How does Sleuth's Luck work in PFS?


Pathfinder Society

Grand Lodge 3/5

The Sleuth archetype for the Investigator has a luck mechanic called Sleuth's Luck. There are two ways to regain luck.

Knowledge or Sense Motive Rolls:
Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.

Inspiration Rolls:
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.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

Both methods of regaining Luck are at the GM's discretion? So how does that work in PFS? Expect table variance?

Sovereign Court 4/5

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.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

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.

4/5

Like Dhenn, I think any time the GM calls for a skill check, you can reasonably expect to get your luck point back.

Your best bet is to ask your GM before the scenario starts so you can get a ruling before it immediately OMG-we're-gonna-die matters.

Dark Archive 5/5 5/55/5 *** Venture-Captain, Germany—Rhein Main South

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.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

@Schattenstern: Yeah I mentioned your multiclass abomination above^^ it really helps that you guys follow my posts ^^

That said, yeah the ability isn't very well written, I understand that a limit based on Cr or HD really does not work for a Sherlock Holmes type character, talking to normal people.

Dark Archive 5/5 5/55/5 *** Venture-Captain, Germany—Rhein Main South

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.)

Grand Lodge 3/5

Thanks for all the responses. You gave me some good suggestions to discuss with GMs.

The Exchange 2/5 **

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.

4/5 **

This is one reason I dislike these meta-rule options based on the mechanics of dice. "Roll two d20 and take the best/worst" is my (least) favorite, but this is a close second.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

I do not allow it on identifying monster abilities, unless that is somehow part of the plot itself.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Vanlo Dariav wrote:

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...

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