| Knight who says Meh |
Inspirational Expertise (Ex): When an investigator succeeds at a Knowledge check to identify a monster's special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him a +4 insight bonus on attack rolls against that monster or type of monster for 1 round. An investigator must be at least 7th level to select this talent.
Once an encounter seems a little weak but once a round seems a little powerful. I tried searching the forums but couldn't find anything on it.
| Don Hastily |
Quote:Inspirational Expertise (Ex): When an investigator succeeds at a Knowledge check to identify a monster's special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him a +4 insight bonus on attack rolls against that monster or type of monster for 1 round. An investigator must be at least 7th level to select this talent.Once an encounter seems a little weak but once a round seems a little powerful. I tried searching the forums but couldn't find anything on it.
I would say you can do it as long as you have inspiration.
You also would not be able to do it to the same creature more than once, since you can't redo a Knowledge check. Right?
| MrCharisma |
Monster Lore
You can use this skill to identify monsters and their special powers or vulnerabilities.
Check: In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
Action: Usually none. In most cases, a Knowledge check doesn't take an action (but see “Untrained,” below).
Retry? No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.
In this case a knowledge check isn't an action - it's a REaction to seeing the monsters. The GM decides when you get to make the check. What that means is that unless something happens during the combat that would change what you know about the monsters you wouldn't get a second check.
Having said that:
Benefit: Whenever the magus scores a critical hit against an opponent with a melee attack, he can gain preternatural insight into his foe's strengths and weaknesses as though he had rolled a natural 20 on a Knowledge check to identify the creature struck. Any bonuses or penalties the magus normally applies to such a Knowledge check are applied to this ability, including his Intelligence modifier, ranks in the requisite Knowledge skill, and other applicable modifiers. Depending on the final calculated outcome of this ability and the CR of the creature struck, the magus may still be unable to glean information about his enemy. This ability works even if the magus has already attempted a Knowledge check to identify the creature.
This ability probably doesn't help you (unless you really want to dip 3 levels in Magus), but if you can find something like it for an investigator you can get multiple knowledge checks in a single combat.
Marco Massoudi
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It depends a little on how your GM runs things.
Taking your example of three skeletons:
-the Gm could let you make one check for all three, as they look roughly the same
OR
-you would have to make one check for each of them (either in the same round or as we play it, one creature per round as you need to get a good look at each) because it could be that one is a normal skeleton, one is a skeletal champion and one is a Doppelganger masquerading as a skeleton (in which case you would have to make a perception check to beat it´s disguise check).
The text says "WHEN an investigator succeeds at a Knowledge check to identify a monster's special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him a +4 insight bonus on attack rolls against THAT monster OR TYPE OF monster for 1 round."
So you could choose.
But with everything like that the GM is the judge of how this should be played.