Finally a good new class


Inventor Class


While it's playtest material. I cannot say enough how REFRESHING it is to have a new class that is strong, versatile, and whose RNG mechanic's are up to player choice. Not forced upon them.

This, right now, is my favorite class since the crb.

No swashbuckler forced RNG. No terribly balanced pros and cons of the Oracle. No oppressive arbitrary limitations to play style.

I am quite pleased.

This will be my only gushing post I promise. I'll dig deeper and try to provide more neutral feedback on the future.

I would say though I do wish dedication rules were in these playtests. But I can probably ad-hoc something for experimentation.

Dark Archive

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I mean for a "gushing post" you dunked at least the 7 other new classes more or less directly? :D Comes across as more backhanded compliment really


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CorvusMask wrote:
I mean for a "gushing post" you dunked at least the 7 other new classes more or less directly? :D Comes across as more backhanded compliment really

Shows you what I think of as gushing then lol.

And yes. I've been open about my issues with the other classes outside of crb. So it's nothing new. I just went into this with very low expectations. Inventor makes me happy.

Scarab Sages

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I must admit, it has a lot more going for it than some of the other classes did. Aside from my reservations about Unstable, I like it.


This class has a ton of flavor and I love that. Finally, something that is worthy of having a new class (unlike investigator [i.e. mastermind rogue], swashbuckler [thief rogue], witch [familiar wizard], gunslinger [ranged fighter]).

On the other hand, it seems like it might be slightly weak relative to ranger (the most similar class). 1 lower attack bonus, same armor bonus, but vastly inferior saves and perception. Worse damage from attacks (1d6/attack vs. 3d8 on first attack and later 2d8 on 2nd attack). Sure, you can get a d12 reach weapon but that's not much better than a d10 reach weapon. The construct is straight up inferior to animal companions. The utility is comparable.

My simple suggestions:

1. Fix the construct scaling to be equal to animal companions (an extra +1 dex at Incredible and an extra +1 dex at Paragon would do it).

2. Offensive Boost should be given at level 1 and scale to 2d6 around level 11. Keep in mind that for their entire career, Inventors are 1 attack bonus behind the ranger/barbarian/rogue/monk. Until they get Offensive Boost they have nothing but a couple weapon traits to make up for it while the other martials get damage bonuses on top of their superior attack bonus. By around level 11, Rangers are getting 2d8 to their first attack, Rogues are getting 3d6 sneak attacks, Monks are getting an extra scaling attack, and Barbarians are doing an extra 8-10 per attack from rage.


How is inventor similar to ranger?

Also while ranger can be very combat effective. I find the hunt prey mechanic in itself both limiting and kinda dry action tax.


Martialmasters wrote:
I find the hunt prey mechanic in itself both limiting and kinda dry action tax.

(Hunting prey in exploration mode is the s&*#.)


Sporkedup wrote:
Martialmasters wrote:
I find the hunt prey mechanic in itself both limiting and kinda dry action tax.
(Hunting prey in exploration mode is the s&**.)

So is getting a free devise with investigator.

It isn't reliable however. And investigator's is more interesting. At least to me.


Martialmasters wrote:
Sporkedup wrote:
Martialmasters wrote:
I find the hunt prey mechanic in itself both limiting and kinda dry action tax.
(Hunting prey in exploration mode is the s&**.)

So is getting a free devise with investigator.

It isn't reliable however. And investigator's is more interesting. At least to me.

I get that. Hunt prey is also more fun with the warden feats, giving you free recall knowledge checks and all that good stuff. But either way, that still can be an action where you're just standing there looking at an enemy instead of moving, attacking, or whatever.


Sporkedup wrote:
Martialmasters wrote:
Sporkedup wrote:
Martialmasters wrote:
I find the hunt prey mechanic in itself both limiting and kinda dry action tax.
(Hunting prey in exploration mode is the s&**.)

So is getting a free devise with investigator.

It isn't reliable however. And investigator's is more interesting. At least to me.

I get that. Hunt prey is also more fun with the warden feats, giving you free recall knowledge checks and all that good stuff. But either way, that still can be an action where you're just standing there looking at an enemy instead of moving, attacking, or whatever.

Either way. I prefer that of the inventor where their base damage boost is once per combat rather than once per target.

And despite the damage loss. I do prefer outwit and warden stuff for ranger.

Not a fan of once per enemy action sinks that don't do anything on their own. But am ok with once per fight ones!


I am very confused how anyone can say Witch/Oracle/Swashbuckler/Investigator/Magus/Summoner are bad classes. They all are super thematic and interesting mechanics in playstyle.

I am not saying inventor is bad or anything but not sure how anyone can say they aren't fun.

Oracle is actually super cool and the whole idea is have your character use the pros from the curse to your advantage.

Witch is super cool too, people say it is a little weak but the actually features Hexes/Familiars are cool.

If Swashbuckler is RNG based I would say every class is.

Investigator is very weird admittingly but the device a strategem mechanic is unique and kind of cool.

I won't go over Magus/Summoner because they will be changed I am sure.

I just not sure how all those classes could be bad unless you are basing it off power level only, playtest classes can easily go in different direction in the final product.


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RPGnoremac wrote:

I am very confused how anyone can say Witch/Oracle/Swashbuckler/Investigator/Magus/Summoner are bad classes. They all are super thematic and interesting mechanics in playstyle.

I am not saying inventor is bad or anything but not sure how anyone can say they aren't fun.

Oracle is actually super cool and the whole idea is have your character use the pros from the curse to your advantage.

Witch is super cool too, people say it is a little weak but the actually features Hexes/Familiars are cool.

If Swashbuckler is RNG based I would say every class is.

Investigator is very weird admittingly but the device a strategem mechanic is unique and kind of cool.

I won't go over Magus/Summoner because they will be changed I am sure.

I just not sure how all those classes could be bad unless you are basing it off power level only, playtest classes can easily go in different direction in the final product.

Because they are worse than the core classes.

But either way I didn't say they were bad. Just worse.

Regardless I'm here to talk about inventor. It was one mention of my feelings no need to dog pile. If people want to discuss that further they can take it to DM or I'll let you talk amongst each other.

I know inventor will likely change. Hopefully that change doesn't involve forced RNG before you can do your things beyond what it is currently.


RPGnoremac wrote:

I am very confused how anyone can say Witch/Oracle/Swashbuckler/Investigator/Magus/Summoner are bad classes. They all are super thematic and interesting mechanics in playstyle.

I am not saying inventor is bad or anything but not sure how anyone can say they aren't fun.

Oracle is actually super cool and the whole idea is have your character use the pros from the curse to your advantage.

Witch is super cool too, people say it is a little weak but the actually features Hexes/Familiars are cool.

If Swashbuckler is RNG based I would say every class is.

Investigator is very weird admittingly but the device a strategem mechanic is unique and kind of cool.

I won't go over Magus/Summoner because they will be changed I am sure.

I just not sure how all those classes could be bad unless you are basing it off power level only, playtest classes can easily go in different direction in the final product.

They might be mechanically fine, but they are basically a theme that can be duplicated with a base class. Do we need a new class for every concept? I thought that's what archetypes were for. Witch, Gunslinger, Investigator, Swashbuckler, etc. are just archetypes that they made into a class. Thematically, you could make most of the new classes using the base classes. Tinkerer, not so much. Oracle, not so much. Summoner, not so much. But the rest? Yup. Like seriously, did no one play a Swashbuckler character before the APG? Fighter even has a whole line of feats dedicated to the 1h playstyle.


rnphillips wrote:


They might be mechanically fine, but they are basically a theme that can be duplicated with a base class. Do we need a new class for every concept? I thought that's what archetypes were for. Witch, Gunslinger, Investigator, Swashbuckler, etc. are just archetypes that they made into a class. Thematically, you could make most of the new classes using the base classes. Tinkerer, not so much. Oracle, not so much. Summoner, not so much. But the rest? Yup. Like seriously, did no one play a Swashbuckler character before the APG? Fighter even has a whole line of feats dedicated to the 1h playstyle.

Question being how you define "concept." Lots of smaller or semi-covered concepts can be archetypes, like herbalists or Bellflower tillers. But some concepts that are both bigger and more focused on being the core of a character from minute one do function better as classes.

Thematically, you can cover swashbuckler or investigator with a rogue, sure. Mechanically, not so much--and if you tried, it would eat a lot of feats and make basically every swashbuckler or investigator look and play the same (which is not the case with them as a fully-functioning class). But this is Pathfinder. Offering just thematic coverage is not enough for players, who also want to find a way to play a concept in a mechanically accurate and fulfilling way.

Anyways. This is apparently gonna be my soapbox these days. Adding new classes underneath the vast and excellent list of archetypes is just as healthy and enabling as adding more ancestries alongside all the universal heritages.


rnphillips wrote:
The construct is straight up inferior to animal companions.

Check your maths, Felicia


Cottoncaek wrote:
rnphillips wrote:
The construct is straight up inferior to animal companions.
Check your maths, Felicia

Well, because there aren't Construct Companion "Types", you've got to have the Construct Innovation to make them

faster than 25 feet, or to really specialise in any way. With an animal Companion you can start off from level 1
with a flying/burrowing/swimming/climbing animal and they start with a unique support action benefit.

Another advantage Animals have over constructs is being able to be healed easily by both healing magic and
Medicine, meaning that you aren't the only one who can heal them. Construct immunities are good but usually won't
outweigh this hefty downside.

Also, for some reason Animal Companions can benefit from Item Bonuses to speed and AC, whereas Construct Companions only get speed.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
LexLock wrote:
Cottoncaek wrote:
rnphillips wrote:
The construct is straight up inferior to animal companions.
Check your maths, Felicia

Well, because there aren't Construct Companion "Types", you've got to have the Construct Innovation to make them

faster than 25 feet, or to really specialise in any way. With an animal Companion you can start off from level 1
with a flying/burrowing/swimming/climbing animal and they start with a unique support action benefit.

Another advantage Animals have over constructs is being able to be healed easily by both healing magic and
Medicine, meaning that you aren't the only one who can heal them. Construct immunities are good but usually won't
outweigh this hefty downside.

Also, for some reason Animal Companions can benefit from Item Bonuses to speed and AC, whereas Construct Companions only get speed.

I took the construct feat and used a weapon for my innovation. I noticed this problem. My construct almost "died" many times and I felt a bit powerless to do any repairs to it to heal it like. Animal companions really benefit in this way.

The constructs also have zero specialization or ability to assist. All they get is immunities unless your innovation is the construct then it gets some more support help.


Animal companions also get better stats (if you pick the right ones, anyway).

Consider a pretty standard wolf companion. At level 20, a mature, nimble, daredevil wolf has 44 ac (8 dex (3 base + 1 mature + 2 nimble + 2 specialize daredevil) and expert at nimble, master with daredevil) while a construct has 42 ac (6 dex (3 base + 1 at advanced, incredible, and paragon) and expert prof at incredible, master at paragon).
Damage is a little different, with that same wolf doing 3d8+8 at a +32, while the construct is doing 3d8+10 at a +30.

Of course those are just the flat stats, there's a lot of other factors to consider. Animal companions are easier to heal, have multiple animal options for movement types, support abilities, maneuvers, archetype feat support, more stat customization through specializations, and options to take specialized companion multiple times (increasing stat disparity even more). Constructs get their own forms of customization through breakthroughs, a huge list of immunities, offensive boost and overdrive, and a few other neat tools.

Another thing to keep in consideration is that for a lot of classes, an animal companion is a feat investment - for an inventor it is both a feat investment AND the core features of your class.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

CAN be a core feature if your class. CAN be. But it is also a feat investment if you choose that route.

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