Thoughts on Inventory Armor Innovation


Inventor Class


Pathfinder LO Special Edition, PF Special Edition, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

This is by far the subclass that interested me initially. I really like pretty much all of the rules, feats, and innovations.

I do feel a bit like this subclass will fall into the trap of many trpg "tank" classes where they become these massive indestructible tanks that just kind of stand in the corner ignored by any remotely intelligent enemy because they are not a real threat of any kind.

It feels like by the time you have the stats to be a successful inventor most characters are going to be running around swinging a sword relatively poorly in a really super amazingly cool mech suit.

I have a feeling this will be heavily mitigated by filling out the feat trees, but it is something I'm a bit worried about.

Am I missing anything? Do others share this concern?


I did a bit at first, but the more I look at it, the less problematic I think it will be. You lose out on 1 attack bonus and 1 damage (assuming melee) by virtue of your primary stat not being your attack stat, but Overdrive and Offensive Boost should help a bit to overcome that, especially when combined with Unstable Actions (which the devs have stated they are looking into changing the DC for). I think it'll probably come out to be offensively as viable as a Paladin Champion, which isn't bad considering the shear amount of defensive ability you have available.

I would like some more options to enhance unarmed attacks with the armor or add attached weapons, though, to give a higher offensive presence in lieu of some of the defensive options for those that want to go that route.


Pathfinder LO Special Edition, PF Special Edition, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Serial Loafer wrote:

I did a bit at first, but the more I look at it, the less problematic I think it will be. You lose out on 1 attack bonus and 1 damage (assuming melee) by virtue of your primary stat not being your attack stat, but Overdrive and Offensive Boost should help a bit to overcome that, especially when combined with Unstable Actions (which the devs have stated they are looking into changing the DC for). I think it'll probably come out to be offensively as viable as a Paladin Champion, which isn't bad considering the shear amount of defensive ability you have available.

I would like some more options to enhance unarmed attacks with the armor or add attached weapons, though, to give a higher offensive presence in lieu of some of the defensive options for those that want to go that route.

Ya this is more or less where I landed as well, although I still feel that a character lagging behind in primary offensive stat + delayed weapon proficiency with no feats to make those attacks at least more interesting if not also more effective could feel very 1 dimensional.


I saw it more that the armor pathway was more about doing things in the thick of combat other than Striking. While I'm not currently happy where the Unstable odds are, I figured on using Explode for my actual damage, while putting my efforts to tripping up foes and controling the battlefield more through Athletics actions, Aid reactions, Tamper, Overdrive Ally, and the like.

That said, I am always hungry for more armor/defensive playstyle specific feats.

Dataphiles

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I'm not a huge fan of the armour subclass either, when you look at the innovations

Level 1 - Fire and Cold is by far the best choice, but fairly irrelevant (Except as a buffer against your crit fails) until later levels, not much elemental damage being thrown around at low levels.

Level 9 - Heavy construction seems awkward as hell in this location. Obviously you want bulwark, but you want it at level 1 not level 9. Regardless, a choice between resist bludgeoning, piercing or slashing (piercing and slashing are the most common but it's kinda random which one you'll end up taking) or +1 AC, I think +1 AC is a nobrainer. You'd never take enhanced resistance.

Level 17 - Resist all physical 2+half level is the best one here, and does mean you'd have to retrain your level 9 choice to one of the physical resists, which means you'd need dex again...

But the major issue I have with the weapon and armour innovations is that they all seem to be one tier too late. Should really move the level 9 ones to level 1, the level 17 ones to level 9 and give something really wacky at level 17.


Pathfinder LO Special Edition, PF Special Edition, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

@Ruzza that was my original thought as well. I know that there is a ton of talk about unstable odds being more managable, but I haven't seen anything concrete enough to know what the usage expectations would be. DC17 is basically saying you get to use 1, maybe 2 if you're really lucky. Even if it's DC12 which would be a huge change thats most like maybe 2 or 3 if you're really lucky making the unstable abilities feel like intentionally very limited.

One thing that would be great is if unstable only effected that specific feat/feat tree. Currently if you Explosive Jump into a pile of enemies, odds are that you won't be able to explode which seems like it would be a really natural combo. Even if it was DC17 for each feat that would mean you could combo them together through 1 "rotation" before risking wasting a turn.

@Exocist I do agree that some of the innovations lack "fun" factors. I find myself just trying to min/max the perfect weapon with that innovation tree as opposed trying to create something ridiculous and exciting which very much feels like it should be the spirit of the inventor.


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Ossuman wrote:
Serial Loafer wrote:

I did a bit at first, but the more I look at it, the less problematic I think it will be. You lose out on 1 attack bonus and 1 damage (assuming melee) by virtue of your primary stat not being your attack stat, but Overdrive and Offensive Boost should help a bit to overcome that, especially when combined with Unstable Actions (which the devs have stated they are looking into changing the DC for). I think it'll probably come out to be offensively as viable as a Paladin Champion, which isn't bad considering the shear amount of defensive ability you have available.

I would like some more options to enhance unarmed attacks with the armor or add attached weapons, though, to give a higher offensive presence in lieu of some of the defensive options for those that want to go that route.

Ya this is more or less where I landed as well, although I still feel that a character lagging behind in primary offensive stat + delayed weapon proficiency with no feats to make those attacks at least more interesting if not also more effective could feel very 1 dimensional.

it doesnt have delayed proficiency. it has normal martial weapon proficiency (expert at 5 and etc)

it's only behind by 1 on the attack stat for half the levels, but has as base line some damage boosts and some pbaoe.

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