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Flag ppaladin123 March 18, 2008 10:19 AM PDT
I guess my next question is how viable a straight factotum 20 archer build is given the advent of font of inspiration. I was thinking something like:

32-point buy (str 8, dex 16, con 10, wis 10, int 18, char 10) Human

1 point blank shot, (h) precise shot (+FoI x2 if I can play with flaws)
2
3rapid shot
4
5
6 font of inspiration
7
8
9 multishot
10
11
12 font of inspiration
13
14
15 font of inspiration
16
17
18 font of inspiration
19
20

I feel bad not taking font of inspiration at every opportunity but the archery feats I took are the bare minimum for a competent archer. On the other hand, to be a really good archer I'd need some more archery feats.

Maybe I should just use a shield and a flail, take improved trip at 3rd level, FoI at all the rest and be a tripper as was suggested earlier in the thread.
Flag klode_me April 1, 2008 2:47 PM PDT
For factotum's with alot of knowledge, the knowledge devotion domain feat from complete champion page 60 would be an exceptional choice too...

cheers
Flag Tsuul May 6, 2008 7:35 PM PDT
Arcane Dilettante meshes well with Heighten Spell:

If you are going to be using your 6th level spell slots for lower level spells, they might as well get a free boost to saves etc...
Flag Sian May 6, 2008 8:53 PM PDT

Tsuul wrote:

Arcane Dilettante meshes well with Heighten Spell:

If you are going to be using your 6th level spell slots for lower level spells, they might as well get a free boost to saves etc...


As Arcane Dilettante grants spell-like abilities and not spells, you'll need to use '*' Spell-like ability metamagic feats.

Flag Tsuul May 6, 2008 10:10 PM PDT

Sian]As Arcane Dilettante grants spell-like abilities and not spells, you'll need to use '*' Spell-like ability metamagic feats.


That's part of the wonkiness of Arcane Dilettante. The spell-like ability feats don't alter the spell's level and they aren't metamagic feats wrote:

As Arcane Dilettante grants spell-like abilities and not spells, you'll need to use '*' Spell-like ability metamagic feats.[/quote]
That's part of the wonkiness of Arcane Dilettante. The spell-like ability feats don't alter the spell's level and they aren't metamagic feats.

Arcane Dilettante]If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’ wrote:

If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’s level.


Feat tag]Empower Spell-Like Ability [General][/quote wrote:

Empower Spell-Like Ability [General]


Feat tag]Empower Spell [Metamagic][/quote wrote:

Empower Spell [Metamagic]


Flag Tsuul May 6, 2008 10:50 PM PDT
I have to say I am having a wretched time building a feat list for a 9th level kobold Factotum (eventual lev20 build). He'll be the party's trap finder/remover, but other then that, I'm kinda stuck on a feat path. FoI, while completely awesome, just seems too bland to take up every slot. These are my ideas:

Crafter
Scribe scroll, Craft wand, Craft wondrous item
--This build assumes you ignore Custserv on not being able to qualify for the feats and listen to Custserv on being able to qualify for brew potion (as a warlock). Basically use wands/scrolls as utility and blasting when I'm low or conserving IPs.

Archer
Point Blank Shot, Precise shot, Rapid Shot, Multishot
--Four feats + a 17 dex hurts a little too much. Not sure if it's worth it compared to the next build.

All FoI, All the time
Every feat taken will be Font of Inspiration. T
--This should the feat chain by which ALL others are judged.

Utility
Any feats that boost trap removal/finding, Improved Toughness, Imp Initiative/Quick Reconnoiter

Mobility
Dodge, Mobility, Spring Attack
--Ok, so these feats can move you around the battlefield. If used to get away from something, that's great. If used to melee something, well, are you going to hit hard enough to make it worth the feat investment.

Anything I am missing?

*- I am not considering some of the "Super Feat choices" for Factotums like Knowledge Devotion because it would be a wee bit contrived to meet the prereqs.
Flag DjinnJah June 4, 2008 2:40 PM PDT
Ok hello everyone, it's taken me about a week to read this handbook, links included and as I'm required to be the 5th party member/trap solver in an underdark campaign, I'm looking at building a Rogue 2/factotum 8/Chameleon 10.

He's a Human Indiana Jones type and I'm taking able learner 1st along with nimble fingers. Most of the rest of my feats should be taken up with FoI and of course EWP (whip). The Rogue levels are for the masses of skill points at 1st and Evasion at 2nd (so useful!)

A few questions -

* Is it worth dropping 3 Chameleon levels to get Cunning Breach?

* the main downfall of this build is the terrible saves, particularly non-reflex. Any advice here as well?
Flag rugnir July 6, 2008 12:11 PM PDT
Hello. I have recently finished reading all 17 pages of this posting. As a fellow Factotum-lover, I like some of the ideas, I find some of them atrocious, and others make me weep. I think I found in particular all the ways to break the class dis-heartening, however I understand why it happens as everyone looks to optimize classes.

Everyone has their own takes on what races should be used. I find a Whisper Gnome (races of stone 93-96) to be particularly effective. It takes where the class has a emphasis at first, the skilled arch-type, and enhances it. +2 dex, +2 con, -2 str, -2 cha. I put my highest stats in, int and str, because as a small creature strength becomes even more useful. They are one of the few small creatures to get 30 base speed, and their racial ability to silence can make them nearly indispensable in sneaky encounters. In addition they gain a racial +4 to hide and move silent +2 spot and listen, +4 hide for being small and with the brain of brawn that gives them a 17 hide check after 1 rank is in the skill.

I took the Knowledge devotion feat at third level, and my dm allowed me to take a invocation as a feat at first. (he is under the impression that the factotum may indeed be underpowered) I of course chose the draconic knowledge invocation.

A change that I have recommended to my dms in the past and every single one of them has agreed to is as follows. The flexibility of the factotum is supposed to be their strong point so what is out of place?

Opportunistic piety allows you to spontaneously heal or turn, all of thier cunning skills give them spontaneous bonuses to different stats, where as Arcane Dilettante gives them a spell they must prepare at the beginning of the dayto cast at any time. This in my mind goes against what the rest of the class has laid down as a foundation so, instead the dm's have given me the option of choosing a spell when needed, giving me superior flexibility. It's not as broken as it may sound though because as everyone has stated multiple times, its only 8 spells. It gives them the much needed flexibility they require.

I may consider taking font of inspiration at higher levels but probably only once or twice, The purpose is to be a stand in when necessary not a uber nuking device with a 6 second fuse. I have used the class to great success with the following weapons, A Glaive, a battleaxe, Composite Long Bow, and warhammer. I use the glaive when things have closed within one round of movement, until them its the long bow all the way. Reach weapons are very powerful, allowing me to support the paladin from behind him.

As far as knowledge items go, we went through the wrath of the kobold king special dungeon, and the kobold king had a special amulet on him, +4 to all knowledge checks. It was like it was made for me. I routinely annoy the dm by asking him about all sorts of things that require knowledge checks, "what's the stone made out of, who were these people, what's that random npc's father's name, ect, ect. The dm loves it however as it provides more information to give you and lots of roleplaying for the whole party. Plus we don't have to wait around figuring out all the stuff that would normally take days of hunting down information.

Overall I have found the class awesome and was recently considering prestige classes. The classes I found were, nightsong infiltrator(complete adventurer), master of masks (complete scoundrel), Kensai (complete warrior), and Ur-priest (complete divine). I decided to go with none of them, as I found the class to be fine on it's own. I love the idea of using lurk augment at 19th level, and I have found that cunning surge, cunning breach (ignore sr, and dr for one round) and improved cunning defense make me want to stay with the class. Permanent intelligence to ac? Yes please.

Anyways, keep up the forum, though I know it may be on it's way down with 4th ed being out and all.
Flag symphonic_tempest August 28, 2008 7:08 PM PDT
I've been working on a lvl 10 factotum-based PC, and I was thinking that warblade might add some combat prowess nicely. The question then is:

Factotum 3/Warblade 7 or Factotum 8/Warblade 2?

Both are reasonable breakpoints for either class (Brains over Brawn or Cunning Surge for the Factotum, Uncanny Dodge or Battle Cunning for the Warblade).

The factotum has more skill points, high Ref save, and class features.
The warblade has higher BaB, high Fort save, and maneuvers.

Thoughts? I'm shooting for the jack-of-all trades feel of the factotum, along with the melee power of the warblade. I'm mostly certain I want this, but if there's another class that works better, by all means let me know.

Most/all feats will be going to FoI.
Flag castlemike September 10, 2008 7:55 AM PDT

symphonic_tempest wrote:

Thoughts? I'm shooting for the jack-of-all trades feel of the factotum, along with the melee power of the warblade. I'm mostly certain I want this, but if there's another class that works better, by all means let me know.

Most/all feats will be going to FoI.


Depending on the race (Human) preferably with BAB averaging what about something like Factotum - 3, Marshal - 1, Swordsage - 1, Chameleon - 2, Swordsage +1, Warblade - 2?

Flag peejay October 27, 2008 2:07 AM PDT
I just made a 4th level character for a game. Now, I can't suggest it to everyone, because I was insanely lucky rolling stats and the campaign has a lot of important house rules. Even so, it's a combo worth looking into.

The house rules include homebrew humans that get extra feat+skills AND +2 in one ability, and Weapons Groups that can give you a Whip without wasting a feat. To make this work by RAW, you can pick a class with +2 to intelligence or otherwise boost it to high heavens, take two flaws, get yourself the best cloak of Charisma you can find and settle for a Martial tripping weapon.

Factotum 3/Marshal 1

Stats: Intelligence > Charisma > Strength/Constitution/Dexterity > Wisdom
(In my case, Str 15, Dex 14, Con 16, Int 20, Wis 9, Charisma 18)

3 levels of Factotum give you:
Trapfinding, Inspiration (3 points), Cunning Insight/Knowledge/Defense, Arcane Dilettante, Brains over Brawn

1 level of Marshal gives you:
Skill Focus (Diplomacy), Minor Aura (Motivate Intelligence)

Feats:
Keen Intellect (1st, Oriental Adventures): Replaces Wisdom with Intelligence for will saves, Heal, Sense Motive, Spot, Survival. With Brains over Brawn, this means almost all the skills in the list are Intelligence or Charisma based. Your highest stats.
Combat Expertise (Human or Flaw): Prerequisite. Might come handy.
Improved Trip (Flaw): Add your Intelligence bonus to the opposed strength check, get a +11 modifier at level 4.
Knowledge Devotion (3rd, Complete Champion): ...or why on earth I picked Motivate Intelligence. With a +5 to Intelligence and a +4 to Charisma, you get total +10 to any knowledge with just one skill point. (Invest more of those if your stats aren't that high yet.)

Skill Trick: Collector Of Stories
There's no consensus about whether the +5 from this trick applies to a check for Knowledge Devotion. If it does, it gives you, for one type of monster, +2 to attack and damage (50% chance) or +3 (25% chance) or +4 (25% chance). At level 4. If it doesn't, it's "only" a +1 to +3. Note: either way, using Knowledge Devotion is very important, because your inspiration points give a bonus for just one attack/damage roll, but this lasts for the whole encounter.

Skills
That depends on the rest of the party.
Intelligence-based: You get an insane bonus to those. If there's no other trapfinder, boost Search and Disable Device, never step on a trap again. Definitely put 1 rank in every Knowledge, and you'll need 5 in one of them for the Knowledge Devotion feat. If your Int+Cha bonus doesn't seem impressive yet, invest more (especially to Arcana, Nature, Religion, Planes). Don't bother with the rest, except one point each.
Wisdom-based: 5 to Sense Motive for synergy, 1 to the rest. If you ever need to play scout or healer, you have Cunning Knowledge.
Constitution based: Concentration is one of the few skills you don't get a bonus. But you cast spells as SLAs, so I wouldn't bother. (I think. If I'm wrong about this, you have to max it.)
Strength-based: You have Brains over Brawn. One point is more than enough, if not a stretch.
Dexterity-based: 5 to Balance, Tumble (lifesaver). You have Brains over Brawn for the rest.
Charisma-based: With high Cha and Skill Focus (Diplomacy), it's a crying shame not to boost those. 5 to Diplomacy, Bluff, Gather Information and, naturally, max Use Magic Device.

Equipment
A tripping weapon. I enjoy the luxury of a whip, but you can take a glaive for reach and a flail for backup (in case you misplace the glaive).
Marshal gives you all armor proficiencies. Depending on your Dexterity and whether you want to be mobile or not, you can get heavy armor and feel secure. I think it won't interfere with your spells (SLAs and all) but I'm not sure. (I took light armor, but we use Defense Bonus which works like a charm).
Brute Gauntlets (MIC). For 500 gp, bonus to your strength/trip checks 1 to 4 times per day (for +4 to +1 bonus). Nice.
Headband of Intelligence and Cloak of Charisma, as soon as you can afford them. (I can't yet).

Other issues:
One drawback is that you lose BAB (so you have +2 at 4th level), but I think it's worth it. The Marshal's saves are good where the Factotum's aren't, so it evens things out a bit (+3/+3/+3 base). For Will, it doesn't really matter thanks to Keen Intellect, but for Fortitude it may save your life.

That's about it. For a 4th level character, it's one of the best gishes I've ever played. Not insanely powerful but certainly reliable in combat, can do anything, knows everything, pretty good party face and negotiator. And very fun. (Note: I ignored the Font of Inspiration feat because it needs to be taken multiple times to pay off and that's awfully boring. No other reason.)

I might add suggestions for advancing the build later. (Factotum X/Marshal 1)
Flag Rebel7284 November 7, 2008 7:23 PM PST
Looking at the build:

The Theurgical Maestro:
Factotum 8/Bard 1/Ur-Priest 2/Sublime Chord 1/Mystic Theurge 8: This character gets 9th level arcane and divine casting and can take an extra standard action once per combat. Shazam.


Sorry to resurrect.

I don't see how this character qualifies for sublime chord or mystic theurge. Sublime Chord requires 3rd level Arcane Casting while factotum only gives spell-like abilities. Mystic Theurge runs into the same problem with Sublime Chord only giving 4th level casting and factotum giving none.

Flag JaronK November 7, 2008 11:13 PM PST
As per page 72 of Complete Arcane, Factotums (and anyone else with spell like abilities) qualify for feats and PrCs that require "caster level X" but not "ability to cast spells of X level." I think that means it doesn't work.

Note that there are a lot of mistakes in this handbook (reserve feats being a big one) and it's incomplete... I believe Dictum is working on a new one, and if he doesn't get around to it I just might.

JaronK
Flag CantripN November 25, 2008 1:57 AM PST
New Ability to use:
Unicorn Companion (Ex) - as the Healer (MH) class.

Specifically:
Lammasu - Casts as Cleric 11.
Couatl - Casts as Sorcerer 11.
Water Naga - Casts as Sorcerer 11 (Watery Environ only).
Gynossphinx - 1/week, CL 18 - Symbol of Death, Symbol of Fear, Symbol of Insanity, Symbol of Pain, Symbol of Persuasion, Symbol of Pleep, Symbol of Stunning.
Flag Senevri December 13, 2008 2:19 PM PST
Here's a non-evil take on the Ur-Priest trick:
Elf or Half-elf Factotum 8.LG/LN.
1 Font of Inspiration
3 Font of Inspiration
6 Font of Inspiration
X +1-2
9
Divine Crusader 1: Planning Domain
Contemplative 1: Spell Domain, Skill Focus (K:Religion)
Divine Oracle 1: Oracle Domain
Seeker of The Misty Isle 1: Travel Domain
Contemplative +5: Luck Domain is a good candidate.
X + 3

Takes a nasty BAB hit, but gains Miracle, Time Stop, Anyspell and a bunch of other goodies, too.
Flag ValdrinWildheart December 14, 2008 10:19 PM PST
As there isn't a new Handbook for this I'll put my points here.

1) While an "Animal Companion" may not seem like a good choice it's alternate certainly is. Distracting Shot is a fantastic ablility, that when combined with sneak attack allies, or the "Vexing Flanker" feat, allows for much fun. The Vexing flanker giving you a +4 to hit from flank.

2) If I read correctly, a Factotums IP's are refreshed every 5 min of out of combat play. Combine this with permanent spells, such as Permanent Image, and what's to stop him from covering the world? lol, either way, I would prbably use my spell selections for more out of combat things personally, and not worry about trying to be the blaster that you aren't.
Flag Vikingirishman February 10, 2009 6:00 PM PST
In a stunning display of necromancy, I am raising this thread from the dead to live a horrible existence of unlife for the sole purpose of asking two questions. Muahahahahaha!!!

Ahem, excuse me.

As I did not see these items addressed in the first post, I am assuming they have not yet been addressed.

1.) What are the possible uses for the Jack of all Trades feat in conjunction with this class, and is it a viable feat to take instead of Font of Inspiration?

2.) What spells are considered good spells to select for overall usefulness? I'm particularly fond of the lesser used spells like Glitterdust and Feeblemind, and Mordenkainen's Magnificent Mansion seems like a great spell to have at the end of the day. Does anyone else have any more input on this matter?
Flag Volatris February 10, 2009 7:50 PM PST
1.) Abuse obscure Profession and Knowledge checks. Without training, Knowledge checks are limited to DC 10 common knowledge, and all Professions are trained-only. Get creative and use Profession (the exact little task you're doing) and Knowledge (the specific clan of creatures or location).

Like Profession (Teaching Halflings How to Cross a Rope Bridge) or Knowledge (The Intersection of 2nd and Main), which you'd never put ranks in as a normal character, but as a Factotum with Jack of All Trades, you're all over that!
Flag MiscDebris February 10, 2009 10:16 PM PST
Jack of all trades is really only useful for knowledge and profession skills to a factotum. A strict reading of the rules: Jack of all trades gives 1/2 of a rank in all skills. Cunning Knowledge requires 1 full rank to use it on a given skill.
Flag jameswilliamogle February 11, 2009 5:22 AM PST
For spells, I prefer non-save spells. For example:
Ray of Enfeeblement - awesome debuff, low level
Solid Fog - another great debuff
Mirror Image - too useful; the greater version is even better, but 4th level slots are a bit high level for a straight factotum
False Life - again, super useful in the midlevels
Orb of X - nice to add sneak attack to
Vampiric Touch - the same
Haste - obvious
Teleport / Dimension Door - obvious
Contingency - now we're talking! get around that pesky one spell of each type per level limit
Enervation - booyah

Glitterdust is great, but the saves are going to be (generally) low. Same with Feeblemind. The advantage of SR only spells is that you get a way to bust SR later.
Flag Pyromancer999 March 6, 2009 12:08 PM PST
Just to note: The factotum can't imitate class skills, as it can take any skill it wants to. Also, there's nothing in there about imitating class abilites. In the Chameleon description there is, but you can only duplicate the abilities mentioned.
Flag Karmme March 6, 2009 2:10 PM PST
Buh buh buh bullmalarkey

Cunning Brilliance (Ex): At 19th level, you become
the ultimate jack of all trades. Your sharp mind and keen
sense of your surroundings allow you to duplicate almost
any ability you witness. At the start of each day, choose
three extraordinary class abilities. Each ability must be ...
Flag Sayntesinner March 7, 2009 4:13 PM PST
Let me just say that I love this class and had wanted to play one since I saw it in the book nearly 2 years ago...although the dm at the time thought it was not specific enough and wouldn't let me play it (lame).

I'm posting mostly to give kudos to those here as there are a lot of good ideas and knowledgeable people who might help with the Facty I'm making. It's pretty much straight rules with the exception of a house rule of a "background" that every char chooses which pretty much is a stereotype (meathead=str, bookworm=int, beauty queen=cha, etc etc) and obviously I went with int. The main pro to their house rule is stat+2 at first level and one every odd level (3rd, 5th, etc). Needless to say I'm going to have more skill points than I could fit in a bag of holding...so on that end I'm pretty much filling the knowledge skills out and acting as the party rogue since atm we have an avariel sorcerer and a half elf bard most of the time and just lately added another human who is a monk.

God I'm wordy...umm, short story is I am tired of playing archers and blasters (though I LOVE my warlock...) so I went with the two weapon feats, quick recon, and EWP Broadblade short sword. Being human I'm using the available dilettante spells for utility (mage armor and light I think was the last set) but I am planning on adding some psion levels and atm no prc's.

The game doesn't have a lot of combat encounters so I am looking at an empowered skill monkey (love that term) so was hoping for some ideas/advice?
Flag Sayntesinner March 7, 2009 4:16 PM PST
Oh...in addition as I had seen it on an earlier page....the Illumians were the first race choice for this char but as they benefit the most from multiclassing and this class is a one class multiclass I found it a bit ill-fitting..

Just remember that an illumian must reach at least 2nd level to get the glyph so that does still make this class a reasonable dip for levels fi only for the reasons stated on the first page :D
Flag jgumbyrx April 16, 2009 11:40 AM PDT
(disclaimer: this may have been covered already; it so, I just didn't see it)

um, how about the feat "jack-of-all-trades"? with 11+ "train-only" skills, there's no reason to have to waste a bunch of skill points -- especially when you have cunning knowledge.

just a thought.
Flag MiscDebris April 16, 2009 12:14 PM PDT
That works the other way as well. I'd give up 11 skill points for another Font of Inspiration.
Flag Sian April 16, 2009 3:29 PM PDT

MiscDebris wrote:

That works the other way as well. I'd give up 11 skill points for another Font of Inspiration.


is there really any better evidence that Font of Inspiration is an overpowered copy/paste feat?

Flag jameswilliamogle April 16, 2009 3:35 PM PDT

Sian wrote:

is there really any better evidence that Font of Inspiration is an overpowered copy/paste feat?


Oh, I dunno... a single feat also gives 20 skill points (Nymph's Kiss). FoI is strong, though.

Flag Sayntesinner April 16, 2009 3:42 PM PDT

jgumbyrx wrote:

(disclaimer: this may have been covered already; it so, I just didn't see it)

um, how about the feat "jack-of-all-trades"? with 11+ "train-only" skills, there's no reason to have to waste a bunch of skill points -- especially when you have cunning knowledge.

just a thought.


Actually, the jack of all trades feat lets you treat every skill as if you have a HALF rank in it...technically letting you use trained only skills but Cunning Knowledge specifically states that you must have at least one rank in the skill in which you use it. So this is one you would have to ask your DM for a ruling on.

jameswilliamogle]Oh, I dunno... a single feat also gives 20 skill points (Nymph's Kiss). FoI is strong, though.


Only if you take it at first level....not to mention the slightly overlooked rule that an exalted feat must be granted by a higher power or specifically mentioned (as in the vow of poverty gives you x exalted feats..not regular wrote:

Oh, I dunno... a single feat also gives 20 skill points (Nymph's Kiss). FoI is strong, though.[/quote]
Only if you take it at first level....not to mention the slightly overlooked rule that an exalted feat must be granted by a higher power or specifically mentioned (as in the vow of poverty gives you x exalted feats..not regular feats).

Flag MiscDebris April 16, 2009 8:45 PM PDT

Sayntesinner wrote:

Actually, the jack of all trades feat lets you treat every skill as if you have a HALF rank in it...technically letting you use trained only skills but Cunning Knowledge specifically states that you must have at least one rank in the skill in which you use it. So this is one you would have to ask your DM for a ruling on.


And that would be why I prefer another Font of Inspiration. Even with Jack of All Trades, I still have to spend those 11 skill points.

I don't think FoI is broken, conceptually anyway. Factotums need more Inspiration points. Perhaps not as many as FoI gives, but even with taking it 7 times doesn't allow them to spank a druid if you don't allow them to use Cunning Surge more than once per round.

Flag Sayntesinner April 16, 2009 9:56 PM PDT

MiscDebris wrote:

And that would be why I prefer another Font of Inspiration. Even with Jack of All Trades, I still have to spend those 11 skill points.

I don't think FoI is broken, conceptually anyway. Factotums need more Inspiration points. Perhaps not as many as FoI gives, but even with taking it 7 times doesn't allow them to spank a druid if you don't allow them to use Cunning Surge more than once per round.


Seeing as a facty gets 6 + Int mod in skills, and anyone who plays a facty should be putting their stat into int should have at least 8 points per level (presuming they have a min of 14). Add to that the fact that unless you are playing solo or with a very unskilled character you don't need all the skills. And jack of all trades is broken for the factotum just on the fact that EVERY SKILL is a class skill..

As for the inspiration points...I think they are okay as is. The only reason to need more is if you are planning on doing a nova every encounter. Spending a feat to get an additional IP is a waste in my opinion. I've been doing fine with 4 IP an encounter even before my DM modded the rules a bit.. (Essentially due to high INT the cunning insight lasts rds/lvl and by spending an IP I can use magic device as if my level were the caster level...the last is a bit twink but she's the DM).

Instead of jack of all trades I would suggest able learner (I believe that is the one) taken at first that makes all skills available and cost one point each. So what if you are still limited on cross class max ranks...it's still better than jack in my opinion.

Flag MiscDebris April 16, 2009 10:25 PM PDT

Sayntesinner wrote:

Seeing as a facty gets 6 + Int mod in skills, and anyone who plays a facty should be putting their stat into int should have at least 8 points per level (presuming they have a min of 14). Add to that the fact that unless you are playing solo or with a very unskilled character you don't need all the skills. And jack of all trades is broken for the factotum just on the fact that EVERY SKILL is a class skill..


I'm not sure how jack of all trades is at all broken on a factotum. Able learner is a much better feat, but only if you're going to multiclass.

Sayntesinner wrote:

As for the inspiration points...I think they are okay as is. The only reason to need more is if you are planning on doing a nova every encounter. Spending a feat to get an additional IP is a waste in my opinion. I've been doing fine with 4 IP an encounter even before my DM modded the rules a bit.. (Essentially due to high INT the cunning insight lasts rds/lvl and by spending an IP I can use magic device as if my level were the caster level...the last is a bit twink but she's the DM).


Your DM's houserule does change that alot, but without it, IPs are very important. I don't think a factotum is a bit behind.

Sayntesinner wrote:

Instead of jack of all trades I would suggest able learner (I believe that is the one) taken at first that makes all skills available and cost one point each. So what if you are still limited on cross class max ranks...it's still better than jack in my opinion.


Unless you multiclass, able learner does nothing except take up a feat slot. When multiclassing, it's an excellent choice.

And what cross-class skills?

Flag RHS April 17, 2009 3:44 AM PDT
A few comments:

There was no information in the main posts about the sneak attack ability.

The main posts needs formatting.

The main posts looks half-done.
Flag Sayntesinner April 17, 2009 4:47 AM PDT

MiscDebris wrote:

I'm not sure how jack of all trades is at all broken on a factotum. Able learner is a much better feat, but only if you're going to multiclass.


jack of all trades lets you use all skills as if you had a half rank in them..so even untrained skills can skill be made with a check.

Factotums get EVERY skill as a class skill...so you only have 10 skills which can't be used if you have no ranks in them. Cunning Knowledge requires you to have a full rank in the skill you are trying to add your level to...jack only gives you a "virtual" half rank. So Jack doesn't fulfill the req's for CK.

Point is that even for a low to mid stat facty, putting the single point in 10 skills is easy filler. Especially if you've chosen human or something like the open minded feat.

Your DM's houserule does change that a lot, but without it, IPs are very important. I don't think a factotum is a bit behind.


I'm not saying they are...just that the only point to having a load of IPs is to "nova" every encounter and blow them all. As I had said, even BEFORE the DM modded the rules... I was 5 and getting along fine with four IP. It's all about timing and knowing when and what to spend them on.



Unless you multiclass, able learner does nothing except take up a feat slot. When multiclassing, it's an excellent choice.

And what cross-class skills?


My point was that Able Learner is a better choice than Jack of all Trades. Even if you don't multiclass (not speaking of facty specifically here) all your other class skills will only cost 1 skill point. With Jack of all trades you still have to spend double points to get a rank in a cross class skill. And that's presuming you don't have someone who requires a trained only skill to be on your class list in order to rank up in it.. (and yes, I have had that happen before).

Flag jameswilliamogle April 17, 2009 4:57 AM PDT

unundindur wrote:

A few comments:

There was no information in the main posts about the sneak attack ability.

The main posts needs formatting.

The main posts looks half-done.


JJ is no longer posting .

Flag jgumbyrx April 30, 2009 2:17 PM PDT
i had only mentioned jack-of-all-trades as a way of using CK on any skill without having to spend a bunch of skill points on skills that you would not otherwise do -- IOW, the feat would be a catch-all for maximizing the usefulness of CK while still spending your skill points where you really want them. this would come in especially handy when CK is used in conjunction with Knowledge Devotion (seriously, there a LOT of knowledge feats).

However I seem to have over-looked the "1 full rank" bit about CK -- so I guess 'jack-of-all-trades' is pretty useless for that (though it may still have some potential with Knowledge Devotion alone)
Flag Sayntesinner April 30, 2009 9:30 PM PDT

jgumbyrx wrote:

i had only mentioned jack-of-all-trades as a way of using CK on any skill without having to spend a bunch of skill points on skills that you would not otherwise do -- IOW, the feat would be a catch-all for maximizing the usefulness of CK while still spending your skill points where you really want them. this would come in especially handy when CK is used in conjunction with Knowledge Devotion (seriously, there a LOT of knowledge feats).

However I seem to have over-looked the "1 full rank" bit about CK -- so I guess 'jack-of-all-trades' is pretty useless for that (though it may still have some potential with Knowledge Devotion alone)


I'm actually unfamiliar with the knowledge devotion feat....but one way around this (if you want to try) is to see if your DM will let you buy half ranks in class skills. If you can do that then buy a half rank in all the skills you don't plan on using and then with jack it gives you the other half and viola...virtual full rank. If they allow it of course.

Flag sofawall April 30, 2009 11:04 PM PDT

Sayntesinner wrote:

As for the inspiration points...I think they are okay as is. The only reason to need more is if you are planning on doing a nova every encounter. Spending a feat to get an additional IP is a waste in my opinion. I've been doing fine with 4 IP an encounter even before my DM modded the rules a bit.. (Essentially due to high INT the cunning insight lasts rds/lvl and by spending an IP I can use magic device as if my level were the caster level...the last is a bit twink but she's the DM).


So you're the opinion that 21 standard actions okay as is?

Yes, massive nova, but oh boy what a nova. 4k damage is easy to do.

Flag Sayntesinner May 1, 2009 8:55 AM PDT

sofawall wrote:

So you're the opinion that 21 standard actions okay as is?

Yes, massive nova, but oh boy what a nova. 4k damage is easy to do.


Not sure how you are getting 21 standard actions...by my reckoning, a level 20 facty has a bab of 15/10/5 and 10 IPs. Using all IP for CS would give you 3 extra actions and leave you with 1 IP. So that is six actions.

Taking the FoI feat each time (1, 3, 5, etc) would give you 28 IP (if I understand it correctly that you get 1 IP the first time and then +1 additional each extra time). So use all those IPs and you get 9 extra actions, again with 1 IP left (28/3=9+1).

That makes at most 15 actions total in a single round, PLUS you've blown all your feat choices for that 1 round nova. And this only leaves you 2 IP in the encounter to cast, buff, etc. Which in my opinion is against the spirit of the character class. Personal preference though...

Flag sofawall May 1, 2009 9:05 AM PDT
Flaw +1
Flaw +2
Human +3
1 +4
3 +5
6 +6
9 +7
12 +8
15 +9
18 +10

Adds up to 55 extra inspiration points, or 65 with factotum 20. If I use your misconception that BAB gives standard actions, that's 24 actions total.

By standard action I assume you mean attacks, but you don't need it to be attacks. Take Factotum to 8, buy Iron Will (Otyugh Hole), make one of your feats Spell Focus (Evil), you still have 50 Inspiration points, or 16 extra standard actions. Throw in Ur-priest. Now you have 9th level spells with 17 standard actions to cast them in.
Flag Sayntesinner May 1, 2009 10:10 AM PDT

sofawall wrote:

Adds up to 55 extra inspiration points, or 65 with factotum 20. If I use your misconception that BAB gives standard actions, that's 24 actions total.

By standard action I assume you mean attacks, but you don't need it to be attacks. Take Factotum to 8, buy Iron Will (Otyugh Hole), make one of your feats Spell Focus (Evil), you still have 50 Inspiration points, or 16 extra standard actions. Throw in Ur-priest. Now you have 9th level spells with 17 standard actions to cast them in.


Maybe I am confused a bit but the way I always read it was that BAB is how many standard actions you can make in a round (See SRD "Standard Action: A standard action allows you to do something, most commonly make an attack or cast a spell.") even if it's always referred to as attacks. Of course free actions, partial, swift immediate...it can get a bit inundated with rules.

Also, while I'm all for optimization (else why be here?) there are a few things about my "misconception" that I must point out. First off that not all DMs will allow the traits and flaws from UA, which drops the count right there. Secondly, not everyone will want to play a human...but as this is the optimization board that's an advisement imo since the extra feat is nice. Lastly is that all the talk of Ur-Priest is good but it requires an evil alignment (which limits it considerably for a pc to take if they are in a party unless it's an evil campaign) and 2 feat requirements (iron will and malign spell focus).. not to mention that if you tell your DM it's from the Book of Vile Darkness they might disallow it just from that (so always mention complete divine instead...as I believe it's in there as well). Also add that you may or may not lose your Opportunistic Piety class feature of the facty depending on how your DM considers it as conflicting with the abilities of the Ur-Priest (okay, so you shun gods and steal their power with this class but you still pray and get power to heal people and hurt/turn undead with this class?)

Flag Dr_Rocktopus May 1, 2009 10:33 AM PDT

Sayntesinner wrote:

Maybe I am confused a bit but the way I always read it was that BAB is how many standard actions you can make in a round (See SRD "Standard Action: A standard action allows you to do something, most commonly make an attack or cast a spell.") even if it's always referred to as attacks. Of course free actions, partial, swift immediate...it can get a bit inundated with rules.


No. Seriously. What?

No. Bab is NOT how many standard actions you can make in a turn. Jesus, that'd be terrifying. Also, Ur-priest is from Complete Divine these days.

As for the rest:
Immediate actions are swift actions taken at any time.
Swift actions are small actions taken whenever you could take a free action.
Free actions are a well-defined and well-articulated concept.

Flag sofawall May 1, 2009 10:47 AM PDT
Also, while all your points are valid, Sayntesinner, this is Char Op, We optimize. When partaking in a purely theoretical build ("I wonder how many standard action a factotum can get. Oh wow, that's quite a few. What's an accelerated casting class to take advantage of this?") we assume a passive and permissive DM.
Flag Dr_Rocktopus May 1, 2009 10:52 AM PDT
Show them my work, Sofa!

Not all permissive GMs are passive.
Flag sofawall May 1, 2009 11:02 AM PDT
What was it, Rock?

Something involving delicious mixtures of JPM, RKV crusader and Factotum, with a dash of Swordsage for flavor. 9th level spells, 9th level manuvers (all of them), Initiative of I Win.
Flag Sayntesinner May 1, 2009 6:10 PM PDT

Dr_Rocktopus wrote:

No. Seriously. What?

No. Bab is NOT how many standard actions you can make in a turn. Jesus, that'd be terrifying. Also, Ur-priest is from Complete Divine these days.


Considering the way this thread has been going, and that's how many attacks/powers/spells you can get off "on your action" I am pretty sure the BAB applies seeing as "If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon or for some special reason you must use a full-round action to get your additional attacks." Thus my facty 5 psion 2 could advance his movement and attack with his mainhand as his action or (if already within melee) attack with each hand as he has the two weapon feats OR do the same and manifest crystal shard..once he had a BAB high enough to gain an extra attack.

Nowhere on this thread have I seen someone talk about IPs giving them 26 actions (or whatever) and reference how many skills they could use in that time.

As for the rest:
Immediate actions are swift actions taken at any time.
Swift actions are small actions taken whenever you could take a free action.
Free actions are a well-defined and well-articulated concept.


I understand the concepts and use, they served very well when I was playing a duskblade. I was simply implying that there are quite a few different types of actions.

"sofawall"]Also, while all your points are valid, Sayntesinner, this is Char Op, We optimize. When partaking in a purely theoretical build ("I wonder how many standard action a factotum can get. Oh wow, that's quite a few. What's an accelerated casting class to take advantage of this?") we assume a passive and permissive DM.


Yeah, I know...I think I said this in the previous post. However I do still stick by the pre-req of it being evil. Disregarding that would be like taking Acolyte of the skin for my warlock and disregarding the knowledge planes requirement. It's something which should at least be mentioned in my opinion. And that's what it is, my opinion. Not trying to force it, just saying. And on that note I don't exactly see why it requires evil and acolyte only requires non-good... wrote:

Also, while all your points are valid, Sayntesinner, this is Char Op, We optimize. When partaking in a purely theoretical build ("I wonder how many standard action a factotum can get. Oh wow, that's quite a few. What's an accelerated casting class to take advantage of this?") we assume a passive and permissive DM.[/quote]
Yeah, I know...I think I said this in the previous post. However I do still stick by the pre-req of it being evil. Disregarding that would be like taking Acolyte of the skin for my warlock and disregarding the knowledge planes requirement. It's something which should at least be mentioned in my opinion. And that's what it is, my opinion. Not trying to force it, just saying. And on that note I don't exactly see why it requires evil and acolyte only requires non-good... *shrug*

Flag sofawall May 1, 2009 6:36 PM PDT
I'm not sure what you're getting at with the BAB in the post above, but let me say this:

BAB gives ONLY attacks, not standard actions. If you wish to use all attacks granted by a high BAB, you need to use a full round action. A high BAB does not allow you to cast spells, use powers or anything along those lines any more than normal. A Fighter 19/Wizard 1 cannot Atack twice and magic missle twice, or magic missle four times, or attack three times and magic missle once. No mixing. He can:
1)Attack once as a standard action and move
2)Attack 4 times as a Full-Round action
3)Cast one Magic Missle (for example) as a standard action and move

Factotum gives standard actions, very valuable as it lets you cast more spells, or attack more times.
Flag Sayntesinner May 2, 2009 12:02 AM PDT

sofawall wrote:

I'm not sure what you're getting at with the BAB in the post above, but let me say this:

BAB gives ONLY attacks, not standard actions. If you wish to use all attacks granted by a high BAB, you need to use a full round action. A high BAB does not allow you to cast spells, use powers or anything along those lines any more than normal. A Fighter 19/Wizard 1 cannot Atack twice and magic missle twice, or magic missle four times, or attack three times and magic missle once. No mixing. He can:
1)Attack once as a standard action and move
2)Attack 4 times as a Full-Round action
3)Cast one Magic Missle (for example) as a standard action and move

Factotum gives standard actions, very valuable as it lets you cast more spells, or attack more times.


In that case, I stand corrected. We always interpreted it as I stated above, and never had a DM say different..which is odd since they are the ones who are suppose to know the rules specifics. Thanks for bringing that to my attention.

Flag Zenogu May 2, 2009 8:00 AM PDT
Would Jack-of-all-Trades + the bard alt. class feature from PHB2 give you a full rank into all skills?
Flag MiscDebris May 2, 2009 1:35 PM PDT
That sounds like a perfect topic for a new thread as it does not involve factotum.
Flag Sayntesinner May 2, 2009 2:57 PM PDT

Zenogu wrote:

Would Jack-of-all-Trades + the bard alt. class feature from PHB2 give you a full rank into all skills?


Yes and no. Jack would give you access to all skills, but the bardic knack would let you use half your level as ranks. Don't recall there being any specifics on usage (i could be wrong) but essentially yes..

Good thinking! :D

Flag sofawall May 2, 2009 8:24 PM PDT

Sayntesinner wrote:

In that case, I stand corrected. We always interpreted it as I stated above, and never had a DM say different..which is odd since they are the ones who are suppose to know the rules specifics. Thanks for bringing that to my attention.


No problem. Glad to help.

Also, I'm extremely surprised no one noticed it was wrong. Maybe they were intimidated into thinking they were wrong because of majority. *shrugs*

Flag Sayntesinner May 2, 2009 10:27 PM PDT

sofawall wrote:

No problem. Glad to help.

Also, I'm extremely surprised no one noticed it was wrong. Maybe they were intimidated into thinking they were wrong because of majority. *shrugs*


Well, I can see how easy it may have been. Book says you get a standard and a move action every round...it also says that you have to use the full attack to use any additional attacks you may have from high BAB, off-hand weapon, etc. The table of combat actions says that attacks and spells are both standard actions, the description of most spells have a casting time of "1 standard action" and the text in the magic chapter for casting a spell states that 1 action spell casts can be cast in a standard action (and this may be what confuses) just like making an attack.

So I'm thinking that's where it started. Either that or someone who thought they could get away with doing it that way tells (or convinces) one person who runs for another, and then on until it gets corrected. I'm sure my friend will be glad though..he's running my warlock 8 / acolyte of the skin 7 in a game and was worried about what to do since I was pulling off 8d6+2 Vitriolic cones 3 times a round...

So to get back on topic...seeing as I somewhat derailed the thread it seems.. is there a non-evil class to take advantage of similar to the ur-priest? I've got a facty 5 psion 2 and wondering which way to go with it

Flag sofawall May 3, 2009 9:36 AM PDT
I'd not recommend Factotum for a Psion, as they don't get much in the early levels, and if you take it far enough to get the really awesome stuff, you miss out on 9th level powers (which you already have, unless I'm grossly mistaken).
Flag Sayntesinner May 3, 2009 12:31 PM PDT

sofawall wrote:

I'd not recommend Factotum for a Psion, as they don't get much in the early levels, and if you take it far enough to get the really awesome stuff, you miss out on 9th level powers (which you already have, unless I'm grossly mistaken).


I went with Psion for a couple reasons; first, because I wanted to do something other than a magic caster and have never played a psionic character, secondly is that the DM made us choose a "background" which affected scores and gave bonus ranks to certain skills. Obviously I chose the Int one so by level 10 I will have about a 24 int. Figured it'd work better with the bonus power points from stats then the bonus spells per day.

So far I've been told go facty 5/ psion 5/ slayer 10.. but that pretty much downplays the facty side (which I would like to keep).

Flag sofawall May 3, 2009 12:51 PM PDT
Hmm... You missed the best Factotum ability already (well, second best, but Cunning Surge is just stupid)...

Do you want to be mainly spellcaster, mainly skillmonkey, gish-ish?
Flag Sayntesinner May 4, 2009 1:10 PM PDT

sofawall wrote:

Hmm... You missed the best Factotum ability already (well, second best, but Cunning Surge is just stupid)...

Do you want to be mainly spellcaster, mainly skillmonkey, gish-ish?


I don't want to take up this thread with specifics, but if you do a search for "factotum/psion" you will get the main thread I've been using.

Cunning Brilliance actually could be pretty useful depending on what you did with it. Cunning surge... eh, half and half. At 8th you only have 5 IP (standard) so that extra action uses up more than half your IP so you'd have to make it count...since you'd only get it once per encounter. Again, that's just the standard with no feat enhancements for IP.

One thing I've noticed from surfing the boards though is that when it comes to a class most people find the "break points" and then veer off into a PrC or other classes. How about optimizing a level 20 factotum? Call me old school but sometimes going with one class can be more fun.

Flag RHS May 4, 2009 5:50 PM PDT
Since any factotum should take the feat Font of Inspiration at least 4 times, cunning surge becomes a lot less fuss to use
Flag Sayntesinner May 4, 2009 7:02 PM PDT

unundindur wrote:

Since any factotum should take the feat Font of Inspiration at least 4 times, cunning surge becomes a lot less fuss to use


I don't know about 4 times, and mechanically it helps....but that's 4 feats you give up. Granted a human with flaws could take it automatically but I think there is something to be said about optimizing a character where the system perks overshadow playing. Not to mention that the more feats spent on FoI means less you have to put toward PrC req's.

Personally, were I running a game, I'd start off by giving the factotum bonus IP equal to their Int mod. They don't get bonus spells so I think it would fit with the flavor of the class and honestly just makes sense to me.

Flag RHS May 8, 2009 9:38 AM PDT

Sayntesinner wrote:

I don't know about 4 times, and mechanically it helps....but that's 4 feats you give up. Granted a human with flaws could take it automatically but I think there is something to be said about optimizing a character where the system perks overshadow playing. Not to mention that the more feats spent on FoI means less you have to put toward PrC req's.

Personally, were I running a game, I'd start off by giving the factotum bonus IP equal to their Int mod. They don't get bonus spells so I think it would fit with the flavor of the class and honestly just makes sense to me.


Well, first the Factotum is one of those few classes that really stand by itself. From an optimization point of view I have little bad to say about a factotum 20. Its not a wizard 20, but it is a factotum 20

I would fedinantly not give a factotum free inspiration points equal to his intelligence. That quickly becomes 3 extra standard actions per round, which for a quasi-spellcaster with use magic device on his list means a lot of hurt.

and I don't think taking font of inspiration overshadow "playing". Few classes have a such a diverse and flexible chassis as the factotum, which lets him flesh out his character just by selecting what skills, spells and what way he use his inpiration points for.

Flag Sayntesinner May 8, 2009 11:57 AM PDT

unundindur wrote:

Well, first the Factotum is one of those few classes that really stand by itself. From an optimization point of view I have little bad to say about a factotum 20. Its not a wizard 20, but it is a factotum 20

I would fedinantly not give a factotum free inspiration points equal to his intelligence. That quickly becomes 3 extra standard actions per round, which for a quasi-spellcaster with use magic device on his list means a lot of hurt.

and I don't think taking font of inspiration overshadow "playing". Few classes have a such a diverse and flexible chassis as the factotum, which lets him flesh out his character just by selecting what skills, spells and what way he use his inspiration points for.


The factotum, I think, is one of the harder classes to "optimize" as by itself it has no real function other than to fill in for other classes. By that I mean that pretty much every class has a definitive style to be taken advantage of. The Arcane dilettante is nice but 9 spells total a day is never going to beat a wizard, sorcerer or even a ranger (imo). Now, because of Brains over brawn and cunning insight and such you could easily make a tactical fighter (which can easily be done with a rogue as well...not every rogue has to be a thief).

Well, assuming that at level 8 your character has at least a 18 in Int (+4)...yeah, that's easily all your IP for the 3 extra actions (5 @ level 8 +4 for Int Mod=9). I don't think of it much as the UMD since as a dm you can adjust the availability and price of magic items. So if you run a facty who wanted to use all his IP on one round to fire that wand of X..it's going to deplete pretty quick. Then what are they going to do? So I'm half and half on that one. Easy alteration is making it half the Int Mod...

I'm not saying that FoI itself overshadows...just that dedicating all of one's feats to it does. In a game where the character is defined as much by feats as by skills I think it is important to be able to flavor the character. You are right though in that it is not JUST feats which make the character.

Flag sofawall May 8, 2009 6:08 PM PDT
My motta for the FActotum: "I can do anything, not everything."

That said, Font of Inspiration gives very little if you take it only a few times, but gives HUGE bouses the more you take it. At the last stages of the game, if all you feats are FoI, you're getting 3 extra standard actions per encounter for one feat. That's pretty nice.

Sayntesinner wrote:

I don't think of it much as the UMD since as a dm you can adjust the availability and price of magic items.


When the strongest point you have against something is DM fiat, I tend to not be impressed. Sure, you'll use your wand up pretty darn quick, but your enemy will drop pretty darn quick, too.

Flag CasualGatherer May 8, 2009 7:23 PM PDT

sofawall wrote:

When the strongest point you have against something is DM fiat, I tend to not be impressed. Sure, you'll use your wand up pretty darn quick, but your enemy will drop pretty darn quick, too.


+1. If your enemies are smoking piles of char, who needs a wand?

That being said, this rarely actually works, since DMs get ****** and Players get destitute because they're encounters are getting squashed and their characters look horrible in comparison, respectively.

as an aside, i once played a buff-totum. He was really good, and i didn't get any books thrown at my face.

Flag sofawall May 8, 2009 8:20 PM PDT
Yeah, as I much as I love Factotum (about as much as carnivore loves Pixies) I always end up playing buffers, not even GOD wizards, just buffers. Anything else overshadows everyone else too much.
Flag RHS May 8, 2009 8:51 PM PDT
I was toying with the idea of a Factotum 10 /Legacy Champion 10 ...

It would effectively be a Factotum 18, so you lose Cunning brilliance, 1 use of Opportunistic Piety and one spell. In return you gain extra legacy abilities on your item, 2 legacy feats (one which will be quicken legacy). I am not sure its great, but I think it have some merrit.
Flag Sayntesinner May 8, 2009 9:28 PM PDT

CasualGatherer wrote:

+1. If your enemies are smoking piles of char, who needs a wand?

That being said, this rarely actually works, since DMs get ****** and Players get destitute because they're encounters are getting squashed and their characters look horrible in comparison, respectively.


The DMs I usually run with have been like that, and the one my facty is in does follow the adjustable xp method (ie if a fight is too easy for the players, even if it is of the proper CR it may have the granted xp reduced). The other game should be better since the casting/action thing was cleared up for me.

I haven't read the legacy book so can't really add anything : /

"sofawall"]My motta for the FActotum: "I can do anything, not everything."

That said, Font of Inspiration gives very little if you take it only a few times, but gives HUGE bouses the more you take it. At the last stages of the game, if all you feats are FoI, you're getting 3 extra standard actions per encounter for one feat. That's pretty nice.


I like that quote.. A LOT. Really states the essence of a factotum I wrote:

My motta for the FActotum: "I can do anything, not everything."

That said, Font of Inspiration gives very little if you take it only a few times, but gives HUGE bouses the more you take it. At the last stages of the game, if all you feats are FoI, you're getting 3 extra standard actions per encounter for one feat. That's pretty nice.[/quote]
I like that quote.. A LOT. Really states the essence of a factotum I think.

Flag AH_Andras May 8, 2009 9:40 PM PDT
Can the Factotum's Opportunistic Piety be used to recharge Domain devotion feats?

Thanks

I'm thinking about a Factotum build for our next campaign, and if I can use OP I may not take a level of Cleric for the TU attempts.
Flag Senevri June 4, 2009 1:12 PM PDT
Hey, I'm wondering if it's any good... but how would something like Factotum 3/Cleric 1/Crusader 1/Ruby Knight Vindicator 7/Factotum +8 sound, probably not in that order?
Flag Sayntesinner June 4, 2009 2:37 PM PDT

Senevri wrote:

Hey, I'm wondering if it's any good... but how would something like Factotum 3/Cleric 1/Crusader 1/Ruby Knight Vindicator 7/Factotum +8 sound, probably not in that order?


I don't know about the vindicator class but otherwise I'd say the cleric level is unneeded. At first level you only get the turn undead class ability (facty's get it at 5th) and unless the other two classes improve the spellcasting I wouldn't dip into the cleric level. That's just me though

Flag Senevri June 4, 2009 2:50 PM PDT

Sayntesinner wrote:

I don't know about the vindicator class but otherwise I'd say the cleric level is unneeded. At first level you only get the turn undead class ability (facty's get it at 5th) and unless the other two classes improve the spellcasting I wouldn't dip into the cleric level. That's just me though


RKV requires Turn Undead and progresses divine casting. Main lure here is ability to trade Turn Undeads to swift actions, so you can, in fact, get two swift actions and two standard actions per round. As long as you have Inspiration Points, anyway.

Now, as it turns out you don't ACTUALLY need spellcasting for RKV, so if Factotum gets Turn Undead convincingly enough to qualify for RKV, you could drop the cleric level. That being said, two free feats is nice.

Even a measly 6th level Cleric casting can give lots and lots of buffs, especially with the large amount of extra actions per round this gets.

But, I don't KNOW, really. Either a pure RKV with 17th level cleric casting, or a pure factotum might be better. I must admit, if Factotum qualifies for RKV on it's own, that may get interesting...

Flag Sian June 4, 2009 3:27 PM PDT

sofawall wrote:

That said, Font of Inspiration gives very little if you take it only a few times, but gives HUGE bouses the more you take it. At the last stages of the game, if all you feats are FoI, you're getting 3 extra standard actions per encounter for one feat. That's pretty nice.


I know this is the optimization board, and I know I'm sounding like a broken record, but that's way more than 'pretty nice'.

Like most opt builds, this one works only in late game, and is either unplayable or boring/broken until that point. I mean, it has its place, mostly when one is testing the limits of the system or throwing bags o' rats, but could the build possibly be playable/fun? Is FoI even something one should consider if not going the maximum cunning surge route? I don't think so.

Aside from the fact that FoI was copypasted from a psionic feat without consideration for its endgame effects, for the 'normal' player who just wants to get the most out of a factotum without crossing over into Munchkin Arena, taking it 2 or 3 times across a career is decidedly not worth it when the Facty is feat-light as it is.

Flag Sayntesinner June 4, 2009 9:42 PM PDT

Senevri wrote:

RKV requires Turn Undead and progresses divine casting. Main lure here is ability to trade Turn Undeads to swift actions, so you can, in fact, get two swift actions and two standard actions per round. As long as you have Inspiration Points, anyway.

Now, as it turns out you don't ACTUALLY need spellcasting for RKV, so if Factotum gets Turn Undead convincingly enough to qualify for RKV, you could drop the cleric level. That being said, two free feats is nice.

Even a measly 6th level Cleric casting can give lots and lots of buffs, especially with the large amount of extra actions per round this gets.

But, I don't KNOW, really. Either a pure RKV with 17th level cleric casting, or a pure factotum might be better. I must admit, if Factotum qualifies for RKV on it's own, that may get interesting...


Considering you turn as a cleric of your level, and neither the errata nor rules archive or FAQ (that I could find anyway) state that it is not considered "turn undead" I would say that it makes the factotum eligible for a class which requires only the ability to turn undead. It is limited to your times per day though, not so much your IP since they reset every encounter (or 5 minutes of nonstrenuous activity etc).

Flag curufin June 5, 2009 12:33 AM PDT
Opportunistic Piety is not turn undead. It can be used to produce a turn undead effect. However, RKV calls for "the ability to turn or rebuke undead" instead of "Turn Undead." So in this case, Opp Piety will work for the prestige class.
Flag Senevri June 5, 2009 2:08 AM PDT
Does the factotum benefit in any way from +1 Divine CL:s?
Flag CantripN June 5, 2009 9:04 AM PDT

Senevri wrote:

Does the factotum benefit in any way from +1 Divine CL:s?


Not at all. At least not from the casting, but the class features can be good.

Flag Sayntesinner June 5, 2009 2:23 PM PDT

curufin wrote:

Opportunistic Piety is not turn undead. It can be used to produce a turn undead effect. However, RKV calls for "the ability to turn or rebuke undead" instead of "Turn Undead." So in this case, Opp Piety will work for the prestige class.


I didn't say it was... What I said was that I could find no reference or mentioning that the ability (since it has multiple uses) would not qualify a factotum for something which requires the turn undead ability.

IE even though a facty gets cunning strike I recall seeing that it does not fulfill the sneak attack requirements of some classes because of the way it is described...even though it has been stated that a facty can use multiple IP to gain multiple die on the sneak attack roll.

Flag AleristheS33ker July 20, 2009 2:54 AM PDT
I'm relatively new in here but I think the Factotum is really one of the best Classes aviable.

Apparently, no one in this Thread mentioned these things:
1.The text of "Inspiration" only says that the Factotum gains IP at the beginning of
every encounter but nothing about if he looses the unused Points at the end of an
encounter. So what about it? As I read the Thread, I've always read people complaining
about how less IP the Factotum has. Please tell me if I'm wrong!!

2. I don't have the book but I read the text of "Font of Inspiration". It says you gain the
points. That does not have to mean you gain them every time you start an encounter.

Please clarify this for I don't know if I'm right.
Flag Sian July 20, 2009 3:45 AM PDT
1: basically, the factotum has unlimited IP outside an encounter, and is more limited by his 'per day' restrictions on his abilities. When an encounter starts, he has however many IP granted by his level.

2: I've repeatedly made my opinion known that I think Font is essentially broken copy-paste of a psionic feat, but yes, it just adds to the character's total IP available per encounter. I don't see any text suggesting otherwise.
Flag AleristheS33ker July 20, 2009 4:22 AM PDT
Hmmm...

That would not make sense to me.

I think like this: A newly created 1st Level Factotum and his companions explore a dungeon. (The factotum has 0 IP) They face their first encounter.(Factotum gains 2 IP and now has 2)
The Fighter, however, is first and kills the enemy in one round. After the Battle, the Party goes on (the Factotum still having 2 IP because he spent none).
Suddenly the Factotum triggers a Trap and has to make a Reflex Save. He decides to spend 1 IP to get his Int bonus on the Throw and barely manages to avoid the Trap (he now has 1 IP left) When the next fight begins, the Factotum gains another 2 IP, and now has a total of 3 IP wich he can spend freely.[/b]

In short words:
I think the Factotum looses IP only when he spends them and has a Stock which more Points add to at the begin of every encounter.
Flag Sian July 20, 2009 6:15 AM PDT
as I recall, directly from Jason Bulmhan, creator of the class, in a post that I can't locate at the moment, inspiration basically works how I stated. Yes, the text in dungeonscape is *Very* unclear.

Read this from the Dungeonscape Q/A session, reposted here for convenience.

Summary of Q&A Show
Q: Dear Guest Sage,
I have two questions related to the factotum (Dungeonscape p14) and sneak attack:

1) Can a factotum spend more than one inspiration point on cunning strike to gain more than 1d6 sneak attack damage?

2) Can a factotum of 19th level use cunning brilliance to emulate a rogue's sneak attack ability?
--Peter

A: Answering your questions in order:

1. Yes, you can use multiple inspiration points to gain additional sneak attack damage.

2. It's reasonable to assume that sneak attack is an extraordinary ability. When in doubt, the DM should decide if an unmarked ability qualifies. Anything that lacks a clear, supernatural element should be fair play.



Q: Dear Guest Sage,
When playing a factotum (Dungeonscape p14), what happens to inspiration points unspent at the end of the encounter?
--Peter

A: Unspent inspiration points are replaced when the factotum returns to his full number of points once an encounter ends.



Q: Dear Guest Sage,
Does the factotum (Dungeonscape p14) meet the requirements for activating spell trigger or spell completion items, such as wands and scrolls?
--Rupert

A: The factotum lacks a spell list. While he chooses spells from the sorcerer/wizard lists, this is not the same as having a true class spell list. Thus, a factotum cannot use spell trigger or spell completion items without Use Magic Device or some similar ability.



Q: Dear Guest Sage,
Can a factotum (Dungeonscape p14) use his "cunning insight" to boost his save outside of combat, for example against a poison trap?
--Jonathan

A: Yes, you can use such abilities outside of combat.

An "encounter" is more than a combat, but also includes any other significant event in the game such as stopping to bash down a door, navigating a rickety bridge, or dealing with a trap. If the characters have a minute or two to catch their breath and rest, assume that the last encounter has ended and all per encounter abilities refresh.
Flag AleristheS33ker July 20, 2009 6:38 AM PDT
Ahh...

OK, thanks for clarifying that.
Flag MiscDebris July 20, 2009 8:16 AM PDT
Traps and social interactions are encounters too.
Flag FFSAA August 27, 2009 3:55 PM PDT

sofawall wrote:

That said, Font of Inspiration gives very little if you take it only a few times, but gives HUGE bouses the more you take it. At the last stages of the game, if all you feats are FoI, you're getting 3 extra standard actions per encounter for one feat. That's pretty nice.



   Consideirng wizards can be timestopping, gateing and shapeshifting and Tome of Battle characters can be handing out extra turns like candy with White Raven Tactics starting 10 levels earlier, taking 3 extra actions in a combat and not having points left over to actually DO anything for the rest of the fight (or even for those 3 turns) is pretty pitiful.


  If you don't max out your FoI feats the Factotum is pretty much worthless as a straight class as without the inspiration points it's little better than a wizard without spells.  There really isn't even a choice, you have to take FoI, there really needed to be a recovery method for inspiriation mid-fight.  Likewise what is up with Sneak Attack?  It is worthless at level 4 when you get it and by 20 you can add a pitifully trivial 10d6 (35 damage that doesn't double on crit) to one attack, then sit in the corner and do nothing for the rest of the fight.  It really needed to add 1d6/2 factotum levels.  Likewise the saves and skills, getting +20 to saves and skills at level 20 is a little over the top, it really should be a fixed +5.

Flag AleristheS33ker September 4, 2009 1:49 PM PDT

Aug 27, 2009 -- 3:55PM, FFSAA wrote:


Likewise the saves and skills, getting +20 to saves and skills at level 20 is a little over the top, it really should be a fixed +5.




You're getting +20??


As it says in Dungeonscape, you get your Intelligence bonus as a competence bonus...


Well as soon as you have an IN Score of 50, you already are unstoppable, so...Laughing

Flag AleristheS33ker September 4, 2009 1:53 PM PDT

I also think the Factotum should really have a Pool of Points wich only changes at the beginning of each encounter by gaining some IP and when using some.


Always setting the IP to a fixed amount is just underpowered.

Flag Rymosrac September 4, 2009 6:50 PM PDT

What.


I'm going to assume that somehow makes sense in your head and ask for an explanation.

Flag AleristheS33ker September 5, 2009 6:52 AM PDT

Guess I use my Example from above:


 Imagine a newly created 1st Level Factotum and his companions explore a dungeon. (The factotum has 0 IP) They face their first encounter.(Factotum gains 2 IP and now has 2) The Fighter, however, is first and kills the enemy in one round. After the Battle, the Party goes on (the Factotum is still having 2 IP because he spent none).  Suddenly the Factotum triggers a Trap and has to make a Reflex Save. He gains 2 IP for the beginning of a Trap-Encounter so he decides to spend 1 IP to get his Int bonus on the throw and barely manages to avoid the Trap (he now has 3 IP left) When the next fight begins, the Factotum gains another 2 IP, and now has a total of 5 IP wich he can spend freely.[/b] In short words: I think the Factotum looses IP only when he spends them and has a Stock which more Points add to at the begin of every encounter.


 I thought it would be like this, and I'd like it to be like this, but as Sian said, it is ruled differently.Frown

Flag InnaBinder September 5, 2009 8:39 AM PDT

Aug 27, 2009 -- 3:55PM, FFSAA wrote:


sofawall wrote:

That said, Font of Inspiration gives very little if you take it only a few times, but gives HUGE bouses the more you take it. At the last stages of the game, if all you feats are FoI, you're getting 3 extra standard actions per encounter for one feat. That's pretty nice.



   Consideirng wizards can be timestopping, gateing and shapeshifting and Tome of Battle characters can be handing out extra turns like candy with White Raven Tactics starting 10 levels earlier, taking 3 extra actions in a combat and not having points left over to actually DO anything for the rest of the fight (or even for those 3 turns) is pretty pitiful.


  If you don't max out your FoI feats the Factotum is pretty much worthless as a straight class as without the inspiration points it's little better than a wizard without spells.  There really isn't even a choice, you have to take FoI, there really needed to be a recovery method for inspiriation mid-fight.  Likewise what is up with Sneak Attack?  It is worthless at level 4 when you get it and by 20 you can add a pitifully trivial 10d6 (35 damage that doesn't double on crit) to one attack, then sit in the corner and do nothing for the rest of the fight.  It really needed to add 1d6/2 factotum levels.  Likewise the saves and skills, getting +20 to saves and skills at level 20 is a little over the top, it really should be a fixed +5.




I really want a :rofl emoticon...  If you're convinced Factotum is that much worse than the ToB classes, you're in a very specific D&D environment.  I'm guessing Druids must suck, too, with that long summoning time and no way to personally stop time?  Ahem.  I'm glad you're enjoying that iteration of D&D.

Flag Darkon_slayer October 4, 2009 2:49 PM PDT

I don't know if anyone reads this anymore, but I couldn't find an answer to my question and as  DM I felt that this  ability seems over powered from a skill perspective.


The ability brains over brawn


does the character acually get their strength or dex bonus and intelligence bonus for the skill, str and dex checks.

Flag Aethios October 4, 2009 6:36 PM PDT

Oct 4, 2009 -- 2:49PM, Darkon_slayer wrote:


I don't know if anyone reads this anymore, but I couldn't find an answer to my question and as  DM I felt that this  ability seems over powered from a skill perspective.


The ability brains over brawn


does the character acually get their strength or dex bonus and intelligence bonus for the skill, str and dex checks.




Yes.

Flag XanderCage72344 December 1, 2009 11:22 AM PST
Read through the thread and something hit me...
...let me preface this by saying I WOULD NEVER DO THIS.

If you convert to pathfinder you get feats at every odd level, as opposed to every third. combine that with font of inspiration...

...i don't really want to do the math, but i'm sure someone will.

(I hope I don't get crucified for mentioning Pathfinder in the WotC forums)
Flag Slad_Chaos March 12, 2010 6:24 AM PST

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).




I believe it was 1 + Int Mod for Exemplar, and not 10 ?

Flag XanderCage72344 March 14, 2010 6:13 PM PDT
I feel this thread may be dead, but i felt the urge to post that i am playing a Doppleganger Factotum 4/ Chameleon 2, and loving it. These classes, and race for that matter, mesh really well with my play style. I'm am the kind of player that is always getting ideas on how to accomplish difficult tasks and with this combo, i have so much more room to think.

I am so happy this class was made.
Flag adecoy95 March 19, 2010 9:29 AM PDT
the power of this class really comes down to what your dm is doing, if your dm likes big fights, you could end up feeling kinda weak, since you can only get one or two fights in a session, but if your dm likes smaller encounters, or even entire sessions spent out of combat, a factonium becomes really good.
Flag Tenebrificendy May 31, 2010 5:45 PM PDT

Oct 4, 2009 -- 6:36PM, Aethios wrote:

Oct 4, 2009 -- 2:49PM, Darkon_slayer wrote:


I don't know if anyone reads this anymore, but I couldn't find an answer to my question and as  DM I felt that this  ability seems over powered from a skill perspective.


The ability brains over brawn


does the character acually get their strength or dex bonus and intelligence bonus for the skill, str and dex checks.




Yes.


Anybody have an idea on how an Epic Level Factotum would progress?  I sent an email to Wizards right as 4th edition started being released, and they got back to me with a "we don't answer questions about previous editions anymore" style answer.

Flag mysticbelmont June 21, 2010 5:34 AM PDT

May 31, 2010 -- 5:45PM, Tenebrificendy wrote:

Oct 4, 2009 -- 6:36PM, Aethios wrote:


Oct 4, 2009 -- 2:49PM, Darkon_slayer wrote:



I don't know if anyone reads this anymore, but I couldn't find an answer to my question and as  DM I felt that this  ability seems over powered from a skill perspective.



The ability brains over brawn



does the character acually get their strength or dex bonus and intelligence bonus for the skill, str and dex checks.






Yes.



Anybody have an idea on how an Epic Level Factotum would progress?  I sent an email to Wizards right as 4th edition started being released, and they got back to me with a "we don't answer questions about previous editions anymore" style answer.




It should be easy to progress them.  Probably receive more pints, maybe a couple of new spells?

Flag jeffrie September 3, 2010 1:58 PM PDT
If FOI seemed overpowered in my game i think i would try;

Link the number of IP the factotum can use per round to her Int bonus. That way if you have the theoretical 65 IP at 20th lvl you would likely have a 20-24+ Int, and therefore 5-7+ IP a round. So you could do lots of cool stuff like extra actions, but never more than one or two a round.

At 65 IP you would last 10 rounds or so, and would never quite nova.

Of course if you put up a 20 Int at 1st lvl and all your ability raises and maybe a tome you would get to 30+ Int, and that would be 10 IP per round. . . .  Sounds like a good compromise to me.

BTW. What's 'gish' mean?
Flag Dead_Weasel September 3, 2010 4:02 PM PDT

Sep 3, 2010 -- 1:58PM, jeffrie wrote:

BTW. What's 'gish' mean?


Around here, it means a character that performs two roles at once, usually spellcasting and physical combat. This is an extension of the word's original meaning: a Githyanki multiclassed in Fighter and Wizard.

As for epic Factotum progression, a quick Google search turns up a few results; someone on the OotS board made a progression that apparently no one else ever felt the need to comment on. Ouch. This thread was the only one that made any impression on me, specifically the following point:

Since the "cast spells of Xth level" class feature isn't something that  can repeat infinitely, it can't be part of an epic progression. Epic  Factotum wouldn't get the ability to prepare 8th/9th level spells.


Obviously this is an argument, not a fact, but it makes sense to me, particularly alongside the comparison to Paladin/Ranger spellcasting that gets made afterward.

Flag KERMlT September 9, 2010 9:30 AM PDT
Reserve Feats cannot be used with Factotum.

Complete Mage pg 37 states that "Only actual spells or spell slots allow the character to use the primary benefit of a reserve feat. Spell-like abilities, supernatural abilities, and extraordinary  abilities—even if they mimic or duplicate an appropriate spell—do not qualify."

Arcane Dilettante (Sp) means that is a spell-like ability. Thus it doesn't qualify.

I tried to find a similar answer in the 53 pages of comments but I have not. Sorry if this is the same conclusion that was reached by others.
Flag Uxsvent September 29, 2010 12:56 PM PDT
if i have maximize spell like ability and empower spell like ability on toxic blade as it does con damage can i add my +5 int bonus to the 15 pts of damage?
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