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The Sleuth archetype for the Investigator has a luck mechanic called Sleuth's Luck. There are two ways to regain luck.
Both methods of regaining Luck are at the GM's discretion? So how does that work in PFS? Expect table variance?
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Basically expect table variance. It seems to me like the intention is to avoid abuse by doing things like walk down the street in Absalom rolling Knowledge Local on every person you pass until your points recharge, or something equally silly.
I'd consider any monster ID check or check called for in the scenario to be qualifying, for starters. If the player tries to make others that seem relevant, I'd allow that as well.
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Pretty much everything in a scenario could qualify, at least for all rolls called for by the GM, including intimidation checks etc.
But yeah expect table variation, especially if you end up playing a swashbuckler multiclass abomination like a local player ^^ but even then, it looks pretty shocking but DR is pretty effective against it.
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In my understanding you get the points back if you are doing something actively advancing the scenario:
Making a knowledgecheck to identify the enemy you are fighting
- Intimidating a plotrelevant NPC
-Intimidating a enemy you are fighting
-Snese Motive when you are dealing with an plotrelevant NPC/if it is called by the GM
-Knowledgechacks called by the scenario
I would not ask to regain points for acions that occur while sidelining/intimidating everything that exists if you are walking through a city/asking a knwoledge local for every random Npc.
If that matters I am playing a sleuth/Swashbuckler/ranger who utilisises this rules.
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That is why i would change investigation to "plotrelevance for the scenario" when explaining the ability to the gm -> We cant do our own investigations so it has to be the scenario (Some scenarios do not need this chance because they are investigations The dissapeared or traitors logde come to my mind.)
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Following up on the Sleuth's Luck recharge wording:
Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.)
The Half-Elf FCB says "Gain a +¼ bonus on all inspiration rolls." So after 4 levels, your Inspiration rolls are 1d6+1.
The question becomes how does that +1 interact with the refresh? The refresh says if "the die comes up a 6 or higher," meaning a Natural 6, or a total result of 6 or higher? Because then the next sentence specifies if rolling multiple dice, that the pool refreshes "if the total is 6 or higher."
So is it only on a Nat 6 or better when rolling 1 die, and a total of 6 or better only when rolling multiples? Or is it always on a total? I think RAW is clearly the former, but hoping that someone can provide a reasonable justification for it being the total.
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Following up on the Sleuth's Luck recharge wording:
Quote:Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.)The Half-Elf FCB says "Gain a +¼ bonus on all inspiration rolls." So after 4 levels, your Inspiration rolls are 1d6+1.
The question becomes how does that +1 interact with the refresh? The refresh says if "the die comes up a 6 or higher," meaning a Natural 6, or a total result of 6 or higher? Because then the next sentence specifies if rolling multiple dice, that the pool refreshes "if the total is 6 or higher."
So is it only on a Nat 6 or better when rolling 1 die, and a total of 6 or better only when rolling multiples? Or is it always on a total? I think RAW is clearly the former, but hoping that someone can provide a reasonable justification for it being the total.
it has to be the total on the dice. On the other hand, there is a talent (or is it a feat?) that lets you roll 1d8...