Factotum from Dungeonscape

You know, I felt the same way at first too, but then I started really thinking about it... I don't know how your group is, but in every game I've ever played in at low levels combats don't last very long. You're lucky to get 2 or 3 actions, and you may not want to spent an inspiration point in every one of those. The fact that you get them every encounter means you don't have to worry about holding back. As far as roleplaying encounters go, you're almost never going to need to use more than 1 inspiration point at a time (to increase a skill), so it's essentially +x to any skill roll once per skill per day.

Although I totally agree that there should be a feat that gives you one extra inspiration point per encounter.
 

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Asmor said:
You know, I felt the same way at first too, but then I started really thinking about it... I don't know how your group is, but in every game I've ever played in at low levels combats don't last very long. You're lucky to get 2 or 3 actions, and you may not want to spent an inspiration point in every one of those. The fact that you get them every encounter means you don't have to worry about holding back. As far as roleplaying encounters go, you're almost never going to need to use more than 1 inspiration point at a time (to increase a skill), so it's essentially +x to any skill roll once per skill per day.

Although I totally agree that there should be a feat that gives you one extra inspiration point per encounter.

See, our combats usually run anywhere between 2-10 rounds. On average it can take about 5-7 rounds for combat to end. So, yeah, the extra Inspiration Points would be helpful for my games.
 

Razz,

This is another reason it doesn't work for like the Savant does. Savants don't need to depend on "rounds" or "encounters" for some of their cool abilities to work. But then again, they don't turn undead anyway...
 

I too think the Factotum should have spontaneous spellcasting (to keep with the flavour of the class) but the problem with that is that, IMO, it would make the class too powerful. The Factotum would have not just the right spell for the right moment, but the "perfect" spell for any given moment, which I think goes a little too far.

So I see prepared spellcasting for the Factotum as a balance thing.
 

I briefly played one in a high level Gestalt game. 12th level Warmage/Factotum. Skill points were amazing. The best part, though, involved the ability to spend 3 Inspiration points to get another standard action. There's no limit. There were a couple of encounters where I was able to throw 3 spells at the opposition in one round. A Factotum will break a Gestalt game. Mix it with Warblade and you could use Time Stands Still 4 rounds in a row. With a Sorceror and the spell from Dragon Magic that lets you cast 2 spells at once, you send out a number of spells. "Oh. He saved that time? How about now?"
 



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