The Investigator: Cool but I have a hang-up with the inspiration mechanic


Pathfinder First Edition General Discussion


Pathfinder Rulebook Subscriber

Ok, I like smart characters, and the investigator is similar to some things I've written up on my own. I also like a lot of their talents. I'm not a huge fan of studied strike, but it's okay. It seems like the kind of thing I would be into.

Except, I don't like how the inspiration mechanics works. It starts off okay, with it being an expendable resource, except for the bonus Knowledge dice. Eventually, though, the inspiration pool can become largely redundant except as a combat reserve, and you end up rolling 1d6, 2d6, 4d6 alongside a 1d20. It seems tedious. But maybe I'm being unfair. Is it something you stop noticing at the table after a while? Or is it as awkward as I imagine? My reservations are such that I haven't played one, and I have only limited experience watching them in action. Maybe inspiration dice are completely fun for some people, and it's just not for me.

Experiences? Thoughts?


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I'm not 100% familiar with Investigators. I've done some adventuring with one at mid levels, but he was still rolling 1d6 on inspiration rolls. I was under the impression they didn't get multiple dice until their capstone.

I'm in the habit of rolling multiple dice whenever they're applicable (attack rolls + Damage rolls at the same time and such) I don't really see the impact of a third die being all that large.

My experiences so far have been positive. I don't think I'll be playing one soon, but that's because I enjoy playing boorish, brutish, (perhaps bullish) characters. Friends have had all kinds of fun with them. I do think that they're built for specific types of campaigns.

Grand Lodge

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Pathfinder Adventure Path, Rulebook Subscriber

You only get 1 die until 20. Also, I don't see how it's any different than rolling your weapon damage die at the same time as the d20 for the attack roll. But I don't get enjoyment from rolling dice, I get enjoyment from experiencing the game.


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Don't forget, this is the "advanced" class guide. They put mechanics in here that would be a little more convoluted or unwieldy than what you would find otherwise, it's the nature of the book. Wizards that can switch spells at the last minute, non-spellcasters that get to add magical effects to other feats, the various "amateur" feats, etc. Therefore, complaints about unwieldy rules and non-streamlined abilities don't surprise me.


Pathfinder Rulebook Subscriber
Skaldi the Tallest wrote:

I'm not 100% familiar with Investigators. I've done some adventuring with one at mid levels, but he was still rolling 1d6 on inspiration rolls. I was under the impression they didn't get multiple dice until their capstone.

While generally true, A 5th level investigator with expanded inspiration and empathy would be rolling 2d20+2d6 on every Sense Motive check.


Actually he rolls 2d20 and takes the higher result, and does the same with the 2d6. That is still a maximum of 26 he can roll, not 42. He has also spent all of his investigator talents in order to do so.

Compare this to a bard’s ability with knowledge skill, or a half orc inquisitor with intimidate, sense motive or identifying monsters and it is not that big of a deal. A 5th level bard with a 14 INT will if he puts maximum skill ranks into a knowledge skill will have a +12 and once a day can take 20 on a knowledge skill. A 5th level half orc inquisitor with a 18 WIS and the conversion inquisition and improved monster lore has a +14 intimidate, and sense motive and can have a +17 to identify monsters. With Insightful Gaze the Inquisitor can also roll twice for sense motive and take the higher roll.


Pathfinder Rulebook Subscriber

Right. I'm just saying that's four dice on every roll. I wonder if it wouldn't be better to just give him a bonus of half his level to Sense Motive checks.

Liberty's Edge

RJGrady wrote:
Right. I'm just saying that's four dice on every roll. I wonder if it wouldn't be better to just give him a bonus of half his level to Sense Motive checks.

Eh...that's a problem with empathy (and I guess at high levels tenacious inspiration a little), not the Investigator. Those are the only two abilities the class has that involve rolling twice, and empathy is deeply unessential to the Class and can easily be done without if you dislike its mechanics. And tenacious inspiration doesn't come up to 13th level and isn't precisely essential.

In short, you'll inevitably wind up rolling 1d20+1d6 (or 1d8) on everything, and maybe 2d6 or 2d8 picking the best if you really want to, but that's hardly amazingly complicated or awkward.

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