Factotum from Dungeonscape

Name of the class is IMO the simplest fix and and one that I usually do anyway.

So far after reading it a few times I do like this class. But I want to play one and see how it works in a game.
 

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Wrathamon said:
what do others think of its Turning abilities? It sort of outshines the cleric in the number of times it can do it per day doesnt it?

I hate the fact that they're flat-out better at turning than a Paladin. Also, their ability to add int to skills seems broken. Sure, once per skill per day will limit some skllls, but in many cases, it will be the effect of "add your int to skill checks" as most skills aren't rolled more than once daily.

Overall, they seem decent, maybe a little rough to play at lower levels, but so are many other classes. My opinion of them is skewed slightly negative, as the game I'm currently in will be gestaulting soon. (Part of the plot, we instantaneously gain gestault and all retroactive benefits) One of the players will likely go Factorum, and he's already almost entirely int-based, so it will be very powerful for him. Actually, that's my biggest gripe about the class. It's one of the most single-stat oriented classes i've seen come out as of late. And I personally have been hoping for a shift for more equality in Multiple Ability Dependence. For example, making houserules to give every caster two casting stats.
 

I thought that Dungeonscape was really good- once you got past all of the class material. Upon my first reading, I thought that the factotum rivals the dragon shaman, favored soul, and CW Samurai for the most awful of the WOTC base classes. Maybe, another reading will change my mind.
 

I just got to play a Factotum today in an RPGA game (Crimson Codex adventure, I didn't expect to play the character again since I usually only play in the Cabal games). The Factotum had seemed weak to me, but I was still interested in trying it and this seemed like a great chance.

I'm really happy with how it came out. I played a level 4 human factotum, and the class was pretty good. There were only two combat encounters. I managed to deal 25 damage on a longbow crit... Inspiration point for 4 bonus damage + x3 crit multiplier = dead NPC.

I could have used some better spell selection... I chose detect magic and color spray, and never got a chance to use either. The bonus to skill checks came up a fair amount of time, although due to poor rolling it didn't help much. I actually did get screwed over by the once per day thing, because I used diplomacy early on and then needed it later that day.

Oh, the +4 to str and dex-based skill checks is fantastic. I had a +13 hide and move silently (+2 dex, 7 ranks, +4 int). Also just occurred to me that I totally forgot to write down any synergies I may have had... Even the bonus to strength checks came in handy, allowing me to win an arm wrestling contest and topple a make-shift barricade onto an enemy.

Of my 77 skill points, I put 7 ranks in each of 9 different skills and then 1 rank in each of 14 different skills (you need 1 rank in a skill to use inspiration with it).

Never used the sneak attack option, although now that I think about it I had a great opportunity to in the last encounter.
 

Well I think that while Factotum is decent, and indeed very well balanced, Savant just seems...cooler to me.

But then I'm biased towards Dragon. Doesn't mean, however, Dungeonscape isn't good. Cause it is.
 


Asmor said:
I just got to play a Factotum today in an RPGA game (Crimson Codex adventure, I didn't expect to play the character again since I usually only play in the Cabal games). The Factotum had seemed weak to me, but I was still interested in trying it and this seemed like a great chance.

As soon as I read the class, I thought, "Why couldn't they have released this six months ago?" With the focus on knowledge, the class is a natural for the Crimson Codex adventures. Now to just make it work. Hearing about your experience will certainly help. Thanks!

Shawn
Crimson Codex Factionmaster
 


I still think it needs more Inspiration Points, or a feat to increase it, and a way to recharge it during an encounter. It still seems underpowered a bit to me without those.
 

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