Well I just received my copy of Dungeonscape about an hour ago and have skimmed through it once. I've read everything on the Factotum class and made a quick scan through the rest. I will say, this is definitely better than Cityscape and I only wish Cityscape went more along the format in here.
So I can answer questions regarding the book, but I'll have to keep it light and minimal, at best.
I'll start with the Factotum, since I am sure everyone is curious. I'll begin with one word: cool.
It's a cool class to get into, and I've only a couple of problems with it, personally.
---The first is I believe they should receive more Inspiration Points than the table suggested, or at least allow your Intelligence bonus as a bonus to the number of Inspiration Points you receive. Such that an Intelligence of 18 grants an extra 4 Inspiration Points. (could be a good feat for them, I guess, since it's too late now)
---The second is I wish they had a sidebar explaining how the class can manifest psionic powers, too, and probably incarnum and martial maneuvers as well. If it's a jack-of-all trades, it should've had sidebars explaining how it can use material from other books.
---The final gripe is I wish there were some Factotum-specific feats for them, such as one to increase the amount of Inspiration Points received and others. A feat that lets them spend a full-round action to recover 1 inspiration point sounds like a neat feat to create.
Maybe Dragon Magazine will boast a Class Acts on these guys with some new stuff for them. (I hope you're reading this Jason Bulmahn *hint hint* Could be an interesting WE, too, for Factotums to gain access to material from other books like Tome of Magic and such)
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FACTOTUM
Well, a basic rundown of this class is it has Medium BAB, d8 Hit Die, and good Reflex saves. They receive 6 skill points/level, and EVERY skill is a Class Skill for them. Yes, you've read that correctly. ALL skills are class skills. They're proficient with all Simple and Martial weapons, Light armor and shields (except tower shields). Intelligence is the main ability score for this class, with Strength and Dexterity coming in at a good second, and Wisdom is needed to better benefit from one of their class abilities (Opportunistic Piety).
They receive what is called Inspiration Points and start with 2 at 1st level and end up with 10 at 20th. At the beginning of each encounter, they start with all their Inspiration Points at their disposal. These points are used to activate almost all of their class abilities.
Some of their class abilities require only 1 point to be spent to activate, others require 2 or even 4 points. I'll start with their 1st level class abilities. They get Trapfinding, Cunning Knowledge, and Cunning Insight. Cunning Knowledge allows them to spend 1 inspiration point on a skill they have at least 1 rank in to gain a bonus to that skill equal to their class level. They can only do this once per day per skill. Cunning Insight lets them use 1 inspiration point before making an attack, save, or damage roll to add their Intelligence modifier to that roll. At later levels, they get the ability to use these points to gain dodge bonus to AC, deal +1d6 sneak attack damage, take an extra standard action, breach through damage reduction and spell resistance, take no damage from an attack, and choose 3 extraordinary abilities each day from any class (available for the class at 15th level or lower) to use for 1 minute (this ability is available at 19th level) and are used using your Factotum level as the class level. As for the divine aspects of the class, they don't gain any ability to cast divine spells, but they can channel divine energy to heal, harm undead, or turn undead starting at 5th level.
At higher levels they gain the ability to choose Sorceror/Wizard spells, different ones too, each day and can cast them as spell-like abilities once and once only. You can't even prepare the same one twice to do it twice. Their class level dictates the maximum spell level they have access to.
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That's all I have for today. I'll be reading the book more thoroughly tomorrow at work and will be able to answer questions when I get home.
So I can answer questions regarding the book, but I'll have to keep it light and minimal, at best.
I'll start with the Factotum, since I am sure everyone is curious. I'll begin with one word: cool.
It's a cool class to get into, and I've only a couple of problems with it, personally.
---The first is I believe they should receive more Inspiration Points than the table suggested, or at least allow your Intelligence bonus as a bonus to the number of Inspiration Points you receive. Such that an Intelligence of 18 grants an extra 4 Inspiration Points. (could be a good feat for them, I guess, since it's too late now)
---The second is I wish they had a sidebar explaining how the class can manifest psionic powers, too, and probably incarnum and martial maneuvers as well. If it's a jack-of-all trades, it should've had sidebars explaining how it can use material from other books.
---The final gripe is I wish there were some Factotum-specific feats for them, such as one to increase the amount of Inspiration Points received and others. A feat that lets them spend a full-round action to recover 1 inspiration point sounds like a neat feat to create.
Maybe Dragon Magazine will boast a Class Acts on these guys with some new stuff for them. (I hope you're reading this Jason Bulmahn *hint hint* Could be an interesting WE, too, for Factotums to gain access to material from other books like Tome of Magic and such)
-------------------------------------------------------------------------
FACTOTUM
Well, a basic rundown of this class is it has Medium BAB, d8 Hit Die, and good Reflex saves. They receive 6 skill points/level, and EVERY skill is a Class Skill for them. Yes, you've read that correctly. ALL skills are class skills. They're proficient with all Simple and Martial weapons, Light armor and shields (except tower shields). Intelligence is the main ability score for this class, with Strength and Dexterity coming in at a good second, and Wisdom is needed to better benefit from one of their class abilities (Opportunistic Piety).
They receive what is called Inspiration Points and start with 2 at 1st level and end up with 10 at 20th. At the beginning of each encounter, they start with all their Inspiration Points at their disposal. These points are used to activate almost all of their class abilities.
Some of their class abilities require only 1 point to be spent to activate, others require 2 or even 4 points. I'll start with their 1st level class abilities. They get Trapfinding, Cunning Knowledge, and Cunning Insight. Cunning Knowledge allows them to spend 1 inspiration point on a skill they have at least 1 rank in to gain a bonus to that skill equal to their class level. They can only do this once per day per skill. Cunning Insight lets them use 1 inspiration point before making an attack, save, or damage roll to add their Intelligence modifier to that roll. At later levels, they get the ability to use these points to gain dodge bonus to AC, deal +1d6 sneak attack damage, take an extra standard action, breach through damage reduction and spell resistance, take no damage from an attack, and choose 3 extraordinary abilities each day from any class (available for the class at 15th level or lower) to use for 1 minute (this ability is available at 19th level) and are used using your Factotum level as the class level. As for the divine aspects of the class, they don't gain any ability to cast divine spells, but they can channel divine energy to heal, harm undead, or turn undead starting at 5th level.
At higher levels they gain the ability to choose Sorceror/Wizard spells, different ones too, each day and can cast them as spell-like abilities once and once only. You can't even prepare the same one twice to do it twice. Their class level dictates the maximum spell level they have access to.
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That's all I have for today. I'll be reading the book more thoroughly tomorrow at work and will be able to answer questions when I get home.