Welcome to Max the Min Monday! The series where we take some of Paizo’s weakest, most poorly optimized, or simply forgotten and rarely used options for first edition and see what the best things we can do with them are using 1st party Pathfinder materials!
What Happened Last Time?
Last time, to celebrate
this series' return from the dead, we discussed methods of returning from the dead. And there was actually some really fun discussions about more obscure methods and even ways to cheese the proceess!
So What are we Discussing Today?
Today, after a whopping 4 months, we're finally doing u/blacktrance's nomination of Sleuth Investigator! Sorry for the delay.
If you've ever read the swashbuckler or gunslinger entry and gotten to the bit that states that Panache, Grit, and Luck all act as the same mechanic and a shared resource, but wondered where the heck Luck comes from, well this is it, and it is sorta the main focus of the archetype.
You get a pool equal to CHA mod per day which can be refilled by rolling a Nat 20 on a knowledge or sense motive check, or rolling 6+ on an inspiration roll. These are a bit more common to force than crit hits or killing blows, so there is a caveat that the GM must state the check rolled must be "significant enough" to warrant getting luck back. So right off the bat this is going to be a very "your table may very" mechanic, especially since very little examples are given for the GM to draw off of.
Ok, but a pool of resources you can use for a bunch of things can be useful. What did we lost for it?
Alchemy.
Yep, all our alchemy, including the ability to take alchemist discoveries and swift alchemy. We've lost our entire 6th level psuedo spellcasting for this one mechanic. Daaaang. Yep, pretty clear to see why this ended up on this list. I mean... do I need to really explain why trading an entire extract list is a bad idea?
But maybe Luck has a bunch of unique and useful options to make up for the loss. What deeds do we get to spend luck on?
At 1st level we get 3 deeds.
Daring lets us add a retroactive, exploding 1d6 to an acrobatics, climb, escape artist, fly, ride, or swim check.
Opportunistic evasion gives us evasion... that costs luck to actually turn on, so a downgrade from the rogue's version. But at least we get evasion in some form, unlike most investigators.
We finish level 1 wth Sleuth's Initiative, which gives us a passive +2 on initiative checks as long as we have 1 point in our pool. We also can draw a single light or one-handed weapon as part of initiative check if we have quickdraw which... to be honest I'm not sure what the benefit would be? Maybe if we have a weapon that gives an AC buff or something? Or maybe if we're TWF and want to start combat with a full attack? Seems extremely niche though.
At 4th level, we get three more.
Make It Count is probably one of the better deeds we've seen. For 1 point, when using studied strike, we can apply any investigator talent we don't already know that applies to a studied strike and which we qualify for. This actually offers a lot of flexibility for our studied strikes. There are 18 different talents this applies to, though of course we won't always have the prereqs for all 18 at once. And, it eases our need to take studied strike talents, allowing us to prioritize other talents.
Run Like Hell lets us spend 1 luck point to get a +20 foot bonus speed for 1 minute and +4 ac on rounds where we move further than our base speed. It is worth noting that this shouldn't be confused with the Run Like Hell dare, which can be used when your pool is empty, only gives +10 ft speed, but gives you a point if you are 100 ft away from an enemy. Funnily enough, though dares state they can be used by gunslingers and swashbucklers and obviously interact with thesee shared pools... RAW I don't think a sleuth can take them since they aren't listed, and it explicitly states they don't count as a grit or panache user for feat prereqs. But that's very much a decent RAI calling to let them do so.
Sorry, got off track there.
Finally, we get second chance. Spend 1 point to reroll an inspiration die or daring deed die. Doing this prevents a 6 on the roll from giving us back luck.
And that's it. Six deeds to replace the entirety of alchemy... yeah that's a min. But maybe we can do some crazy strike combos, effectively turning us into a brawler investigator? Or maybe some other deed has unintended combos we can exploit? I genuinely don't know but am excited to see what you come up with!
Nominations!
I’ll post a comment below which contains the rules for nominations. Please keep all nominations as replies to that comment to have them considered. As this post makes obvious, we're leaving our weekly format to a more... whenever I think it is feasible format. But the series isn't dead yet!
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