[LPjr Design] Fleshwraith surgery and sharpening the Cutting Edge machinesmith.


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So a week or two back I was given he task of giving the other two Machinesmith expansions a look so we can improve and clarify the issues with the work already put in and getting them on par with the concepts and stuff produced with WoMD.

Brief Disclaimer:
In case it needs to be said please keep in mind that anything said or changed is not an insult, jab, or otherwise disparaging of the original authors work. The stuff in question was before we had a really good editor in Joshua Yearsley and without much if any input from the original authors of the machinesmith. This is not about making a bad content good, but making good content great.

So let's go over briefly what will happen starting with the easiest things.

Cutting Edge Machinesmith.

Greatworks:

Converter: Probably the biggest revisions are happening to the converter.

Ultimately, it's just boring. Boring would be okay if it had a lot of utility like the analyzer. But it really doesn't.

So we with kaboom.

If you consider the Analyzer to represent machines that observe and calculate, and the constructor to represent machines that design and build, than the converter represents those machines that reproduce the more fun parts of physics from tesla coils to atom bombs.

It's getting it's spell list overhauled to be more in line with the analyzer in terms of level and ability.

In addition it's getting more base abilities similar to the analyzer as well (which if you remember granted bonuses to skills, dark vision and what not) with the idea being that you can customize your kaboom and at a master level basically tell time and space itself to shut up and sit down while you walk across it.

If we look at it from a player perspective the analyzer is there for subtle players who want to act on as much information as possible, hate being surprised, and affect the world in subtle but significant ways. The constructor is there for creative players. Those who know that a solution is only a matter of having the right tool, whether it's the appropriate magic weapon, wondrous item, or simply a big crowbar. I can imagine engineering majors drawing out full diagrams of the stuff they make to solve a problem.

The converter exists when you don't care to be subtle or creative and just want impact. That is not to say that it's unintelligent. Not at all. Among the abilities I'm considering is the ability to expend a number of charges and rebuild assembled prototypes by disassembling full slots into empty ones, changing energy damage types, or switching out augmentations on the fly.

So, it'll be stronger but still limited by its charges and it's smallish spell list. It'll open up more options but should not overshadow any other greatwork to any significant degree.

Mobius Armor

I'm kind of fond of this given its obvious inspirations. Not much is changing here. Some clarifications but otherwise I feel it's good enough not to warrant any changes for better or worse.

Augmentations

Again, not much to say here. Some clarifications, some polish, nothing too bad.

Gadgets

One thing some will notice when they compare new and old is I'll try and remove as many spell references as possible and just give relevant text where I can. I'm trying to get away from spell reference where ever possible as I find it irritating to have to look up spells and then translate that spell through the thing referenced.

Sometimes it's unavoidable for word space. Other times it's just less confusing to give text and modify.

Techniques.

Overall I liked the techniques and are virtually flawless. I didn't see a need to change them myself. Editing may though.

Archetypes

Again not much changing here.

Prototypes

Reprinting construct subschool. Mostly just some minor revisions here and there.

I'll go over changes to the fleshwriat next. Overall it's going to see some big revisions.


Wooohooo! Looking forward to being able to revise the review. :D


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A psionic archetype for it would be awesome, but I don't know if that is in the books for it?


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Andreas Rönnqvist wrote:
A psionic archetype for it would be awesome, but I don't know if that is in the books for it?

I am sure that is something we can look into.


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So talking about fleshwraith changes.

The first major change and one that would have been nigh impossible to consider when it was first released is changing it from an alternate class to a hybrid class (machinesmith/alchemist).

This is primarily to allow it to stand more on its own which opens up a number of options that can be done with it. It's a relatively small change with larger implications.

Next greatworks are being removed entirely from it. Biological science really isn't much of an invention science as a discovery one. If the machinesmith is an engineer than the fleshwraith is a research scientist. So the field laboratory mechanic will help reflect this. In a way this remains unchanged from the old version so mostly it's about simplification and removing the need to constantly reference the machinesmith class to play your fleshwraith.

That being said I want to get some things reprinted to avoid a lot of reference. Plant and vermin companions are both good ideas but in order to make work you have to reference something different. The fleshwraith, in terms of books, requires several different books in order to be able to reference all the abilities not including spells. So some things will be removed, and other things, like the aforementioned companions, will just see a reprint in order to keep things easier to reference.

Intelligent design is getting nerfed. Getting 10 evolution points over 20 levels is rather nutty. Don't worry though there will be plenty of options for body alteration and the ability isn't going away completely.

The host will see the sharpest scalpel in terms of cuts. As that will be knocked down into an archetype.

Fleshwraith tricks are being reworked into Lifeforms, Discoveries, and Techniques. Lifeforms being living critters that act like gadgets under different conditions. Discoveries being augmentations to the laboratory abilities and techniques being abilities not fitting into either category but generally alter or enhance some other capability of the fleshwraith.

Overall I think you'll like the revisions here. Goign to take the opportunity to throw in some new content as well while I'm at it. I heard a request fora psionic archetype and while I'm not so sure about one fitting for the machinesmith themes of psionics fit very well with the fleshwraith.


These changes sound awesome!


I'm only sad about the Host. I was hoping it would get inflated into a more distinct class as I do like evolution-based classes. Fleshwraithe, Host and Machinesmith are the cornerstone classes for my future and space campaigns, but so long as it still exists I'm not terribly missing out on much.

Will this all be compiled with the two machinesmith expansions for a print run or is this part of the new NeoExodus book?


Malwing wrote:
Will this all be compiled with the two machinesmith expansions for a print run or is this part of the new NeoExodus book?

The full Updated Machinesmith will be in the upcoming NeoExodus Campaign Setting update. The two expansions will be updated in each PDF. So if you own in already you will be getting a free update.


LMPjr007 wrote:
Malwing wrote:
Will this all be compiled with the two machinesmith expansions for a print run or is this part of the new NeoExodus book?
The full Updated Machinesmith will be in the upcoming NeoExodus Campaign Setting update. The two expansions will be updated in each PDF. So if you own in already you will be getting a free update.

Wait, does that mean that the campaign book has the host and fleshwraith class as well? I was under the impression that it was almost all fluff.


Malwing wrote:
Wait, does that mean that the campaign book has the host and fleshwraith class as well? I was under the impression that it was almost all fluff.

No. We just have the base class Machinesmith, which is roughly 8 to 9 pages of crunch content. This is the updated version.


Does the new campaign setting book have the fleshwraith and host?


Malwing wrote:
Does the new campaign setting book have the fleshwraith and host?

No. As I stated we just have the base class Machinesmith in the book.


LMPjr007 wrote:
Malwing wrote:
Does the new campaign setting book have the fleshwraith and host?
No. As I stated we just have the base class Machinesmith in the book.

Okay, so my currently position is that I have a hard copy(but not the pdf) of something called 'Classes of NeoExodus: Machinesmith' that contains The machinesmith, host and fleshwraith classes and includes 8 archetypes, the Transmechanical Ascendant, and 5 greatworks for the Machinesmith. I have another product called 'NeoExodus Chronicles: Weapons of Machinesmith Destruction' as just a PDF.

When things get updated what exactly do I need to buy to upgrade what I have into it's better versions?


Malwing wrote:
I'm only sad about the Host. I was hoping it would get inflated into a more distinct class as I do like evolution-based classes.

Currently there are no plans for that. But who can tell what the future holds?

Mainly the free space is going to help flesh out the fleshwraith and let them stand more on their own, and add more content in general really.


Which reminds me. When I talked to the original author about revising this he did request I keep the support in for some of the other greatworks published in Renegade Archetypes. While I did remove them from the fleshwraith I will still be adding in some support for it that will reflect the stuff fleshwraiths did for them.


Well, I'm hoping to discover something new and exciting in your research.
Sometimes the mad scientist in me demands that I be inventive with the flesh, and the barbaric practices of a bygone age have served that impulse well. Still, new research is never bad.

I look foward to working with you. HA HA HA HA HA HA HA HA!


going back and looking at the machinesmith again and realizing I want a forgeborn machinesmith iconic.


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Air0r wrote:
going back and looking at the machinesmith again and realizing I want a forgeborn machinesmith iconic.

What you need is a machinesmith / gunslinger hybrid class inspired by the Marvel Comics villain, Scalphunter. I wonder where this might go?


Like Malwing, I too wonder what I will have to purchase to get everything updated correctly.

I purchased the Print and PDF of "Classes of NeoExodus: Machinesmith". The PDF just has the base Machinesmith stuff but the print copy has all the fun stuff Malwing listed.

EDIT: If it isn't apparent, I would be more than happy to buy the "Book of Machinesmith Awesomeness" if one were to be made. In both print and PDF form I imagine. I love this class, what can I say.


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Wraithguard wrote:

Like Malwing, I too wonder what I will have to purchase to get everything updated correctly.

I purchased the Print and PDF of "Classes of NeoExodus: Machinesmith". The PDF just has the base Machinesmith stuff but the print copy has all the fun stuff Malwing listed.

EDIT: If it isn't apparent, I would be more than happy to buy the "Book of Machinesmith Awesomeness" if one were to be made. In both print and PDF form I imagine. I love this class, what can I say.

We might be going back to the Machinesmith AFTER we finish and release our two kickstarters and get our upcoming Infinite Dungeon patreon up and running. I think I would like to see a few cool hybrid class with Machinesmith.


LMPjr007 wrote:
Wraithguard wrote:

Like Malwing, I too wonder what I will have to purchase to get everything updated correctly.

I purchased the Print and PDF of "Classes of NeoExodus: Machinesmith". The PDF just has the base Machinesmith stuff but the print copy has all the fun stuff Malwing listed.

EDIT: If it isn't apparent, I would be more than happy to buy the "Book of Machinesmith Awesomeness" if one were to be made. In both print and PDF form I imagine. I love this class, what can I say.

We might be going back to the Machinesmith AFTER we finish and release our two kickstarters and get our upcoming Infinite Dungeon patreon up and running. I think I would like to see a few cool hybrid class with Machinesmith.

machinesmith and soulknife hybrid focusing on mobius weapon and mindblade as one.

machinesmith and aegis hybrid focusing on astral suit and mobius suit. imagining an aegii's customization points and customizations along with machinsmith gadgets all while bringing astral repair, and the various craftsman related features together to do some cool new stuff.

fleshwraith and aegis (aberrant archtype) hybrid focusing on that whole amazing weirdness.


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Air0r wrote:

machinesmith and soulknife hybrid focusing on mobius weapon and mindblade as one.

machinesmith and aegis hybrid focusing on astral suit and mobius suit. imagining an aegii's customization points and customizations along with machinsmith gadgets all while bringing astral repair, and the various craftsman related features together to do some cool new stuff.

fleshwraith and aegis (aberrant archtype) hybrid focusing on that whole amazing weirdness.

So what you are saying is you have a few ideas you would like to see? :-)


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Sounds like you got a lot to work on for the time being. I will be happy to wait patiently for more cool machinesmith stuff.

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