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I'm considering giving PF2 another go with some recent inspiration I had for a character.

I'm wanting to build an Inventor with a prosthetic hand (saved by clockwork background?), who a happens to brew beer (this is just the craft skill though), has the searing restoration feat (so I can say things like "this wont kill you! but it will have a tiny explosion to help you feel better, so it may sting"). I'm also considering being human with unconventional weapon for gnome flickmace weapon shenanigans because zany weapon innovation feels appropriate (but I'm not set on it). I'm also pretty set on this character having an eastern European kind of accent. I'd also like the weapon innovation to come out of the prosthesis but I'm not sure if that explicitly doable or even worth it to spend feats on.

I'm going for zany crazy inventor/drunk vibe and want to see what I can do to make it mechanically viable. I'm not terribly familiar with the specifics of this class but the imagery I have in my head make me want to build it out.


Pathfinder Rulebook Subscriber

Sounds like you've got a cool concept! Automatons have a 5th level integrated weapon feat, and Inventors have a 7th level innovation that lets you integrate your weapon into a gauntlet. There might be other options too, but prosthetics are split between two books which makes them harder to clock for me.

Check out the sterling dynamo archetype and see if it sparks your interest.


Sterling Dynamo fits the imagery, but I think it's redundant if I go with Inventor class and Saved By Clockwork background. Of course that would let me go with a different class...but then I wouldn't have quite the same crazy inventor vibe.

It seems redundant to me in this case, but can totally see it for someone that isn't an Inventor.

The only thing it does explicitly is integrate the weapon mechanically to be part of your prosthetic, but I don't see it playing well with the weapon innovation from Inventor. Unless I'm missing something.


Inventor forbids advanced weapons from being used for weapon innovation. It's a common joke that the inventor can't invent already existing weapons.

Quote:
Your innovation is an impossible-looking weapon augmented by numerous unusual mechanisms. It begins with the same statistics as a level 0 common simple or martial weapon of your choice, or another level 0 simple or martial weapon to which you have access. You can instead use the statistics of a 1st-level common simple or martial weapon of your choice, or another 1st-level simple or martial weapon to which you have access, but you must pay the monetary Price for the weapon.

You can tell by how they emphasize "simple or martial" that they really didn't want people using the flickmace for this. Unconventional weaponry doesn't let it count as martial for purposes other than proficiency either.


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That said, if you have access to Asp Coil that also is a similar weapon, that's martial, and that maybe fits the imagery of the Inventor even more since it's cables+metal blades to do the same thing.

As for going with making the prosthetic the weapon, I think the closest is gauntlet integration at 7 indeed.

Alternatively (or even in addition) you can pick up Dual-Form at 4.

Have one form being something like a gauntlet and let it "transform to the weapon" or "come out of the prosthetic" by switching to the second form which would be the actual weapon.


You can't also make innovation weapons out of special materials, but have to take the alloys perks to give them these effects.

I agree it's kinda sad, but maybe you can make some compromise with your DM.

Talking about weapon innovation, dual weapon is a pretty cool feat, although it requires 2 actions to shift between weapons.

Being quickened would definitely help there, but it's a shame it takes 2 actions rather than one.

Nice concept though.


gesalt wrote:

Inventor forbids advanced weapons from being used for weapon innovation. It's a common joke that the inventor can't invent already existing weapons.

Quote:
Your innovation is an impossible-looking weapon augmented by numerous unusual mechanisms. It begins with the same statistics as a level 0 common simple or martial weapon of your choice, or another level 0 simple or martial weapon to which you have access. You can instead use the statistics of a 1st-level common simple or martial weapon of your choice, or another 1st-level simple or martial weapon to which you have access, but you must pay the monetary Price for the weapon.
You can tell by how they emphasize "simple or martial" that they really didn't want people using the flickmace for this. Unconventional weaponry doesn't let it count as martial for purposes other than proficiency either.

Ah, I hadn't even noticed that! I thought the flickmace would be a funny weapon (as well as mechanically advantageous) to over tune using weapon innovations.

In thinking about the build, I am looking at using tamper though, so a reach weapon may ultimately not be beneficial because I wont have reach.

Currently I'm looking at potentially using a warhammer with dynamic weighting or maybe a maul. I like that hammer/flail critical specialization.


So now that Human is less pertinent for Unconventional Weaponry (Gnome Flickmace) and because it works with the concept, I'm looking at an automaton with integrated weaponry. It drops the prosthetic aspect, but I'm going to pretend that I was human an accident resulted in my teacher attaching my soul into this Automaton body. I know that technically automaton are more magic based than clockwork based, but I don't think we have a clockwork specific race (do we?).

The brewing aspect of the character (which is small) is going to pull inspiration from Futurama's bender. Where alcohol will power me! So the drunk, surly, vibe is still vibing!


Claxon wrote:

So now that Human is less pertinent for Unconventional Weaponry (Gnome Flickmace) and because it works with the concept, I'm looking at an automaton with integrated weaponry. It drops the prosthetic aspect, but I'm going to pretend that I was human an accident resulted in my teacher attaching my soul into this Automaton body. I know that technically automaton are more magic based than clockwork based, but I don't think we have a clockwork specific race (do we?).

The brewing aspect of the character (which is small) is going to pull inspiration from Futurama's bender. Where alcohol will power me! So the drunk, surly, vibe is still vibing!

Your options for construct-people (or at least construct-like-people) are Androud, Automata, Conrasu, and Poppet. (There are no versatile heritages.) Of those, Automata are probably the closest to what you're looking for. I would suggest talking it out with your GM, and (if they're amenable) just going with Automata and reflavoring.


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If you want to go the zany crazy way, I think Gadget Specialist is a good idea. Some gadgets are nice and they should give you the zany feel. The only issue is the low number of gadgets per day, but it's still nice.

Innovator is quite a balanced class. At low level, you will feel good but not great, on par with the less optimized martials and the most optimized casters. But at higher level, your area of effect damage will nicely complement your melee damage and you should feel great.

As a side note, I wrote a small guide about the Inventor, I don't know if you already read it, it can prove itself useful.


Gadgets feels a little meh ( I did look at them, but always ended up getting armor/shield plating ).

Talking about ablative shield plating, the moment you realize that with just another feat you can get divine ally shield which gives more hp, that last forever, as well as +2 hardness and accessibility to defensive stuff... kinda sad :d


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Blast boots are insane mobility when needed, 3d 70+ movement with a single action is <3

And the googles are great for see invis on a pinch.

I like gadgets as basically joker cards to get you out of specific hindrances.

On my armor Inventor (level 13 currently) I've been pretty happy with them. I've only got 4 of them and basically see them as daily abilities, but they feel adequate.


SuperBidi wrote:

If you want to go the zany crazy way, I think Gadget Specialist is a good idea. Some gadgets are nice and they should give you the zany feel. The only issue is the low number of gadgets per day, but it's still nice.

Innovator is quite a balanced class. At low level, you will feel good but not great, on par with the less optimized martials and the most optimized casters. But at higher level, your area of effect damage will nicely complement your melee damage and you should feel great.

As a side note, I wrote a small guide about the Inventor, I don't know if you already read it, it can prove itself useful.

I started reading it and realized that the armor innovations are way better than the weapon ones, I hate it but agree. But it means my original idea is less stellar than hoped for. Perhaps I could go with a more iron man theme with a prosthetic heart and armor comes out of it.


Claxon wrote:
I started reading it and realized that the armor innovations are way better than the weapon ones, I hate it but agree. But it means my original idea is less stellar than hoped for. Perhaps I could go with a more iron man theme with a prosthetic heart and armor comes out of it.

Or perhaps the armor is, in effect, a full-body prosthetic? Like, you stat it as an armor inventor, but what they're actually innovating on is their body. It's got combat-applicable features mostly because... well, if you're rebuilding your body from scraps, wouldn't you want to make it awesome?


Claxon wrote:
SuperBidi wrote:

If you want to go the zany crazy way, I think Gadget Specialist is a good idea. Some gadgets are nice and they should give you the zany feel. The only issue is the low number of gadgets per day, but it's still nice.

Innovator is quite a balanced class. At low level, you will feel good but not great, on par with the less optimized martials and the most optimized casters. But at higher level, your area of effect damage will nicely complement your melee damage and you should feel great.

As a side note, I wrote a small guide about the Inventor, I don't know if you already read it, it can prove itself useful.

I started reading it and realized that the armor innovations are way better than the weapon ones, I hate it but agree. But it means my original idea is less stellar than hoped for. Perhaps I could go with a more iron man theme with a prosthetic heart and armor comes out of it.

By lvl 14 you can get fly, so it's a good idea.

Keep also in mind that the more you proceed, the faster would be to swap from an innovation to another.

It's something I'd always consider as an inventor.


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tbf, level 14 is also the 2xUnstable which i find more crucial than flying. You can get flying with a couple different ways, from runes to boots, to spells, but Unstable procs always feel missing to me.

So, at least for me, that's my locked in choice when we get the last 200xp to 14 ^^


shroudb wrote:

tbf, level 14 is also the 2xUnstable which i find more crucial than flying. You can get flying with a couple different ways, from runes to boots, to spells, but Unstable procs always feel missing to me.

So, at least for me, that's my locked in choice when we get the last 200xp to 14 ^^

I totally agree with you.

I was just mentioning the flying armor for ironman purposes!


Question, does everyone agree that the tamper feat which refers to "reach" but also having a free hand sounds like it means for you to use the reach of your limbs (not including a reach weapon) to be able to target someone. Which, with the manipulate trait means you're potentially provoking?

Or can you use a reach weapon? The requirement is to have a free hand, and that to me implies you can't use the reach of a weapon. But when talking about reach, it's unusual (to me) to differentiate between your reach with a weapon and without.

I really liked the idea of this class feat, but with the manipulate trait and competing with explode and overdrive I'm not sure I love it.


Claxon wrote:

Question, does everyone agree that the tamper feat which refers to "reach" but also having a free hand sounds like it means for you to use the reach of your limbs (not including a reach weapon) to be able to target someone. Which, with the manipulate trait means you're potentially provoking?

Or can you use a reach weapon? The requirement is to have a free hand, and that to me implies you can't use the reach of a weapon. But when talking about reach, it's unusual (to me) to differentiate between your reach with a weapon and without.

I really liked the idea of this class feat, but with the manipulate trait and competing with explode and overdrive I'm not sure I love it.

"You tamper with a foe's weapon or armor, using a free hand." It seems pretty clear that you're not using a weapon for this. If you're not using a weapon, then the reach of the weapon shouldn't apply.

That said... the feat is honestly pretty bad. At best, you're trading one action of yours for one action of theirs, and that's on a crit, when you have an enemy with gear to be targeted, when after you've left one hand free to make it happen and stepped into melee range and provoked. There's a lot to dislike about it.

If you find the *idea* of the feat exciting enough that you really want something similar, you might consider talking it out with your DM, and trying to get them to houserule it to be not so terrible. I'm not sure how successful you're going to be coming to an agreement, though. On a quick consideration, I can't think of an adjustment that I'd be willing to make as a GM that would make it good enough that I'd be willing to take it as a player. Even without the near-guaranteed provoke, even without the self-damage on crit, even without needing to have a hand free, even without the relatively anemic results, the fact that it mostly only works on folks who use gear (who are, incidentally, among the most likely to have opportunity attacks) would make it difficult to pick unless I was pretty sure I'd be in a campaign with a heavy weighting towards that kind of foe.

Admittedly, if you're up against an ogre or something playing the part of a boss monster, where the reflex is relatively low, and his actions are worth more than yours are, then it looks like it could be very effective... but that's a lot of ifs.

If you are planning on going for this, I'd say to invest in athletics and/or medicine, in the hopes of getting at least some additional value out of that free hand. Also, do what you can to pick up an opportunity attack and/or stand next to people who have. That way, when he hits you for tampering with his stuff, you can hit him back when he goes to fix it.


Sanityfaerie wrote:


That said... the feat is honestly pretty bad. At best, you're trading one action of yours for one action of theirs, and that's on a crit, when you have an enemy with gear to be targeted, when after you've left one hand free to make it happen and stepped into melee range and provoked. There's a lot to dislike about it.

That is a far too negative a take on this feat.

1) your opponent gets the penalty for the next whole round even on a normal success. So it is 50:50. If they accept the penalty rather than spend the action to negate it you are happy as well.
2) you are doing it as a second or third action where you are looking at a Multiple Attack Penalty of your own, so the opportunity cost of your action is less.
3) clearly it is for a situation where you have more actions than them. That is a boss fight where the party has an action advantage. A boss often has a lot of cool 1 action or 3 action powers. Trading one of your parties 12 actions in a round for a 40% chance of one their 3 actions is in fact a very good idea. It is still good if you have 2 enemies. It is marginal if you have 4 or more.
4) yes the free hand cost is a problem.

As for the backfire. It is not good but Inventors are used to this. Most sane Inventors will prioritise fire resistance.


I agree more with Gortle.

It's not a great feat, but if it didn't provoke I think it would be an excellent 3rd action in a boss fight.


I find the tamper armor quite useful.

Giving an enemy flat footed for the whole party for a full round without MAP is pretty useful imo.

I have used that to some good effect with my Inventor, although since I fight unarmed I easily have the free hand requirement covered without a cost.

The tamper weapon version is more limited, but I've used it against bosses to force either a -2 or have them waste an action, which was OK for my 3rd action.

Overall, it's not the end-all feat, but for a level 1 feat it's actually pretty decent imo. It gives some situational, but good, 3rd actions.


Yeah, the issues I see with are freehand requirement and potentially provoking due to manipulate (although not every enemy has AoO).

If there were a 1 handed weapon, with the two hands trait for 1d12, that was a member of the flail or hammer group I would be happy. So basically a bastard sword but a hammer/flail equivalent. But then the group is only relevant if you're a weapon innovation user, but the armor innovations are (sadly) so much better. You only get critical specialization if your weapon is your innovation, so I guess it doesn't matter.

If you can convince your GM to not have tamper provoke, use a bastard sword and go to town.

Edit: During the process of writing this I realized an error in the entry for Inventor. Under medium armor expertise they mention you gain "critical specialization effect with your armor innovation". There is no such thing. I'm sure they simply meant armor specialization but that has to be an error.


Armor innovation is composite type, which gives you piercing DR iirc.


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Right, but it's not a critical specialization which is the wording used in the Inventor entry on AoN. That's the armor specialization.

My point was that the Inventor entry had a minor error in it's wording.


Pathfinder Rulebook Subscriber

One advantage for the weapon Inventor: they can turn overdrive damage into fire at level 1, which is nice against weakness. With the modifications and eventually offensive boost, you're extremely good at targeting different damage types.

Also Segmented Frame is a pretty good way to store a giant weapon in a tiny space, which seems worthwhile to your original concept. Turning a two bulk great sword into a concealable weapon is cool.


Claxon wrote:
but if it didn't provoke I think it would be an excellent 3rd action in a boss fight.

Attacks of Oppourtunity occur for only 1 in six creatures. Keep it in perspective.


Gortle wrote:
Claxon wrote:
but if it didn't provoke I think it would be an excellent 3rd action in a boss fight.
Attacks of Oppourtunity occur for only 1 in six creatures. Keep it in perspective.

True, but still enough that it scares me a bit.

To be honest what I'm thinking is to start with Explosive leap and once I gain access to flight (not sure how yet), to retrain it to tamper.


Pathfinder Rulebook Subscriber
Claxon wrote:
Gortle wrote:
Claxon wrote:
but if it didn't provoke I think it would be an excellent 3rd action in a boss fight.
Attacks of Oppourtunity occur for only 1 in six creatures. Keep it in perspective.

True, but still enough that it scares me a bit.

To be honest what I'm thinking is to start with Explosive leap and once I gain access to flight (not sure how yet), to retrain it to tamper.

TBH by the time you're in a position to spare a third action on Tamper someone will have probably already triggered the AoO, so at least you won't get surprised. Between needing to move, overdrive, and probably using a 2 action activity like Explode it will probably be round 3 on average when you get around to it.

Also doesn't Overdrive have Manipulate anyway? So you've probably got bigger problems if you run into a lot of foes with AoO.


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Captain Morgan wrote:
Also doesn't Overdrive have Manipulate anyway? So you've probably got bigger problems if you run into a lot of foes with AoO.

Only kinda sorta. Overdrive does have the manipulate trait, meaning it will provoke. But it lasts for one minute on a success or crit success. So you use it once at the start of combat and go on about your business. Presumably before you're in threated range of any enemy.


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You can even use Overdrive before opening the door. Unlike Rage or Stances, there's no need to be in combat to activate it. The only issue is that it is annoying to track, but if your GM is not a control freak, they can just let you handle your Overdrive on your own.

About AoOs, in general, you need to know they are there. The strategy of the party is not the same if the enemy has, or hasn't, AoO. Having this information is crucial and as such it's not an issue to take an unexpected one. The issue is to take an expected one, but Tamper is not so important that you can't avoid using it, you don't have the Magus problem with Spellstrike.


Not sure overdrive, as well as any other combat ability with a defined action cost , is meant to be used before a combat.

To think that a party would buff themselves before they open every door would like be in 1e stacking up buffs ( leaving apart invalidating the action trade during combat).

Given how this 2e was made, I can't think paizo intent was to allow characters to buff with stuff with 1 min or less duration before combat. But I can see some table allow such stuff.

It's not about the DM trying to be a "control freak" But rather players trying to exploit the system, as it's "can I use it before the combat? If they overdrive then I cast haste on myself. And I cast a, battle form! "

Clearly not a DM issue, but a table variation that may be accepted or not.


HumbleGamer wrote:
Not sure overdrive, as well as any other combat ability with a defined action cost , is meant to be used before a combat.

Well, it's RAW. And there's nothing indicating it's not RAI. I'd find that punishing to bring a houserule to forbid it.

HumbleGamer wrote:
If they overdrive then I cast haste on myself. And I cast a, battle form! "

I'm still waiting for a GM that forbids me to cast Haste outside combat.

The only mechanical issue of using Overdrive that way are critical failures. But if you have access to a Pearly White Spindle Aeon Stone or if you have Ageless Patience I'd see no reason for the GM to annoy you.


SuperBidi wrote:
HumbleGamer wrote:
Not sure overdrive, as well as any other combat ability with a defined action cost , is meant to be used before a combat.

Well, it's RAW. And there's nothing indicating it's not RAI. I'd find that punishing to bring a houserule to forbid it.

HumbleGamer wrote:
If they overdrive then I cast haste on myself. And I cast a, battle form! "

I'm still waiting for a GM that forbids me to cast Haste outside combat.

The only mechanical issue of using Overdrive that way are critical failures. But if you have access to a Pearly White Spindle Aeon Stone or if you have Ageless Patience I'd see no reason for the GM to annoy you.

Never used them in 2 different groups, nor allowed it on the third one.

mostly because it was neither mentioned nor suggested anywhere, and because if you go with it you end up using it always, making a standard routine.

If it was intended to be a core of the game, rather than actions being used during combat, paizo would have said so.

But as said before, different tables, different interpretation/rules.

It's a game where a party competes with another party, and each have their actions to deal with. Going with extra actions used before the fight is clearly taking an ( unrequired) advantage.


SuperBidi wrote:
You can even use Overdrive before opening the door. Unlike Rage or Stances, there's no need to be in combat to activate it.

What is your reasoning here? Why do you say this?


HumbleGamer wrote:
Not sure overdrive, as well as any other combat ability with a defined action cost , is meant to be used before a combat.
HumbleGamer wrote:

If it was intended to be a core of the game, rather than actions being used during combat, paizo would have said so.

But as said before, different tables, different interpretation/rules.

It's a game where a party competes with another party, and each have their actions to deal with. Going with extra actions used before the fight is clearly taking an ( unrequired) advantage.

It would be nice if there were clear rules about this or some sort of guidance. I think many tables do it differently.

I typically do allow some pre combat buffing if the party is initating the encounter and has the opportunity. It does affect balance but I'm OK with that. I conversely will prebuff their oponents if I think they have reasonable justification as well.

There are a number of abilities that are worthwhile if you are about to go into combat, but are not really worthwhile in combat.


HumbleGamer wrote:


Never used them in 2 different groups, nor allowed it on the third one.

Prebuff is not that much of a rare occurence. I've cast Sanctuary quite a few times before opening a door. In these circumstances, there's no reason to forbid Overdrive.

As it's an at will ability, you can use it quite extensively. I agree with you that using it all the time seems ridiculous. But there's definitely an acceptable way of using it that should be ok with your GM.

Gortle wrote:
SuperBidi wrote:
You can even use Overdrive before opening the door. Unlike Rage or Stances, there's no need to be in combat to activate it.
What is your reasoning here? Why do you say this?

I'm just saying that you can prebuff with Overdrive, which is an asset of this ability. Something you can't do with Rage or Stances.


Pathfinder Rulebook Subscriber

Here's what the CRB says about pre-buffing. I see no reason to treat overdrive differently, but I also people to enter stances if they are about to kick down the door.

Before a Fight

Casting advantageous spells before a fight (sometimes called “pre-buffing”) gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.

Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can’t hold up in every situation! In many cases, the act of casting spells gives away the party’s presence. In cases where the PCs’ preparations could give them away, you might roll for initiative before everyone can complete their preparations.
Core Rulebook (499)


That's quite right, as it points out pre buffing as an exception.

It becomes rote the moment players deliberately go for it. Which means, if allowed, always.

Nothing good can, in my opinion, coming from such approach.

Leaving apart even the crb stating the obvious by saying "it gives big advantages" ;) *

* I mean that 2e combat system, encounter difficulty and even AP couldn't have been made with pre-cast in mind.


Pathfinder Rulebook Subscriber

I disagree. I think if you're using overdrive every time you open a door, it will get old. But if you know what you're fighting on the other side of the door, there's no reason not to do it.

It rewards scouting and Intel, which is pretty much always a good thing to do. Also, the Inventor is not a combat god that you need to reign in. Giving them a one action headstart will not make them more powerful than martials with more hit points and more optimal KAS.


It does not reward scout and Intel, but pushes players towards a specific direction.

It's like flanking to give other enemy the flat footed condition, with the only difference that this one is part of the combat mechanics, which requires the a, trade in terms of actions to get ( or try to get, if it's not granted. For example, having to succeed an acrobatic check to result in a position to flank ) some benefits.

Every player, knowing they'd be able to get an extra round, will go for scouting, because it breaks the balance giving them more power ( they do this anyway because the exploration rules, so there's neither innovation nor good plays).

If the DM wants, they can reward players with a bonus recall knowledge check, for example, which is way less impactful and resembles better the intelligence work, rather than starting with an extra round.

Ps: The inventor overdrive is less impactful than casting a 2 action spells, but still it gives an big advantage compared to an inventor that has to play properly the game.

- Overdrive ( for free) + stride + strike x2 ( or megaton strike )

is kinda different from

- Overdrive + stride + strike

Leaving apart stuff like stance savant ( which saves exactly one action like overdrive) costs 1 lvl 14 feat. The characters pay a lvl 14 feat to save up an action on the first round.

So, in the end, up to the groups whether to allow something meant to give an extra round to the players, pushing them in a specific direction while unnecessarily harming the game balance.

Just let's not try to make it look like "a rewarding addition for players which properly play the game", as it's clearly not( there's nothing innovative or clever in doing normal exploration following the game rules ).

Ps: my magus, if able to always precast haste, and eventually adjust grip( we always scout with invisibly and no stealth savant), would have been way stronger than it was.

They wouldn't have also needed contingency ( why expend a lvl 7 spell to cast a lvl 4 spell I can precast?).


I don't understand why you judge a gameplay action.
Every time I play inside a dungeon, the characters position themselves properly before opening a door, they try to listen on the other side or send their Familiar exploring, they sometimes change their exploration activity to better suit combat, it doesn't get old or whatever, it's just normal and expected. In such a circumstance, it's quite expected for the Inventor to use Overdrive. It's only annoying if the GM wants to see every Overdrive check, but if there's enough trust in the player, the player can just roll it and handle it on their side and it's not affecting the pace of the game or whatever.


It's just rp and flavor, reason why it shouldn't involve a simplification of the incoming given encounter.

For example, a standard party approaching the dungeon won't run ahead, opening all doors ( beyond that there are specific encounters).

They'd move "exploring", like the game allows in terms of explorations.

The rogue, for example ( but it may be the familiar, or the companion, or an invisible being, or a scrying effect) would move stealthy, in order to see what lies ahead.

Knowing because they peak from a keyhole, glance over the corner or just make a use of their hearing, that there's some people ahead, is normal routine given how the system works.

It doesn't mean, it is not required, that you have to reward the party for just playing. Not only because they did just normal stuff, but because doing so would oversimplify the game.

And that's it.
The game gives perks, resources and actions.
Trading actions to perform some tasks rather than others would affect the encounter.

Removing the choice, because you pre buffed, would negatively ( as there's nothing positive in lessen the difficulty the game creators try to build) impact the given encounter.

Plus, and I repeat myself again, if you reward players who scout ahead, which is something anybody would normally do, to exploit the system by lowering the encounter difficulty, you indirectly discourage them from doing anything else.

Take down a door with a kick, jump down the ceiling breaking the roof/window, charging ahead, and anything else ( for either flavor purposes or just different approach) would then out of question, because it would be renouncing to some given exploit.

I am not saying "you superbidi have to play this way", but just underlining why even the crb warns out that a similar approach, that may be within flavor in an rpg, would be giving a huge advantage ( or be a huge nerf for the enemies) for the players, as well as the part when it says that given such liberty "might" deal harm to the party, the moment they keep it for granted.

And funnily enough, this second part talks exactly about what you mentioned in your first reply on the topic

"I'm still waiting for a GM that forbids me to cast Haste outside combat."

No pointing the finger, as anybody plays the way they want, but it should clear once and for all what I am talking about.


HumbleGamer wrote:
It's just rp and flavor, reason why it shouldn't involve a simplification of the incoming given encounter.

Nothing tells you it's not part of the power budget of Overdrive. By going against RAW, you are the one with the highest chance of imbalancing the game.

HumbleGamer wrote:

Knowing because they peak from a keyhole, glance over the corner or just make a use of their hearing, that there's some people ahead, is normal routine given how the system works.

It doesn't mean, it is not required, that you have to reward the party for just playing. Not only because they did just normal stuff, but because doing so would oversimplify the game.

If you don't reward scouting you can be pretty sure that your players will stop scouting quite quickly (and maybe even complain about it if they have invested resources (feats, skills, spells) to be good scouts).

HumbleGamer wrote:
Plus, and I repeat myself again, if you reward players who scout ahead, which is something anybody would normally do, to exploit the system by lowering the encounter difficulty, you indirectly discourage them from doing anything else.

And if you don't reward it you indirectly discourage them from doing it. So there's no easy solution to your dilemma. You have to "properly" reward it.

Also, why is it important for the encounter to have the exact difficulty it is set for? Do you forbid some classes around your table, like Fighter or Bard, because they are stronger than the others and as such affect the exact difficulty of encounters?

Also, the quote from Captain Morgan speaks about casting spells to prebuff. Strictly speaking it doesn't cover Overdrive as it's no spell.

The Inventor will Overdrive every fight the same way the Barbarian will Rage. It's not rote or imbalancing, it's just the dynamic of the class. Overdrive has a big disadvantage compared to Rage or Stances as it needs a check, which further increases the interest of using it before the fight. From my point of view, everything points to the fact that an Inventor should try to Overdrive before the fight starts.
And I don't think there's any strong support of it not being RAI. So I don't see the point of nerfing the class by forbidding it.


Ultimately, consult with your GM on whether or not as an Inventor there is an issue with you trying to regularly use Overdrive when you expect to enter combat. Otherwise expect that you will use it as your first action on your first turn (probably).

Curtailing that debate, does anyone have proposed builds to help me as a guide?


Unless you go for Construct Innovation, I think it's not very hard to build an Inventor. The class is not really complex.
I'd just point out that the class doesn't come with interesting Reactions early on, so you should make sure to grab one either through your Ancestry or some Dedications.
The Inventor being quite constrained on action economy (not as much as the Magus, but still quite much) if you have anything to gain extra actions (like the Time Traveler Background) you should also go for it.


Claxon wrote:

Ultimately, consult with your GM on whether or not as an Inventor there is an issue with you trying to regularly use Overdrive when you expect to enter combat. Otherwise expect that you will use it as your first action on your first turn (probably).

Curtailing that debate, does anyone have proposed builds to help me as a guide?

Did you check broken Zenith's guide to the guides?

Here's the link

@superbidi: Honestly, reading your post it seems that you are trying to exploit the whole system in a way I haven't ever seen ( assuming people would stop roleplaying exploration because no advantage are given, trying to address that raw the pre-buff they talk only refers to spells, and so on, culminating with "forbiddig the pre overdrive to an inventor is needing the class").

It's not even a matter of different opinions anymore.


Pathfinder Rulebook Subscriber

Follows the guidance laid out in the CRB around pre-buffing >> is accused of exploiting the system.

Ok Humble.


Captain Morgan wrote:

Follows the guidance laid out in the CRB around pre-buffing >> is accused of exploiting the system.

Ok Humble.

The crb already points out it gives a huge advantage ( which obviously results in lowering the encounter difficulty), and also puts a warning for players ending up looking for, or expecting, powercreep all the time ( which is what the whole discussion was about ).

Whether it is "I have yet to see see a DM forbidding precast", along with pushing towards a specific way ( let's just stick with sending a scout all the time, in order to get 1 extra round) to get advantages over flavor ( any other approach which involves a standard encounter triggered by initiative roll), it's the same.

As said before, every table can do whatever they want ( want to lower the diff? Want to increase the character's power?) , but trying to pass the message "if you don't allow precast you are unnecessarily nerfing characters" is totally wrong.


HumbleGamer wrote:
Captain Morgan wrote:

Follows the guidance laid out in the CRB around pre-buffing >> is accused of exploiting the system.

Ok Humble.

The crb already points out it gives a huge advantage ( which obviously results in lowering the encounter difficulty), and also puts a warning for players ending up looking for, or expecting, powercreep all the time ( which is what the whole discussion was about ).

Whether it is "I have yet to see see a DM forbidding precast", along with pushing towards a specific way ( let's just stick with sending a scout all the time, in order to get 1 extra round) to get advantages over flavor ( any other approach which involves a standard encounter triggered by initiative roll), it's the same.

As said before, every table can do whatever they want ( want to lower the diff? Want to increase the character's power?) , but trying to pass the message "if you don't allow precast you are unnecessarily nerfing characters" is totally wrong.

What you are pointing out is a difference in expectations. It's RAW, with 0 ambiguity, and no hint that it isn't RAI. As such, as a player, I expect it to work fine.

It's a little bothersome to use, I fully agree with that, so I can see a GM limiting it to avoid useless micromanagement. But that's all.

So when you raise the fact that it should be limited and even forbidden, I consider that as a nerf.

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