Inventor

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The Inventor is a class for Pathfinder Second Edition and more notably is the first original class the game made...if you ignore Starfinder's Mechanic, which does the exact same thing but in a sci-fi setting.

The general focus of this class is essentially focused on your inventions, requiring an extreme focus on the Crafting skill and Intelligence by extension. While you have some means to protect yourself with proficiency in martial weapons and medium armor, you'll find that your efficiency is tied to what your invention is, as that invention gains extra perks than if you just had a normal piece of gear - least of which being the Overdrive ability that lets you make a Crafting check to boost your damage output based on your Intelligence bonus. This stands out in particular as you level up and you gain the ability to tie in certain types of damage to your invention's damage.

Another detail you might want to consider is the Unstable actions, such as the default Explode action that makes your invention explode on everything around it except you. All of these make some sort of powerful effect, but after using it you need to roll a 17 on a d20 in order to be able to use these sorts of actions one more time or else see these actions barred from you until the next day.

Innovations[edit | edit source]

Your particular subclasses are tied to what exactly your super special invention is. While you have plenty of feats providing extra functions for them, you also get to pick up a special innovation for your invention at certain levels, all of which fundamentally alter how your invention works.

  • Armor: Split into two classes: the lightweight Subterfuge suit that can make you even sneakier and the bulky Powered suit that can be upgraded to make you even stronger. While each has special upgrades exclusive to that type of suit, you also have general buffs for things like speed and resistance to certain damage types.
  • Companion: You gain a robotic companion of some sort that can commanded in the same way Druids and Rangers can command their pets. While you have level-based innovations that give some considerable gifts (Such as turning it into a turret, improving its mobility or giving it extra skills), you are still required to spend skill feats to make it flat-out stronger.
  • Weapon: The most straightforward invention, you just add little bits and bobs onto your weapon, providing some new forms of versatility to your weapon. With the right feat, you can even switch between two different weapons, making it so you can have a gun that turns into a scythe.
The Classes of Pathfinder 2nd Edition
Core Classes: Alchemist - Barbarian - Bard - Champion - Cleric - Druid
Fighter - Monk - Ranger - Rogue - Sorcerer - Wizard
Advanced Player's Guide: Investigator - Oracle - Swashbuckler - Witch
Secrets of Magic: Magus - Summoner
Guns and Gears: Gunslinger - Inventor
Dark Archive: Psychic - Thaumaturge
Other: Archetypes