Investigator and Inspiration


Rules Questions


2 people marked this as FAQ candidate.
Pathfinder Lost Omens Subscriber

two things have alluded to a limit on what you can use inspiration on, but this limit isn't written anywhere.

Unconventional Inspiration (Ex)::
An investigator can pick any one skill that he is trained in but that he can't use his inspiration with. He can use inspiration with that skill. An investigator must be at least 17th level to select this talent.

Sleuth Archetype:
Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

I get the feeling it's limited to int, wisdom and charisma based skills or some such.

but

Underworld Inspiration (Ex)::
An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.

suggests otherwise.

honestly I'm just left very confused.


2 people marked this as FAQ candidate.

I get the feeling that Unconventional Inspiration is meant to apply the "you may use Inspiration for free on this skill" (though level 17? Joke ability). Sleuth strikes me just as unique as you get the potential extra rolls, so not related to the question. Underworld just changes what skills you can use Inspiration on for free.

I don't think there is meant to be a skill limitation, only a limit on which skills get free uses.


From the playtest document, it says this:

ACG - Playtest wrote:
The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill. Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool.

I don't have the official PDF in front of me at the moment.


Inspiration:

An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

That's the final version there. Any skill check or ability checks, but has a set list that you can use Inspiration on for free. In that context Unconventional Inspiration does nothing, but I still think it most likely meant to make any other skill free to use Inspiration with... time and FAQ/errata will tell in time. I hope I'm right as it would be completely uncalled for to have the Investigator's skill monkey ability nerfed.


Chaos,

I interpreted the OP's question as asking for the normative restriction on Inspiration use. He's referring to the abilities quoted as an indication that there is some baseline restriction, but he is unable to find it.


Not to mention it never explicitly states they need to be YOUR checks, either. Anyone ave any idea about this?


huh.. I totally see what the op was getting at..
Inspriration itself implies use on any skill attack roll or save, at acost (which ca nbe reduced with the right choices)
but,
unconvientional inspiration really implies that it can't be used with any skill.

I think. Unconvential inspiration was meant to allow you to chose any skill to apply for free .is my guess.... As not every skill (at least I don't think so) has a corresponding way to get it for free. Though I think most do.


I'm confused about this as well. I'm inclined to believe Zwordsman is right about unconventional inspiration, based on how the various other skill talents are worded, but it would be nice to have some errata clearing this up.

Sczarni

Having read both versions of the Playtest Investigator as well as the final ACG version, Inspiration has always applied to all skill and ability checks. However, Unconventional Inspiration was only added with the ACG. For a level 17 talent, I'm fairly certain it is meant to follow the pattern of the other talents and allow you to use Inspiration for free with any one skill that does not normally unlock with a Talent (Acrobatics, Swim, Ride, etc) provided you are trained in it.

As it stands, RAW, Inspiration can be added to any skill roll while Unconventional Inspiration is just a dead talent until errata steps in.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Investigator and Inspiration All Messageboards

Want to post a reply? Sign in.