pattern, stone shape
5th – cloudkill, major creation, teleport, wall of stone, hold monster, cone of cold, interposing hand, wall of force, telekinesis
6th – antimagic field, repulsion, acid fog, wall of iron, chain lightning, forceful hand, freezing sphere, disintegrate, move earth
Alzrius |
May I suggest releasing this in a PDF format?
It doesn't need to be a pretty PDF, but basic formatting (e.g. putting the class table into a table) along with an offline viewing resource would make me much more likely to consider playtesting/reviewing this.
LMPjr007 |
May I suggest releasing this in a PDF format?
It doesn't need to be a pretty PDF, but basic formatting (e.g. putting the class table into a table) along with an offline viewing resource would make me much more likely to consider playtesting/reviewing this.
Agreed. What was I thinking? Here you go!
LazarX |
The class is a combination of Yet Another Artificer, Magus, Blaster Sorcerer, and Summoner. Given that it's mobius ranged weapons hit touch AC, is there a class that it doesn't obsolete? Or are the rest of the classes in NeoExodus just as much over the top?
The class has medium BAB, I have no idea what it's weapon and armor proficiencies are.
Cheapy |
The class is a combination of Yet Another Artificer, Magus, Blaster Sorcerer, and Summoner. Given that it's mobius ranged weapons hit touch AC, is there a class that it doesn't obsolete? Or are the rest of the classes in NeoExodus just as much over the top?
The class has medium BAB, I have no idea what it's weapon and armor proficiencies are.
Is it possible for you to give criticism without being a jerk? I know you absolutely hate anything 3rd party, but can you at least try to suppress your bias to be helpful?
LMPjr007 |
To give you a better idea of what were we going for here in the basic concept idea that I sent to the writer:
Machinesmiths are a professional practitioner of engineering, concerned with applying scientific knowledge, mathematics and ingenuity to develop solutions for technical problems. Machinesmiths design materials, structures, machines and systems while considering the limitations imposed by practicality, safety and cost. Think DiVinci and Tesla with magic added in. Magical scientist and engineers. I really want to think of Machinesmiths as "makers of things". I see them as a cross between an alchemist and summoner. They like alchemist make magical devices and items and use raw arcane energy, which they refer to as a mobius field, to power their mechanic creations and they use a device called a mobius cage to capture this energy. We will us the same system that alchemist's personal aura uses to make the mobius field and cage possible. Same exact thing, works the same but with a different name. I want machinesmiths to have drones but and higher levels the drone can do more and really be like a witch's familiar for them. I want them to make servitors, but get some more innovation evolutions from other summoner related products.
LazarX |
LazarX wrote:Is it possible for you to give criticism without being a jerk? I know you absolutely hate anything 3rd party, but can you at least try to suppress your bias to be helpful?The class is a combination of Yet Another Artificer, Magus, Blaster Sorcerer, and Summoner. Given that it's mobius ranged weapons hit touch AC, is there a class that it doesn't obsolete? Or are the rest of the classes in NeoExodus just as much over the top?
The class has medium BAB, I have no idea what it's weapon and armor proficiencies are.
Yes it's possible... but a class this extremely unbalanced brings out the worst parts of me. I don't have any hatred against third party material... my favorite game systems are all among the independents. But what I've observed that since most third party creations are solo efforts, they don't have the bounce back in company criticism to bring them into balance.
The Machinesmith as presented, essential incorporates the core mechanics of several existing classes including another Artificer rethread. The character in the upper levels is creating arms and armor that break the epic barrier, has the blaster spell capability of a magus, and a pet that's pretty much the equivalent of an Eidolon. It's like the author examined the list of class features already present in the game and only stopped adding them when he ran out of paper.
LazarX |
To give you a better idea of what were we going for here in the basic concept idea that I sent to the writer:
Machinesmiths are a professional practitioner of engineering, concerned with applying scientific knowledge, mathematics and ingenuity to develop solutions for technical problems. Machinesmiths design materials, structures, machines and systems while considering the limitations imposed by practicality, safety and cost. Think DiVinci and Tesla with magic added in. Magical scientist and engineers. I really want to think of Machinesmiths as "makers of things". I see them as a cross between an alchemist and summoner. They like alchemist make magical devices and items and use raw arcane energy, which they refer to as a mobius field, to power their mechanic creations and they use a device called a mobius cage to capture this energy. We will us the same system that alchemist's personal aura uses to make the mobius field and cage possible. Same exact thing, works the same but with a different name. I want machinesmiths to have drones but and higher levels the drone can do more and really be like a witch's familiar for them. I want them to make servitors, but get some more innovation evolutions from other summoner related products.
Concepts are fine jim dandy. But what is the mission of the total package? To create an awesome NPC? In that case balance against other PC classes is pretty much irrelevant. But if this beast is to be added to a campaigns player class bestiary, then it's gotta play nice with the rest of the class without putting them on a bus.
LMPjr007 |
Concepts are fine jim dandy. But what is the mission of the total package? To create an awesome NPC? In that case balance against other PC classes is pretty much irrelevant. But if this beast is to be added to a campaigns player class bestiary, then it's gotta play nice with the rest of the class without putting them on a bus.
Thanks for your comments, what actual changes would you make to this class to make it more playable in your eyes?
James Wilber aka The Magus |
I always have a difficult time on these message boards. I rarely think in metagaming terms. Some folks do, they enjoy that aspect of the game.
I'm the designer of the Machinesmith. To follow up on LPJ, I wanted to make a class that would emulate the steampunk inventor. I wanted them to have access to crazy airships, robots, and ray guns. I didn't think of making a "blaster" or some kind of replacement for other character classes. (How can you do that anyway?) To me, concepts are not just fine, they are the essence of creating cool characters.
At the same time I understand the need to keep things fun for everyone. No one should fight better than the fighter. No one should sneak better than the rogue, no one should have a better servant than the summoner. I think I did that here, but I am not sure.
The class is pretty open-ended. You can do a lot of different things, but if you look closely you can only have 2 or maybe 3 really good greatworks.
In response to the epic level arms & armor creation, please note that just like everyone else, the machinesmith can only make arms & armor with a max +5 enhancement bonus, the other +5 go into weapon and armor traits.
I am certain that I missed something. A broken ability or combination that someone here will catch. I would really appreciate the help with it.
One thing that comes to mind, what do you guys think of adding a GP cost to the masterworks?
TarkXT |
The character in the upper levels is creating arms and armor that break the epic barrier, has the blaster spell capability of a magus, and a pet that's pretty much the equivalent of an Eidolon.
Except it really has none of this. At all. Not if you actually look at it. Even in its present form it doesn't obsolete anyone. In it's present state it's more like a reskinned alchemist than anything.
Anyway OP will be getting an extensive email from me about this sometime tonight.
Time to crack open word and select "track changes"
KTFish7 |
But if this beast is to be added to a campaigns player class bestiary, then it's gotta play nice with the rest of the class without putting them on a bus.
And why exactly does it have to play nice with the rest of the class? Are playgroups too limited in their capacity as players to do anything other then pick character classes based solely upon the numbers? I've never come across the problem unless I'm sharing a table with a power-gamer, and those aren't true roleplayers in my mind. A true roleplayer picks their class based upon it's flavor and feel, and deals with the cons, as well as the pros. I've already drawn up an NPC from this class for the game I GM (my players were fascinated), and a PC for my weekly game I actually get to play in (GM is graciously allowing me to test him out). I've gotten nothing but positive feedback on him, and a little bit of heckling (My player version has a thing for bicycles, due to an aversion to horses, and travels everywhere on one he is determined to "automate"...gonna change the world he is).
My point being, don't dismiss an idea simply because of what you would do with it, everyone of us, as gamers, approaches the same idea with a different concept. It's why we're gamers, because of our imagination.
I'm the designer of the Machinesmith. To follow up on LPJ, I wanted to make a class that would emulate the steampunk inventor. I wanted them to have access to crazy airships, robots, and ray guns.
James, I love the concept, and think it has insane potential to allow a player to go where ever his twisted imagination takes him.
Christopher Delvo |
The Machinesmith: My review
The first thing I note is the name. Machinesmith? Really? I get that you're trying to convey the “steampunk technologist” feel with the name. But, quite frankly...did the name Machinist escape you?
Not sure what you're trying to accomplish with the skills. It gets average skill points, but the amount of skills it possesses are comparable to a fighter. I'd say change the knowledges given to knowledge (all), so that it can choose them individually, as a fighter. It will give the class more of a “researcher” feel.
The table is a mess (looking at the PDF). BAB is fine, as are saves, but I'm seeing abilities stacked on top of each other all over the place (not necessarily a bad thing, but this class is a spellcaster, and that sort of thing really needs to be watched) and...I really have to ask...what the frak happened at 16th level? James, I've gotta say...you really need to study how pathfinder class design works. Because, wow.
Going into the special abilities...
There are no proficiencies listed. Get on that.
Craft Magic Arms and Armor...is EXTREMELY vague, and WAY too powerful for 1st level. The feat isn't available until 5th level, normally. And each effective bonus has its own minimum caster level before you can create it (3 for +1, 6 for +2, 9 for +3 etc.) anyway. And then at 16th level, it explodes up to +10 at 20th level...this is wrong. Sorry, but it is. At MOST, I'd just give them the feat for free at 3rd level (since that's technically the earliest level one can make magic arms and armor).
And also, to explain my point a bit. It's absolutely pointless to give them magic arms and armor at first level. It might sound cool at first, but when you actually start thinking about it...they're likely never going to have enough gold to make anything anyway. So it's basically a useless ability at 1st level.
Devices...Okay, so devices are basically extracts, but without a listed activation time (I'd assume it would be similar to the spell, but that's not given). This needs to be fixed. Also, I'd take another look at its device list and make it a bit more sleek. This doesn't mean cut spells so much as find a theme. At the moment, you have all kinds of spells that feel a little slapdash. Stick to a specific type, such as battlefield-control or enhancement, and the class will be more streamlined and sleek. Oh...and the class really shouldn't get 0-level devices. It feels a little cheap, and screws with the flavor (All devices are one-offs...except for these.)
Master Craftsman...this is too powerful for 1st level. However, I think there's a REALLY cool idea in here. Essentially, it's compiling skills, similar to the Bard's Versatile Performance. I'd say put it at 1st level and allow the smith to compile 2 of those skills together. Then, every 3-4 levels thereafter, allow him to add another, until he's using craft (armor) to make armor, weapons, woodwork, etc. at a high level. It's not an especially combat-effective ability, but it's really flavorful and fun. I'd also change the name to “Skilled Craftsman” or something similar, so it's not confused with the feat.
Fabricate...yeah, this is way too powerful, methinks. And it doesn't fit the flavor. Inventing cool little doodads and building items is one thing. Creating objects out of ether is another. I'd cut it altogether.
Greatworks...need to be clarified a bit more. You need to note that analyzers, armors, servitors and mobius weapons are all types of greatworks in the initial description (also, while I like the name Mobius Cage, I think Mobius Core would be better suited as the name of a power source). I'm about to get into some pretty heavy detail here, so I'm going to have to label everything separately.
Greatworks: I like the concept, and I think other than switching it to even levels (you gain feats on odd levels), it can stay. However, there are some issues with the greatworks themselves.
Analyzers: It does way too much at 1st level. I'd just grant detect magic and darkvision when you use it, then put the other stuff in the upgrades. The upgrades themselves are ridiculous as well. WAY too many spell-like abilities and bonuses on a ton of skills? Yeah, no. Honestly, this one is just hard to figure out. First of all, there's not that many “detect” spells. And gaining a +15 bonus on those knowledge skills and spellcraft at 11th level? Are you high? The whole analyzer thing REALLY needs to be thought out again. From scratch. Or scrapped completely. It's just...ridiculous.
Armor: I think I threw up in my mouth a little. Okay, so it shares all qualities with full plate, except it doesn't impede your speed or give you a check penalty. Oh, and it gives a +3 armor bonus and a +3 DEFLECTION bonus? Mind. Blown. And not in a good way. How is that balanced? Okay, okay. I've been mean to the armor so far. Let's look at the upgrades. Okay, so in the end the armor turns you into the frakking HULK! And that's before you enhance it with your free Craft Magic Arms and Armor. Really? Okay, first things first, because unlike the analyzer, I think I can actually fix this one: The armor is now called the Battlesuit. It grants you a +3 armor bonus to AC, and NO DEFLECTION BONUS. It does not impede your speed, but it does have a check penalty of -1 and a maximum dex of +5. Each upgrade automatically does the following: +1 armor bonus to AC (so that it ends up with +7), +1 to maximum dex bonus (ending at +9). Additionally, at upgrade 2, it grants use of “expeditious retreat” a number of times per day equal to your int modifier. At upgrade 4, you can gain DR 5/- for 1 minute a number of times per day equal to your int modifier. There. Now, it's still powerful, but not Superman powerful.
Servitor: This ability should NOT be an animal companion. It should be a familiar. It's a servitor, not a battle bot. Re-design it with that in mind.
Vehicles: No. Just no. If they want to build a vehicle, then let them spend money and build a vehicle. Don't give them a special ability that gives them a free transport. Especially when, after all upgrades are taken, it becomes an unstoppable behemoth. It honestly feels like giving the player a free castle.
Mobius Weapon: There's a good idea here, but I think it's drowned out a bit by the complexity with which you describe it. Make the ranged weapon 2-handed. The majority of ranged weapons are just that, and I think it should stay that way. Also, change the number of rounds that the weapon can be used to a number of attacks. I'm also iffy on adding their intelligence modifier to damage, but I think that's something that has to be playtested out.
Metaworks...yeah. Get rid of these. With the power of greatworks already, I think you should just kick this one to the curb. It's also quite vague as to how it actually works.
Mending...I get the point of this, but I think allowing it unlimited times per day (at will) and just leaving it at 1d4 would keep things simpler.
Overall...I think this class is kind of a mess. There are ideas here that work, but others that make me want to tear my hair out (analyzers). It really needs to be re-tooled and a better theme needs to be established. You said you wanted it to be a steampunk inventor...well, it's not that. It's a super-magical uber-man who hides behind overpowered technology.
Also, it needs to be formatted a bit better, as I was confused for a while while when you were supposed to get certain abilities.
If I were you, I'd study some of the other classes and figure things out that way.
Alchemist: This class is pretty similar to what you're trying to do here, and I think a thorough read-through is in order.
Wizard: Look at the familiar rules, adapt them to the servitor.
Engineer: Pimping my own class a bit, but it's another attempt at this type of class, and I think looking at someone else's work might help you figure out your own.
Ardwright: An extremely adept attempt at building a magical artificer class, and one you should give a look.
Magic Item Creation Rules: This one feels appropriate, since the sloppy way you put in the magic arms and armor rules really seems to be born of a lack of understanding of these rules.
I think there's a good class here somewhere. However, I think it needs a lot of work.
...Catch Phrase,
-Chris
LMPjr007 |
Well sooner than I thought, James has completed this 2nd round version of the Machinesmith. So download, evaluate and comment. Thanks!
Cheapy |
I will still recommend at the very least splitting the vehicles off, maybe as a feat chain. Vehicles are fundamentally different than the rest, imo. Of all of the greatworks, they should probably cost some gp.
My first impression of the changes to analyzers are fairly positive, although I haven't thought too much about it.
Leopold |
This class feels like a Prestige Class more than a true 20 level class.
The feats and abilities this class receives over the course of 20 levels feels bland and not interesting at all. Every other level you get to 'heal' your creation for another D6? Combine the best of the Summoner and the Alchemist into one? Sure why not.
Instead of trying to draw this class out into a 20 level bland and boring class (Mending,Greatworks,Mending,Greatworks, etc) why not condense it into a 10 level PrC with 3 branches: Crafting (armor/weapons), Automatons (analyzers/servitors), and Vehicles (vehicles/weaponry).
Grant the class access at a very low level (Say 3rd level), Pick a path after 3rd level of PrC where the player has the basics of the class (1st level Analyzer, 2nd level Armor, 3rd Vehicles, exaple) and can build any of the 3 with base components, albeit not very well, and then trod down the path to Specialty. Using that example a 13th level character with the Armorer specialization gets +10 armor bonus (Armor level 3 remains a +10 bonus nothing more??), +4 Deflection, DR 5/-, +4 STR/DEX, +20 movement, shield spell.
Hmmm. This might be better on picking 2 of the specializations on a 10 base 10 PrC.
I can tell you right now, unless you are playing in a openworld game where the PCs are moving around from place to place frequently that the Vehicle's are worthless. A Gargantuan vehicle doesn't fit in a dungeon delve and tromping through a castle in a huge drill isn't going to do much good. Need smaller examples horse or motorcycle size.
LMPjr007 |
I will still recommend at the very least splitting the
vehicles off, maybe as a feat chain. Vehicles are fundamentally different than the rest, imo.
I can tell you right now, unless you are playing in a openworld game where the PCs are moving around from place to place frequently that the Vehicle's are worthless. A Gargantuan vehicle doesn't fit in a dungeon delve and tromping through a castle in a huge drill isn't going to do much good. Need smaller examples horse or motorcycle size.
Well I just got the third revision of this class and here are SOME of the changes that were made:
Added more Knowledge skills to emphasize science.
Changed mending to repair.
Added Axiom – dispel magic ability.
Added dispel magic to the spell list.
Took out Armor and Vehicles.
Took out metawork
LMPjr007 |
Can we get some more information on what exactly Axiom does? Overall, despite my scathing first review, it's looking much more polished as it progresses, and I'm enjoying reading this version much more.
...Catch Phrase,
-Chris
I am planning to put up the 3rd version sometime later this week after I read it over and make some internal LPJ Design company comments and reviews. After that, we will let you all get your chance at it.
LMPjr007 |
Here is the 3rd round version of the Machinesmith. So download, evaluate and comment. Thanks!
Cheapy |
The Mechanus still needs to talk about how to replace them if they die.
I do feel that it needs something more though. As it is, it's useful. But it lacks that interesting spark, IMO. Maybe that's just because I've read so many different takes on the artificer though.
Something to do at first level, rather than try to hit things, is probably needed. Most classes gets something combat related at first level, to give them a better chance of survival. This guy? This guy gets one level 1 spell. The other abilities won't really be useful until level 3 or 5, at a minimum. That's when crafting can really start in earnest.
Check out that list of artificer classes to inspire you :)
I will echo Delvo's statement of liking this more and more with each iteration. I'll also recommend looking at his take, once again.
Leopold |
This now becomes a very difficult mix of an alchemist and a summoner combined into one.
I liked the paths that were initially laid out, they had promise but this new iteration is severely gimped.
Mobius Ranged Weapons: 1 shot on a ranged touch or multiple off BAB? If multiple that's going to be deadly. This sounds like a ray attack ability.
Mending: Useful only for the Mechanus creations. Since Analyzers have only 10HP what's the point in healing them for 8d6 at later levels. Unless you have other mechanical things to heal this is a waste of an ability.
Are there plans to include the vehicles, weaponry, and armor as feat trees to be taken?
TarkXT |
Honestly I didnt mind the vehicles.
I just think you only needed to start with one land one and then upgrade and add on to it from there.
Plus I think one of the easiest solutions to any kind of blandness for this class is to have things that are not direct upgrades from the great works. I'm thinking of side things like jet boots on your armor, a splash wepaon thrower on your mobius weapon, things of that nature.
Cheapy |
The mobius weapon is somewhat weak, IMO, due to Resist Energy and the abundance of energy resistances. That's going to take a fair portion off. At level 9, they'll be doing, on average, 14+mInt damage per shot. A barbarian can hit that at level 3 easily. Resist Energy at level 9 gets rid of 20 points of damage. That means if it's up...that's about 1 point of damage per shot. Natural Energy Resistances will cut it in half easily.
proudgeek159 |
One possible fix for the Greatworks problem (Where does he get all those wonderful toys?) might be to limit the number of mobius cages he can create to just one, but it can be repurposed between adventures. That way, he can either be Iron Man OR Vash the Stampede, but not both at the same time. I'll have to get home and break out the APG to look at it closer, but if done right, it meets a need in my campaign. I'd buy it after it's fixed.
LMPjr007 |
I would add the Armor Builder as an Archetype :)
I like the sound of this! Going to have to talk to the designers about that. Maybe split it up what this class does a little more. For example, the Machinesmith base class makes small gadgets and devices; the archetypes focus on more special types of things like armor, equipment or weapons; a prestige class that makes large vehicles or golems that carry you or you can ride in. What do you think?
That way, he can either be Iron Man OR Vash the Stampede, but not both at the same time.
Originally I was thinking more Macgyver or Q from the Bond films.
LMPjr007 |
OK we have been a little quite on this front because I have taken this class back to the LPJ Design development workshop. Expect to see the 4th draft of this class coming soon for review. In addition to this class, we are also developing a prestige class to go along with this next draft. So get ready to put your game mechanics hats on ready to tear this one apart.
Realmwalker |
OK we have been a little quite on this front because I have taken this class back to the LPJ Design development workshop. Expect to see the 4th draft of this class coming soon for review. In addition to this class, we are also developing a prestige class to go along with this next draft. So get ready to put your game mechanics hats on ready to tear this one apart.
Sounds cool, can't wait to see it.
Cheapy |
One general criticism I have of Artificers are that they seem to excel out of combat. I'd like to see one that can excel both in and out. Due to the nature of Artificers, their abilities are especially dependent on GMs to both give them the in-game time necessary to make their things. Having combat usable abilities mitigates this.
Perhaps this guy could be a sunder specialist, or someone who excels at debuffing. Right now, the Witch is great for buffing and debuffing. As a non-full caster, this guy has a lot of leeway for debuffs. Maybe they can throw out tiny balls that unpack in air to become grappling / constricting arms.
LMPjr007 |
One general criticism I have of Artificers are that they seem to excel out of combat. I'd like to see one that can excel both in and out. Due to the nature of Artificers, their abilities are especially dependent on GMs to both give them the in-game time necessary to make their things. Having combat usable abilities mitigates this.
Apparently you have been listening in on my conversation with a developer on that topic. I hope this newest draft is more to you liking.
Perhaps this guy could be a sunder specialist, or someone who excels at debuffing. Right now, the Witch is great for buffing and debuffing. As a non-full caster, this guy has a lot of leeway for debuffs. Maybe they can throw out tiny balls that unpack in air to become grappling / constricting arms.
Well we have some "tricks" planned with the new edition so you'll just have to wait and see, but, thanks for your interest and support in this.
LMPjr007 |
Since we are still waiting for the Machinesmith write up to come in, check out this selection of head shots that we are planning to use in the Quartermaster's Handbook. Which two do you like the best?
Jarrod the Outcast |
I'll probably have more to say on this tonight, but I wanted to say thanks for posting this! Our current project (Which is about to start its second phase of playtests, first phase found here.) Will include the Spark, a mad scientist who breaks and bends the laws of science and magic to create wonders unheard of! Although the two classes look like they play completely differently (hard to say at this point) I'm already seeing many of the criticisms that the Spark will undoubtedly face. When I get the chance I will look into the class some more and offer some insight into it, and ask advice on my own project. Thanks!
LMPjr007 |
Here is the 4th round version of the Machinesmith. So download, evaluate and comment. Thanks!
xorial |
Here is the 4th round version of the Machinesmith. So download, evaluate and comment. Thanks!
Now this draft I like very much. Earlier ones were around the over-powered side of things. This one looks pretty good, maybe even edging to a little under-powered. I think that perception would change if I saw it in action. Flavor wise it is pretty awesome. While I know people think it is like the artificer, but I don't, at least not as much. Artificers never really capture the "magical technologist" feel for me, though I liked them. They were more about magic items. That is why I really feel a crafter like that should be a wizard archetype. This class could be given to a tinker gnome in Spelljammer & you would have the perfect match, lol.
Cheapy |
Oh! Tear apart character options. That's my favorite game! Going through in order.
Repair should be (Sp).
How exactly does the Analyzer's "standard action activation" work with the senses? Is the intent that you use a standard action to activate it, and it does detect magic without costing a charge (since it's at-will)? Or do you turn it on as a standard action and from then on you have darkvision 60' and can use detect magic / poison as a standard action?
Oh yea, also you should italicize all the spells from the analyzer.
Let's say the machinesmith gets the mechanus upgrade 1 and chooses to not make the mechanus larger. Can they do so later, before Upgrade 3? Or is it a one-time deal.
Not really getting feats until level 20 hurts. Sure, they can get power attack at level 10, but...this seems like all mechanus will be boringly similar.
Mobius Weapon is out of order. It should be before Trapfinding (Ex).
Why would someone deactivate the mobius weapon?
I'm still concerned about the mobius weapons and Resist Energy. At 5th level, we're looking at a ranged weapon doing 2d6+6 damage, for a grand total of 13. I don't think that's worth a standard action at that level.
Also, do these count as non-touch attacks for the purposes of Deadly Aim and the like? Guns have this language.
Disintegrate in Upgrade 3 needs to be italicized.
Cheapy |
Gadget Tricks.
Constant Function: Awesome.
Crossbow Turret: Ouch that's heavy! Line of Effect? What's the action to recrank it? Do you have to be adjacent to change targets? Hit points should rise with level, much like wall of force. Can it reload itself?
Imp Crossbow Turret: Seems to imply the first can't reload itself unless it's a repeating. And I guess the HP does increase, but I'd prefer something else. HP increase with level, hardness increases with upgrade level?
the action is quite expensive for such minor damage. Only really useful in setting ambushes it would seem. And then you'd need to run around resetting them since they only last a minute.
Explosive Expert: Why spells?
Freeze ray: Needs to be (Su) and Fortitude needs to be capitalized. Lowercase the Staggered.
Igniting Ray: Wonky last sentence. Actually, the whole thing is wonky.
Side note: all of these need (Su), (Ex), or (Sp).
Invisibility Cloak: A bit ehh on the once-per-day aspect, but OK.
Magnetic Grappler: Rings don't *have* to be worn on the hand. Also,
Charging the gadget requires a full
hour of operating the hand crank on the gadget for five
minutes.
And what about that fighter's platemail? Is he my marionette doll now? Can I keep him mommy? Please??
Mobius Detonator: Uh...huh... well, not any worse than Remote Bomb on the "touches a nerve" scale.
Motion Analyzer: Not bad. Intelligence needs to be capitalized.
Overdrive: Odd language relative to abilities like this (X rounds per day, don't need to be in order, but in 1 round increments). Capitalize Strength and add space between 10 and ft. Probably make it feet too.
Portable Ornithopher: Clean up this language: "Regardless of the form it takes all flight packs are Small sized items with AC 9". This is "unlimited flight", right? There's no daily limit? Also, it probably shouldn't give perfect maneuverability. And the gadget trick should give Fly as a class skill.
Repair Flesh: Oh god. I mean, this should be fine. But dear god the mental imagery.
Utility Tool: More uses per day.
Closing thoughts: I like this guy much better. I can't really give a good read on the power level until I've absorbed it a bit more.
Work to be done: Comma and apostrophe issues abound, and things that should be capitalized aren't, while things that shouldn't be are. So...proofread!
Suggested Gear Tricks:
* Augment the crossbow turrets to launch alchemical items as well, whether as part of a bolt, or separate.
Cheapy |
More gear trick ideas:
* portable cover that lowers to allow allies to shoot / attack past.
* Trapspotter rogue talent.
* Judging by the art in the PDF, "perfect hair stylist".
* Ability to launch alchemical items out of the ranged mobius weapon and channel them through the melee mobius weapon.
* Something like Arcane Strike, but that uses Knowledge(Engineering)? Or just the Machinesmith's level.
* Something like the Pathfinder Chronicler's Deep Pockets.
More Ideas:
Different "rounds per day" meters for ranged and melee weapons. The melee weapon is really hurt by such limited rounds per day. The ranged version isn't so much due to the ... range-i-ness of it. I'm having trouble forming my thoughts here, but I hope that's enough to have people see where I'm going.
For the melee version, I'd actually go a non-elemental route. Maybe have the ability to upgrade your melee weapon with different characteristics. Say at level 10, it could be changed between a reach and a non-reach weapon as a move action. At level 5 it can't easily be sundered or disarmed. Etc. It could be a separate greatwork even. Just a thought.
TarkXT |
Portable Ornithopher: Clean up this language: "Regardless of the form it takes all flight packs are Small sized items with AC 9". This is "unlimited flight", right? There's no daily limit? Also, it probably shouldn't give perfect maneuverability. And the gadget trick should give Fly as a class skill.
Unlimited only in the sense that you have to keep refueling it with 20gp alchemists fires.
I'm very curious to see how such a concept pans out in actual play testing. I don't see machinesmiths zipping about all day even at level 20. Maybe with an improved version. :D
TarkXT |
Also you'll note that the machinesmith already has Fly as a class skill. :)
I do encourage people to really give this guy a shot. I did a lot to try and break him out of his original frankenstein mold and make him a unique class. Me and louis both want this to be a really good class especially since it's meant to fit in so well with NeoExodus's themes.
I hesitant to separate out the melee and ranged versions of the mobius weapons as that would add a lot of words on a very big class. More than that I'm not seeing much problem out of it. I want to see others play with it and decide for themselves.
Cheapy |
Spell list:
First level spells has period at the end. It also has a semi-colon after longstrider.
5th and 6th level has comma at the end.
Hand of the Marksman is a Rite Publishing spell, so make sure to S15 it and include the text in the product. :)
Do the same for Charge Object, guardian drone, blade drone, advance upgrade, cluster bomb, pocket army, and hunter seeker drone.
I'd recommend even posting those in the next draft, so we can see them :)
Move Animate Objects to 4th level. Clerics get it at 11th level, these guys at 13th. It's an iconic spell for this type, so they should get early access.
I'd add other combat spells to 5th level in general. They'd just be using Wall of Force and cloud kill battle after battle, and GMs would grow tired of that.