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General Tabletop Discussion
*Pathfinder & Starfinder
Inspiration Feats (For the Factotum)
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<blockquote data-quote="DogBackward" data-source="post: 3491268" data-attributes="member: 50642"><p>I really like the Factotum class. I've always loved the "Jack of all Trades" archetype, and being able to pull all sorts of random skills and abilities out in a pinch. And while it has some minor problems, the Inspiration point system works rather well. But then I noticed that they didn't make any feats to support it. Almost all of the other classes have a slew of feats that make their class abilities work better, so why not the Factotum?</p><p></p><p>So, anyway, I made several feat of my own, geared toward using the Factotum's Inspiration points in new ways. I've also implemented my own house rule on using Inspiration points outside of battle, as they're kinda vague on that point. So, here they are. Opinions and suggestions welcomed, of course.</p><p></p><p>[sblock=Rules Clarification]Inspiration points are listed as "per encounter". This makes things a little iffy when not in battle. So, I have implemented the following house rule to govern the effects of using Inspiration points outside of battle:</p><p></p><p><em>You may use Inspiration points outside of battle. each time period between encounters is considered an encounter of its own. So, at the end of an encounter, you regain your Inspiration points. If you then use some of those points, you do not regain them until the beginning of the next encounter. Note that encounters do not necessarily have to result in an actual battle.</em>[/sblock][sblock=Inspiration Feats]<strong>Pious Dilettante</strong> [Inspiration]</p><p>You combine your basic knowledge of magic with your tendency to wax religious, allowing you to cast clerical spells.</p><p><em>Prerequisites</em>; Knowledge (Religion) 4 ranks, Arcane Dilettante, Spontaneous Piety</p><p><em>Benefits</em>; When you prepare spells for your Arcane Dilletante ability, you may prepare cleric spells as well as wizard spells. Casting a cleric spell requires the expenditure of both an Inspiration Point and one daily use of your Spontaneous Piety ability.</p><p></p><p><strong>Inspiring Muse</strong> [Inspiration]</p><p>You become inspired very easily, and may use your inspiration more than most other factotums.</p><p><em>Prerequisites</em>; Inspiration Points, Intelligence 15+, Character level 3rd</p><p><em>Benefits</em>; You gain +2 Inspiration points per encounter.</p><p></p><p><strong>Adaptable Attack</strong> [Inspiration]</p><p>When you attack, you may change your grip on your weapon, or simply use a different end, allowing you to change the type of attack.</p><p><em>Prerequisites</em>; BAB +3, Inspiration Points</p><p><em>Benefits</em>; As part of a single attack you make, you may spend one Inspiration point to modify the attack. You may change the attack in one of the following ways...</p><p></p><p>-> Modify Reach; you may shorten a reach weapon's reach by 5ft, or </p><p>increase a weapon's reach by 5ft.</p><p></p><p>-> Modify Damage; you may deal a different type of damage than normal. For example, you could use the pommel of a sword to deal bludgeoning damage. The damage you deal is of one die size smaller than the weapon you wield. So, a longsword used to deal bludgeoning damage would deal 1d6 damage.</p><p></p><p>-> Nonlethal Attack; you may choose to deal nonlethal damage without taking an attack penalty. You may instead choose to deal lethal damage with a nonlethal weapon.</p><p></p><p><strong>Emulate Feat</strong> [Inspiration]</p><p>You may attempt to use a feat you do not possess.</p><p><em>Prerequisites</em>; Intelligence 15+, Inspiration Points, Character level 5th</p><p><em>Benefits</em>; As a swift action, spend one Inspiration point and choose any feat for which you qualify. Until the beginning of your next turn, you act in all ways as if you possessed the chosen feat.</p><p></p><p><strong>Improved Feat Emulation</strong> [Inspiration]</p><p>Your versatility lasts longer.</p><p><em>Prerequisites</em>; Emulate Feat, Character level 9th</p><p><em>Benefits</em>; Once per encounter, when youuse your Emulate Feat ability, the feat you choose to emulate lasts until the end of the encounter, instead of the end of the round.</p><p></p><p><strong>Copy Spell</strong> [Inspiration]</p><p>You may use your spellcasting ability to copy a spell that an opponent has just cast.</p><p><em>Prerequisites</em>; Spellcraft 8 ranks, Arcane Dilettante</p><p><em>Benefits</em>; Any time a creature casts a spell within 60ft, you may attempt to copy his technique, casting the spell yourself in the following round. You must correctly identify the spell, either using Spellcraft or viewing its effects. If you do, you may spend one Inspiration point and sacrifice a spell that you have prepared with Arcane Dilettante in order to cast the spell you have just seen. The spell sacrificed must be of one level higher than the spell to be cast. This ability must be used in teh round after the spell to be copied has been cast.</p><p>You may only copy a spell you would normally be able to cast. Thus, if you have the Pious Dilettante feat, you may copy a cleric spell, though you must still spend a daily use of your Spontaneous Piety ability to do so.</p><p></p><p><strong>Inspired Memory</strong> [Inspiration]</p><p>You may get a second chance to recall an important piece of information.</p><p><em>Prerequisites</em>; Knowledge (Any one) 6 ranks, Inspiration Points</p><p><em>Benefits</em>; If you fail a Knowledge check, you may spend one Inspiration point as a full-round action to gain a single retry, with a bonus equal to 1/2 your class level. You may use this ability a number of times per day equal to 3 plus your Intelligence modifier, minimum 1/day.[/sblock]</p></blockquote><p></p>
[QUOTE="DogBackward, post: 3491268, member: 50642"] I really like the Factotum class. I've always loved the "Jack of all Trades" archetype, and being able to pull all sorts of random skills and abilities out in a pinch. And while it has some minor problems, the Inspiration point system works rather well. But then I noticed that they didn't make any feats to support it. Almost all of the other classes have a slew of feats that make their class abilities work better, so why not the Factotum? So, anyway, I made several feat of my own, geared toward using the Factotum's Inspiration points in new ways. I've also implemented my own house rule on using Inspiration points outside of battle, as they're kinda vague on that point. So, here they are. Opinions and suggestions welcomed, of course. [sblock=Rules Clarification]Inspiration points are listed as "per encounter". This makes things a little iffy when not in battle. So, I have implemented the following house rule to govern the effects of using Inspiration points outside of battle: [i]You may use Inspiration points outside of battle. each time period between encounters is considered an encounter of its own. So, at the end of an encounter, you regain your Inspiration points. If you then use some of those points, you do not regain them until the beginning of the next encounter. Note that encounters do not necessarily have to result in an actual battle.[/i][/sblock][sblock=Inspiration Feats][b]Pious Dilettante[/b] [Inspiration] You combine your basic knowledge of magic with your tendency to wax religious, allowing you to cast clerical spells. [i]Prerequisites[/i]; Knowledge (Religion) 4 ranks, Arcane Dilettante, Spontaneous Piety [i]Benefits[/i]; When you prepare spells for your Arcane Dilletante ability, you may prepare cleric spells as well as wizard spells. Casting a cleric spell requires the expenditure of both an Inspiration Point and one daily use of your Spontaneous Piety ability. [b]Inspiring Muse[/b] [Inspiration] You become inspired very easily, and may use your inspiration more than most other factotums. [i]Prerequisites[/i]; Inspiration Points, Intelligence 15+, Character level 3rd [i]Benefits[/i]; You gain +2 Inspiration points per encounter. [b]Adaptable Attack[/b] [Inspiration] When you attack, you may change your grip on your weapon, or simply use a different end, allowing you to change the type of attack. [i]Prerequisites[/i]; BAB +3, Inspiration Points [i]Benefits[/i]; As part of a single attack you make, you may spend one Inspiration point to modify the attack. You may change the attack in one of the following ways... -> Modify Reach; you may shorten a reach weapon's reach by 5ft, or increase a weapon's reach by 5ft. -> Modify Damage; you may deal a different type of damage than normal. For example, you could use the pommel of a sword to deal bludgeoning damage. The damage you deal is of one die size smaller than the weapon you wield. So, a longsword used to deal bludgeoning damage would deal 1d6 damage. -> Nonlethal Attack; you may choose to deal nonlethal damage without taking an attack penalty. You may instead choose to deal lethal damage with a nonlethal weapon. [b]Emulate Feat[/b] [Inspiration] You may attempt to use a feat you do not possess. [i]Prerequisites[/i]; Intelligence 15+, Inspiration Points, Character level 5th [i]Benefits[/i]; As a swift action, spend one Inspiration point and choose any feat for which you qualify. Until the beginning of your next turn, you act in all ways as if you possessed the chosen feat. [b]Improved Feat Emulation[/b] [Inspiration] Your versatility lasts longer. [i]Prerequisites[/i]; Emulate Feat, Character level 9th [i]Benefits[/i]; Once per encounter, when youuse your Emulate Feat ability, the feat you choose to emulate lasts until the end of the encounter, instead of the end of the round. [b]Copy Spell[/b] [Inspiration] You may use your spellcasting ability to copy a spell that an opponent has just cast. [i]Prerequisites[/i]; Spellcraft 8 ranks, Arcane Dilettante [i]Benefits[/i]; Any time a creature casts a spell within 60ft, you may attempt to copy his technique, casting the spell yourself in the following round. You must correctly identify the spell, either using Spellcraft or viewing its effects. If you do, you may spend one Inspiration point and sacrifice a spell that you have prepared with Arcane Dilettante in order to cast the spell you have just seen. The spell sacrificed must be of one level higher than the spell to be cast. This ability must be used in teh round after the spell to be copied has been cast. You may only copy a spell you would normally be able to cast. Thus, if you have the Pious Dilettante feat, you may copy a cleric spell, though you must still spend a daily use of your Spontaneous Piety ability to do so. [b]Inspired Memory[/b] [Inspiration] You may get a second chance to recall an important piece of information. [i]Prerequisites[/i]; Knowledge (Any one) 6 ranks, Inspiration Points [i]Benefits[/i]; If you fail a Knowledge check, you may spend one Inspiration point as a full-round action to gain a single retry, with a bonus equal to 1/2 your class level. You may use this ability a number of times per day equal to 3 plus your Intelligence modifier, minimum 1/day.[/sblock] [/QUOTE]
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