
Gortle |

Yes, I'm out of my depth here again. Looking for help with Inventor builds.....
Inventor
An Inventor is an unstable martial character with a bag of tricks. Exactly which tricks is up to you. Like the Alchemist it initially looks a bit inferior as it doesn’t get to use its main attribute Intelligence for attack rolls, so it needs to depend on Strength or Dexterity. It does a lot of damage but struggles to hit.
As you might expect the Inventor's unique actions are a bit unreliable. Overdrive gives them an Intelligence bonus to damage. It’s a single action Crafting check that you can repeat to crank up your innovation until it gets into top gear. It's about 65% at first level and gets better.
Then there are Unstable actions, they work but then there is a DC 17 flat check, you have a 20% chance of being able to do another unstable action later, but a 35% chance of your innovation busting a gasket and burning you. Fire Resistance is recommended. Because all the unstable actions block each other it's not a good idea to have too many. You start with Explode which is an area fire attack that you can improve.
There are 3 types of innovations and there are feats that add more features.
Armour Innovation has different types of damage resistances, a move bonus and an excellent stealth option.
Construct Innovation is basically an animal companion except it has a stack of construct immunities and can’t be healed only repaired (3 actions with Quick Repair from level 7) or by Mending. It doesn’t die normally, it becomes broken at 0 hit points which is repairable, then destroyed.
Weapon Innovation has some minor bonuses to weapons to add on traits that are otherwise impossible to get.
Tank
Armour Innovation for Muscular Exoskeleton, Heavy Construction, Perfect Fortification
Concentrates on heavy armour, athletics and resistance
Str 16 Dex 14 Con 10 Int 18 Wis 10 Cha 10
Basic equipment: Power suit, Guisarme
Level 1: Variable Core, Level 2: Fighter Dedication , Level 4: Opportunist, Level 6: Megavolt, Level 8: Manifold Modifications for Otherworldly Protection Level 10: Helpful Tinkering, Level 14: Soaring Armor then Unstable Redundancies
Skills: Crafting, Athletics, Medicine
Predator
Armour Innovation for Subtle Dampeners, Camouflage Pigmentation, Multisensory Mask
Concentrates on stealth, and concealment
Str 12 Dex 16 Con 12 Int 18 Wis 10 Cha 10
Basic equipment: Subterfuge suit, Rapier or Short Sword, Bow
Level 1: Built-In Tools, Level 2: Rogue Dedication , Level 4: Sneak Attacker, Level 6: Clockwork Celerity, late Visual Fidelity Level 8: Manifold Modifications for Phlogistonic Regulator Level 10: Helpful Tinkering, Level 14: Soaring Armor then Unstable Redundancies
Skills: Crafting, Stealth, Medicine
Clockwork Knight
Construct Innovation for Accelerated Mobility, Advanced Weaponry, Flight Chassis
Likes to melee with his mount. Note that this knight is size small as the construct is medium.
Str 16 Dex 12 Con 12 Int 18 Wis 10 Cha 10
Basic equipment: Breastplate, Lance
Level 1: Haphazard Repair, Level 2: Searing Restoration, Level 4: Advanced Construct Companion, Level 6: Megavolt, Level 8: Incredible Construct Companion, Level 10: Helpful Tinkering, Level 12: Gigavolt Level 14: Paragon Companion then Unstable Redundancies
Skills: Crafting, Athletics, Medicine
Weapon Specialist
Weapon Innovation,
Concentrates on athletics and melee damage For sure it will need help to hit but it will really pack a punch.
Str 16 Dex 12 Con 12 Int 18 Wis 10 Cha 10
Basic equipment: Breastplate, Boarding Pike for Entangling Form, Manifold Alloy, Extensible Weapon, plus at level 4 it's also a Greatpick taking Segmented Frame, Aerodynamic Construction, Enhanced Damage
Level 1: Variable Core, Level 2: Searing Restoration, Level 4: Dual-Form Weapon, Level 6: Megavolt, Level 8: Overdrive Ally, Level 10: Helpful Tinkering, or take Multitalented to get Opportunist Level 12 Gigavolt, Level 14: Explosive Maneuver then Unstable Redundancies
Skills: Crafting, Athletics, Medicine
Rocket Raccoon
Weapon Innovation,
A ranged attacker with options. It's all about fire power.
Str 14 Dex 16 Con 10 Int 18 Wis 10 Cha 10
Basic equipment: Studded Leather, Composite Longbow for Modular Head, Manifold Alloy, Enhanced Damage, plus at level 8 it's also has the option for taking Segmented Frame, Advanced Rangefinder, Omnirange Stabilizers
Level 1: Variable Core, Level 2: Fighter Dedication, Level 4:Point-Blank Shot, Level 6: Megavolt, Level 8: Dual-Form Weapon, Level 10: Parting Shot, Level 12 Gigavolt, or Deep Freeze, Level 14: Unstable Redundancies then Explosive Maneuver
Skills: Crafting, Stealth, Athletics, Medicine

aobst128 |
Inventor has a lot of different things you can do. The most straightforward one is the athletics weapon inventor. Yours is pretty solid. Might be worthwhile to get opportunity attack earlier to capitalize on your tripping ability. For the ranged inventor, 14 strength for propulsive is probably not necessary. I actually like the ranged trip option for bows. Have to use assurance but being able to trip creatures up to 100 feet away is a nice option that's actually unique for inventors. Only other options are all thrown weapons with 20 feet.

Gortle |

Inventor has a lot of different things you can do. The most straightforward one is the athletics weapon inventor. Yours is pretty solid. Might be worthwhile to get opportunity attack earlier to capitalize on your tripping ability. For the ranged inventor, 14 strength for propulsive is probably not necessary. I actually like the ranged trip option for bows. Have to use assurance but being able to trip creatures up to 100 feet away is a nice option that's actually unique for inventors. Only other options are all thrown weapons with 20 feet.
Yes I was looking at it for an alternative weapon layout. My concern was that tripping at range is counterproductive for ranged fire, athletics roll is not great, mostly seemed useful when the enemy was already running away. So I thought extra range covers that too.
Dual-Form Weapon is really nice.

HumbleGamer |
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If I were to go with opportunist, I'd also take distrcting explosion ( to cover almost 100% of the triggers ).
Also, a guisarme tank is not really a tank though...
I'd probably go with a more standard build:
Innovation modifications: Metallic Reactances ( resistance to either the persistant damage from the Electromuscular stimulator and the innovation critical failure damage ) and Heavy Construction ( Bulwark and +1 AC )
1: Variable Core (electric)2: Bastion Dedication 4:Megaton Strike 6:Gadget Specialist 8: Obiquitous Gadgets 10: Quick Shield Block 12:Distracting Explosions ( or life boost, provided witch dedication as multitalented ).
By lvl 8, with either gadget specialist and Obiquitous gadget you are going to have 5 ElectroMuscular stimulators per day ( covering for 5 fights ).
This way the character is going to have ( compared to a polearm user ):
+3 AC
+ 1 extra reaction ( shield block )
+ 1 extra action per round ( Electromuscular stimulator. I'd craft a couple extra just in case ).
+ +2 Reflex Saves ( bulwark vs 12 dex )

Gortle |

Machine Gunner
Construct Innovation for Projectile Launcher, Turret Configuration, Resistant Coating
Deploy and fire from a stationary position. Uses a firearm and reloads as a support attack. Don’t forget your +1 AC cover bonus from Mounted Defense. Again the Gunner is size small. Finally with Fake Out you can give your invention an attack bonus.
Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Basic equipment: Studded Leather, Jezail
Level 1: Haphazard Repair, Level 2: Gunslinger Dedication , Level 4: Advanced Construct Companion, Level 6: Megavolt, Level 8: Incredible Construct Companion, Level 10:Fake Out , Level 12: Gigavolt Level 14: Paragon Companion then Unstable Redundancies
Skills: Crafting,Thievery, Medicine

aobst128 |
If I were to go with opportunist, I'd also take distrcting explosion ( to cover almost 100% of the triggers ).
Also, a guisarme tank is not really a tank though...
I'd probably go with a more standard build:
Innovation modifications: Metallic Reactances ( resistance to either the persistant damage from the Electromuscular stimulator and the innovation critical failure damage ) and Heavy Construction ( Bulwark and +1 AC )
1: Variable Core (electric)2: Bastion Dedication 4:Megaton Strike 6:Gadget Specialist 8: Obiquitous Gadgets 10: Quick Shield Block 12:Distracting Explosions ( or life boost, provided witch dedication as multitalented ).By lvl 8, with either gadget specialist and Obiquitous gadget you are going to have 5 ElectroMuscular stimulators per day ( covering for 5 fights ).
This way the character is going to have ( compared to a polearm user ):
+3 AC
+ 1 extra reaction ( shield block )
+ 1 extra action per round ( Electromuscular stimulator. I'd craft a couple extra just in case ).
+ +2 Reflex Saves ( bulwark vs 12 dex )
Yeah, if going for tanking, shield is the way to go. One of only 4 classes that get shield block at 1st level.

HumbleGamer |
Machine Gunner
Construct Innovation for Projectile Launcher, Turret Configuration, Resistant Coating
Deploy and fire from a stationary position. Uses a firearm and reloads as a support attack. Don’t forget your +1 AC cover bonus from Mounted Defense. Again the Gunner is size small. Finally with Fake Out you can give your invention an attack bonus.
Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Basic equipment: Studded Leather, Jezail
Level 1: Haphazard Repair, Level 2: Gunslinger Dedication , Level 4: Advanced Construct Companion, Level 6: Megavolt, Level 8: Incredible Construct Companion, Level 10:Fake Out , Level 12: Gigavolt Level 14: Paragon Companion then Unstable Redundancies
Skills: Crafting,Thievery, Medicine
This one seems to yell "Covering Fire!"
Thinking about it, could using megaton strike rather than fake out do any good?
My main concern is reloading a weapon takes 1 action.
Using megaton strike and then reloading the weapon would make a nice standard routine.
How is going to work without a two action strike?
I mean, Strike, Reload, Strike ( weapon not loaded, meant to be unabled to benefit from fake out ).
On the next round it would be reload, strike, reload ( and then you'd be able to use fake out ).
Am I understanding this correctly or did I miss anything?

Gortle |

Gortle wrote:Machine Gunner
Construct Innovation for Projectile Launcher, Turret Configuration, Resistant Coating
Deploy and fire from a stationary position. Uses a firearm and reloads as a support attack. Don’t forget your +1 AC cover bonus from Mounted Defense. Again the Gunner is size small. Finally with Fake Out you can give your invention an attack bonus.
Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Basic equipment: Studded Leather, Jezail
Level 1: Haphazard Repair, Level 2: Gunslinger Dedication , Level 4: Advanced Construct Companion, Level 6: Megavolt, Level 8: Incredible Construct Companion, Level 10:Fake Out , Level 12: Gigavolt Level 14: Paragon Companion then Unstable Redundancies
Skills: Crafting,Thievery, Medicine
This one seems to yell "Covering Fire!"
Thinking about it, could using megaton strike rather than fake out do any good?
My main concern is reloading a weapon takes 1 action.
Using megaton strike and then reloading the weapon would make a nice standard routine.How is going to work without a two action strike?
I mean, Strike, Reload, Strike ( weapon not loaded, meant to be unabled to benefit from fake out ).
On the next round it would be reload, strike, reload ( and then you'd be able to use fake out ).
Am I understanding this correctly or did I miss anything?
Most of the time its one action to get the companion to fire twice. Fire the gun then reload. Fakeout as appropriate. But you can let the companion fire with its independant action.
My understanding is with a contruct companion that either you or it can take the explode action.
So you could command for companion to Explode, you could shoot, and still reload in one turn.

Gortle |

HumbleGamer wrote:Yeah, if going for tanking, shield is the way to go. One of only 4 classes that get shield block at 1st level.If I were to go with opportunist, I'd also take distrcting explosion ( to cover almost 100% of the triggers ).
Also, a guisarme tank is not really a tank though...
I'd probably go with a more standard build:
Innovation modifications: Metallic Reactances ( resistance to either the persistant damage from the Electromuscular stimulator and the innovation critical failure damage ) and Heavy Construction ( Bulwark and +1 AC )
1: Variable Core (electric)2: Bastion Dedication 4:Megaton Strike 6:Gadget Specialist 8: Obiquitous Gadgets 10: Quick Shield Block 12:Distracting Explosions ( or life boost, provided witch dedication as multitalented ).By lvl 8, with either gadget specialist and Obiquitous gadget you are going to have 5 ElectroMuscular stimulators per day ( covering for 5 fights ).
This way the character is going to have ( compared to a polearm user ):
+3 AC
+ 1 extra reaction ( shield block )
+ 1 extra action per round ( Electromuscular stimulator. I'd craft a couple extra just in case ).
+ +2 Reflex Saves ( bulwark vs 12 dex )
Shield Tank
Armour Innovation for Metallic Reactances, Heavy Construction, Physical ProtectionsConcentrates on heavy armour, athletics and resistance
Str 16 Dex 12 Con 12 Int 18 Wis 10 Cha 10
Basic equipment: Power suit, Sturdy Shield and War Hammer
Level 1: Variable Core (electric), Level 2: Bastion Dedication, Level 4: Megaton Strike, Level 6: Gadget Specialist for ElectroMuscular stimulators, Level 8: Ubiquitous Gadgets, Level 10: Quick Shield Block, then Distracting Explosion, Level 14: Soaring Armor then Unstable Redundancies,
Skills: Crafting, Athletics, Medicine

aobst128 |
This one is more niche, but dwarven inventors can make pretty good use of clans edge. Bump your clan dagger to a d6 and give it sweep at 7th level and your clans edge attacks are pretty accurate. Add reach or forceful at 15th and you're good to go. Possibly the best use case for clans edge that's otherwise not that great.