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Razz

Banned
Banned
Ok fellas, here it is, the Factotum class in all its apparent glory. Make with it what you will, cause I personally believe it has great potential but some class-specific feats will buff it up some (specifically something that lets them recharge points during battle or gain more points).

It's not all word for word, I paraphrased all of this leaving only the important facts.

FACTOTUM
Hit Die: d8
Base Attack Bonus: Medium
Saving Throws: Good Reflex
Class Skills: All
Skill Points: 6/level

Weapon and Armor Proficieny: Proficient in all Simple and Martial weapons, Light armor, and shields (except tower shields). Arcane spells are casted as spell-like abilities so no arcane spell failure chance. Spells cast from other classes still suffer spell failure.

Inspiration: To represent the seemingly random body of knowledge a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level. (possesses 2 points to spend at 1st level, 3 to spend at 2nd level, 4 to spend at 5th level, 5 to spend at 8th, 6 at 11th, 7 at 14th, 8 at 17th, and 10 at 20th) [That's all that's said about this]

Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. This does not require an action, and you can use it as often as you wish during your turn or others' turns---provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

Cunning Knowledge (Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide check for the rest of the day, though you can use it on different skills.

Trapfinding (Ex): Gain this at 1st level.

Arcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizzare words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the sorceror/wizard list based on your factotum level (1 spell at 2nd level, 2 at 4th, 3 at 7th, 4 at 9th, 5 at 12th level, 6 at 14th, 7 at 17th, and 8 at 20th level). The maximum spell level you can use, according to your class level, is also shown on the table (0 level spells at 2nd, 1st level spells at 3rd, 2nd level at 5th, 3rd level at 8th, 4th level at 10th, 5th level at 13th, 6th level at15th, and 7th level at 18th). You can select any sor/wiz spell up to that level, but you can preapre only one spell of your maximum level. Your caster level equals your factotum level. The DC is 10 + spell level + Intelligence modifier.

Once you have used a spell, you cannot prepare again until rested for 8 hours. After this time, you can choose new spells and lose unused spells from previous day. Cannot prepare same spell multiple times to use it more than once in the same day. Cannot use spells that have an XP cost and must provide for material components of the spell. You can enhance spells with metamagic feats but you must be capable of using a spell of the modified spell's level.

Brains Over Brawn (Ex): At 3rd level, add your Intelligence bonus as a modifier to Strength and Dexterity checks and all skill checks that are Strength and Dexterity related.

Cunning Defense (Ex): At 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to AC against one opponent for 1 round. Using this is a free action. You gain this benefit even when wearing medium or heavy armor. You can use it multiple times to gain the bonus against more than one opponent, but cannot use it more than once against a single opponent during your turn.

Cunning Strike (Ex): At 4th level, can use 1 inspiration point to deal +1d6 sneak attack damage. This must be spent before the attack roll is made. Use your factotum level as your rogue level for purposes of sneak attacking those with improved uncanny dodge.

Opportunistic Piety (Su): At 5th level, can spend 1 inspiration point to channel divine energy as a standard action. Can use it to heal injuries, harm undead, or turn undead. Can use this a number of times per day equal to 3 + Wisdom bonus. Gain one extra use at 10th, 15th, and 20th level. Cannot use it if you exhausted your daily uses, even if you have inspiration points to spend.

If healing, you can heal twice your factotum level + Intelligence modifier. This deals the same amount of damage to undead.

If turning undead, you turn as a cleric of your class level. You cannot control undead.

Cunning Surge (Ex): At 8th level, you can spend 3 inspiration points to gain an extra standard action during your turn.

Cunning Breach (Su): At 11th level, you can spend 2 inspiration points as a free action to ignore a single target's spell resistance and damage reduction for 1 round.

Cunning Dodge (Ex): At 13th level, you can spend 4 inspiration points as an immediate action to ignore damage if you suffer enough damage to bring you to 0 or fewer hit points.

Improved Cunning Defense (Ex): At 16th level, you gain Intelligence bonus as a dodge bonus to AC. You do not need to spend inspiration points to gain this benefit but you do not gain it if wearing medium or heavy armor.

Cunning Brilliance (Ex): At 19th level, you can choose three extraordinary abilities at the start of each day. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, you gain the benefits and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your factotum level. You can use each chosen ability once per day.
 

Piratecat

Sesquipedalian
Thanks for typing that! Interesting. One question immediately springs to mind -- if you get inspiration at the start of each encounter, how can you use cunning knowledge in a non-combat situation? Does it say?
 

MarkB

Legend
Well, that answers my earlier question. If IPs are per encounter, that's not so bad. Could probably still do with just a few more points, though.

Piratecat said:
Thanks for typing that! Interesting. One question immediately springs to mind -- if you get inspiration at the start of each encounter, how can you use cunning knowledge in a non-combat situation? Does it say?
The obvious method would be for any non-combat use to reduce the amount you gain at the start of the next encounter, and if it would reduce that number below zero, you can't do it.
 

Razz

Banned
Banned
Piratecat said:
Thanks for typing that! Interesting. One question immediately springs to mind -- if you get inspiration at the start of each encounter, how can you use cunning knowledge in a non-combat situation? Does it say?

Strangely, no, it doesn't say much more.

Doesn't seem like R&D put much thought into it. Seems like they wanted to edit and revise the class around and chuck it in the book and not give it too much thought afterwards. Probably the reason for lack of Factotum-feats.
 

Mercule

Adventurer
Piratecat said:
Thanks for typing that! Interesting. One question immediately springs to mind -- if you get inspiration at the start of each encounter, how can you use cunning knowledge in a non-combat situation? Does it say?

I don't know that it needs to be a non-combat ability. It gives the factotum that sort of "cool under fire" feature that Indy and his ilk have.
 

Screamwhip

First Post
I haven't read the DMG for a long time, but I seem to recall that social situations, traps, chases, obstacles, and other dramatic situations are all technically considered 'encounters' too. So the Factotum probably can be ruled to have his full resources available in each dramatic scene.
 

Klaus

First Post
Excerpts of Dungeonscape are up at wizards.com , and I have to say...

CURSE YOU, JASON! Thanks to the Beast Heart adept, now I have ANOTHER character I'll never get to play!

:D
 

Dalamar

Adventurer
Razz said:
Opportunistic Piety (Su): At 5th level, can spend 1 inspiration point to channel divine energy as a standard action. Can use it to heal injuries, harm undead, or turn undead. Can use this a number of times per day equal to 3 + Wisdom bonus. Gain one extra use at 10th, 15th, and 20th level. Cannot use it if you exhausted your daily uses, even if you have inspiration points to spend.

If healing, you can heal twice your factotum level + Intelligence modifier. This deals the same amount of damage to undead.
It seems Factotums are the class with the strongest Lay on Hands ability. A minimum equal to level x 6, with both Wisdom and Intelligence contributing. A slight limitation that they can't use all of it on one go, but still.
 

Piratecat

Sesquipedalian
MarkB said:
The obvious method would be for any non-combat use to reduce the amount you gain at the start of the next encounter, and if it would reduce that number below zero, you can't do it.
I'd do it the other way around, I think; you keep any left over from the last fight, and get a new supply when an encounter starts.
 

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