Might want to modify the guide in regards to Reserve Feats. Spell-like abilities, supernatural abilities and extraordinary abilities that mimic spells explicitly do not qualify. (Complete Mage, P37)
As spell-like abilities and not real spells, this affects a lot of the class/prestige class and especially feat choices too.
Insightful Reflexes: Add your Int bonus to your Reflex saves . . . in addition to your Dex modifier! Better yet, this stacks with the competence bonus you can gain from your class feature - a little evasion and you'll never get hit by a fireball again.
Is the Factotum a better (or just as good as) turner as the Cleric?
They get inspiration pts per encounter therefore it seems in theory they could turn more times then a cleric. Doesn't that seem a bit off? or did I read something wrong.
I just don't know what skills to take. I mean with all the other classes you ge somekind of restriction, this is a skill monkey melt-down.
Prestige classing with factoti just seems wrong, or maybe I can't see past that cunning brilliance.
The Ultimate Skill-Master:
Changeling Rogue 1/Factotum 9/Exemplar 10: This character has skill mastery with Diplomacy, Bluff, Sense Motive, Gather Information, and Intimidate. He also gets skill mastery in a total of 10 + Int mod other skills. Assuming a base 18 Int, +5 from levels, +5 from a Tome, and +6 from an item, that's a whopping 34 Int. In other words, this character ends up with skill mastery in the 5 social skill and another 22 others, for a total of 27 mastered skills. The base skill list has 35 skills on it (leaving out Speak Language, which you can't "master"), meaning that without extra skills (like Autohypnosis) you can afford to master all but 9 skills (I vote for Craft, Forgery, Heal, Perform, Profession, Use Rope, Handle Animal, Knowledge, and one more - your choice). I'd also vote you master Autohypnosis if possible, since the effects can be so handy. If you're bound and determined to get all them skills, you'll need to drop your Factotum level by 3 (losing Cunning Surge - ow!) and grab three levels of Dungeon Delver. This will net you another 3 + Int mod mastered skills, raising your mastered total to 42 skills. If that don't do the trick, nothing will. You could also consider 4 levels of Thief-Acrobat for mastery in Tumble, Balance, Climb, and Jump, which would allow you to manage mastery of NEARLY all the skills in the game without having to sacrifice too many feats (Dungeon Delver takes Alertness and Blind-Fight, but both of those can be grabbed with Exemplar bonus feats - if you don't mind waiting).
Actually take a look at the Changeling Rogue substitution level - I haven't seen that brought up yet.
You get SM in Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive (at first level!). However, you do give up your Trapfinding.
Cunning Brilliance allows you to pick an extraordinary class abilities. So can't he take the martail adepts maneuvers?
But pg40 second column says they are treated like extraordinary abilities unless stated otherwise. So aren't they?
A series of feats I'd like to try w/ a Factotem, in particular:
Deadly Defense, Combat Expertise, EWP: Broadblade, Imp. Disarm, Martial Maneuver: Shadow Jaunt, Martial Stance: Assasin's Stance, Shadowblade. Fight w/ a -2 on your combat expertise for +4 AC and +1d6 damage. Another +2d6 during a sneak attack situation. Use a Feycraft weapon to get auto-weapon finesse. It just seems like a lot of fun: Int+Dex+BAB+2 to disarm opponents.
It's like the Indiana Jones "What can't he do?" class feature. Great for getting to and from places and dealing with any sorts of hazards along the way. Adventuring, one might say.
It's nice, but I think it's too limited and too high level.