4 Single-Classed Factotums...viable?

Particle_Man

Explorer
Would a consisting solely of 4 Single-classed Factotums (a class introduced in Dungeonscape as a Jack-of-all-Trades) be able to function as a viable party vs. appropriate challenges (monsters and traps of the proper challenge rating for a party of their level, etc.)?
 

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While it could take a few levels, I definitely see this as viable. Each character would have different stats, gear and a focus on different skills. They eventually get the ability to heal, so that helps. I've played a Factotum, and damage was definitely good sometimes.
 


Curiousity. I am still trying to get my head around them, so I want to see what an all-Factotum party would be like.

LIke a party of all Monks, or a party of all Fighters, or a party of all Clerics. I find it helps me to understand the class more when I can think of it this way.
 

Particle_Man said:
Curiousity. I am still trying to get my head around them, so I want to see what an all-Factotum party would be like.

LIke a party of all Monks, or a party of all Fighters, or a party of all Clerics. I find it helps me to understand the class more when I can think of it this way.

I can build a party of four Psions who cover all the basics (if you fudge Trapfinding).

I can build a party of four Clerics (who multiclass a little and use PrCs) to cover everything.

I don't have Dungeonscape, but why don't you try it, and post four Factotum builds?

Cheers, -- N
 


It isn't in the SRD, or anywhere else on the net. It is in print in Dungeonscape.

Um...it uses a mechanic called "inspiration points", a VERY limited (never higher than their good base save, and sometimes closer to their bad one) per-encounter resource used to either help attack rolls, damage rolls, saving throws, skill rolls, AC, or (at higher levels) mimic a sorc/wiz arcane spell (as a spell-like ability), or (at higher levels) do some turning undead or "lay on hands style" healing, and at very high levels other cool stuff that costs more inspiration points (extra standard actions, ignore SR/DR, ignore damage that drops you, imitate other class's extradordinary abilities for a minute).

Note that the bonus to skills is limited (can't repeat the bonus to the same skill that day), as are the arcane spells (very damned few per day, and you are well behind the curve on spell levels, but you choose at the beginning of the day from the sor/wiz list), as are the number of turn undeads or healings (a limited resource per day, from the same pos. energy pool). The ignore damage that drops you is 1x/day, and the duplicate other classes thing is 3x/day, set at the beginning of the day.

So in effect there are two limiting effects on many class abilities: The per day mechanic and the per encounter inspirations points pool mechanic. The only other standard class I can think of like this is the barbarian with its rage.

Oh, at high levels, the bonus to AC becomes free while in light/no armor.

Other perks: light armor, marital weapons, medium medium HD, med BAB, good reflex save, and...

(drum roll)

...second best skill points a level with ALL skills as class skills!

They also get trapfinding, and can add their int. bonus to str and dex checks and skills (not replacing dex or str bonii). Could be a good trip or bull rush build, maybe?

For the most part, their abilities are INT driven. Some (lay on hands, turn undead, skill bonus) are class level driven.

So it is the Jack of all Trades, master of none.

I guess a party of 4 would hurt until 5th level as they don't get healing until then. Otherwise, I dunno. They are not tanks, so a lot of hit and run maneuvers? Get away, refresh you inspiration points, then go back? Use UMD a lot? They are great skill monkeys. They could make a good "non-sneak attack" rogue, for those that don't like that aspect from a roleplaying perspective?

So...light calvary skirmishers? Raiders? Kobolds, if they are placed smart?
 
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Note: according to the FAQ (I should have checked), they do NOT get to use spell-trigger items like wand of fireball, unless they use UMD like a rogue would. They can mimic spells as spell-like abilities but don't have a spell list.

Oh, and they cannot mimic the same spell twice in one day.
 

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