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What can a Factotum do in combat?

Particle_Man

Explorer
I get that they can "Cast" an occasional spell as a spell-like ability (though not too often).

The sneak attack seems woefully weak as you have too few inspiration points to do much with it.

The bonus to hit or damage is ok, but again can't be used that often in an encounter.

So what does a Factotum do in combat, if he stays single-classed?

So far I got Trip and Bull Rush, as they are good at that, and could go for a Shock Trooper build to combine those ideas. Another option is Manyshot, though that requires more of a feat and Dex investment.

UMD is always an option, but the campaign I am likely to be in will be more based on found magic items than bought ones, and the party will be large enough that UMD would not be needed as the alternative to no one being able to use a particular magic item.

Aside from that, I am at a bit of a loss. Do I simply reconcile myself to the fact that I am great at skills, but more of an "aid another" type in combat?
 

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dont underestimate those turn undead attempts. my wife plays a factotem and she can turn undead at a higher lvl than my lvl 8 cleric/ lvl 5 combat medic on the right roll
 

The thing I glean about Factotums are that they are useful for "a few rounds" in one given role, but then need to switch to another roll. If the combat lasts for 3 to 5 rounds, you're cool as a cucumber, but after that period, REALLY need to switch to another role.

Their abilities are very situational. It's not that you PLAN to put yourself in a sneak attack situation, but if you FIND yourself flanking a critter with vitals, then you turn on the sneak attack and let it fly. It's not the plan to turn undead, but if the cleric is down, and the ghouls are approaching, then you can either hold those ghouls off, or zap the cleric with a shot of healing-juice and get him or her up on their feet and able to help.

Think of the factotum as another variant of bard, without the magical music. A bard's piddly cure light wounds won't help much, but it gets a diabled party member up and running. His songs won't single-handedly win battles, but they'll turn tides. His illusions won't kill someone dead, but they'll give the fighter the moment he needs for a breather; etc.
 

If there was anything, I would invent a feat that gave the Factotum ONE more inspiration point (only takable once), and another one that gave them ONE more spell and ONE more turn undead per day; this would extend their longevity on the field for those who wanted to pay the price, but doesn't immediately power up the class. Call them "touch of inspiration" and the "magical arcana" feats, or something.
 


I played a factotum beastmaster, with tumble and power attack and vexing flanker and a scythe and a girallon. Mind you, the DM was running dungeons so I never actually managed to pull off the the crazygonuts 'tumble past you, set up a flank, tear you to pieces with my monkey' trick, but it was always a dream of mine.

Also, tumbling through a whole lot of mooks who were blocking a door, and then benign transpositioning my girallon into the room instead was pretty fun.

I was 'usually' the fast combat kid, sometimes taking whacky advantage of ridiculous skills (the boat is pulling away? It's 40 ft. out? Okay, I jump onto it).
 


Side note: It does strike me how unbearably hard it must have been for the designers not to add a "linguist" feature to all the other abilities of a factotum. He's cunning at everything else, after all...
 


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