I wish inventor had more feats


Pathfinder Second Edition General Discussion


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I love the inventor class (I know some don't, that's ok)

But I feel like they are lacking in feats.

Levels 1-10 are slim pickings and at level 1/2 I can't really tell you any of them sound interesting.

Gadgets are cool and I like the concept

Post 10 I feel like they can get some fun stuff.

I do find it weird you really only get a single combat maneuvers feat in the mid teens

Maybe this is a nothing post, but I really do wish they had a few more feats.

When I build a barbarian I have the opposite issue, so many feats I wish I could take double feats

Inventor though? It's a bit of a struggle out here.


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Pathfinder Rulebook Subscriber

Same.

Weapon Inventor only has one level 2 feat they can actually take at level 2, and it's not like they have a ton of exciting level 1 options either. Unstable mechanics, which are admittedly cool, also discourage you from taking too many Unstable feats, since they're all drawing from the same limited resource.

I find myself frequently taking the same feats even on really different inventor builds, because there just aren't a ton of options.

To some extent I think all the new classes kinda suffer from this though, since the APG was the first and last time they added a significant amount of feat expansion to existing classes on a large scale.

... Inventor's literally never had another class feat published for it in the nearly year and a half since GnG was published.

Investigator got some niche shared rare feats in Impossible Lands and 1 capstone in ruby phoenix, but hasn't had any real expansion of its options in nearly three years.


Druid had a similar problem back when it was just the CRB. If you didn't want a familiar or an animal companion, there was pretty much nothing to pick for your 4th level feat.

That was fixed with the multiple elemental Orders that are available now from Secrets of Magic. Order Explorer becomes useful for practically any Druid design.

I'm sure Inventor will get some additional options at some point too.


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breithauptclan wrote:
Druid had a similar problem back when it was just the CRB. If you didn't want a familiar or an animal companion

What sort of Druid doesn't like animals? You'll get drummed out of the order!


Martialmasters wrote:

I love the inventor class (I know some don't, that's ok)

But I feel like they are lacking in feats.

The problem seems to be there is one maybe two good options at level 1, zero at level 2, and three at level 4. It is really frustrating to build.

Put Gadget Specialist to level 2 please as a patch. But a couple of extra feats at level 1 and level 2 would be really nice.


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Gortle wrote:
Martialmasters wrote:

I love the inventor class (I know some don't, that's ok)

But I feel like they are lacking in feats.

The problem seems to be there is one maybe two good options at level 1, zero at level 2, and three at level 4. It is really frustrating to build.

Put Gadget Specialist to level 2 please as a patch. But a couple of extra feats at level 1 and level 2 would be really nice.

It's also very strange to me that reverse engineer is level 2 but you can't get expert in crafting until level 3, making it effectively a level 4 feat


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I was hoping for more gadgets in treasure vault but we'll have to wait some more it seems.


I feel the same. I really like the inventor conceptually but they need more stuff. Both feats and modifications imo.

I would love an action compressor:

All engines, go! 1ap, Lvl 1 feat (frequency once per minute)

Attempt a crafting check to enter overdrive and then stride/strike.

I would also like a feat (I'd prefer it to be a class feature via an errata) that makes critical overdrive interact more with your abilities.

Fully charged, passive, lvl ? Feat:
When you are in critical overdrive you gain the following benefits:

* Increase the damage die of your offensive boost feature by 1 step
* The first time you use an unstable action while in critical overdrive you automatically succeed your flat check
* Your innovation gains the effect of an additional initial (breakthrough?) Modification.

This would make fishing for critical overdrives something you might actually do.

Currently overdrive feels very much like rage with extra fluff. If it interacted more with your base kit it would feel more unique and open up a more interactive playstyle.

Another option was one exocist suggested:

You can reduce your overdrive by 1 degree of succes (from critical to normal, from normal to none) if you do so your innovation immediately becomes stable.

The wording is wrong but the idea is you can sacrifice your overdrive to use your unstable trait more often. So again, you can interact with it to gain benefits. Plus entering overdrive might be something you do multiple times in order to churn out more unstable actions.

You also still can't make advanced weapons or heavy armor your innovation. This seems like an oversight honestly. If there's one class in the entire game that should be able to juice up off the wall items like the tricky pick, it's the inventor. And if I manage to get heavy armor prof, I should be allowed to make that my innovation.


I am currently playing an inventor and I’m hoping to get reverse engineer at level 2… It’s not that amazing of a feat so I’m hoping the GM says yes. The oversight on that feat is insane.

They 100% need more lower level feats, more action compression, more ways to interact with overdrive, more ways to interact with unstable.


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Pathfinder Rulebook Subscriber

Explosive Leap and Searing Restoration are just so much better than their first and second level competition. By the time 4th level comes around, though, you've got a healthy mix of options, and i actually find it hard to choose. Enhancing your companion feels mandatory if you went that route. Megaton Strike is cool if you have big damage dice. Reverse Engineer is seriously good patch for a party lacking in Thievery. And gadgets are really good in my opinion.

Martialmasters wrote:
Gortle wrote:
Martialmasters wrote:

I love the inventor class (I know some don't, that's ok)

But I feel like they are lacking in feats.

The problem seems to be there is one maybe two good options at level 1, zero at level 2, and three at level 4. It is really frustrating to build.

Put Gadget Specialist to level 2 please as a patch. But a couple of extra feats at level 1 and level 2 would be really nice.
It's also very strange to me that reverse engineer is level 2 but you can't get expert in crafting until level 3, making it effectively a level 4 feat

It matters quite a bit for multiclass Inventors. But it also competes with Brilliant Crafter which you're probably using to reach expert, so. I'd rather that ditch the prerequisite myself.


The exact same problem everything else after the CRB has, I'm afraid. I build a starlit span magus today and starting at level 6, I regularly used archetype feats, simply because the few class feats on offer weren't my cup of tea.

I wonder why the idea of an APG 2 is so popular ;), even though Paizo don't want to do these kinds of books anymore.


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Pathfinder Rulebook Subscriber
Karmagator wrote:

The exact same problem everything else after the CRB has, I'm afraid. I build a starlit span magus today and starting at level 6, I regularly used archetype feats, simply because the few class feats on offer weren't my cup of tea.

I wonder why the idea of an APG 2 is so popular ;), even though Paizo don't want to do these kinds of books anymore.

Magus does suffer a serious case of underwhelming class feats.


CaffeinatedNinja wrote:
Karmagator wrote:

The exact same problem everything else after the CRB has, I'm afraid. I build a starlit span magus today and starting at level 6, I regularly used archetype feats, simply because the few class feats on offer weren't my cup of tea.

I wonder why the idea of an APG 2 is so popular ;), even though Paizo don't want to do these kinds of books anymore.

Magus does suffer a serious case of underwhelming class feats.

It is part caster after all. Par for the course really. I think my current magus build only bothers with the level 12 refocus feat.


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inventor have a lot of wasted potential

a few of armor innovation have extra effect on overdrive but most doesn't

that was a very good idea paizo didn't get to implement more

every inventor combat feat should have base overdrive effect and additional unstable option

like rage and perfect clarity but far more universal

better reflect idea of mad scientist and backlash


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Yeah, the first two levels of inventor feats are really bad aside from the obvious choices.

I do feel there's some underwhelming feats later on too (the cold spray or whatever is undertuned I think, and such), even if generally there's some pretty cool stuff there.

...and then there's the absolute crime that is Dual-Form Weapon. Conceptually, a transforming weapon is great. The feat is a complete trap - it's terrible. It's even worse than it was in the playtest and it wasn't great there (yes, they nerfed it - it used to say the two forms at least shared runes, even with the whole having to basically skip a turn to transform it). I really wonder if there was a lack of communication since the same book has combination weapons that just change mode for 1 action, do share runes, and both benefit from the weapon innovation upgrades (assuming they're applicable to that mode, anyways). And they don't require a feat to use - you can just pick a pistol mace or whatever as your innovation weapon. (mostly - a few aren't level 0 for some reason?)

But yes, that feat is a personal pet peeve since I had tried to make it work in the playtest and then it just got mangled.

(Also the way that they made runes not apply to the second form is half-baked, since it's still one item. It needs to say you can apply runes separately to that form if it's going to say the original form's runes don't benefit the second form. Items can't have a second set of runes normally)


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Pathfinder Rulebook Subscriber

Between the lack of a level 2 feat, dual form weapon being so jank, devastating weaponry not working with reload weapons (because an inventor with a fancy gun is clearly bad and wrong), the prohibition on advanced weapons, and in general the innovations being kind of boring I was super underwhelmed with weapon inventor.

I had fun with my character and he was pretty good, but he felt more like a barbarian with a couple gimmicks rather than some high utility gadget specialist inventor.


Huh. Could have sworn that dual form weapon at least shared runes between the 2 forms. It's identical to simply having 2 weapons on you with the same action economy to switch except you can't drop them. You get 2 sets of modifications at least.


Squiggit wrote:

Between the lack of a level 2 feat, dual form weapon being so jank, devastating weaponry not working with reload weapons (because an inventor with a fancy gun is clearly bad and wrong), the prohibition on advanced weapons, and in general the innovations being kind of boring I was super underwhelmed with weapon inventor.

I had fun with my character and he was pretty good, but he felt more like a barbarian with a couple gimmicks rather than some high utility gadget specialist inventor.

That sums it up quite well. The inventor almost suffer from to much fluff. All the feats are really funny to read, and definitely gives a 'crazy inventor' - vibe. But the mechanics aren't really there. Really wish overdrive interacted with everything alot more.

There's a few modification for armor that has a: when in overdrive this bonus is increased by X.

That should've been baseline with almost everything imo. It really just is a rage with extra steps.

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