Factotums
Holy doglickers, Factotums.
See that 17 you have? That's 17 Int. That's a goddamn +3 bonus you have there. Factotums get 6+Int Skills per level. And get this? ALL SKILLS EVER. By the way? TAKE ABLE LEARNER AS A FEAT FOR YOUR FIRST LEVEL I WILL TELL YOU WHY LATER. IT'S IN RACES OF DESTINY. YOU KNOW THIS FEAT IS BADASS BECAUSE IT'S FROM RACES OF DESTINY.
You want to be a Samurai? Iaijutsu Focus. Use Magical Device? You can use PSIONIC DEVICES too, hell yes. Spellcraft? Autohypnosis? You have EVERY SKILL IN THE GAME. Can't stop now, you're SKILLMONKEY SUPREME.
You say average BAB? I say you can do damn near everything you want to, because you're a frigging Factotum. You're that badass. Hit third level? Oh holy hell, you're adding your Int to all your Str and Dex skills and ability checks. In addition to everything else. You can also pick up random spells as an SLA.
Go read them in Dungeonscape. They're incredibly awesome. At 8th level? You're so freaking Factotum, you **** extra standard actions. For only three Inspiration Points per standard action. That refill each encounter. What's that? You want more Inspiration Points? FONT OF INSPIRATION. Now you're BLEEDING Inspiration Points to SKILLMONEY EVERYTHING and be GENERALLY AWESOME.
And After 8th level? Take Chameleon as a PrC. Not only can you do everything as a Factotum, you can now do it EVEN MORE HARDCORE as a Chameleon. What's that? You want to be a Wizard? ARCANE FOCUS UP IN THIS CLASS. Feel Clericy? DIVINE FOCUS. Want to smash skulls? MARTIAL FOCUS, WHAT? You know what else? You get to toss aorund ABILITY SCORE INCREASES. UNTYPED ONES.
WHAT IS THIS MADNESS?
And you get a FLOATING FEAT THAT YOU CAN SWITCH AORUND. You know what THAT MEANS?
Take a damn metamagic feat or something that qualifies you for CRAFTING MAGIC ITEMS. Use your CHAMELEON SPELLS to CRAFT MAGIC ITEMS. And WANDS. And SCROLLS. Become even MORE AWESOME.
AND WHEN YOU KEEP GOING, YOU CAN GET TWO FOCUSES.
Martial AND Divine Focus? Come to daddy, I'm a smashing bastard and can keep all you NON-AWESOME BASTARDS alive. Arcane and Divine? MAGIC UP IN THIS DAY.
Did I mention there are NATURE and ROGUE focuses too? HELL yes.
And once Chameleon's done with it's ten levels? HELL I DONT KNOW, YOU'RE ALREADY AWESOME. TAKE TWO LEVELS OF MARTIAL ROGUE OR SOMETHING. OR MORE FACTOTUM WHY NOT.
So yeah. Factotum 8/Chameleon10/I have no idea what 2.
SLAs are some of the Factotum's most impressive abilities. The fact that Wizards do it earlier is irrelevant to the point that those SLAs are absolutely awesome.Quit fapping and learn what WBL and level appropriate are.
JaronK
I like this description of the factotum:
[spoiler]: KKL;http://www.giantitp.com/forums/newreply.php?do=newreply&p=5353454Factotums[/spoiler]
Holy doglickers, Factotums.
See that 17 you have? That's 17 Int. That's a goddamn +3 bonus you have there. Factotums get 6+Int Skills per level. And get this? ALL SKILLS EVER. By the way? TAKE ABLE LEARNER AS A FEAT FOR YOUR FIRST LEVEL I WILL TELL YOU WHY LATER. IT'S IN RACES OF DESTINY. YOU KNOW THIS FEAT IS BADASS BECAUSE IT'S FROM RACES OF DESTINY.
You want to be a Samurai? Iaijutsu Focus. Use Magical Device? You can use PSIONIC DEVICES too, hell yes. Spellcraft? Autohypnosis? You have EVERY SKILL IN THE GAME. Can't stop now, you're SKILLMONKEY SUPREME.
You say average BAB? I say you can do damn near everything you want to, because you're a frigging Factotum. You're that badass. Hit third level? Oh holy hell, you're adding your Int to all your Str and Dex skills and ability checks. In addition to everything else. You can also pick up random spells as an SLA.
Go read them in Dungeonscape. They're incredibly awesome. At 8th level? You're so freaking Factotum, you **** extra standard actions. For only three Inspiration Points per standard action. That refill each encounter. What's that? You want more Inspiration Points? FONT OF INSPIRATION. Now you're BLEEDING Inspiration Points to SKILLMONEY EVERYTHING and be GENERALLY AWESOME.
And After 8th level? Take Chameleon as a PrC. Not only can you do everything as a Factotum, you can now do it EVEN MORE HARDCORE as a Chameleon. What's that? You want to be a Wizard? ARCANE FOCUS UP IN THIS CLASS. Feel Clericy? DIVINE FOCUS. Want to smash skulls? MARTIAL FOCUS, WHAT? You know what else? You get to toss aorund ABILITY SCORE INCREASES. UNTYPED ONES.
WHAT IS THIS MADNESS?
And you get a FLOATING FEAT THAT YOU CAN SWITCH AORUND. You know what THAT MEANS?
Take a damn metamagic feat or something that qualifies you for CRAFTING MAGIC ITEMS. Use your CHAMELEON SPELLS to CRAFT MAGIC ITEMS. And WANDS. And SCROLLS. Become even MORE AWESOME.
AND WHEN YOU KEEP GOING, YOU CAN GET TWO FOCUSES.
Martial AND Divine Focus? Come to daddy, I'm a smashing bastard and can keep all you NON-AWESOME BASTARDS alive. Arcane and Divine? MAGIC UP IN THIS DAY.
Did I mention there are NATURE and ROGUE focuses too? HELL yes.
And once Chameleon's done with it's ten levels? HELL I DONT KNOW, YOU'RE ALREADY AWESOME. TAKE TWO LEVELS OF MARTIAL ROGUE OR SOMETHING. OR MORE FACTOTUM WHY NOT.
So yeah. Factotum 8/Chameleon10/I have no idea what 2.
Insight on the best skills and skill tricks the factotum can pick.
Note that Arcane dilettante is a single spell-like ability that can be used to power various spells. Empower and Quicken Spell-Like Ability can be used to spontaneously apply metamagic to any of the factotum's spells for the day (up to 3x/day). There are other SLA feats, as well. Also, Ability Focus.
Even if he doesn't have a level in totemist, binder, or mindbender, or the Mindsight feat, an undead or construct (but not living construct) factotum with Lifesense (from Libris Mortis) can see any living creature because of the glow they emit. Mindsight AND Lifesense mean you can pinpoint any creature that isn't both nonliving and mindless. Which means basically you're only screwed against mindless constructs and mindless undead (though the detect undead spell will help you deal with the latter). Only get fubar'd against mindless constructs? Yes plz!
Also, you don't need the Quickdraw feat, a quickrazor blade, or multiple eager weapons to get the benefits of using Iaijutsu. Note that, if you're willing to take the -4 nonproficiency penalty, arrows make great improvised weapons, as you can already draw them as a free action to use with your strikes. And not only that, they're very cheap (1/50 the cost of a regular melee weapon, with the same enhancements, meaning you can carry 50 different arrows, each with a different set of abilities attached to it). Take Weapon Proficiency (Arrow) and you get a REALLY nice benefit...and a high Craft skill wouldn't be amiss at that point, either.
I just started looking at the factotum, but man...the class kicks ass.
Would Jack of all Trades be worth it? It would save you several skill points to use for skills you want really high checks in.
Not worth it... Jack of All Trades doesn't give you enough to have Cunning Knowledge fire. Cunning Knowledge doesn't require trained, it requires 1 rank. So, no, Jack of All Trades won't give you anything worth having. Really, JoaT is only worth it on a Bardic Knack Bard.Do'h! Brain fart.
JaronK
to me, Whisper Gnome Factotums is just SO much better than any other Factotum... Their only problem vs. Human is one lesser SP, and can't enter Chameleon.
Switch your familirity with Gnome Hooked hammers to Quickrazor (as per CWar?, I think...) and be totally awesome...
+ They can get Knowledge Devotion + Plural Knowledge (roll Knowledge skills twice... as often as you want, and take the best roll), and with at least 1 rank in the 6 identifying Knowledges you can probably get from +2-+3 every time... (not sure if the skill trick collector of stories (or something like that) works, but if it does, it gets even more awesome... you are practically guaranteed a +2 against one enemy, and have a good chance of getting +3...
Also, they get 30' speed, +1 atk rolls, +1 AC, +8 Hide, +4 Move Silently, +2 Listen/Spot, Darkvision 60', Low-Light Vision, SLAs, Con and Dex boost for a Str and Cha penalty... they are just awesome...
IF will gain you the damage you need, and you are much better than the party Rogue at skills, you are about as good as a Bard at spells (more powerful ones, but fewer), can heal, gain SA, AC boosts, cheat death, mimic lots of abilities...
Also note that Cunning Brilliance used to emulate SS, Warblade or Crusader will give you ALL the maneuvers redied with no recovery mechanic, since Readied is a different entry than Known...
to me, Whisper Gnome Factotums is just SO much better than any other Factotum... Their only problem vs. Human is one lesser SP, and can't enter Chameleon.
Switch your familirity with Gnome Hooked hammers to Quickrazor (as per CWar?, I think...) and be totally awesome...
You can do that? Page number please?+ They can get Knowledge Devotion + Plural Knowledge (roll Knowledge skills twice... as often as you want, and take the best roll), and with at least 1 rank in the 6 identifying Knowledges you can probably get from +2-+3 every time... (not sure if the skill trick collector of stories (or something like that) works, but if it does, it gets even more awesome... you are practically guaranteed a +2 against one enemy, and have a good chance of getting +3...
Where is plural knowledge from?Also, they get 30' speed, +1 atk rolls, +1 AC, +8 Hide, +4 Move Silently, +2 Listen/Spot, Darkvision 60', Low-Light Vision, SLAs, Con and Dex boost for a Str and Cha penalty... they are just awesome...
Until you get grappled. Yes WG's are awesome. But not *that* much better than humans. Or Azurin for that matter. Mn, azurin.IF will gain you the damage you need, and you are much better than the party Rogue at skills, you are about as good as a Bard at spells (more powerful ones, but fewer), can heal, gain SA, AC boosts, cheat death, mimic lots of abilities...
Also note that Cunning Brilliance used to emulate SS, Warblade or Crusader will give you ALL the maneuvers redied with no recovery mechanic, since Readied is a different entry than Known...
Uhm, no it doesn't work like that. because no sane DM will allow it, if nothing else.
Wait doesn't Bardic Knack only work on skills you have 1 rank in?
...it's fun to note the AWESOME synergy with Spellthieves ... Magecraft + Fabricate can probably do that too for all but the most advanced items...
Class Abilities:
- Weapon and Armor Proficiency: All simple and martial weapons, light armor and shields. Pretty much everything you'll need.
- Inspiration: Inspiration is the signature ability of the factotum class. You can use your inspiration points to activate several of your abilities. The best point is that your pool of inspiration is updated at the beginning of every encounter. At low levels your pool will be limited, but hopefully after a few levels you will be able to expand it by using the font of inspiration feat.
- Cunning Insight (Ex): Add a competence bonus to an attack roll, damage roll or saving throw by spending one of your inspiration points. The bad news: this is a competence bonus, which is quite common and they don't stack. The good news: it's a non-action useable any time. It won't be that useful after a few levels, but the ability to apply your intelligence modifier to saving throws can be a life saver. The bonus to damage rolls can be exploited if used with ability damage rolls.
- Cunning Knowledge (Ex): Basically, you can spend just level + 3 ranks on a single skill. This ability lets you add your factotum level as an unnamed bonus to a skill in which you have at least one rank once per day. This means that it's just two points less than max (level + 1 vs level +3). This ability is especially useful with skills that you won't be using a lot, like appraise or an obscure knowledge.
- Trapfinding (Ex): Yeah, you can do that, too.
- Arcane Dilettante (Sp): This is an awesome ability. First of all you get to use arcane spells which will give you additional versatility. The spells you mimic are spell-like abilities, but you lose most benefits of those. A good idea is to use buff spells with a large duration. Another point is that you get an arcane caster level equal to your factotum class level, which means that you are eligible to take my favourite feats: obtain familiar and improved familiar. Finaly, it might seem like a waste, but you can apply metamagic feats on these spells if needed.
- Brains over Brawn (Ex): Gain your intelligence modifier as a bonus on dexterity and strength checks. Remember that initiative is a dexterity check and this ability applies to that.
- Cunning Defence (Ex): It's a free action! It's a dodge bonus, so that means that it stacks with other dodge bonuses. It's very nice when a single opponent threatens you, like a charger or a ray from a spellcaster. It also packs the element of surprise.
- Cunning Strike (Ex): It's a bonus of +1d6 sneak attack damage for a single attack, not even a whole round. Also, it doesn't scale with levels. It's ok for you if you just need an extra bit of damage, but one inspiration point for something like this is not a fair trade.
- Opportunistic Piety (Su): Heal or turn undead. It's not bad, but the uses per day are too low to be of any importance. You can probably use this to activate devices that require turn undead or the ability to channel positive energy (although, you can accomplish this with clever use of UMD anyway).
- Cunning Surge (Ex): This is an awesome ability, but it's a little unclear about how it works. If you can use it as many times as you want per round (at least if you have the inspiration points to spend) it's a dream come true. In the once per round case, it's still useful but more down to earth. This coupled with a form of attack that takes a standard action can be your main damage output.
- Cunning Breach (Su): Unfortunately this only works about yourself. Both can be handy against targets with high spell resistance and damage reduction.
- Cunning Dodge (Ex): Well, it's like saying: 1/day cheat death. At least barring instant death effects and such. The cost is high, at four inspiration points, but at the level you will get it you won't have a problem, especially if you make use of the font of inspiration feats.
- Improved Cunning Defence (Ex): Your most important attribute as a bonus to AC and most importantly, a dodge bonus. It's good for all the reasons its normal counterpart is, but more so, since you don't need to spend an inspiration point to activate it.
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- Cunning Brilliance (Ex): It is very good to be able to mimic other classes' abilities, but unfortunately you gain this at 19th level, which is very high. As such, the majority of players won't be bothered with/create a character which revolves around this class ability. For those who are interested, more information will be available later.
Feats that are useful to factotums besides font of inspiration
Read the very next line carefully.Wait doesn't Bardic Knack only work on skills you have 1 rank in?
No, it is skill checks you actually can make...
From PHBII
Benefit: When making any skill check, you can use 1/2
your bard level (rounded up) in place of the number of ranks
you have in the skill (even if that number is 0).
if you get Cunning Brilliance it is awesome, and that is what you should base it on...
also, from my lvl 12 Factotum from dispatching the message, I have 32 Int, and that gets me +19 or +20 pr something in Open Lock, even if I only have one rank in it, I have +20 to init, tripping gets boosted, LOTS of skills, grappling, disarming, bull-rushing, the list goes on...
It does even make the Factotum an awesome 3 level dip, and it is extremely good...
Cunning Breach is good against lots of things, but it is not that good, I suppose, but BoB is terribly misplaced.
I have built 3 Factotums, played 2 of them (and will start with the third soon), and all of them got LOTS of bonuses because of BoB
you observe at the beginning of the day
I agree that Cunning Brilliance shouldn't be based on level of use, plenty of ECL 20 games out there - but the caveat that you mimic the abilities you observe at the beginning of the day means your duplicating abilities the party already has access to. N
I just reread the entry for Cunning Brilliance, and I don't think that's the case. It says "...allows you to duplicate any ability you witness. At the start of each day, chose three..." I believe the period ending the sentence means the abilities don't need to be witnessed at the beginning of the day.
Fair enough. I've always found the wording ambigous myself and I try to take the most conservative readings for play. But at that point bognes' view holds, its a very good ability then.
Fair enough. I've always found the wording ambigous myself and I try to take the most conservative readings for play. But at that point bognes' view holds, its a very good ability then.
flurry of blows, rage, improved evasion, divine health, favored enemy, animal companion and maybe some rogue special abilities
These are the most noteable (ex) abilities i could find from the PHB.
Others: steely resolve, furious counterstrike, mettle, weapon aptitude, sudden strike, skirmish, blindsight, lurk augments, samurai's intimidation abilities, insightful strike.
Again, it's good, but nothing fancy.
Fair enough. I've always found the wording ambigous myself and I try to take the most conservative readings for play. But at that point bognes' view holds, its a very good ability then.
flurry of blows, rage, improved evasion, divine health, favored enemy, animal companion and maybe some rogue special abilities
These are the most noteable (ex) abilities i could find from the PHB.
Others: steely resolve, furious counterstrike, mettle, weapon aptitude, sudden strike, skirmish, blindsight, lurk augments, samurai's intimidation abilities, insightful strike.
Again, it's good, but nothing fancy.
What happened to the Sorcerers or Favoured Souls spellcasting?
Or Fighter 11 Feats?
Or 25 known maneuvers with no recovery method (you do only duplicate known, and not ready, which means as a non-martial-adept you don't get any recovery method...
So, conlclusion is: It is awesome.
What happened to the Sorcerers or Favoured Souls spellcasting?
Or Fighter 11 Feats?
Or 25 known maneuvers with no recovery method (you do only duplicate known, and not ready, which means as a non-martial-adept you don't get any recovery method...
So, conlclusion is: It is awesome.
I checked the entries again. No ability you mentioned was noted as (ex), not even in the description (i even did a search in the pdf files in case i am missing anything).
So, i guess you can house rule it, but it doesn't work that way.
//edit: and to add that no sane dm would allow it.
@pfooti: 11 is a nice breakpoint too.
Everything is either Ex, Su, Sp or natural...
Feats and maneuvers are probably ex, though spellcasting is a little less obvius, but still...
The no sane DM part is right, though...
I have usually read CO'ers on the Wiz-board arguing spellcasting as an natural ability. The reason being that when it would be usable with the polymorph-series...
I guess the argument goes the way it'smost CO-able...
Anders
I have usually read CO'ers on the Wiz-board arguing spellcasting as an natural ability. The reason being that when it would be usable with the polymorph-series...
I guess the argument goes the way it'smost CO-able...
Anders
Or you start encountering NPCs who (ab)use it as well :P
Which is the main reason I have to restrain myself in the Dispatching the Message game :POr you start encountering NPCs who (ab)use it as well :P
Haha ^-^
That's even worse, because you are shoving stuff up your team-mates, too :p
Which is the main reason I have to restrain myself in the Dispatching the Message game :POr you start encountering NPCs who (ab)use it as well :P
Haha ^-^
That's even worse, because you are shoving stuff up your team-mates, too :p
...Also, it's fun to note the AWESOME synergy with Spellthieves...
I've been looking for more ways to expand an int focus on my factotum so wanted to ask, are there any feats that change some skills to be modifed by intelligence? I think I remember one from Oriental Adventures but any beyond that?
So, can someone elaborate on this?
On the Jack of All Trades point: while JoAT won't work, Elf Dilettante from Races of the Wild will, because it specifies that you are treated as having 1 rank in every skill. The downside, of course, is that you have to be an Elf or Half-Elf. The feat really shines with Half-Elf Bards, but it is an option for Factotums as well.
Craft Wondrous Item - Definitely a great feat for Factotums, what with the freedom to choose so many spells.
Manyshot - Why? What am I missing? [quick edit] Wait... Volley = one attack roll. Is that why? That's pretty cool. Wait, no way I'll qualify. 17 Dex, plus two other feats I don't particularly care for.
Master of Poisons - Where's this from again? I see it's use but I fear book-throwing. I mean, making buckets of poison and then boosting the ability damage with IPs? I don't know if I would want to use that combo often enough to warrant the feat.
Imperious Command - Doesn't really fit the character, but I could see it working well for factotums.
TL;DR summary: Feats for a factotum are confusing me. What balance should I strike for combat feats, out of combat/flavor feats, and FoI? Which combat feats peter out and which ones stay good?
And something for the guide: Complete Warrior has a variant rule where you can trade racial weapon proficiencies for any other racial weapon. This makes Whispergnomes awesome assassin Factotums, as you can trade Gnome Hooked Hammers for Gnomish Quickrazors. The rule is on page 169 or so, IIRC.
Just want to make sure that Polymorph effects are highlighted when it comes to Arcane Dilettante. If, for some reason, the DM denies you Iaijutsu Focus, spells like Body of War, Displacer Form, and even the Complete Mage/PH2 Polymorph spells go a long way to make up for it. For any other caster, losing your spellcasting abilities in those forms isn't worth it. For a Factotum however, those spells are absolutely viable and very powerful (especially if they give access to some SLAs). Even though you may not be allowed to use your normal SLAs in those forms, you are still able to use Cunning Surge or other Factotum class features. Hell, you may even be able to argue that you don't lose Arcane Dilettante while under the effects of something like Body of War.This is actually a pretty good idea. Body of War is the highest level spell you can do this with (since it's 7th level), but IIRC, the description says nothing about losing spell-like abilities, only spellcasting.
This is actually a pretty good idea. Body of War is the highest level spell you can do this with (since it's 7th level), but IIRC, the description says nothing about losing spell-like abilities, only spellcasting.
Could be very interesting in a gestalt game with Warlock as the other side (unoptimal, perhaps, but interesting nontheless).
Just want to make sure that Polymorph effects are highlighted when it comes to Arcane Dilettante. If, for some reason, the DM denies you Iaijutsu Focus, spells like Body of War, Displacer Form, and even the Complete Mage/PH2 Polymorph spells go a long way to make up for it. For any other caster, losing your spellcasting abilities in those forms isn't worth it. For a Factotum however, those spells are absolutely viable and very powerful (especially if they give access to some SLAs). Even though you may not be allowed to use your normal SLAs in those forms, you are still able to use Cunning Surge or other Factotum class features. Hell, you may even be able to argue that you don't lose Arcane Dilettante while under the effects of something like Body of War.
Martial Law 1 rank: One rank and cunning knowledge will do the trick.
Swift Concentration 12 concentration: It requires a great deal of concentration points, but if you plan of using spells that are based on concentration, this can help you maintain concentration while doing other stuff.
Martial Law 1 rank: One rank and cunning knowledge will do the trick.
...I think you meant Martial Lore. Martial Law means knowing the rules of Kung-Fu, or knowing the rights a married man has (read: none).Swift Concentration 12 concentration: It requires a great deal of concentration points, but if you plan of using spells that are based on concentration, this can help you maintain concentration while doing other stuff.
Remember, it only works 1/encounter. It's possible it only lasts 1 round too! And you can't cast spells while concentrating, even if you can concentrate as a Swift action.
Balance 5 ranks: Balance is a synergy-like skill. Actually, it offers no synergy bonuses to other skills, but in the entry being attacked while balancing, it gives you the ability to retain your dexterity bonus to AC when balancing.
Climb 0 ranks: Don't bother.
Concentration 5+ ranks: Concentration can be used untrained and you will probably need it to cast your spell-like abilities in combat. However, cunning knowledge will take care of things most of the time. Other useful options include becoming psionically focused, if you have a psionic reserve. The five ranks are for the synergy bonus to autohypnosis.
Martial Law 1 rank: One rank and cunning knowledge will do the trick.
Arcana 1 or 5+ ranks: Identifies constructs, dragons and magical beasts. You can invest 5 ranks for the synergy bonus to spellcraft. Additionally, it's a pretty wide area of knowledge that provides useful information.
So how good is the Factotum without FoI in play?
So how good is the Factotum without FoI in play?
That's good. Probably also should be noted in the guide actually, as not everyone has the RC.
JaronK
I'll make sure to add it. Btw any additional comments on the guide? I could really need some help about combat, tricks, combos and how to stay alive from people that have played a factotum. I'm going to play one in an upcoming game and have no field experience.
Btw any additional comments on the guide?I'd suggest a section for builds, or some combinations of skills/feats/equipment to take depending on which roles someone expects to take. (e.g., JaronK's wonderful suggestions :D)
Btw any additional comments on the guide?I'd suggest a section for builds, or some combinations of skills/feats/equipment to take depending on which roles someone expects to take. (e.g., JaronK's wonderful suggestions :D)
Question for JaronK (or anyone who knows the answer, really) does Iaijutsu Focus stack with Sneak Attack? I read somewhere on a forum that they don't, but no source was given.
I'm shooting for an assassin-like character, too. Although i'm going for a more charismatic route and not heavy on stealth.
I'm going to use iaijutsu. DM has approved and i'm fine with it, although it comes from a disgusting book :p
I like the necropolitan idea.
Wait a minute, don't you get 2nd level spells at 4th level? Am i missing something?
And something for the guide: Complete Warrior has a variant rule where you can trade racial weapon proficiencies for any other racial weapon. This makes Whispergnomes awesome assassin Factotums, as you can trade Gnome Hooked Hammers for Gnomish Quickrazors. The rule is on page 169 or so, IIRC.
So for a sample assassin build, something like Whispergnome Factotum 13/Swordsage 2 with two flaws, Master of Poisons, Terrifying Strike, Sickening Strike, Darkstalker, Imperious Command, and three Fonts of Inspiration (you can add a fourth at level 18). Skulk around in the shadows nearly undetectable, and then if you want to hit a single target sneak out and using Cunning Surge + Imperious Command to turn someone cowering, then Coup de Gras with your poisoned Gnomish Quickrazor, and vanish again, if they're vulnerable to mind effecting. Or you can move into position, cast Sniper's Shot, and fire at a flat footed target with your Splitting +1 Bow of Assassination (boosted to +5 via a Tooth of Leraje). On a full attack you can fire six shots (thanks splitting, and maybe we can haste this too) full of poison to assassinate that way.
I'm confused, i thought that if the table says "2 spells" (which is at 4th level) you can memorize one 2nd level and one 1st or 0-level spell.The maximum level memorized is under "Special". The number of spells is simply the number he can have memorized.
I'm confused, i thought that if the table says "2 spells" (which is at 4th level) you can memorize one 2nd level and one 1st or 0-level spell.
Since you've fallen to the dark side and opened up OA, I'd recommend also looking into Masterwork Dastanas and Mithral Char-ainas (sp?). The first are basically a cheap +1 AC if you were wearing light armor anyway, and the second is +1 AC but costs a bit more and thus may or may not be useful depending on your campaign. Still worth looking at.Don't forget that both of these can be enchanted as though they were armor. You can load up on a pretty impressive AC and defensive abilities this way.
Don't forget that both of these can be enchanted as though they were armor. You can load up on a pretty impressive AC and defensive abilities this way.
And the best part about playing with a Gnomish Quickrazor? You can use all the art for Assassin's Creed as art for your character art. Neat.
JaronK
Unless your character is a gnome to take advantage of the racial weapon proficiency rules and other whispergnome goodies. Then you would need a image of what assassin's creed would look like if the main character was about 3 feet high.
For completion's sake, Lucid Dreaming isn't in the skill list.
Don't forget ranks in the lycanthrope's Control Shape skill! ;P
I know where the rules for Craft: Writing are from (Races of Stone) but where is Craft: Musical Composition from?
Illusory script is a great spell for factota. Put it on a banner - presto, you've turned a single slot and some cash into an at-will suggestion.
I know where the rules for Craft: Writing are from (Races of Stone) but where is Craft: Musical Composition from?Off the top of my head, Races of the Wild, I believe.
(Personally, I love poisons too much - my next factotum is going to be NE all the way!) :P
Oh yeah...something else that I just remembered. Under arcane dilettante, it's noted that you can't take spells that require an XP cost. Wouldn't that take spells like Limited Wish out of the list? Unless there's no XP cost when duplicating a spell which I may have missed out.
Does having Arcane Dilettante equate to actually having the Sorceror/Wizard spell list for the purposes of using Wands and things?It does not unfortunately, but that is what UMD is for.
I'd think that it would, but with Factotums not having an actual spell list and all...
Don't know, if I'm more knowledgeable, but I used Whirling Blade to Disarm myself :smirkWhy not a Scythe or Sickle?
The spell reads "..., just as if you were attacking with the weapon in melee, ..."
As for trip, that only works with unarmed attacks and specific weapons(has to say so in the description of the weapon, IIRC).
Whirling Blade specifies "a slashing melee weapon", so I'd throw a Guisarme(SRD/PHB) or Hooked Sword(Secrets of Sarlona).
Related, is a Marshal dip potentially great for a Factotum? I was thinking that grabbing the aura that gives Cha to combat maneuvers could be very handy, especially since I have an orc that wields a huge spiked chain in my group. SF Diplomacy also opens up a 1-3 lvl option for some Exemplar skill mastery.
And something for the guide: Complete Warrior has a variant rule where you can trade racial weapon proficiencies for any other racial weapon. This makes Whispergnomes awesome assassin Factotums, as you can trade Gnome Hooked Hammers for Gnomish Quickrazors. The rule is on page 169 or so, IIRC.
So for a sample assassin build, something like Whispergnome Factotum 13/Swordsage 2 with two flaws, Master of Poisons, Terrifying Strike, Sickening Strike, Darkstalker, Imperious Command, and three Fonts of Inspiration (you can add a fourth at level 18). Skulk around in the shadows nearly undetectable, and then if you want to hit a single target sneak out and using Cunning Surge + Imperious Command to turn someone cowering, then Coup de Gras with your poisoned Gnomish Quickrazor, and vanish again, if they're vulnerable to mind effecting. Or you can move into position, cast Sniper's Shot, and fire at a flat footed target with your Splitting +1 Bow of Assassination (boosted to +5 via a Tooth of Leraje). On a full attack you can fire six shots (thanks splitting, and maybe we can haste this too) full of poison to assassinate that way.
So that's a good sample build. Note that there's a LOT of ways to get your enemies flat footed. Grease is easy of course, and the Blurstriking enchantment gets you there as well. Also, check out the skill tricks... some of them make people flat footed. In fact, Complete Scoundrel is full of ways to make people flat footed (consider boot blades and the like, with that oil that makes your first attack flat foot them... it's costly, but it's a solid backup measure). There's also Flick of the Wrist, which is nice, though it does require Quick Draw which is useless with the Quickrazor (but handy enough with the bow). Sapphire Nightmare Blade works too, and you can get it with an item if you don't take Swordsage levels. Go nuts with this stuff. Imperious Command is great too... use Cunning Surge to make them cower, then Coup De Gras with your razor for the kill. If they're not immune to mind effecting, they're dead. Don't forget Never Outnumbered with this one. There's even a feat that lets you Coup De Gras as a standard action... imagine popping into the center of a group of enemies (you can be quite stealthy, after all... consider dropping from the ceiling), using Never Outnumbered + Imperious Command to make them cower, then use one Cunning Surge per enemy to kill them all. Sweet. Note that if you're going to do this a lot the Fearsome enchantment lets you intimidate as a move action, thus reducing your costs in Cunning Surges (or Belt of Battle charges).
Oh, and consider Craven. You do have sneak attack as a class ability after all.
As for Sneak Attack and IF, the wiki IIRC says they don't stack, but I've never found a book source for that, so I can't figure out where it comes from.
JaronK
- Skills with Different Abilities DMG p.33: This is awesome, because if you change the key ability to strength or dexterity, then you can add your intelligence modifier to those checks, because of brains over brawn. This is exceptionally useful with intimidate that is keyed off strength. I remember a variant that allowed you to do strength intimidate checks, but i wasn't able to find it.
Obtain Familiar CA: A factotum has a caster level, thanks to arcane dilettante. This is one of my personal favorites, along with improved familiar. A familiar is a great boon to skill-monkeys. Later in the guide i will elaborate on the usefulness of the familiar.[/li][/list]
The sage was against it, the ususal "is spell-like, not spell!" stuff. :rollseyes
...Which is actually correct, and called out in the text of Complete Mage. For once, he did the homework.
As I said earlier, the nosomatic chirurgeon fixes that. It allows you to convert SLAs into inflict spells, thus meeting the "spells" requisite for feats and PrCs. The prereqs are a little prohibitive though, so you'll have to weight the cost/benefit.Only works for Reserve feats if Inflict spells can trigger the reserve feat. Works on Sickening Grasp, but I don't think it does for any others.
Can someone answer the question I put on the end of last page? Just posting again, cause some people may have missed it due to the page flip.
Two questions about the above comments.
1) Where is the Fearsome enchantment from? Ive looked but I can't find it.
2) To Coup de Grace someone they have to be helpless, but unless Im reading the SRD wrong Cowering =/= helpless. So how are you commiting a coup de grace as above?
To answer question 2, check out in the rules compendium under fear effects. They changed how cowering works entirely.Can someone answer the question I put on the end of last page? Just posting again, cause some people may have missed it due to the page flip.Two questions about the above comments.
1) Where is the Fearsome enchantment from? Ive looked but I can't find it.
2) To Coup de Grace someone they have to be helpless, but unless Im reading the SRD wrong Cowering =/= helpless. So how are you commiting a coup de grace as above?
As to question #1, the "Fearsome" enhancement can be found in at least two sourcebooks; Drow of the Underdark and Magic Item Compendium, though the pricing, requirements, and indeed even the basic functionality for them are drastically different from one source to the other.
The version in the Magic Item Compendium has to be activated (swift action, 3 uses/day), and it emits an aura of fear causing creatures to become panicked unless they make a Will save.
The version that JaronK is referencing, however, is from Drow of the Underdark, and it treats the armor as though it has armor spikes, grants a +5 to Intimidate checks, and allows the wearer to demoralize an opponent (as described in the PHB) as a move action instead of a standard action.
However, as to question #2 I haven't been able to find a definitive ruling on the "cowering == helpless" front, but it does seem to be common sense. If the target is so terrified of you that all they can do is cower in a corner in fear, there's really nothing stopping you from just hacking their throat open (or whatever) and moving on. Hopefully someone else can provide a more definitive rules-oriented response.
It's the removal of the "will still defend themselves against attacks" clause that does it, I believe.
Edit: Also, if their dex is (treAted as) zero, the cannot move, per the "ability scores at zero" clause. If you cannot move, you cannot defend yourself in any way, which means you cannot get out of the way of a coupdegrace.
More?Monk 1 with Kung-Fu Genius? :)
More?
Chameleon, for AWESOME.When combined with Academic Priest it is pretty SAD as well.
Chameleon, for AWESOME.
Chameleon, for AWESOME.
How many factotum levels would you go before going chamaeleon then? Would you try to mix the levels a bit (like 5 fac/1cha/1fac/1cha etc) ?
It seems like a lot of fun to play, especially in a group of 5 players where all the major roles are already taken (otherwise you'd be forced to go for the same route in most cases I guess, e.g. when the group lacks a healer).
Thanks
Ta-ta
T.
How many factotum levels would you go before going chamaeleon then? Would you try to mix the levels a bit (like 5 fac/1cha/1fac/1cha etc) ?
It seems like a lot of fun to play, especially in a group of 5 players where all the major roles are already taken (otherwise you'd be forced to go for the same route in most cases I guess, e.g. when the group lacks a healer).
Chameleon, for AWESOME.When combined with Academic Priest it is pretty SAD as well.
You do not get INT to damage, attack and AC normally with a factotutm.Yup. Hence adding the +Int in parentheses.
That only applies if you use up inspiration points for boosting those stats.
Was it ever clarified whether or not you can use Cunning Insight on spells like Ray of Stupidity and Shivering Touch?
If so, a link or a book and page reference would be nice.
Was it ever clarified whether or not you can use Cunning Insight on spells like Ray of Stupidity and Shivering Touch?
If so, a link or a book and page reference would be nice.
I think that this is way deep into DM's area :P
Was it ever clarified whether or not you can use Cunning Insight on spells like Ray of Stupidity and Shivering Touch?
If so, a link or a book and page reference would be nice.
Also, @Able learner wasted
I guess that depends on how many chameleon levels you take, doesn't it? If a skill is a class skill for one of your classes, but not the one you're currently advancing, you can get it up to level+3, but still at 2 points per rank. Able learner would still be useful for mitigating that.
What are pure Factotums like in play without Font of Inspiration? Is Chameleon worth it without Font?Chameleon should be more worth it without FoI, yes, because your factotum abilities are less everpresent and more difficult to use.
4) You can use Cunning Strike multiple times per round for more than 1d6 sneak attack damage.Remind me: Does Cunning Strike apply to all attacks of a round or only to one?
5) You can use Cunning Brilliance to get all the sneak attack of a Rogue. Furthermore, any ability that doesn't seem magical is assumed to be Ex and thus usable, which clarifies stuff like Fighter feats that are not magical but don't explicitly say they're Ex. This is a handy clarification.Does this give any hint as to whether spellcasting is supposed to be (Ex)? I suppose the "doesn't seem magical" bit gives a pretty good hint, but having something black on white is so much nicer.
A good hint on the EX nature of spellcasting is in the MM5 which lists a racial spellcasting ability as Ex for some hobgoblins and fish people.Not according to the FAQ since damage is damage to health whereas ability damage is something entirely different.
Also on the ability damage is not damage FAQ ruling, would a roll for the ability damage still be considered a damage roll? If it is then the factotums abilities would still work.
A good hint on the EX nature of spellcasting is in the MM5 which lists a racial spellcasting ability as Ex for some hobgoblins and fish people.
Also on the ability damage is not damage FAQ ruling, would a roll for the ability damage still be considered a damage roll? If it is then the factotums abilities would still work.
then what spells that have longer than a standard action are good if they only took a standard action?
then what spells that have longer than a standard action are good if they only took a standard action?
Geas
I don't see Ability Rip as that wonderful, actually. You can only swipe a Supernatural ability for a few hours and you permanantly lose one of your own or two levels if you have none. Kinda harsh.
I don't see Ability Rip as that wonderful, actually. You can only swipe a Supernatural ability for a few hours and you permanantly lose one of your own or two levels if you have none. Kinda harsh.Being able to get rid of your own negative abilities is pretty cool, though.
I don't see Ability Rip as that wonderful, actually. You can only swipe a Supernatural ability for a few hours and you permanantly lose one of your own or two levels if you have none. Kinda harsh.Being able to get rid of your own negative abilities is pretty cool, though.
Genesis.If only, but too high level and there are no real ways to increase the max spell level of arcane dilettante.
Since Factotum's cast as SLA's doesn't that mean the spells are always a standard,move, swift or immediate action?
The discussion http://brilliantgameologists.com/boards/index.php?topic=6498.0 (http://brilliantgameologists.com/boards/index.php?topic=6498.0) and here http://brilliantgameologists.com/boards/index.php?topic=6674.40 (http://brilliantgameologists.com/boards/index.php?topic=6674.40) seems to suggest so.
If they are no problems with this, then what spells that have longer than a standard action are good if they only took a standard action?
May I suggest a class to go into after Chameleon?Master of Masks is pretty bad. It's a one level dip for the Gladiator mask.
I suggest Master of Masks (it's a 4/10 PrC from Complete Scoundrel)
The masks you should choose for this would have to be Archmage (Some SLAs, and a +2 arcane caster level.), High Priest (Same as Archmage, but for divine spells), and Gladiator (Proficiency in basically all weapons is very nice.)
Then make your 3rd level one Assasin to add SA damage...
Only problem is that only one mask can be active a time.
Has great flavor and synergy with Chameleon too. You will have oodles of versatility if you follow this path; even more than your standard Factotum/Chameleon.
Also, each of the masks makes you appear to be a different alignment without actually changing it. Can you say infiltration?
Of course, I could be wrong...
If you're using a region of dreams in your campaign - Dal Quor in Eberron for example - the Lucid Dreaming skill from MotP (page 203) might be worth looking at. It's pretty much what it sounds like. Various checks of varying difficulty let you realize you're dreaming, change various aspects of your dreamscape or yourself, and stuff. Then there's the applications that let you visit someone else's dreamscape, essentially appearing in their dreams. If you grapple them there and make a DC 25 check, you can drag them into the "Dreamheart". In the dreamheart, not only, does everyone take 25 damage per round if not taking shelter, if you die there, you're dead for good - as opposed to dreamscapes, where death is just as fake as everything else. You can, of course, use all equipment and powers you have at your disposal IRL. The best part? After you're done killing people in your sleep, none of your resources IRL are expended. The skill does require a fairly obscure alternate cosmology, though. Dal Quor in Eberron, as mentioned above, is a perfect fit, but requires some adaptation to work with the rules in the section.That's fucking awesome :D
The highest DC you'll ever need to make with it is 25 too.Win.
Also, did I mention that one of the applications is changing your appearance? You can actually look like Freddy Krueger when you kill people in their sleep.
That's it, I was already thinking about a Factotum for my next character, this makes it definitive.The highest DC you'll ever need to make with it is 25 too.Win.
Also, did I mention that one of the applications is changing your appearance? You can actually look like Freddy Krueger when you kill people in their sleep.
This also solidifies the fact that factotums make the best assassins of all the non full spellcasters.That's it, I was already thinking about a Factotum for my next character, this makes it definitive.The highest DC you'll ever need to make with it is 25 too.Win.
Also, did I mention that one of the applications is changing your appearance? You can actually look like Freddy Krueger when you kill people in their sleep.
http://www.giantitp.com/forums/showthread.php?t=160948You didn't know that?
This is relevant. Evidently, Factotums really do cast all spells as standard actions, except ones that are faster than standard. Nasty.
JaronK
You didn't know that?
I'm having difficulty allocating stats for a 30 point buy pure factotum. Anyone have any suggestions? (You can lower stats below 8 to gain 1 more point per stat lowered)That looks like a 28 point buy to me. (6 -2 +6+13+5=28), right?
I was thinking:
Strength: 14 (6 points)
Dexterity: 6 (-2 points)
Constitution: 14 (6 points)
Intelligence: 17 (13 points)
Wisdom: 8 (0 points)
Charisma: 13 (Going for Imperious Command) (5 points)
But, I dunno... I don't want to be so clumsy (or role play a character with a 6 wisdom)
How should be a build who focuses in the capstone of factotum??
How should be a build who focuses in the capstone of factotum??
Imperious Command DotU: This feat is so good that it will devastate any opponent that is not immune to fear effects. First of all, a cowering foe will be unable to act, thus denying your opponents of firepower by using this feat alone. Because this feat makes a demoralized opponent to cower in the first round and be shaken afterwards, you (by using the fearsome enhancement or cunning surge) or your allies can coup-de-grace demoralized targets. This feat is very good along with the Never Outnumbered skill trick.(bolding mine)
I'm not sure if it was already pointed out, but, in one of the main posts, you said:I believe it's theline about "if th targetis unable to flee, hecowers helplessly, taking no actions" or however that line reads in the fear escalation section.Imperious Command DotU: This feat is so good that it will devastate any opponent that is not immune to fear effects. First of all, a cowering foe will be unable to act, thus denying your opponents of firepower by using this feat alone. Because this feat makes a demoralized opponent to cower in the first round and be shaken afterwards, you (by using the fearsome enhancement or cunning surge) or your allies can coup-de-grace demoralized targets. This feat is very good along with the Never Outnumbered skill trick.(bolding mine)
Cowering is not the same thing as helpless - you can get sneak attack dice but not Coup de Grace (same with getting stunned). To my knowledge, the only way you can get a Coup de Grace straight off of cowering is if you are playing Pathfinder with the "Dastardly Finish" feat. (Imperious Command is still an excellent feat, but it doesn't let you win the fight quite so fast as that.)
I'm not sure if it was already pointed out, but, in one of the main posts, you said:I believe it's theline about "if th targetis unable to flee, hecowers helplessly, taking no actions" or however that line reads in the fear escalation section.Imperious Command DotU: This feat is so good that it will devastate any opponent that is not immune to fear effects. First of all, a cowering foe will be unable to act, thus denying your opponents of firepower by using this feat alone. Because this feat makes a demoralized opponent to cower in the first round and be shaken afterwards, you (by using the fearsome enhancement or cunning surge) or your allies can coup-de-grace demoralized targets. This feat is very good along with the Never Outnumbered skill trick.(bolding mine)
Cowering is not the same thing as helpless - you can get sneak attack dice but not Coup de Grace (same with getting stunned). To my knowledge, the only way you can get a Coup de Grace straight off of cowering is if you are playing Pathfinder with the "Dastardly Finish" feat. (Imperious Command is still an excellent feat, but it doesn't let you win the fight quite so fast as that.)
Cowering
Cowering creatures are frozen
in fear and can take no
actions. A cowering creature
takes a –2 penalty to AC and
loses its Dexterity bonus (in
all applications).
As per Rules Compendium, cowering states:I'd say frozen in fear means helpless, because of the word frozen.Cowering
Cowering creatures are frozen
in fear and can take no
actions. A cowering creature
takes a –2 penalty to AC and
loses its Dexterity bonus (in
all applications).
It doesn't state Helpless.
As per Rules Compendium, cowering states:I'd say frozen in fear means helpless, because of the word frozen.Cowering
Cowering creatures are frozen
in fear and can take no
actions. A cowering creature
takes a –2 penalty to AC and
loses its Dexterity bonus (in
all applications).
It doesn't state Helpless.
helpless: Paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus. An attacker can use a coup de grace against a helpless target.[/spoiler]
cowering: Frozen in fear and unable to take actions. A cowering character takes a –2 penalty to Armor Class and loses her Dexterity bonus (if any).[/spoiler]
How good is Imperious Command if it does not render foes helpless?Still pretty damn good. If you have Never Outnumbered, you just spent a Standard action to make every enemy within 10 feet waste their turn cowering in fear. Action economy, man. Even without, it's still pretty good.
10 feet unfortunately.How good is Imperious Command if it does not render foes helpless?Still pretty damn good. If you have Never Outnumbered, you just spent a Standard action to make every enemy within 30 feet waste their turn cowering in fear. Action economy, man. Even without, it's still pretty good.
How good is Imperious Command if it does not render foes helpless?
How good is Imperious Command if it does not render foes helpless?
My bad. Recanting.10 feet unfortunately.How good is Imperious Command if it does not render foes helpless?Still pretty damn good. If you have Never Outnumbered, you just spent a Standard action to make every enemy within 30 feet waste their turn cowering in fear. Action economy, man. Even without, it's still pretty good.
My bad. Recanting.10 feet unfortunately.How good is Imperious Command if it does not render foes helpless?Still pretty damn good. If you have Never Outnumbered, you just spent a Standard action to make every enemy within 30 feet waste their turn cowering in fear. Action economy, man. Even without, it's still pretty good.
How good is Imperious Command if it does not render foes helpless?
Anyone have a list/table of everything that can be considered a Strength or Dexterity check for "Brains over Brawn"
How good is Imperious Command if it does not render foes helpless?
Wear fearsome armor (from DotU, pg 97) - it makes demoralize into a move action. Use your standard action to pound the other guy while he's busy peeing himself. Keep on doing this until he's dead - he doesn't get any choice in this matter, since he doesn't get a save or anything.
Even without fearsome armor, just have one of your buddies/pets/mounts/hirelings/etc do the whacking while you do the intimidating. If you have 9 or more levels in Zhentarim Soldier, you can even beat out the armor-wearers, since demoralize is a swift action for you. Or you can be a very sad 14th level CW Samurai who doesn't intimidate quite so well (among many, MANY other things). How is this not good?
You can diplomance people you don't speak the language of over the course of weeks.
Amusing, yes. Effective, no.
Can this Skill do anything, a Factotum can't already do with Diplomacy?(which also works on Non-Humanoid Non-Animals, like Dragons)You can use it to annoy the **** out of/amuse your teammates since it works on PCs. You also don't need quite as high a check to command any potential enemies that are traveling with you.
I don't think you can "push" hostile animals with handle animal, though.How is that relevant? It's an option provide by by Handle Humanoid, Handle Animal doesn't factor in in anyway.
Was just looking over some low level items and noticed that Pearls of Power could be quite handy for a Factotum in overcoming it's limited spells/day. I'm sure it's been noted before but didn't see any mention in the handbook.
Why is the Lucid Dreaming skill not mentioned in this handbook?Because Dictum Mortuum hasn't updated it in a while.
If you're using a region of dreams in your campaign - Dal Quor in Eberron for example - the Lucid Dreaming skill from MotP (page 203) might be worth looking at. It's pretty much what it sounds like. Various checks of varying difficulty let you realize you're dreaming, change various aspects of your dreamscape or yourself, and stuff. Then there's the applications that let you visit someone else's dreamscape, essentially appearing in their dreams. If you grapple them there and make a DC 25 check, you can drag them into the "Dreamheart". In the dreamheart, not only, does everyone take 25 damage per round if not taking shelter, if you die there, you're dead for good - as opposed to dreamscapes, where death is just as fake as everything else. You can, of course, use all equipment and powers you have at your disposal IRL. The best part? After you're done killing people in your sleep, none of your resources IRL are expended. The skill does require a fairly obscure alternate cosmology, though. Dal Quor in Eberron, as mentioned above, is a perfect fit, but requires some adaptation to work with the rules in the section.
Doesn't say, but given that you actually enter someone else's Dreamscape, I'd personally say that yes, you can.If you're using a region of dreams in your campaign - Dal Quor in Eberron for example - the Lucid Dreaming skill from MotP (page 203) might be worth looking at. It's pretty much what it sounds like. Various checks of varying difficulty let you realize you're dreaming, change various aspects of your dreamscape or yourself, and stuff. Then there's the applications that let you visit someone else's dreamscape, essentially appearing in their dreams. If you grapple them there and make a DC 25 check, you can drag them into the "Dreamheart". In the dreamheart, not only, does everyone take 25 damage per round if not taking shelter, if you die there, you're dead for good - as opposed to dreamscapes, where death is just as fake as everything else. You can, of course, use all equipment and powers you have at your disposal IRL. The best part? After you're done killing people in your sleep, none of your resources IRL are expended. The skill does require a fairly obscure alternate cosmology, though. Dal Quor in Eberron, as mentioned above, is a perfect fit, but requires some adaptation to work with the rules in the section.
Quick question: Can you use it to communicate to others in their sleep?
If so, it may be the cheapest form of long-range telepathy there is (even if it is limited by time). It would be even better if it worked across planes.
Doesn't say, but given that you actually enter someone else's Dreamscape, I'd personally say that yes, you can.
At that point you might as well rename your character Rube Goldberg and be done with it.
Just checking but being flat footed and being denied your dex aren't the same thing right?
i mean you are denied your dex while flatfooted but are you flatfooted while being denied your dex.
In a campaign i run i ruled it to be so against some crazed Iaijutsu master. After which we found out the only things that say specifically your flat footed are the start of combat before your first turn and flick of the wrist feat.
It came up because i notice that Iaijutsu specifically says Flatfooted while something like rogue sneak attack says denied dex to AC
was just checking because alot of people list things like grease as getting an opponent flatfooted while as far as i was aware the deal with that was if you have less than 5 ranks in balance you only lose your Dex to AC while balancing.Grease forces you to be balancing. While balancing you are flatfooted unless you have 5 ranks in balance.
Hide (Dex; Armor Check Penalty)
You need cover or concealment to attempt a Hide check.
Total cover or total concealment usually obviates the need
for a Hide check, since nobody can see you anyway. Your
Hide check is opposed by the Spot check of anyone who
might see you.
You can move up to half your normal speed and hide at no
penalty. When moving at a speed greater than half but less
than your normal speed, you take a –5 penalty. You can take
a –20 penalty on your Hide check to hide while attacking,
running, or charging.
If someone is observing you, even casually, you can’t hide.
You can run around a corner or behind cover so that you’re
out of sight and then hide, but the others then know at least
where you went.
If your observers are momentarily distracted, you can
attempt to hide. While the others turn their attention
from you, you can attempt a Hide check if you can get
to a hiding place of some kind. The hiding place has to
be within 1 foot per rank you have in Hide. This check,
however, is made at a –10 penalty because you have to
move fast.
If you’re successfully hidden with respect to another
creature, that creature is flat-footed with respect to you. That
creature treats you as if you were invisible (see page 76).
Question for the handbook creator. Why are there no Reserve feats listed on here?Because those only work on spells, not SLAs.
Interesting. That'd mean it'd get past SR.Question for the handbook creator. Why are there no Reserve feats listed on here?Because those only work on spells, not SLAs.
However they DO work with SLA feats. Including Supernatural Tranformation (turns SLAs into SuAs).
They can do that anyway. This way costs a feat, but it can be done well before level 11.Interesting. That'd mean it'd get past SR.Question for the handbook creator. Why are there no Reserve feats listed on here?Because those only work on spells, not SLAs.
However they DO work with SLA feats. Including Supernatural Tranformation (turns SLAs into SuAs).
Yeah, but it costs points.They can do that anyway. This way costs a feat, but it can be done well before level 11.Interesting. That'd mean it'd get past SR.Question for the handbook creator. Why are there no Reserve feats listed on here?Because those only work on spells, not SLAs.
However they DO work with SLA feats. Including Supernatural Tranformation (turns SLAs into SuAs).
Factotum SLAs are class abilities, not innate, as required for supernatural transformation. Does not work.
Supernatural Transformation: One of your innate spell-like abilities becomes a supernatural ability.
Factotum SLAs are class abilities, not innate, as required for supernatural transformation. Does not work.
Supernatural Transformation: One of your innate spell-like abilities becomes a supernatural ability.
Has "innate" ever been defined? Playing the devil's advocate here, I could argue that a class ability is as innate as a racial ability.
Factotum SLAs are class abilities, not innate, as required for supernatural transformation. Does not work.
Supernatural Transformation: One of your innate spell-like abilities becomes a supernatural ability.
Has "innate" ever been defined? Playing the devil's advocate here, I could argue that a class ability is as innate as a racial ability.
Factotum SLAs are class abilities, not innate, as required for supernatural transformation. Does not work.
Supernatural Transformation: One of your innate spell-like abilities becomes a supernatural ability.
Has "innate" ever been defined? Playing the devil's advocate here, I could argue that a class ability is as innate as a racial ability.
I believe "innate" is generally used to mean "not added by any outside source, such as spells, items, auras, or any temporary benefit." Internal, if you will. That would make class abilities count. But I'm not totally sure about that.
JaronK
Ah, good to know. Does that include templates? One would hope so...
JaronK
Imperious Command DotU: This feat is so good that it will devastate any opponent that is not immune to fear effects. First of all, a cowering foe will be unable to act, thus denying your opponents of firepower by using this feat alone. Because this feat makes a demoralized opponent to cower in the first round and be shaken afterwards, you (by using the fearsome enhancement or cunning surge) or your allies can coup-de-grace demoralized targets. This feat is very good along with the Never Outnumbered skill trick.
Imperious Command DotU: This feat is so good that it will devastate any opponent that is not immune to fear effects. First of all, a cowering foe will be unable to act, thus denying your opponents of firepower by using this feat alone. Because this feat makes a demoralized opponent to cower in the first round and be shaken afterwards, you (by using the fearsome enhancement or cunning surge) or your allies can coup-de-grace demoralized targets. This feat is very good along with the Never Outnumbered skill trick.
Cowering does not make them eligible for CdG by itself. It's saddening, I know. Imperious Command is still awesome, it's just not stab-you-in-the-face awesome.
Imperious Command DotU: This feat is so good that it will devastate any opponent that is not immune to fear effects. First of all, a cowering foe will be unable to act, thus denying your opponents of firepower by using this feat alone. Because this feat makes a demoralized opponent to cower in the first round and be shaken afterwards, you (by using the fearsome enhancement or cunning surge) or your allies can coup-de-grace demoralized targets. This feat is very good along with the Never Outnumbered skill trick.
Cowering does not make them eligible for CdG by itself. It's saddening, I know. Imperious Command is still awesome, it's just not stab-you-in-the-face awesome.
That was already pointed out some pages ago I think, although the guide hasn't been updated in a while.
TruespeakA fun little trick to annoy DMs who like to confiscate your items is to have the command words all in Truespeak. Not only is it Crazy-Prepared, but you can call him on it if he "forgets".
Ok, a few things:Or Darkspeech :)TruespeakA fun little trick to annoy DMs who like to confiscate your items is to have the command words all in Truespeak. Not only is it Crazy-Prepared, but you can call him on it if he "forgets".
. . . That and dyndns screwing me without knowing :p . . .Too bad you failed your knowledge check, otherwise that could have been fun ;)
. . . That and dyndns screwing me without knowing :p . . .Too bad you failed your knowledge check, otherwise that could have been fun ;)
I had success playing a factotum that carried quickblade, several other weapons, as well as throwing weapons (throwing hammers for increased range inc). Once you get higher level you can either pick up quick draw or use least return crystals to simulate it on the hammers. As well as getting a buckler with a wand chamber with a wand of swift invisibility, or another spell that grants concealment or some other way that makes them flat-footed. Just my two cents.
Greater Manyshot (get some sort of precision damage), Cunning Insight to offset the penalty (and at higher levels, give a bonus) to hit. Knowledge Devotion is also a nice feat to have in this kind of build. Craven already mentioned... It can hit pretty hard. Also, poisons. What else? o:Any buff spells you can think of. If you can get DMM: Persist and Extend, there's always scrolls of bull's strength, fox's cunning, and cat's grace (for +6 to damage and a crapton of other benefits).
Plus, the INT to AC feats that change AC Bonus for Monks are often allowed by DMs to work with Swordsages.
Carmendine Monk?
Swordsage would be better, which is why I mentioned it in conjunction with CantripN mentioning adaptations of monk feats that change their AC bonus.Carmendine Monk?
That requires taking levels of Monk. Though 1 level for IUS and Stunning isn't bad.
Duck UnderneathYou're quacked!
IIRC, there's a trick from Rules compendium you can play with Sleight of hand on a dagger to make a dude flatfooted 1/encounter.Hidden Blade, Complete Scoundrel. Pretty sure there are no skill tricks in Rules Compendium.
Immediate Action Geas, what?"Lelouch vi Britannia commands you... OBEY ME WORLD!" :lol
Just found another amazing feat in Fiendish Codex II (god this book has some gems!). Mark of Avernus lets you use a spell like ability (or attack) as an Immediate action once per encounter. The hard part is that it requires Brand of the Nine Hells as a prerequisite, which is no easy feat to get. Still, if you can swing it the ability to cast any of your spells as an immediate action is pretty freakin' nice... and this way you don't need to spend 3 IPs for rapid casting.Biggest problem is, IIRC, that it can only be obtained via DM fiat or being a devil. The Mark of X feats are all pretty good because of that.
JaronK
Biggest problem is, IIRC, that it can only be obtained via DM fiat or being a devil. The Mark of X feats are all pretty good because of that.
Drat. On the bright side, Arcane Dillitant is noted as being (Sp), so the 3.5 version (just found it in MM) would indeed apply to three spells per day... though not your highest level spells. By level 16 it can only quicken 4th level spells, which is not so hot, but by level 20 it applies to 6th level spells (which is nearly your maximum). So, obviously not nearly as good, but might be worth taking at high levels.Pretty sure you have to select the Sp when you pick the feat too,making it not a great idea.
JaronK
What would be a good +1 or +2 LA template for a half-orc Factotum that boosts Int?
Cute. Mechanics-wise a half-orc Factotum isn't a good idea, but the back story gives it some nice flavor. That's why I'm looking for a low LA template to help offset the Int penalty. We aren't playing heavily optimized characters; we're going more for a story driven game.
Yeah. I'd go with Quicken Spell-Like Ability (Arcane Dilettante), so you could use it 3/day.Drat. On the bright side, Arcane Dillitant is noted as being (Sp), so the 3.5 version (just found it in MM) would indeed apply to three spells per day... though not your highest level spells. By level 16 it can only quicken 4th level spells, which is not so hot, but by level 20 it applies to 6th level spells (which is nearly your maximum). So, obviously not nearly as good, but might be worth taking at high levels.Pretty sure you have to select the Sp when you pick the feat too,making it not a great idea.
JaronK
Pretty sure you have to select the Sp when you pick the feat too,making it not a great idea.
Cute. Mechanics-wise a half-orc Factotum isn't a good idea, but the back story gives it some nice flavor. That's why I'm looking for a low LA template to help offset the Int penalty. We aren't playing heavily optimized characters; we're going more for a story driven game.
Or just reflavor a dragonborn dwarf or something.Cute. Mechanics-wise a half-orc Factotum isn't a good idea, but the back story gives it some nice flavor. That's why I'm looking for a low LA template to help offset the Int penalty. We aren't playing heavily optimized characters; we're going more for a story driven game.
If you insist on something that's an Orc, but works as a Factotum, go for that Orc-like race from Races of Destiny. They're Orcs, but with +1 LA, +2 INT, and some barely useful things.
It says "standard classes" which means base classes. So, no.To be anal-retentive about it, 'standard classes' has no actual RAW meaning...
JaronK
I have a question about an epic factotum.
What are the class abilities ?
For the arcane spells, does the factotum access to the 8th, 9th, 10th spell level ?
Can a factotum do a research on a epic spell ?
Are there any specific magic items which are really useful for factotums?
I have used the MiC trick before, no joke.
thanks. aside from immovable rods, i am running out of ideas. I will be looking at staves then, any in particular?
I have a factotum in my game, and something has come up. Is iaijutsu focus precision damage? in other words, can it be used against undead, constructs, etc? The OA book is pretty vague about this. Is there a hard-line rule on this? Thanks!All instances of precision damage that I have seen have specifically stated that it does not affect creatures immune to critical hits. Since Iaijutsu Focus doesn't have any such statement, I would say it is not precision damage.
I have a factotum in my game, and something has come up. Is iaijutsu focus precision damage? in other words, can it be used against undead, constructs, etc? The OA book is pretty vague about this. Is there a hard-line rule on this? Thanks!All instances of precision damage that I have seen have specifically stated that it does not affect creatures immune to critical hits. Since Iaijutsu Focus doesn't have any such statement, I would say it is not precision damage.
However, if you want a hard ruling, I know of none for either way.
I have question about Brains over Brawn. Does I add bonus from intelligent to a modifier from Strength, or I use intelligent bonus instead a modifier from Strength?The former. It adds your Int bonus to Str and Dex checks, rather than replacing them.
Example:
Jumping
3 ranks +3(Intelligent bonus)+2(Strength bonus)= 8
or
3 ranks +3(Intelligent bonus) = 6
What version is correct?
It doesn't say it replaces anything, but that you gain a bonus.Correct. If it replaced anything, it would say "instead" somewhere in there.
Not that I disagree... but is there any examble of that? Anyhere?It doesn't say it replaces anything, but that you gain a bonus.Correct. If it replaced anything, it would say "instead" somewhere in there.
Weapon Finesse? (http://www.d20srd.org/srd/feats.htm#weaponFinesse)Not that I disagree... but is there any examble of that? Anyhere?It doesn't say it replaces anything, but that you gain a bonus.Correct. If it replaced anything, it would say "instead" somewhere in there.
You get X instead of y?
:lolWeapon Finesse? (http://www.d20srd.org/srd/feats.htm#weaponFinesse)Not that I disagree... but is there any examble of that? Anyhere?It doesn't say it replaces anything, but that you gain a bonus.Correct. If it replaced anything, it would say "instead" somewhere in there.
You get X instead of y?
First off, Brains over Brawn does NOT apply to Reflex saves. It is not a Dexterity check, it is a saving through which is modified by your Dexterity.Reading from the Benefit section of Divine Metamagic:
Second, Arcane Dilliante is pulling from arcane lists and is spell-like abilities and Divine Metamagic can ONLY be used on Divine spells (spell-like abilities don't count).
Page 80: Divine Metamagic feat
The boldface text needs to be added to the Benefit paragraph of the feat description:
When you take this feat, choose a metamagic feat that you have. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to divine spells that you know. . . .
Ok I was looking up more EX abilities to use in conjunction with the Factotums Cunning Brilliance ability. Here is what I came up with...
*Advanced Learning (Ex)
*Mantle (Ex)
*Sustaining Shadow (Ex) No need to eat, sleep, breathe, immune to nonmagical poison & disease.
*Elude Touch (Ex) Bonus to touch AC equal to Charisma.
*Unicorn Companion (Ex) Haha 1/day call a a Unicorn for 2 hours/level. The kicker is at higher levels we can summon a Lammasu, Gynosphinx, Water Naga, Androsphinx, or a freaking Couatl. (Psionic Plane Shift and Ethereal Jaunt AT WILL? Hell yes!)
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Now during my searching I came upon an interesting question which I do not believe I have seen answered. If an EX grants you a permenant increase of some kind, does that increase remain even after the 1 minute time limit. By strict RAW interpretation of the ability I believe it would work. It specifically states that you "gain the benefits and drawbacks of one chosen ability for 1 minute."
Gaining the benefit of the ability will give us a permenant stat bonus; however, one could argue that now that bonus point to your stat is a permenant addition and no longer attached to the ability. Therefore if the ability goes away the stat increase would stay. Obviously this interpretation is highly cheesy and more than likely it boils down to a legal terminology war. Either way here are some nifty abilities that could be useful assuming we can permenantly add stat bonuses.
*Dragon Augmentation (Ex) Permenant +1 to Str, Dex, or Con? Of course.
*Knowledge Focus (Ex) The effect is a permanent +3 untyped bonus to any knowledge skill. (All you gods of knowledge eat your heart out.)
*Expanded Soulmeld Capacity (Ex): Permenant +1 increase to your essentia capacity of your soulmelds. (Given time and the proper feats I see much abuse.)
*Totem's Protection (Ex) +4 untyped bonus on saving throws against supernatural abilities of magical beasts. (Once again this is a permenant bonus)
*Still Mind (Ex) +2 bonus on saving throws against spells and effects from the enchantment school. (Permenant untyped bonus.)
Please do correct me if there has been a Customer Service ruling on this or if my interpretation is blatently off.
Given the wording of Cunning Brilliance, wouldn't the called Unicorn disappear after 1 minute(since it clearly is a benefit of the chosen ability)?Possibly not. I imagine it'd be a like a spellthief stealing a paladin's (sp) Summon Mount ability - he only has the summoning ability for a minute, but he can keep the mount around after he no longer is able to summon it.
Check the errata (http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip).Page 80: Divine Metamagic feat
The boldface text needs to be added to the Benefit paragraph of the feat description:
When you take this feat, choose a metamagic feat that you have. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to divine spells that you know. . . .
What about using Cunning Brilliance to emulate a fighter's feats, then casting (Permanencied) Mirror Move (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20000901a)?
Yet another trick for dvati twins?What about using Cunning Brilliance to emulate a fighter's feats, then casting (Permanencied) Mirror Move (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20000901a)?
According to RAW you have to observe another person using the feat for Mirror Move to work. But it doesn't sound like a difficult sell on the DM if he's already allowing permancied Mirror Moves...
Is there any reason why we should use EWP: Quickrazor rather than simply the quickdraw feat?
If you don't want to be a gnome and you don't want to use a feat, there's always an aptitude quickrazor.which has the issue of requiring a different Exotic Weapon Proficiency feat...
Does "Standard Character class" preclude the ability to use Cunning Brilliance for any Racial Substiution levels?This one would probably be up to the DM. He might rule you have to be of the appropriate race to do it, otherwise it doesn't work. No Alter Self shenanigans either.
Does "Standard Character class" preclude the ability to use Cunning Brilliance for any Racial Substiution levels?
Oh Oh Oh!Not. It's an item, not an ability.
What kind of ability is a wizard's spellbook or archivist's prayerbook?!
And yet it's printed as an ability under the wizard entry.Oh Oh Oh!Not. It's an item, not an ability.
What kind of ability is a wizard's spellbook or archivist's prayerbook?!
There's also an ability which lets you start play with an item.And yet it's printed as an ability under the wizard entry.Oh Oh Oh!Not. It's an item, not an ability.
What kind of ability is a wizard's spellbook or archivist's prayerbook?!
There's also an ability which lets you start play with an item.And yet it's printed as an ability under the wizard entry.Oh Oh Oh!Not. It's an item, not an ability.
What kind of ability is a wizard's spellbook or archivist's prayerbook?!
It's like... ruathar or the thunder guide thing. You know, the explorer class from eberron that has a class ability where you're friends with a family of drow.
Or that other class that has the ability to get royalties from book sales. The GP aren't a class ability, but the royalties are.
Congrats! You get royalties for one minute every day! Better hope you use it when there's a ton of sales.Note that you get the ability to get the books for one minute each, but the books themselves stick around.
I suppose that might work. Damn, and it would give you all the base spells, plus the 2 per level that you'd normally get (since you'd have the spellbook of a level 19+ Wizard). God, you could use this to generate spells for a party Wizard or just get some quick cash (not actually that much for a level 19 character, of course).And factotum//wizard/etc/etc/etc's are REALLY good, right?
JaronK
I suppose that might work. Damn, and it would give you all the base spells, plus the 2 per level that you'd normally get (since you'd have the spellbook of a level 19+ Wizard). God, you could use this to generate spells for a party Wizard or just get some quick cash (not actually that much for a level 19 character, of course).
JaronK
I suppose that might work. Damn, and it would give you all the base spells, plus the 2 per level that you'd normally get (since you'd have the spellbook of a level 19+ Wizard). God, you could use this to generate spells for a party Wizard or just get some quick cash (not actually that much for a level 19 character, of course).
JaronK
"At each new wizard level, she gains two new spells of any spell level or levels that she can cast" Factotums can't cast any spells, since Arcane Dilettante is SLAs.
Thing is, she can count as a level 19+ level wizard for this purpose, according to the Cunning Brilliance ability.I suppose that might work. Damn, and it would give you all the base spells, plus the 2 per level that you'd normally get (since you'd have the spellbook of a level 19+ Wizard). God, you could use this to generate spells for a party Wizard or just get some quick cash (not actually that much for a level 19 character, of course).
JaronK
"At each new wizard level, she gains two new spells of any spell level or levels that she can cast" Factotums can't cast any spells, since Arcane Dilettante is SLAs.
It's getting down to semantics, but I read it as the Factotum counts as a level 19 Wizard only for the purposes of said ability, and spellcasting is a different ability than spellbook acquisition.Correct, but you still receive the spellbook of a 19+ level wizard, which was the point.
How much is a spellbook of a level 19+ wizard WORTH, if they only get the levelling spells??
And I'm 100% sure that many wizards would be willing to give you considerably more than that, especially if you've 'found' some very rare spells.How much is a spellbook of a level 19+ wizard WORTH, if they only get the levelling spells??
http://www.d20srd.org/srd/magicOverview/arcaneSpells.htm#sellingaSpellbook (http://www.d20srd.org/srd/magicOverview/arcaneSpells.htm#sellingaSpellbook)
No doubts, but it pretty much depends on your DM from here on out though.Yup! But not if it's the wizard or archivist in your party.
Hello, is it possible for a factotum 8/bard 1 to become a Sublime Chord ?No. Having spell-like abilities doesn't qualify you for a class that has a spellcasting prerequisite--see the warlock.
Is it consider to be able to cast 3rd-level ?
The class feature of the factotum permit to obtain the spell as spell_like abilities.
Hello, is it possible for a factotum 8/bard 1 to become a Sublime Chord ?No. Having spell-like abilities doesn't qualify you for a class that has a spellcasting prerequisite--see the warlock.
Is it consider to be able to cast 3rd-level ?
The class feature of the factotum permit to obtain the spell as spell_like abilities.
It's getting down to semantics, but I read it as the Factotum counts as a level 19 Wizard only for the purposes of said ability, and spellcasting is a different ability than spellbook acquisition.Correct, but you still receive the spellbook of a 19+ level wizard, which was the point.
Hey, I'm just abusing the hell out of RAW. RAI and houserules just confuse things.It's getting down to semantics, but I read it as the Factotum counts as a level 19 Wizard only for the purposes of said ability, and spellcasting is a different ability than spellbook acquisition.Correct, but you still receive the spellbook of a 19+ level wizard, which was the point.
The wizard does not have the ability to obtain a free spellbook during play. Rather, the wizard begins play with such a spellbook, so you're only getting the free spellbook if you activate the ability before starting play. Similarly she only gains the new spells when gaining a wizard level, so you'd have to have a spellbook, activate this ability, and gain a level while this ability is active to benefit from that access, which may or may not be practical depending on how your DM treats leveling up.