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The Thinktank => Min/Max It! => Handbooks => : Dictum Mortuum November 13, 2008, 05:14:09 PM

: The Factotum's Handbook
: Dictum Mortuum November 13, 2008, 05:14:09 PM
The Factotum's Handbook


(http://wizards.com/dnd/images/dungeonscape_gallery/102744.jpg)

by James Raviolos

Table of Contents

Overview
Feats
Skills
: Overview
: Dictum Mortuum November 13, 2008, 05:15:00 PM
Class Abilities:


Attributes

The superscript numbers are the total skills normally associated with each attribute (because sometimes that fact can change through feats or abilities). Skills like knowledge are counted only one time.

: Feats
: Dictum Mortuum November 13, 2008, 05:16:06 PM
Races

When picking a factotum race be sure to:


The following races are the best fitted to the factotum class, without level adjustment:


Feats


: Skills
: Dictum Mortuum November 13, 2008, 05:16:59 PM
Skill Basics


Useful Rules


There are generally five broad categories factotums can spent their skills on:


The Skills


Knowledges


Crafts

Performances

Professions

Skill Tricks

: Spells
: Dictum Mortuum November 13, 2008, 05:17:45 PM
Note: Polymorph subschool spells are very bad, because although you get some powerful features, you lose all class features. However, spell compendium polymorph spells are an exception, because they clearly let you keep your extraordinary class features.

0-Level


1st Level


2nd Level


3rd Level


4th Level


5th Level


6th Level


7th Level

: Items
: Dictum Mortuum November 13, 2008, 05:18:16 PM
Weapons

Things to remember:


And the list:


Special Materials:


Enhancements:


Armor/Shields

You are proficient with light armor and shields. The usual optimized choice is getting a mithral medium armor (breastplate) and a buckler for your shield.

: Re: The Factotum's Handbook
: JaronK November 25, 2008, 07:28:18 AM
If it's helpful, a collection of my favorite Factotum feats:

Item Familiar
Craft Wonderous Item
Manyshot
Darkstalker
EWP: Gnomish Quickblade (note that this lets you use an Aptitude Meteor Hammer, if you want to trip a bit)
Mindsight (with a Mindbender dip)
Master of Poisons (for use with Minor Creation to get Black Lotus Poison by the bucketload... making the craft check is trivially easy, and if a dose is one ounce then you get roughly 996 doses per cubic foot of poison)
Imperious Command
Improved Trip

Also, it's fun to note the AWESOME synergy with Spellthieves if you've got one in your party, and the amazing utility of a Swordsage dip.  Other great dips/multiclasses include the Exemplar, Mindbender, Monk (with Carmendine Monk/Kung Fu Genius), Binder (with Improved Binding, Malphas is AWESOME with the Black Lotus thing and makes you a far better scout) and Iajuitsu Master.  If Gestalting, Warblade and Archivist are the obvious choices.

Added notes:  The two Cunning Defense abilities stack with each other.  Cunning Surge indeed can be used multiple times per round.  Brains over Brawn works with Setting Sun throws for dex and int based tripping.  Grease makes targets flat footed, for Iajuitsu Focus checks.  Opportunistic Piety becomes awesome with a few ranks in perform (string instruments) as you can weild a Rod of Defiance and use a Lyre of the Restful Soul, allowing you to easily destroy many undead targets... and that's quite handy if you get a Lyre of Building too.  Cunning Brilliance could get you 11 Fighter Bonus feats, or all the martial manuevers of one kind of adept, or technically the spellcasting of any spontaneous caster.  Feycraft Weapons let you have weapon finesse without using the feat... a Feycraft Quickblade is probably the best Factotum melee weapon out there.  Cunning Breach makes Shivering Touch basically unstoppable against a dragon, as it kills their only defense against it.  Cunning Knowledge + Fabricate allows you to quickly make anything you might need, and in fact Magecraft + Fabricate can probably do that too for all but the most advanced items.  One rank in Forgery + Cunning Knowledge is enough to make virtually unstoppable forgeries, as Forgery is only opposed by Forgery, and very few people have ranks in that.

That's all I have off hand.  I'm glad you threw this together... I've been far too busy recently, and I get distracted easily.

JaronK
: Re: The Factotum's Handbook
: bayar November 25, 2008, 07:11:03 PM
I like this description of the factotum:

: KKL;http://www.giantitp.com/forums/newreply.php?do=newreply&p=5353454
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.

: Re: The Factotum's Handbook
: Akalsaris November 26, 2008, 04:44:42 AM
Heh, that is an awesome Powerthirst parody. 

And when you get 4th level SLA's, you'll be using minor creation for 

POISON!

lots of

POISON!

like

WYVERN VENOM!

so you can give your druid buddy a soaking bath in

BLACK LOTUS EXTRACT!

hell, you can use a SLA to polymorph into a

WYVERN

and your druid buddy can harvest your

WYVERN VENOM!
: Re: The Factotum's Handbook
: Prime32 November 26, 2008, 11:54:03 AM
Hell, you'll have so much
WYVERN VENOM!
that even when you're not polymorphed into a
WYVERN!
to get
WYVERN VENOM!
people will see all your
WYVERN VENOM!
and think you're a
WYVERN!
and try to harvest you for your
WYVERN VENOM!
: Re: The Factotum's Handbook
: Soda November 26, 2008, 12:07:58 PM
I was exactly thinking Powerthirst when I read that. Hilarious. For the uninformed. (http://www.youtube.com/watch?v=qRuNxHqwazs)
: Re: The Factotum's Handbook
: Ubernoob November 26, 2008, 04:55:33 PM
Dictum, your colors are off:
Light Blue (awesome): Brains over Brawn, Cunning Insight (very good boost to saves), Cunning surge (only in a FoI game)
Blue: Cunning Knowledge, SLAs, Cunning Defense, Cunning Breach, Cunning Dodge, Improved Cunning Defense, Cunning Brilliance
Red: Cunning Strike
Black: The rest
: Re: The Factotum's Handbook
: JaronK November 26, 2008, 05:29:06 PM
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.

JaronK
: Re: The Factotum's Handbook
: Straw_Man November 26, 2008, 05:56:00 PM

Spellcasters win. Period. How hard they win is a player variable.

A Factotum is skillmonkey that casts SLA's. They win a lot.  ;)
: Re: The Factotum's Handbook
: woodenbandman November 26, 2008, 06:07:27 PM
As far as I can tell, you can't cast minor creation on wyvern venom, it's not plant matter :)

Black Lotus Extract is my factotum's default method of attack: DC 23 with an assassination weapon. They'll fail eventually. Or if they're a barbarian, I just reach for my DC 54 COLOSSAL SCORPION VENOM.
: Re: The Factotum's Handbook
: Ubernoob November 26, 2008, 07:06:46 PM
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.

JaronK
Quit fapping and learn what WBL and level appropriate are.
: Re: The Factotum's Handbook
: Dictum Mortuum November 26, 2008, 07:26:46 PM
Sorry for the delay on this, i have real life problems :/
: Re: The Factotum's Handbook
: JaronK November 26, 2008, 11:00:51 PM
You patiently explained that casting Minor Creation was optimization, which it's not, and that spells couldn't possibly do anything because Wizards could do it first.  Except the fact that Wizards are stronger isn't in dispute, and never has been, so that's irrelevant.  What's important is that the Factotum's total access to the Wizard list, though slower than the Wizard, is still an exceptionally powerful ability.  The fact that you can Planar Bind minions or raise armies of the dead a little slower than a Wizard does not make Planar Binding minions or undead armies weak, especially since you still cast all those spells at full caster level.

Wasn't it you who said Alter Self is broken at any level you get it?  Fine, then Factotum spells are brokenly powerful by level 5.  You can't argue that Factotum casting is both so powerful that it's overly optimized (Minor Creation) and broken (Alter Self) and simultaneously claim it's not one of their strongest abilities, while still maintaining that the class is weak. 

Anyway, yes, Factotum SLAs are awesome.  Some of the best ones for a Factotum:

Alter Self (hugely flexible, gain natural attacks or natural AC or various movement modes or skill boosts, and chose what you get when you cast it, plus the duration is great).

Minor Creation (Thank you endless Black Lotus poison!  And hey, as a sneaky class very little stops you from dumping buckets of the stuff on a target, since it's a contact poison... unless they're downright immune, they WILL fail a save when they have to make hundreds of saves.  Remember, every cubic foot of the stuff has about 1000 doses if each dose is an ounce).

Fabricate/Magecraft (Instant crafting, no skill points needed for most purposes)

Greater Magic Weapon/Magic Vestiment (great long duration buffs that are useful through all levels)

Grease (Hey look, instant flat footedness for those of you who like Iajuitsu Focus... cast this with your extra standard action and then full attack freely)

Shrink Item (If you can't think of awesome creative uses for this, you're just not trying)

Explosive Runes (Great to cast a few during downtime days, if you have some... you never know when this will be useful)

Polymorph (Do I need to explain this one?)

Animate Dead/Planar Binding/Create Undead/Create Greater Undead (Anything that gives you benefits tomorrow for spell slots used today is a darn good thing)

Celerity (Use it with Cunning Surge to take out encounters as an immediate action when you need)

Wraithstrike (Pretty obvious utility here)

True Strike (Remember, you can just get an extra standard action to cast this one)

Shivering Touch (The old dragon killer, and the one serious defense dragons have against this is SR.  How nice that you have Cunning Breach.  Don't forget that Spectral Hand, cast with an extra standard action, ensures you can blow away any dragon before he even knows you exist)

Plus, the other great use of the SLAs is that they let you use Craft Wonderous Items, which has all kinds of handy uses.  Good times.  Last time I used that fact in a game, I got complaints that it was totally overpowered.  The abilities are also great with a Spell Storing weapon, as you can charge your weapon with Vampiric Touch and such without having a party Wizard or similar.  And finally, the synergy of the SLAs with Spellthieves is incredible.

And another thing: don't underestimate Opportunistic Piety.  You have perform as a class skill, so Lyre of the Restful Soul + Rod of Defiance works great to make this ability lethal.  Sure, it's not many times per day, but it can be absolutely devastating.

JaronK
: Re: The Factotum's Handbook
: Meg November 26, 2008, 11:43:18 PM
I edited out the off topic comments after this point- this is DM's thread and he can dictate what stays and goes.  It appeared to be off topic and not what he wished.
: Re: The Factotum's Handbook
: Solo November 27, 2008, 06:23:16 AM
I like this description of the factotum:
[spoiler]
: KKL;http://www.giantitp.com/forums/newreply.php?do=newreply&p=5353454
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.
[/spoiler]



You'll be TOO ENERGETIC FOR NORMAL PRESTIGE CLASSES!  :rollseyes
: Re: Skills
: Treantmonklvl20 November 28, 2008, 01:37:16 AM
Insight on the best skills and skill tricks the factotum can pick.

You definitely want one rank in all skills (except Profession/Crafts) to open them all up to Cunning Knowledge.  This will give you the same chance to succeed in pretty much any skill as someone who maxed out -2.  Need someone with Knowledge Engineering - you got it.  Need someone with Use Rope - yup - you got that too.  Etc.

Then max out a few skills.  This "catches up" with time - increasing the number of maxed out skills with level.  Definitely max Search/Disable Device since a Factotum puts Rogues to shame in this area.  Same goes with UMD.  (You can even beat Warlocks with this too.  Warlock takes 10 - you add your class level to your roll)

Non-Combat related skills are good choices since inspiration points spent on these will not likely affect your next combat.

I like the "big 3" knowledges with Knowledge Devotion as well - Factotums will get VERY nice scores on this.
: Re: The Factotum's Handbook
: woodenbandman November 29, 2008, 02:04:09 AM
Doesn't Cunning Knowledge apply only once/skill/day? And don't you only get inspiration points in combat? I'd say Warlock's ahead on this one, they can utility cast with ease.
: Re: The Factotum's Handbook
: JaronK November 29, 2008, 09:07:35 AM
Cunning Knowledge is indeed once per skill per day, but you get Inspiration for every encounter, not just in combat.  Generally, this means in any non combat encounter (such as finding a trap, or something) you always have plenty of IPs to work with.

But yes, you want to max out skills you plan to use a lot... Cunning Knowledge is for spiking up a skill once per day.  For many skills, that's plenty.

As for Knowledge Devotion... I don't much like it with Factotums.  That basically requires pumping up a LOT of Knowledge skills, which means having relatively poor other skills, and there's just so many skills that a Factotum will want that can't be subbed with Cunning Knowledge alone (UMD, Diplomacy, Hide, Move Silently, Open Lock, Disable Device, Search Spot, etc).  That said, if you were making a purely combat oriented Factotum, I could see it happening.

JaronK
: Re: The Factotum's Handbook
: woodenbandman November 29, 2008, 01:10:34 PM
^I think that that's a stretch. When do you stop gaining inspiration? You could just talk to a commoner and count that as inspiration.

Although that is a good point, you don't get much use out of Cunning Knowledge if you can't use it outside combat...
: Re: The Factotum's Handbook
: Treantmonklvl20 November 29, 2008, 04:44:05 PM
Officially a Factotum gets his full Inspiration points for every encounter.

If you are running a published adventure - that is every spot in the adventure that posts an (EL=X) header.  You will find that indeed traps and social encounters have Encounter Levels and thus are treated as encounters.

According to the DMG any individual challenge is an encounter, whether it is combat related or not.  Fight an Orc?  That's an encounter.  Spike trap in the dungeon?  That's and encounter.  Talking your way out of trouble witht the town guard?  Also an encounter.  The frequency of which the Factotum relaoads his inspiration points is what makes it such an attractive class.

That said - still - the more inspiration points the better.  When you read through the options the class has - spending several inspiration points in every round of combat is not only possible, but quite desireable.  Have a combat that lasts several rounds means you will need to be frugal with those points even if you've been focusing on Font of Inspiration.

But yes, a Factotum will have his full inspiration points to deal with a social encounter or an encounter with a trap.  In these cases he has inspiration points to spare - but this is not a liberal interpretation of the rules by OP - this is the way they are clearly written by suggesting a Factotum reloads his inspiration points with every encounter rather than with every combat.
 
: Re: The Factotum's Handbook
: JaronK November 29, 2008, 09:41:05 PM
Exactly.  The only time Factotums will be low on Inspiration is in combat... in all other encounters (and yes, every time you do something it's an encounter) the Factotum will have plenty of points.  That's just how they operate.  As such, Cunning Knowledge's IP cost doesn't even matter.

JaronK
: Re: The Factotum's Handbook
: ChristopherGroves December 01, 2008, 10:51:28 AM
Some of the better written adventures have encounters that, when you start, you don't know what they will be ... social, problem solving, combat ... or they could morph from one to another.

Still, no reason NOT to overload on Font of Inspiration.
: Re: The Factotum's Handbook
: Lycanthromancer December 29, 2008, 03:43:36 PM
Something I PM'd to JaronK the other day:

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.
: Re: The Factotum's Handbook
: TheChrisWaits January 07, 2009, 06:57:13 AM
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.
: Re: The Factotum's Handbook
: woodenbandman January 11, 2009, 01:36:09 PM
Well you only lose out on about 1 maxed out skill in the long run. There's only so many skills in the game, and you can put all the points in at character creation and then max your skills more slowly. Not that huge of a loss, really.

Personally, I think that a bard is actually better at doing the "Do any skill ever" than a factotum is. They can take Bardic Knack and cast improvisation, meaning that they can apply their boosting ability to any given skill more than once per day, as well as have about half ranks in the skill the rest of the time. I don't know who would win in a fight between a bard and a factotum. Probably the factotum, if he were appropriately perpared. In fact, probably just the factotum in general.

Bards do have a bit more stamina though, between Lyric Spell and potential divine bard DMM stuff. On the other hand, bards are a tiny bit more MAD.
: Re: The Factotum's Handbook
: JaronK January 11, 2009, 07:54:52 PM
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.

JaronK
: Re: The Factotum's Handbook
: TheChrisWaits January 12, 2009, 12:45:26 AM
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.

JaronK
Do'h! Brain fart.
: Re: The Factotum's Handbook
: bogsnes January 21, 2009, 03:38:49 PM
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...
: Re: The Factotum's Handbook
: Operation Shoestring January 21, 2009, 06:20:21 PM
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.
: Re: The Factotum's Handbook
: woodenbandman January 21, 2009, 10:14:31 PM
Wait doesn't Bardic Knack only work on skills you have 1 rank in?
: Re: The Factotum's Handbook
: bogsnes January 23, 2009, 08:03:03 AM
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.

154-155 for swapping...
Plural is from... oh, I meant Trivial Knowledge... Races of Stone...
and by RAW, the last one works.
: Re: The Factotum's Handbook
: bogsnes January 23, 2009, 08:04:36 AM
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).
: Re: The Factotum's Handbook
: emaNsdrawkcaB January 27, 2009, 03:08:14 AM
...it's fun to note the AWESOME synergy with Spellthieves ... Magecraft + Fabricate can probably do that too for all but the most advanced items...

If you don't mind, I'd like you to elaborate on that, as I'm not too knowledgeable about Spellthieves.

Also, where's "Magecraft" from? I've looked, to no avail. Thanks in advance.
: Re: Overview
: bogsnes February 09, 2009, 11:07:13 AM
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.

Yeah, pretty much right...

  • 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.

What? this is one of their best abilities?
Damage roll bonuses is awesome together with master thrower and the like, but the save bonus is just AWESOME...

  • 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.

These are okay...

  • 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.

What? This is their best ability by far (together with Cunning Brilliance)... If you have 20 Int, for example, it means +5 Initiative, +5 Trip/Grapple/Disarm etc... And +5 on Hide, Move Silently, Tumble, Balance, Jump, Swim, Climb, Open Lock etc... Also, 20 Int is not even that high... If you have 30+ Int, you do just get sick bonuses to everything...
It is one of the best abilities in the game (behind spellcasting, manifesting and those things...)

  • 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).

this is actually okay, for out of combat healing/when you face a undead with Rod of Defiance and Lyre of the restful soul

  • 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.

You can use it any number of times per round, but generally, it is not worth it...
Also, it is their third best ability after BoB and Cunning Brilliance

  • Cunning Breach (Su): Unfortunately this only works about yourself. Both can be handy against targets with high spell resistance and damage reduction.

This could probably be light blue... Hello, it kills dragons with Shivering touch automatic over 50% of the time... add in Spectral hand cast with a extra action, and voila, you did just beat that CR 26 dragon T1 at level 11

  • 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.

I think it just should be regular blue, but it is still very good...

  • 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.

1. You don't get the bonus in anything but light armor (not so important since you are probably not going to use anything heavier anyways)
2. At the level you get it, your AC is going to be to low to matter anyways...

  • 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.
[/list]

WHAT??????? This ability is AWESOME... you can gain 9th level spells, maneuvers with no recovery mechanism, all the fighters feats, 10d6 SA, Wildshape, Manifesting, etc. for a minute... AND IT IS BLACK? it is together with BoB the best ability they get... This alone could get them to be Tier 1 for a minute 3 times per day?

Feats that are useful to factotums besides font of inspiration

well, it isn't good to take it more than 3ish...
Also, the Gnome Quickrazor is awesome with IF, so you should mention it... spend a feat or be a Gnome/Whisper Gnome

Also, skills you must have is generally UMD, Hide, Move Silently, and at least 5 ranks in Bluff...
Make use of your big skill list, and get a rank in every skill, and get most of the synergy bonuses...

Overall, a good guide  :clap
: Re: The Factotum's Handbook
: Solo February 09, 2009, 12:27:32 PM
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).
Read the very next line carefully.

"For trained only skills, you must have one rank in the skill to use Bardic Knack."

Or something to that effect.
: Re: The Factotum's Handbook
: Dictum Mortuum February 09, 2009, 01:19:12 PM
Brains over brawn is handy, but not as good as you think. I mean, ok, it's extra initiative, which is good. How much more tumble, balance, etc do you need? It's like saying that a improved initiative feat on crack is awesome.
About cunning surge, the wording is tricky and i'd hate to say that it de facto works that way. It's DM's territory.
Your example about cunning breach is silly. If shivering touch is awesome, that doesn't mean the ability is awesome, too.
You get cunning brilliance at level 19. From a personal experience, i've never played past level 15 on a long campaign. So i wouldn't bother with it. Also i doubt you get spellcasting, manifesting, etc, because those abilities are not listed as extraordinary.
: Re: The Factotum's Handbook
: bogsnes February 10, 2009, 05:12:28 AM
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
: Re: The Factotum's Handbook
: Dictum Mortuum February 10, 2009, 05:51:35 AM
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

Are you even listening :S? Cunning brilliance won't see a lot of play, at least based on my standards. And ok, i can gain flurry of blows, rage, improved evasion, divine health, favored enemy, animal companion or maybe some rogue special abilities, for 1 minute a day. Also it is easily nerfed, because a strict reading of the first sentence implies that you need to witness an ability to actually duplicate it. It's ok, but not awesome.
Or you could just use knock to open that door instead of open lock. Combat moves won't matter much, unless you are building a tripper/grappler/etc. Initiative is of course a good thing. However the type of skills BoB boosts are physical ones, that you don't need high, as opposed to diplomacy, intimidate or UMD for some applications.
: Re: The Factotum's Handbook
: bogsnes February 10, 2009, 10:32:28 AM
for Cunning Brilliance:
I don't think you should base the awsomeness of an ability just on when you get it, so at least make it blue...
Yes it is easily nerfed, but still.

BoB:
Stealth is very useful too, Tripping can do that a smarty pants fighter that is tripping (or maybe warblade) could want a 3 level dip. It has lot of uses, and even though each of the uses not may be that good, it adds up... It is about 13-14 skills, I think? And every one thing like tripping, etc.
If there was just some of them, then I'd agree with you, but togheter it gets so much you get bonuses to that it gets awesome...
: Re: The Factotum's Handbook
: Straw_Man February 10, 2009, 10:45:08 AM

  Everyone's allowed an opinion, but the handbook's writer/maintainer decides what goes in. 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. Nothing wrong with that, just not that awesome for the party. Nice for you, decent for the party I'd say.
: Re: The Factotum's Handbook
: bogsnes February 10, 2009, 11:03:44 AM
you observe at the beginning of the day

I have missed that :( , but it is still worth a blue in my opinion...

BoB should still be lightly blue though as after reading that I see that it is actually their best ability
: Re: The Factotum's Handbook
: Straw_Man February 10, 2009, 09:07:43 PM

  Again, different strokes man. Their debate wont be pruned unless someone gets infantile so anyone looking through this handbook will see your opinion.
: Re: The Factotum's Handbook
: Optimator February 11, 2009, 08:48:42 PM

 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.
: Re: The Factotum's Handbook
: Dictum Mortuum February 11, 2009, 09:35:29 PM
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.

Seconded. That's how i think it works, too.
: Re: The Factotum's Handbook
: Straw_Man February 11, 2009, 09:58:12 PM

  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.
: Re: The Factotum's Handbook
: Dictum Mortuum February 11, 2009, 10:19:14 PM

  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.
: Re: The Factotum's Handbook
: Optimator February 11, 2009, 11:53:41 PM
It's almost like the "Has the Druid even seen the animal he's turning into?" argument. 
: Re: The Factotum's Handbook
: Operation Shoestring February 11, 2009, 11:54:59 PM

  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.

Knight's Challenge is a good one too.  I doubt your DM will let you have an animal companion for 1 min/day though.
: Re: The Factotum's Handbook
: Straw_Man February 12, 2009, 01:30:21 AM

  Have a trained animal handy and then bam! - AC.
: Re: The Factotum's Handbook
: bogsnes February 12, 2009, 11:03:09 AM

  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.
: Re: The Factotum's Handbook
: pfooti February 12, 2009, 11:56:51 AM
Hmm, continuing an older discussion, here's a scenario: actually playing all 20 levels, without retraining rules, so no fair sacrificing late power for early, it's important to grow organically with time. The PC needs to fill the trapfinding, skillmonkey and secondary combat roles in a relatively combat-heavy campaign that doesn't have a ton of magic items. In that situation, do you think it's worth going into chameleon, or staying factotum most of the way through. I'm definitely looking at a mindbender-1 dip at 6 (for mindsight), but beyond that I'm pretty free. It looks like factotum-8 is the clear breakpoint, after that the features are okay but not amazing, and extra inspiration points are always nice, but not necessary.
: Re: The Factotum's Handbook
: bogsnes February 12, 2009, 12:04:19 PM
well, either Factotum 8/Chameleon 10/Mindbender 1/something 1
or factotum 16/Chameleon 3/Mindbender 1 is what I would have done if you want Mindbender...
: Re: The Factotum's Handbook
: Dictum Mortuum February 12, 2009, 05:07:32 PM
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.
: Re: The Factotum's Handbook
: bogsnes February 12, 2009, 05:51:31 PM
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...
: Re: The Factotum's Handbook
: Dictum Mortuum February 12, 2009, 06:17:58 PM
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...

So why assume they are (Ex) ?
It's actually not in my character to add debatable (at least that i am aware off) entries to my handbooks.
: Re: The Factotum's Handbook
: Anders Rasmussen February 13, 2009, 07:13:14 AM
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
: Re: The Factotum's Handbook
: Straw_Man February 13, 2009, 12:41:45 PM
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


  Indeed, though it depends on who's arguing  :rollseyes
: Re: The Factotum's Handbook
: Dictum Mortuum February 17, 2009, 04:15:51 PM
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


While it is debatable, i prefer my handbooks to dabble in practical optimization. Because if you tell your DM that you copy a wizard's spells per day because some guys debated that spells are an (Ex) ability on the internets, he will (if sane) tell you to shove it up yours.
: Re: The Factotum's Handbook
: BowenSilverclaw February 17, 2009, 06:19:42 PM
Or you start encountering NPCs who (ab)use it as well :P

 
: Re: The Factotum's Handbook
: Dictum Mortuum February 17, 2009, 06:22:02 PM
Or 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
: Re: The Factotum's Handbook
: bogsnes February 17, 2009, 06:23:30 PM
You can't copy wizard's spells as you have to prepare them, and you gain them only for a minute...

Sorcerer is another case, though
: Re: The Factotum's Handbook
: BowenSilverclaw February 17, 2009, 06:28:58 PM
Or 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 :P

: Re: The Factotum's Handbook
: Dictum Mortuum February 17, 2009, 06:31:38 PM
Or 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 :P



You better watch it :p
: Re: The Factotum's Handbook
: AfterCrescent February 17, 2009, 06:34:43 PM
Bah, the second Bowen does something to get us all killed, I plane shift away, leaving him to his own demise. :P You can come too, Dictum.
: Re: The Factotum's Handbook
: Dictum Mortuum February 17, 2009, 06:38:45 PM
Thanks for the invitation :p
Where do you wanna go :P?
: Re: The Factotum's Handbook
: BowenSilverclaw February 18, 2009, 08:46:42 AM
Yeah, thanks for the trust guys, really appreciate it :eh
: Re: The Factotum's Handbook
: bogsnes February 18, 2009, 10:20:06 AM
You're welcome
: Re: The Factotum's Handbook
: Korwin February 19, 2009, 04:16:02 PM
Well someone claimed: Monster Manual 5 says Spellcasting is (Ex).  :eh :banghead
Didnt find it. Someone has an page number?

: Re: The Factotum's Handbook
: BowenSilverclaw February 19, 2009, 06:49:44 PM
Look at the Hobgoblin Warsoul for an example (don't have a pagenumber handy). There's another Hobgob caster in there as wel as a Kuo Toa caster IIRC.

: Re: The Factotum's Handbook
: Dictum Mortuum February 19, 2009, 07:39:31 PM
Kuo-Toa has a special quality "Divine Talent" That lets him cast spells as an 8th level evil cleric. The hobgoblin has the special quality "Arcane talent". There is no spellcasting (ex) in the entries.

Anyway, enough debate. I will assume that you cannot imitate abilities that are not specifically (ex) in their entries.
: Re: The Factotum's Handbook
: emaNsdrawkcaB February 27, 2009, 10:00:33 PM
...Also, it's fun to note the AWESOME synergy with Spellthieves...

So, can someone elaborate on this?
Also, where is Magecraft from?
: Re: The Factotum's Handbook
: bogsnes February 28, 2009, 07:25:50 AM
You can let a spell thief steal a spell from a factotum without that he loses it.

Magecraft is from something eberron, I think it is the player's guide...
Same place the artificer is...
: Re: The Factotum's Handbook
: BowenSilverclaw February 28, 2009, 07:51:01 AM
If it's in the same book as the Artificer, then it's in the Eberron Campaign Setting...
: Re: The Factotum's Handbook
: bogsnes February 28, 2009, 07:59:34 AM
That was where it was...
: Re: The Factotum's Handbook
: dark_samuari August 15, 2009, 10:42:43 PM
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?
: Re: The Factotum's Handbook
: Negative Zero August 16, 2009, 02:30:23 AM
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?

Try this. (http://forums.gleemax.com/showthread.php?t=320889)
: Re: The Factotum's Handbook
: JaronK August 17, 2009, 12:15:15 PM
So, can someone elaborate on this?

The way Spellthief steal spells works, if used on spells the spell is stolen for the day, so the Wizard you stole it from can't cast it again.  As such, stealing spells from party members is rarely all that useful.  But if you steal a spell like ability, the person you stole it from gets it back as soon as you use it, even if it was a 1/day ability.  Factotum spells are spell like abilities, so if a Spellthief is in a party with a Factotum, they can cast any prepared Factotum spell they want virtually at will.  This is awesome for construction spells and other spells with long term benefits, even if those benefits aren't that amazing usually... Wall of Stone and Fabricate could easily build an entire castle in a day, for example. 

As to the level 19 ability, I'll leave spells alone for the moment, but all feats are defined as being (Ex) unless otherwise noted, so getting all of a Fighter's feats is absolutely defined by the rules.  Manuevers have the same ruling (some DMs might get upset about getting the Su manuevers).

JaronK
: Re: The Factotum's Handbook
: Echoes August 18, 2009, 12:52:29 AM
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.
: Re: The Factotum's Handbook
: Optimator November 13, 2009, 08:08:48 AM
So in a new campaign I made a human Factotum.  He is a professor of archeology/tomb raider/private eye (an obvious mash-up between Indiana Jones and Jake Gittes from Chinatown.  I just love that I can make a character who can actually perform multiple archetypal roles!).  Level 5 and so far so good, and he will likely be played for a good long time (high teens are likely to be played).   

Str-14, Dex-12, Con-17, Int-19, Wis-14, Cha-14, at least one point in every skill, focusing on rogue-like skills, plus Gather Information, Knowledge: History, Knowledge: Religion, and one point in Profession: Professor.  Uses a guisarme, a longsword, and a composite long bow.

My question is this though:  feats.  So far he has Able Learner (Just in case I wanted to go Chameleon eventually) and two Font of Inspirations.  I'm confused and because I am a perfectionist I have to know the right way to do all this and I have every intention to overthink this whole process :D .  I am worried about using my 6th level feat on FoI again.  Will I need something else earlier or should I get all the bonus IPs as soon as I can? How many FoIs is enough?  How many is too many?  My guess was three, but we'll see.

I don't know what direction I should be taking this guy.  I just worry about being effective in combat later on, really.  Out of combat, obviously Factotums shine brighter than almost all classes.  My DM thinks, and I agree for the most part, that Iajitsu Focus is silly and he's banned it from all campaigns.  I also would like to avoid especially contrived combos and anything "gray-area" rules-wise.  Just looking over the class abilities I'm given, seems like Cunning Insight will start to drop off, at least for damage.  Getting my huge Int to hit won't go out of style.  The spells are awesome, but I don't see how they could carry me through a day's worth of fights.  So at this point, it appears to me that feats are going to make up for some of the slack. 

Just going down JaronK's very fine suggestion list, since the guide is lacking (hint, hint  ;)) EDIT:  Very nice list in the guide now.  Outstanding.

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.

Darkstalker - Ah, of course.  Probably going to get that as well. 

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.

Improved Trip - I was seriously thinking about taking this as my 6th level feat. 

Other ideas I had were... I think my friend mentioned there was a feat for swinging across chasms with a whip.  I'd probably take it if I could find it--just for kicks.  Kinda stumped at this point.  I think I could just as easily fall back on UMDing a staff and a wand or two to assist in fights, but that feels like giving up  ;).  With that approach, all my feats become secondary and I can choose flavorful feats like the whip-swinging or something zany like Dreamtelling from HoH. 

Chameleon would be a fantastic boon in combat, but I want to get as many Factotum levels in that I can.  At least it's an option later on.  I'd just as soon go straight Factotum, at least until level 16.

~~~~~~~~~~~~~
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?

Also, Dictum Mortuum, this guide could use some love if you find the time.  Your guides are always so good and the first section of this guide is already really well done. 
: Re: The Factotum's Handbook
: Rebel7284 November 13, 2009, 12:18:01 PM
Using a whip to swing is a skill trick, not a feat.  I think you need to be proficient with a whip though which factotums are not by default. 

IMO, 5 FoI is enough.  If you need to do a lot of scouting, Darkstalker should come first though.
: Re: The Factotum's Handbook
: JaronK November 13, 2009, 03:56:07 PM
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.

I just looked over Elf Dilettante, and it doesn't give you ranks.  It just says you get a +1 unnamed bonus to untrained skills and that you can use them even though you're untrained.  It does NOT specify that you're treated as having a rank, so it won't work.

As for feats, I think 3-4 Fonts is a good amount.  There are just so many other good feats for Factotums that it's not a good idea to go overboard, and you really don't need more than 4... despite the increased inspiration points per feat, there's actually diminishing returns due to the fact that you'll quickly run out of useful ways to use those inspiration points if you get too many (obviously standard actions are nice, but once you're out of spells they do much less).  Feats like Darkstalker are just so good.

If you can't use IF and don't want anything that feels too gimmicy, poison is still a nice option so long as using Minor Creation to expand your doses of Black Lotus Poison doesn't feel like too much of a gimmick.  Cunning Insight + Poison is a nasty combo, after all.  You need Master of Poison from Drow of the Underdark.  Despite the fact that it's very effective, most GMs don't balk too badly because it's also easy to counter (anything immune to poison doesn't care).  Other fun things to make poison extra nasty include Assassination weapons (adds 1d6 effective sneak attack and adds the weapon's bonus to the DC of any applied poisons), Terrifying Strike, and Sickening Strike.  When every hit you do causes a -4 to saves, that poison gets really nasty really fast.

Manyshot was on my list of feats because you can fire multiple shots as a standard action.  Combined with something that makes those shots count (like poison, or just a solid bow) and Cunning Surge that's handy.  I'm not sure it's great unless you're specializing archery though.

Oh, and if you do go with poisons I strongly recommend having something good for killing undead too.  A Lyre of the Restful Soul and Rod of Defiance are great for this when you can afford them, as it means Opportunistic Piety is nearly a gaurenteed kill shot.

JaronK
: Re: The Factotum's Handbook
: Havok4 November 13, 2009, 06:51:06 PM

Craft Wondrous Item - Definitely a great feat for Factotums, what with the freedom to choose so many spells.


If you are going to go chameleon this would not be a good choice as the various item creation feats work very well with that classes floating feat.
: Re: The Factotum's Handbook
: KellKheraptis November 13, 2009, 06:56:40 PM
Do you guys want me to dig up the thread where we broke the factotem and put the trick in here?  I can edit it into this post.  It involved UA action point abuse with the spell unfettered heroism to gain all abilities of all base classes level 15 and under, all day long.
: Re: The Factotum's Handbook
: Optimator November 14, 2009, 03:07:49 AM
Thank you very much for the advice as always, JaronK.  Poison isn't totally out, I just know my DM and he'd literally be mad if I tried to dump 996 doses on an enemy.  Havok4, hells freaking yes Chameleon + Item Crafting.  I probably will end up getting Chameleon up to the floating feat if nothing else. 
: Re: The Factotum's Handbook
: Rymosrac January 12, 2010, 02:25:44 PM
Random thought: How would cunning insight interact with the damage roll of a ditherbomb?
: Re: The Factotum's Handbook
: Dictum Mortuum January 12, 2010, 03:03:36 PM
I completely forgot about this thread (again).
Starting this weekend i will begin working on this project.
: Re: The Factotum's Handbook
: bayar January 12, 2010, 05:51:41 PM
YAY !!! I was wondering what happened to you...

 :D 
: Re: The Factotum's Handbook
: Negative Zero January 14, 2010, 02:27:44 PM
That guy has so many handbooks, he has a handbook about making handbooks. I'm surprised he remembers anything ever.
: Re: The Factotum's Handbook
: Dictum Mortuum January 14, 2010, 03:57:26 PM
I messed with real life and no one messes with her.
It's like messing with Chuck Norris, only worse.
: Re: The Factotum's Handbook
: JaronK January 14, 2010, 10:56:02 PM
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.

Because it's a Standard Action that gives multiple shots.  Combine it with Cunning Surge for lots of shots.  Combine it with Cunning Surge and a Splitting Bow of Assassination +5 as well as some nice poison (IIRC there's one that does 2d6 con damage at base DC 26, so it's lower damaging that BL but harder to resist, and it's also vegetable based) and the two ambush feats that lower saves (terrifying strike and sickening strike, you'll need to use the level 4 ability or Assassin's Stance to trigger them), and now you can spend three inspiration points to fire 6 shots, and for each hit the target must effectively make a DC 35 fort save or take 2d6 con damage (and thus be more vulnerable to later shots, plus you can of course add Int to the con damage).  Fun stuff.  Very feat intensive for a Factotum of course, as you also need Master of Poisons and the Many Shot prerequisites.  But if you wanted a poisony assassin sniper character, this is the way to do it.  Still, the number of feats required hurts a lot.  Is there any way to do this without needing all those feats?  I think I'd rather have three more Fonts of Inspiration.

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.

Drow of the Underdark.  It's a nasty trick, but lots of enemies are immune to poison, so it's a bit situational.  But yes, it's nasty.  Still, SOMEBODY has to make poison work.  After all, assassin snipers using poison are a fantasy staple but they're mostly not viable in games.

Imperious Command - Doesn't really fit the character, but I could see it working well for factotums.

Yeah, awesome for some to be sure.   Good with assassin types (make them cower using Cunning Surge and your level 1 ability, then Coup de Gras with a Quickrazor, how cool is that?).

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?

Really campaign situational.  I think you probably want 3-4 Fonts of Inspiration to have enough Insp points... more than that and all you can do is Nova, less than that and you don't have the abilities you need when you need them.  Factotums are so flexible that without knowing what you want to do it's hard to give advice.

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, great if they're vulnerable to fear or poison, and if they're not you're still a Factotum with enough feats to come up with something.  I recommend having a Rod of Defiance and Lyre of the Restful Soul in case the DM busts out with undead (instant kill!).

JaronK
: Re: The Factotum's Handbook
: Havok4 January 15, 2010, 01:01:20 AM

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.


I have been looking for that rule for a while. Thanks.
: Re: The Factotum's Handbook
: Sinfire Titan January 16, 2010, 04:26:30 PM
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.
: Re: The Factotum's Handbook
: snakeman830 January 16, 2010, 07:22:25 PM
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.

Could be very interesting in a gestalt game with Warlock as the other side (unoptimal, perhaps, but interesting nontheless).
: Re: The Factotum's Handbook
: Sinfire Titan January 16, 2010, 07:28:18 PM
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).

It's somewhat dependent on your ability scores for some of them (if you own a Belt of Magnificence it may not be worth using Displacer Form at all, likewise if your DM is stat-crazy). It works wonderfully with Incarnate/Totemist Gestalt, but they work with everything anyway.


Factotum//Incarnate is also a good option for any Gestalt game. Makes up for the weaknesses of both classes.
: Re: The Factotum's Handbook
: Dictum Mortuum January 19, 2010, 03:22:22 PM
Anyone who is interested in skills, please take a look at the skills section, which turned out to be massive, for coloring, mistakes, etc.

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.

Thanks. I certainly had polymorphing in mind as a combat option.
: Re: Skills
: Sinfire Titan January 19, 2010, 03:42:34 PM
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.
: Re: Skills
: Dictum Mortuum January 19, 2010, 03:50:04 PM
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.

Haha the first was hilarious :p
About the second one, i meant you can do other stuff for only one round, but you are right, i have to make it clear-er.
: Re: Skills
: JaronK January 19, 2010, 05:27:17 PM
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.

It might be good to mention that the 5 rank thing means you can move around in a greased area without being flat footed, since grease + Iajuitsu Focus is a common combination.

Climb 0 ranks: Don't bother.

Worth mentioning for this and skills like it that you get Int to them anyway, which gets your skill high enough for most basic purposes.

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.

And for IF based Factotums, Concentration allows you to use Sapphire Nightmare Blade.  That's certainly nice, and you can get access to it from a cheap item if you're not multiclassing into Swordsage a little anyway.

Martial Law 1 rank: One rank and cunning knowledge will do the trick.

You mean Martial Lore?  Does it really need a rank?

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.

For all knowledges, it's worth noting that Knowledge Devotion is one build option that's extremely useful if you decide to go that route.  It eats up your skill points like nothing else, but if you do it you get a solid boost to all damage and you know all your enemies, so it's a nice option.  

And of course you've left off Iajuitsu Focus.  It really is the Factotum sneak attack.  Perhaps not all people use it, but plenty do, and it's a very nice option for making an assassin type.  Tons of skill tricks make enemies flat footed too, making the "skillfull assassin" concept actually viable when used with IF.

JaronK
: Re: The Factotum's Handbook
: Hallack January 27, 2010, 07:57:32 PM
So how good is the Factotum without FoI in play?
: Re: The Factotum's Handbook
: Dictum Mortuum January 27, 2010, 10:00:54 PM
So how good is the Factotum without FoI in play?

Depends. You can still use the poison tricks and the iaijutsu damage, but you cannot nova. You have the spells (- polymorph -) and cunning breach. I think it's definitely playable, but a lot less flashy.
: Re: The Factotum's Handbook
: JaronK January 28, 2010, 07:26:03 AM
So how good is the Factotum without FoI in play?

You can do all the same stuff, but less of it per encounter, so it really depends on the type of game being played I'd say.  If you tend to have fast encounters anyway, it hardly matters... you'll have enough to do things like cast two spells in a round real fast, for example, and then rely on something else (Iajuitsu damage, poison damage, Imperious Command, whatever) to finish things off.  Often times I haven't used more than 4 or 5 inspiration points anyway even once I had Cunning Surge (and never that much before I got it).  If you're playing a game that's low in combat and high in stealth/intrigue/mystery/exploration, you won't miss the feat at all.  But if you're fighting constant run and gun battles that last a long time, lack of that feat may hurt a bit (unless you get creative with spells... cast long duration spells so you don't have to worry about points in battle.  Animate Dead, for example).

I think Font of Inspiration is a solid feat and worth taking 3 or 4 times, but it's not a deal breaker to lose it.  After all, there are just so many solid feats to chose from for a Factotum that it doesn't hurt too bad.

By the way, was it ever noted that since Factotums cast as standard actions always (Spell Likes) that dramatically changes what spells are good and what aren't?  Wraithstrike becomes unusable until you can persist it (if you want to do that) but Minor Creation and Major Creation become mid combat tactical spells.  Though I think the RC might have changed this.  Not sure.

JaronK
: Re: The Factotum's Handbook
: Sinfire Titan January 28, 2010, 11:21:11 AM
RC confirms that SLAs have their original casting time.
: Re: The Factotum's Handbook
: JaronK January 28, 2010, 06:54:37 PM
That's good.  Probably also should be noted in the guide actually, as not everyone has the RC.

JaronK
: Re: The Factotum's Handbook
: Dictum Mortuum January 28, 2010, 08:39:29 PM
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.
: Re: The Factotum's Handbook
: JaronK January 28, 2010, 09:18:12 PM
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.

I'm not sure how much my advice will help you as I tend to play Factotums as stealthy assassin types, which means heavy use of Iajuitsu Focus.  Since you don't want to use that at all, it makes things more difficult.  I'd imagine you wouldn't want the poison tactics either.

As a Factotum, you've got access to all the Wizard tricks, but later and slower.  This means that spells that would be broken on a Wizard are reasonable on a Factotum.  For example, Alter Self is insane on a Wizard, but by the time a Factotum has it Druids have Wildshape anyway, which is probably better.  So consider making use of such spells... Alter Self into a Crucian when you need to get into the thick of it, for example.  I'm also a fan of making use of Animate Dead.  A few minions can make life a lot better, allowing you to make a noticable combat contribution when it comes to that while making good use of your skills outside of combat.  And they're great for kick in the door combat.  Don't forget that by the time you can cast Animate Dead, you're very close to creating Necrosis Carnexes (MM4 or 5) which will keep them healed for you.

I'm a fan of turning into a Necropolitan if you can.  The immunities are great, and it lets you dump con, thereby allowing you to keep up your other stats (Int and Dex, most notably).  Take one point in disguise so you can disguise yourself effectively as a living person... this means enemies won't be targetting you with their anti undead stuff.  Admittedly I also use this for the benefits with poison (you can literally coat yourself in the stuff safely).  Also, depending on your reading of Mindsight it may make you immune to that, which is quite solid.  Make sure you're created in a desecrated area for more HPs.  If you can get a Dread Necromancer to do the ritual, so much the better (more HPs, and free enhancement bonuses to physical stats!).

On the topic of undead, remember you have Turn Undead.  Combine this with a Lyre of the Restful Soul and a Rod of Defiance (Libris Mortis and MiC) once you can afford them and you should be able to instant kill many tougher undead foes.  It's like getting a Truedeath Crystal for Rogues, except those two are actually cheaper (once you factor in weapon costs) and you get to blow up all undead nearby as an AoE instead of just being able to sneak attack them.  Obviously, this is only worthwhile if lots of undead show up.

If you want to play a pure combat Factotum, consider Knowledge Devotion.  It takes up a LOT of skillpoints but it's very effective if you're doing archery.  Consider combining this with Manyshot... it takes a lot of feats, but being able to use Cunning Surge + Manyshot in the surprise round (when their dex is denied to AC) is pretty awesome.  Also consider dipping Swordsage... Mighty Throw style manuevers are awesome with the Factotum 3 ability, and all manuevers are great with Factotum 8.  Even a two level dip into Swordsage provides incredible synergy (Shadow Jaunt, Cloak of Deception, Mighty Throw, Assassin's Stance, and similar are great).  Iajuitsu Master 5 is of course off the charts, but that's Iajuitsu damage again.

Anyway, that's just a few ideas.  What exactly are you going for?

JaronK
: Re: The Factotum's Handbook
: Dictum Mortuum January 28, 2010, 09:54:03 PM
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?
: Re: The Factotum's Handbook
: Archao January 28, 2010, 10:16:26 PM
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)

Two questions for JaronK (or anyone who knows the answer, really) does Iaijutsu Focus stack with Sneak Attack, and how exactly is Craft (Basketweaving) (ab)used?
: Re: The Factotum's Handbook
: Dictum Mortuum January 28, 2010, 10:22:52 PM
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.

Builds are pretty straightforward, like factotum 20 or factotum 11/chameleon 9. After the rest of the guide will be complete, i'll work something on the builds.

About the sneak attack - iaijutsu focus thingy, i don't see why they wouldn't stack.
: Re: The Factotum's Handbook
: JaronK January 28, 2010, 10:40:49 PM
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?

You get them at 5th level.

And if we're going IA, it's a whole new ballgame.

First off, I said this earlier, but I'll put it out again:

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
: Re: The Factotum's Handbook
: Dictum Mortuum January 28, 2010, 11:06:30 PM
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.
: Re: The Factotum's Handbook
: snakeman830 January 28, 2010, 11:11:23 PM
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.
: Re: The Factotum's Handbook
: Dictum Mortuum January 28, 2010, 11:14:56 PM
Duh!  :banghead
I must be blind, thanks people!
: Re: The Factotum's Handbook
: JaronK January 28, 2010, 11:47:45 PM
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.

It says max level in a column.  That's the maximum level of spells you can have... and it hits two at level 5.  At level 4 you can have two spells, one of which can be level 1 and one of which must be less than that.

JaronK
: Re: The Factotum's Handbook
: JaronK January 30, 2010, 05:54:03 AM
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.

Oh, and when you can afford them +1 Eager Armor Spikes of Warning are awesome.  +7 initiative for the price of a +3 weapon, and they mean you count as armed when not actively using your quickrazor (which is important for Attacks of Opportunity).  Between that and your Int+Dex to initiative, you should always go first.

JaronK
: Re: The Factotum's Handbook
: snakeman830 January 30, 2010, 09:57:32 AM
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.
: Re: The Factotum's Handbook
: Dictum Mortuum January 30, 2010, 12:03:00 PM
No thanks people. I'm only making this exception because iaijutsu focus is a skill and factoti are skill experts. I'm not going to use OA further.
: Re: The Factotum's Handbook
: JaronK January 31, 2010, 12:10:38 AM
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.

Not AC, since the enhancement bonuses to AC won't stack.  But you can get a few nice enchantments none the less.

Either way, now that you're looking into IF as a damage source, you might want to look over all the various ways to flat foot people.  A lot of skill tricks do it, making them a lot more valuable than the guide currently claims.  The Blurstriking enchantment, Grease, and simply going before the enemy has a chance to act are probably the best and easiest ways, but there's a ton out there. 

Also, don't forget Craven as a damage source.  Remember, Factotums do get sneak attack as a class ability for where it matters.

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
: Re: The Factotum's Handbook
: Havok4 January 31, 2010, 01:50:41 AM

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.
: Re: The Factotum's Handbook
: Solo January 31, 2010, 03:14:24 AM
How about Enlarge Person?
: Re: The Factotum's Handbook
: JaronK January 31, 2010, 05:40:46 PM
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.

You just use the pictures of him where no other people are visible.  Some of them are at funny angles, where you could at least pretend he's smaller.

JaronK
: Re: The Factotum's Handbook
: Akalsaris January 31, 2010, 06:19:49 PM
While pretending you're an Assassin's Creed character, you can even make use of your factotum's high int to speak exotic languages (http://www.penny-arcade.com/comic/2009/11/23/)!

: Re: The Factotum's Handbook
: Optimator February 17, 2010, 10:56:48 PM
For completion's sake, Lucid Dreaming isn't in the skill list. 
: Re: The Factotum's Handbook
: Akalsaris February 18, 2010, 02:35:42 AM
Don't forget ranks in the lycanthrope's Control Shape skill! ;P
: Re: The Factotum's Handbook
: Dictum Mortuum February 18, 2010, 06:39:21 AM
For completion's sake, Lucid Dreaming isn't in the skill list. 

Whoops, i forgot about that.

Don't forget ranks in the lycanthrope's Control Shape skill! ;P

That's in the skill list :p
: Re: The Factotum's Handbook
: Optimator February 18, 2010, 10:17:17 PM
I know where the rules for Craft: Writing are from (Races of Stone) but where is Craft: Musical Composition from?
: Re: The Factotum's Handbook
: The_Mad_Linguist February 19, 2010, 12:01:30 AM
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.
: Re: The Factotum's Handbook
: Dictum Mortuum February 19, 2010, 10:54:45 AM
I know where the rules for Craft: Writing are from (Races of Stone) but where is Craft: Musical Composition from?

I don't remember anymore :p I think races of stone.

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.

haha :P
You can hire two people to carry it. It would be extremely funny to bring it to the demonstration.
: Re: The Factotum's Handbook
: Agita February 19, 2010, 10:55:45 AM
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.

EDIT: Nope, DM has got it right.
: Re: The Factotum's Handbook
: FireSeraph March 03, 2010, 11:10:25 PM
Heya. Just came upon the site for the first time after finally discovering the factotum class (shame on me for not noticing such a wonderful, wonderful class before this  :banghead ).
Just wanted to say that this is a great guide, extremely useful suggestions (I'm currently making a factotum-incarnate for a possible gestalt game that might take place soon) and I found all the tips useful. Just a few thoughts on the factotum.

Nymph's Kiss (BoED): I'm surprised that this feat wasn't mentioned in the recommended feat list. True, it's an Exalted feat which means you have to be a well played good alignment, but it grants a +1 to saves versus spells and spell-like abilities (decent imo), +2 circumstance bonus to all Charisma-related checks (that includes skills like Diplomacy and Use Magic Device) and most importantly (for me at least), an extra skill rank at every level starting at the level that the feat is first taken. For a skill intensive class like the factotum, I find this feat to be highly recommended. Thoughts?
: Re: The Factotum's Handbook
: bearsarebrown March 04, 2010, 12:34:34 AM
The only reason against it is that it could be redudant. Skills are only so useful. It often depends on how skill-based you are, and how often your DM actually uses skills.
: Re: The Factotum's Handbook
: JaronK March 04, 2010, 12:39:35 AM
I love that feat actually, but the Exalted requirement makes it a lot harder to work with.  After all, it means you have to be more stuck up than the Paladin.  If you were going to roleplay like that anyway then it's a wonderful feat that I'd take right away (even just for the extra 23 skillpoints!) and the UMD, Diplomacy, and Iajuitsu Focus bonus ain't bad either, but I've never played a Factotum that was so goody two shoes.

JaronK
: Re: The Factotum's Handbook
: Akalsaris March 04, 2010, 12:40:45 AM
That is true (and my swift hunter is in that exact situation - he's got tons of skills but never needs to use them), but it's still a wonderful feat to take at 1st level for a good-aligned character.

(Personally, I love poisons too much - my next factotum is going to be NE all the way!) :P
: Re: The Factotum's Handbook
: JaronK March 04, 2010, 12:42:41 AM
(Personally, I love poisons too much - my next factotum is going to be NE all the way!) :P

That's a big one for me too.  Minor Creation + Master of Poisons + Splitting Bow of Assassination all the way.  Nymph's Kiss means I can't do that.

JaronK
: Re: The Factotum's Handbook
: FireSeraph March 04, 2010, 12:48:34 AM
Good point on all those. Poison was never really an issue in my games so far since no one actually uses them hence why I usually toss in Nymph's kiss for all of my skill monkey builds.
: Re: The Factotum's Handbook
: FireSeraph March 04, 2010, 12:50:54 AM
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.
: Re: The Factotum's Handbook
: JaronK March 04, 2010, 12:55:20 AM
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.

Yeah, Limited Wish isn't available to Factotums.  Neither is Awaken Undead and Animate Dread Warrior, which is too bad.

JaronK
: Re: The Factotum's Handbook
: Dictum Mortuum March 04, 2010, 05:04:29 AM
Fixed, i removed alter fortune and limited wish.
: Re: The Factotum's Handbook
: Freshums March 04, 2010, 08:13:12 PM
Does having Arcane Dilettante equate to actually having the Sorceror/Wizard spell list for the purposes of using Wands and things?
I'd think that it would, but with Factotums not having an actual spell list and all...
: Re: The Factotum's Handbook
: Havok4 March 04, 2010, 11:07:50 PM
Does having Arcane Dilettante equate to actually having the Sorceror/Wizard spell list for the purposes of using Wands and things?
I'd think that it would, but with Factotums not having an actual spell list and all...
It does not unfortunately, but that is what UMD is for.
: Re: The Factotum's Handbook
: Growin March 10, 2010, 10:44:52 PM
I'm currently playing in a heavy roll playing Dragonlance game as a Factotum and while I am still level 1 I must say I love the class.  This is a non-optimized game; what I like to do is start from a non-optimized base and then try to optimize the concept.  So the concept is that my father was a knight of solamnia (LG knightly organization) that basically had a kender fetish.  I am his son.  He wanted me to follow in his footsteps but due to intense racial predjudice I failed.  As most kender do I then bounced from one thing to the next. 

LG Half-Kender Factotum 1
Str 15, Dex 13, Con 15, Int 17, Wis 11, Cha 13
Feat: Mounted Combat
Skills: Bluff 1 rank, Craft (Tinkering) 1 rank, Decipher Script 1 Rank, Diplomacy 4 ranks, Handle Animal 1 Rank, Knowledge Arcana, architecture and engineering, history, and religion 1 rank, Listen 4 ranks, Spot 4 ranks, Ride 4 ranks, sense motive 4 ranks, spellcraft 4 ranks, use magic device 4 ranks

The feat was chosen due to my knightly 'background' and won't be a complete waste. I found out after I made the character that the game will involve magical items called dragonlances which can only be used by lawful good characters (and apparently lances are more useful on horseback).  However that is probably ten levels away.

So besides our favorite feat Font of Inspiration; what feats should I grab?  (I plan on Factotum 20)

I was thinking:
Combat Expertise -> Improved Trip -> Curling Wave Strike (stormwrack)
Wild Cohort -> Mounted Combat Feats
Knowledge Devotion (Problamatic I don't worship Gillean; but I could start) -> craft magic arms and armor
Constant Guardian? Chosen Foe? (Both drow of underdark)


Other people in party (Elf Rogue going rogue 10/swashbuckler 10 using the feat that stacks rogue and swashbuckling, Afflicted Kender Nightstalker, Gnome Wizard, and half-elf duskblade)

Since the party is not optimized we often are forced to use teamwork tactics in battle.  Myself and the rogue delay so we can move into flanking together.  The wizard mostly cast sleep and enlarge person.  We have no healing and no tank.  (The nightstalker is a poorman's healer; races of ansalon is where the class is)

Any have any good optimized builds if you take into account the heavy roleplaying setting of Dragonlance (No iajitsu, no psionics; besides that we use all books)
: Re: The Factotum's Handbook
: JaronK March 11, 2010, 10:33:02 PM
If you're doing Improved Trip, I'd suggest a one or two level dip into Swordsage.  It's already great with Factotums, and the Mighty Throw line of manuevers works so great on an Int + Dex focused Factotum.

JaronK
: Re: The Factotum's Handbook
: Growin March 11, 2010, 10:43:44 PM
If I get Knowledge Devotion could I use opportunistic piety to use Knowledge Devotion multiple times per day? 
: Re: The Factotum's Handbook
: Akalsaris March 11, 2010, 10:52:38 PM
Knowledge Devotion is actually at will, just 1 roll per monster type each encounter :)
: Re: The Factotum's Handbook
: Growin March 11, 2010, 11:02:25 PM
That's awesome, I just assumed they were like the rest of them.  Any idea on whether you can do it for, say, the strength devotion feat?
: Re: The Factotum's Handbook
: Growin March 12, 2010, 02:50:15 AM
I talked to my DM and he told me that I of course could multi-class into swordsage.  All I would have to do is find a temple (Somewhere in the war torn dragonlance setting), and train for 3 - 5 years.  Obviously this was a snide was of saying "No" but I get the hint.  (No one is a big fan of optimization in this group)  Anyway I was thinking of the following feat progression:

LG Half-Kender Factotum 20
1) Mounted Combat
3) Strength Devotion
6) Knowledge Devotion
9) Ride-By-Attack
12) Font of Inspiration
15) Font of Inspiration/something cool
18) Font of Inspiration/something cooler

: Re: The Factotum's Handbook
: S_Jerusalem April 23, 2010, 03:44:18 AM
Would someone more knowledgeable than I please read the Whirling Blade spell and tell me if you could make trip attacks with it?

I am working up a Factotum and considering Improved Trip, since my campaign is very undead-heavy and I will be cutting the poisoning tactics. If I can trip with Whirling Blade, I will almost certainly take IT, because that will be excellent. If not, I may invest in something else... Maybe just more FoI or Emp/Quick SLA.

Thanks.
: Re: The Factotum's Handbook
: Ivory Knight April 23, 2010, 05:28:22 PM
Don't know, if I'm more knowledgeable, but I used Whirling Blade to Disarm myself :smirk
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).
: Re: The Factotum's Handbook
: snakeman830 April 23, 2010, 05:57:14 PM
Don't know, if I'm more knowledgeable, but I used Whirling Blade to Disarm myself :smirk
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).
Why not a Scythe or Sickle?
: Re: The Factotum's Handbook
: Dictum Mortuum April 23, 2010, 06:19:18 PM
Arguably, guisarme has more reach? ^-^
: Re: The Factotum's Handbook
: S_Jerusalem April 23, 2010, 06:28:47 PM
That was how I read it as well: as long as I could trip with the weapon it should be good. Was mostly looking for other reasonable opinions.

I was planning on guisarme, but maybe keep a sickle or heavy sickle in reserve, just in case.

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.
: Re: The Factotum's Handbook
: snakeman830 April 23, 2010, 06:31:58 PM
A one or three level dip in Marshall can get you three abilities applying to certian checks which can result in some massive modifiers.  Marshall is, of course, all about the team love.
: Re: The Factotum's Handbook
: JaronK April 24, 2010, 12:16:07 AM
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.

I wouldn't recommend it just because charisma is one of the few stats a Factotum can safely dump.  It's an okay idea if you have rediculously high stats (42 point buy or something) but other than that I think you'd get more mileage out of other class levels.

JaronK
: Re: The Factotum's Handbook
: S_Jerusalem April 24, 2010, 01:49:10 AM
I have rolled stats that are pretty good overall.

Currently I am looking at Str 15 (14), Dex 13 (12), Con 15 (14), Int 16 (20), Wis 11 (12), Cha 16 (17). I will be middle aged, so -1 tp the Phys +1 Mental, and applying 3 level adjustments all to int. (final scores)

Starting at L13, Factotum11/Marshal1/Exemplar1.

I've got 7 feats to work with altogether, 3 of which I intend to spend on Font of Inspiration. I will be playing face and shoring up holes other than that, which I see the Factotum as being ideal for. I will likely be going with Improved Trip for some BC versatility. I will take Imperious Command if my DM is cool with it, which I expect to be fine, but will avoid the poisoning because as I stated there is a heavy undead focus and I don't want to spend more than one feat on something useless against the main enemy.

If anyone has suggestions, I will gladly accept them. My only real restrictions are no Realms stuff and no ToB. I would particularly like suggestions on what skills to Master with Exemplar (6). Diplomacy is pretty much a lock. I have thought about some like Tumble, but for the physical ones I could just pick out a belt of ultimate athleticism.
: Re: The Factotum's Handbook
: JaronK April 24, 2010, 08:08:05 AM
Iajuitsu Focus would be pretty obvious as a take 10 skill.  Just get it to the point where it always does max damage on a take 10 and you're done.

JaronK
: Re: The Factotum's Handbook
: Adam500 April 29, 2010, 12:40:13 AM
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

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?
: Re: Skills
: Jopustopin April 29, 2010, 01:28:53 AM
  • 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.

The variant was in the 3.0 book Masters of the Wild.

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]

You mention elaborating on the usefulness of the familiar.  You don't have to go into great depth but what kind of familiar would be best for a Factotum?
: Re: The Factotum's Handbook
: Sinfire Titan April 29, 2010, 01:40:54 AM
Quasit, Coure Eladrin, Imp, a standard Monkey or Raven, any Elemental or Mephit.
: Re: The Factotum's Handbook
: Surreal April 29, 2010, 05:04:35 AM
Can a factotum use reserve feats? I seem to recall an errata or sage comment on this, but can't recall if it was for or against.
: Re: The Factotum's Handbook
: Rymosrac April 29, 2010, 02:39:56 PM
The sage was against it, the ususal "is spell-like, not spell!" stuff.  :rollseyes
: Re: The Factotum's Handbook
: Sinfire Titan April 29, 2010, 03:38:26 PM
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.
: Re: The Factotum's Handbook
: Surreal April 29, 2010, 04:18:49 PM
Hmm, so a dip into Nosomatic Chirurgeon (Dragonmarked) ought to fix that then.
: Re: The Factotum's Handbook
: Rymosrac April 29, 2010, 09:36:36 PM
...Which is actually correct, and called out in the text of Complete Mage. For once, he did the homework.

Oh, I'm certainly not disagreeing. It's a very straightforward ruling and saying othewrise would have been pathetic even for the sage. Just a little sadface.jpg, since reserve feats would certainly help the factotum get more mileage out of his "spell slots".
: Re: The Factotum's Handbook
: Surreal April 29, 2010, 09:47:22 PM
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.
: Re: The Factotum's Handbook
: snakeman830 April 29, 2010, 10:37:42 PM
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.
: Re: The Factotum's Handbook
: Surreal April 29, 2010, 10:58:04 PM
That's true. It's useful for PrC entry, though that doesn't do much for Factotums. Warlocks get a lot more mileage.
: Re: The Factotum's Handbook
: Adam500 April 29, 2010, 11:36:19 PM
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.
: Re: The Factotum's Handbook
: zaulsiin April 30, 2010, 12:23:49 AM
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.
: Re: The Factotum's Handbook
: McPoyo April 30, 2010, 01:53:50 AM
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.
To answer question 2, check out in the rules compendium under fear effects. They changed how cowering works entirely.
: Re: The Factotum's Handbook
: Adam500 April 30, 2010, 04:41:55 AM
I actually found Fearsome a couple hours after I posted the second time, and I definitely like it.

As to the change to cowering... I can understand where the leap in logic came from (I do own the Rules Compendium and double checked against it shortly after posting the question), but it still seems to have very little basis in RAW. Cowering is very clear in what happens when a creature is cowering: -2 AC, No Dex bonus (ie flatfooted), no actions. While Helpless Defenders are counted as having Dex 0, and although subject to the same things as a flat-footed target, the condition seems to me to be quite different. This suggests to me Cowering =/= Helpless.

Am I right, or am I missing something?
: Re: The Factotum's Handbook
: McPoyo April 30, 2010, 09:18:59 AM
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.
: Re: The Factotum's Handbook
: Adam500 April 30, 2010, 05:19:40 PM
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.

The Dex=0 bit comes from the rules for Helpless combatants. Cowering just makes you lose your bonus.
As to your first point I'm not sure cowering ever had a clause like that (I checked my PHB which is pretty old and couldn't find it). Even then it still seems like a stretch to me.
: Re: The Factotum's Handbook
: JaronK May 01, 2010, 12:18:23 AM
Hmm, this may be one of those rules I just assumed and hadn't looked over in a while.  I was taking "Frozen in fear" to indicate something like paralysis.  From the SRD:  "The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class and loses her Dexterity bonus (if any). "  I suppose it's not really helpless, so my mistake there.  It's still an effective tactic though... since it's easy to get an Intimidate check so high no one could possibly oppose it, you basically gain the ability to spend three IP to make any non immune enemy unable to fight back.  Note that since they take no actions, they're still flat footed next round if they haven't acted in combat yet.  Thus, you could attack an enemy in the surprise round (for IF damage), Intimidate them with Cunning Surge in the first round and then full attack them for full IF damage, then full IF damage them again in the second round (maybe even intimidate again, depending on number of enemies and IP remaining).

JaronK
: Re: The Factotum's Handbook
: Adam500 May 02, 2010, 01:22:41 AM
Oh no doubt its a great tactic for stacking IF damage. Thanks for the clarification.
: Re: The Factotum's Handbook
: Wubs May 13, 2010, 12:31:33 PM
So can the factotum use Brains over Brawn on bullrush checks?  If so, then could you combine it with a massive jump check + dungeoncrasher variant to produce a dynamic dropkick on someone?  (again, all of these gain brains over brawn).

Anyway, just a thought, not sure if anyone would really optimize a factotum for this, just thought it was funny.
: Re: The Factotum's Handbook
: Rymosrac May 13, 2010, 01:02:16 PM
Yeah, it would help with the strength check. Usually, though, dungeoncrashers are built off of the Knockback feat from RoS, using power attack (and often shock trooper / leap attack) to generate impressive modifiers. Brains over Brawn would certainly help though, and would make a non-knockback dungeoncrasher slightly more viable. You're still only getting one bull rush in per round though, without extra actions e.g. belt of battle.
: Re: The Factotum's Handbook
: Torvon May 14, 2010, 05:02:18 PM
I'd love to see a build section and some recommendations.

The factotum is quite flexible, I know, but still, a couple of suggestions would be great.

From the top of my head:
* one level Marshal for minor Aura (e.g. to trip attempts, or all dex checks and INI) + skill focus diplomacy
* 3 levels swashbuckler for +INT to damage (add some rogue for sneak attack, and then combine rogue and swashbuckler levels with that one feat to rock)
* psion maybe (INT synergies)

More?

Thanks
ta-ta
: Re: The Factotum's Handbook
: BowenSilverclaw May 14, 2010, 05:17:43 PM
More?
Monk 1 with Kung-Fu Genius? :)
: Re: The Factotum's Handbook
: Freshums May 14, 2010, 05:34:36 PM

More?



Warblade, for Int to Fight.
: Re: The Factotum's Handbook
: CantripN May 14, 2010, 07:03:40 PM
Chameleon, for AWESOME.
: Re: The Factotum's Handbook
: Havok4 May 14, 2010, 07:12:14 PM
Chameleon, for AWESOME.
When combined with Academic Priest it is pretty SAD as well.
: Re: The Factotum's Handbook
: The_Mad_Linguist May 14, 2010, 10:05:09 PM
Iaijutsu Master for NINE LIVES BLADE WORKS.
: Re: The Factotum's Handbook
: Torvon May 15, 2010, 08:43:44 AM
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.
: Re: The Factotum's Handbook
: Havok4 May 15, 2010, 02:08:35 PM
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.

I would arrange them like the following. Fac5/Cha2/Fac3/Cha7/Fac3. This is primarily because you want the variable feat and extra standard actions as soon as you can.
: Re: The Factotum's Handbook
: JaronK May 16, 2010, 06:45:51 AM
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).

Here's my thoughts on the Factotum/Chameleon combination.

First off, you REALLY want Factotum 8.  Extra standard actions + casting = win.  But there's a problem... it may not actually be beneficial except at a VERY small number of levels to grab Chameleon levels.  First of all you have to waste a feat (Able Learner) which is worthless for Factotums.  Second of all, you have to be Human... which means not being a Whispergnome (awesome for Factotums, especially with Complete's Warrior's racial weapon switch option).  Third, for a lot of levels you're basically worse off, because you would have been casting higher level spells as a pure Factotum 8+X anyway than as a Factotum 8/Chameleon X.   And then when you hit level 19, the Factotum 19 ability is so awesome that it's pretty much better than the entire Chameleon class if used well.

So, going Chameleon makes you strictly weaker from levels 1-8 (which are the most commonly played) and probably weaker for a number of levels after, then weaker in the end game too.  At a few levels it's better (level 10 just because floating feats are so handy, and right around level 16-18) and there's some serious potential when combined with Bloodline abuse, but I'm generally unconvinced.  Chameleon's a great class, but in many ways Factotum doesn't actually mesh well with it.  I'd rather use Binder/Chameleon or something (which works better with Bloodlines anyway).

JaronK
: Re: The Factotum's Handbook
: Havok4 May 16, 2010, 01:15:21 PM
I Think it is worth it if you are planning to make your character spell casting focused. The amazing spell casting makes chameleon worthwhile. You could pull off something similar with UMD but that is expensive.
: Re: The Factotum's Handbook
: Ferret May 24, 2010, 04:18:53 PM
Chameleon, for AWESOME.
When combined with Academic Priest it is pretty SAD as well.

Where's Academic Priest from? Dragonlance? Dragon Magazine?
: Re: The Factotum's Handbook
: Rebel7284 May 24, 2010, 05:32:15 PM
Dragonlance legends of twins IIRC, check the feat index?
: Re: The Factotum's Handbook
: Lycanthromancer June 15, 2010, 04:53:05 AM
I'm finding that factotum 3/swordsage 2 is quite powerful in the early game, especially with Weapon Finesse (or feycraft weaponry) and Shadow Blade.

Tons and tons of skills (though getting the houseruled +2 skill points per level helps with that). It gets Dex (and Int) to attack, Str and Dex (and Int) to damage, Dex and Int to initiative, Dex and Wis (and Int) to AC, Str or Dex as well as Int to a huge number of skills, lots of very interesting maneuvers, and that tasty factotum level bonus to skills 1/day.

I'm combining it with shapesand, a whole bunch of masterwork tools for skills, and I'm heading into a few levels of pyrokineticist (then alternating factotum and swordsage) for flaming whips and ranged "fire arrows," which can benefit quite a lot from stances and maneuvers (and are a tasty addition to a Desert Wind using pyromaniac).

I'm seriously liking this guy.

Unfortunately, Shadow Blade doesn't work with whips. It'd be nice if there was a way to make this work. I'd use the aptitude enhancement, but not with flame lash. Alas. Would one level in kensai work? Or maybe Ancestral Relic or Item Familiar?
: Re: The Factotum's Handbook
: Torvon June 15, 2010, 05:12:27 AM
You do not get INT to damage, attack and AC normally with a factotutm.

That only applies if you use up inspiration points for boosting those stats.

And yes, since Swordsage is a TOB class, and since these classes completely rock the boat, it is powerful. I'm playing a Rogue4/Swordsage3 at the moment, and can do an average of 42 damage with soaring raptor strike every other round.

ta-ta
T.
: Re: The Factotum's Handbook
: Lycanthromancer June 15, 2010, 12:23:46 PM
You do not get INT to damage, attack and AC normally with a factotutm.

That only applies if you use up inspiration points for boosting those stats.
Yup. Hence adding the +Int in parentheses.
: Re: The Factotum's Handbook
: Shadowhunter June 16, 2010, 08:14:29 PM
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.
: Re: The Factotum's Handbook
: Dictum Mortuum June 16, 2010, 08:44:08 PM
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
: Re: The Factotum's Handbook
: Sinfire Titan June 16, 2010, 09:58:04 PM
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

Isn't Cunning Insight precision damage?

Or rather, wouldn't it fall under the same category as Weapon Specialization: Touch spells (CArc)? In which case using Cunning Insight on Shivering Touch would just add HP damage to the spell's effect.
: Re: The Factotum's Handbook
: Havok4 June 17, 2010, 02:07:02 AM
No it is not precision damage it just adds damage based on your int score.
: Re: The Factotum's Handbook
: JaronK June 17, 2010, 06:38:27 AM
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.

Sure, in the rules for Factotums.  It says a damage roll.  Both those spells do damage, and that damage is determined by a roll.  It's actually clear RAW.  Whether it's RAI or not is of course always up for debate, but as written a Factotum can add his or her Int to any damage roll, not just hit point damage.

And it should be mentioned that Factotums mix with Swordsages better than most classes (including Rogue).  The skill boosting abilities go great with certain maneuvers (such as Sapphire Nightmare Blade or Emerald Razor.  The Int to Dex or Str ability goes great with the throw maneuvers.  The Swordsage's Sapphire Nightmare Blade in turn works wonderfully with Iajuitsu Focus, and Assassin's Stance can be used to fuel sneak attack based feats.  Factotum stealth combined with Swordsage teleports and invisibility also makes for an amazing pairing in lower level games (and with Darkstalker it's great in the late game as well).

JaronK
: Re: The Factotum's Handbook
: Aharon June 17, 2010, 08:34:20 AM
I'm AFB, so I can't quote it, but I think there was a bit in the Rules Compendium that spells affecting your damage only include spell damage if it is specifically mentioned. Not sure if this also applies to class abilities like cunning insight.

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.
: Re: The Factotum's Handbook
: Dictum Mortuum June 17, 2010, 07:59:24 PM
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.

This isn't an issue with chameleons :P Chameleon requires able learner, thus you'll have to take it, like it or not :P
: Re: The Factotum's Handbook
: redmop June 17, 2010, 10:32:29 PM
What are pure Factotums like in play without Font of Inspiration?  Is Chameleon worth it without Font?
: Re: The Factotum's Handbook
: Lycanthromancer June 17, 2010, 10:42:24 PM
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.

As far as what they're like without FoI? They're more reliant on their skill checks, and less so on their other class abilities. They get a handful of tricks each encounter, but the focus is on making skill rolls instead of attack rolls.
: Re: The Factotum's Handbook
: JaronK June 18, 2010, 05:03:45 PM
I just noticed that the 3.5 FAQ was updated to include Factotums (on page 17).  For what it's worth, this includes the following:

1)  Unspent inspiration points are replaced when the factotum returns to his full number of points once an encounter ends.

2)  Factotums have no spell list, and thus require UMD for Wizard/Sorcerer scrolls.

3)  You can use all inspiration fueled abilities outside combat, and it specifically states that an encounter "includes any other significant event in the game such as stopping to bash down a door, navigating a tricky bridge, or dealing with a trap."

4)  You can use Cunning Strike multiple times per round for more than 1d6 sneak attack damage.

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.

6)  Clarification on the number spells cast (no surprise here)

And here's the big one: there's a change on one page 47 that says that "ability damage" is not damage, and thus can't be increased by the Factotum's Int to damage ability.  Ouchie.

It should be noted that the FAQs are not exactly perfect (they such silliness as saying that Precocious Apprentice can't be used to qualify for PrCs at all because it doesn't actually give you the inherent ability to cast 2nd level spells).  But still, it's there.

JaronK
: Re: The Factotum's Handbook
: Agita June 18, 2010, 05:07:16 PM
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.
: Re: The Factotum's Handbook
: Havok4 June 18, 2010, 05:10:09 PM
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.
: Re: The Factotum's Handbook
: Bastian June 18, 2010, 07:01:53 PM
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.
Not according to the FAQ since damage is damage to health whereas ability damage is something entirely different.
: Re: The Factotum's Handbook
: JaronK June 20, 2010, 01:27:47 AM
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.

Indeed.  Also the fact that Spell Like Abilities and Supernatural Abilities are specifically defined by how they're not spells.  That leaves only Natural and Ex as options... but Natural abilities are generally only racial and related to the form of a thing (so flight is natural if you have wings, claw attacks are natural if you have claws, etc).

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.

As the FAQ reads ability damage is not damage, so ability damage rolls are not damage rolls.

And Cunning Strike is actually somewhat unclear, but the reference to "before making the attack roll" implies that it only works on one attack.  It's a pretty poor ability, useful only for triggering stuff like Sickening Strike and Terrifying Strike (since you do have sneak attack as a class ability).

JaronK
: Re: The Factotum's Handbook
: Havok4 June 20, 2010, 01:44:32 AM
Cunning strike is indeed rather lackluster.
: Re: The Factotum's Handbook
: The_Mad_Linguist June 20, 2010, 01:44:39 AM
Ability damage is not damage in the same way a hamburger is not ham.

Cunning strike is pretty bad, but getting craven is nice, and you *could* nova with it, which makes it less bad.
: Re: The Factotum's Handbook
: the_shadowmind July 01, 2010, 09:47:18 AM
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?
: Re: The Factotum's Handbook
: Havok4 July 01, 2010, 05:16:23 PM
then what spells that have longer than a standard action are good if they only took a standard action?


Geas
: Re: The Factotum's Handbook
: CantripN July 01, 2010, 05:47:41 PM
then what spells that have longer than a standard action are good if they only took a standard action?


Geas


Ability Rip strikes me as fun. Also, Ice Castle, Control Weather, Contingency, Trait Removal, Hidden Lodge, Perfect Summons...
: Re: The Factotum's Handbook
: snakeman830 July 01, 2010, 06:09:38 PM
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.
: Re: The Factotum's Handbook
: CantripN July 01, 2010, 06:28:37 PM
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.

Not if you have something like Binder 1 on the side. That works just fine. And don't pretend that SU abilities aren't godly.

Quickness (Su) comes to mind...
: Re: The Factotum's Handbook
: The_Mad_Linguist July 01, 2010, 06:33:49 PM
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.
: Re: The Factotum's Handbook
: CantripN July 01, 2010, 06:39:34 PM
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.

Being a Paladin without an Aura of Good could be useful, actually.
: Re: The Factotum's Handbook
: Lycanthromancer July 02, 2010, 02:29:43 AM
An entire casting of fabricate as a standard action, rather than based on Concentration?
: Re: The Factotum's Handbook
: Ivory Knight July 02, 2010, 05:48:29 PM
How about a Standard Action Summon Monster?
I know, not nearly broken. Just nice to have, when you need one.
: Re: The Factotum's Handbook
: McPoyo July 02, 2010, 05:56:52 PM
Genesis.
: Re: The Factotum's Handbook
: Havok4 July 02, 2010, 10:02:57 PM
Genesis.
If only, but too high level and there are no real ways to increase the max spell level of arcane dilettante.
: Re: The Factotum's Handbook
: Agita July 02, 2010, 10:06:32 PM
Geas works just fine, though.
: Re: The Factotum's Handbook
: JaronK July 02, 2010, 11:02:43 PM
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?

Major Creation.  It's amazing what you can do when as an attack spell you can summon gallons and gallons of Black Lotus Poison or Sinmaker's Surprise.  If each dose is an ounce (reasonable, considering one dose coats a dart or a greatsword), then you get around 1000 doses per 1ft cube...

JaronK
: Re: The Factotum's Handbook
: Amechra July 05, 2010, 03:38:56 AM
May I suggest a class to go into after Chameleon?

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...
: Re: The Factotum's Handbook
: Bastian July 05, 2010, 06:26:34 PM
May I suggest a class to go into after Chameleon?

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...
Master of Masks is pretty bad. It's a one level dip for the Gladiator mask.
: Re: The Factotum's Handbook
: Agita July 05, 2010, 06:34:57 PM
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.
: Re: The Factotum's Handbook
: BowenSilverclaw July 05, 2010, 06:45:52 PM
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
: Re: The Factotum's Handbook
: Agita July 05, 2010, 06:49:01 PM
The highest DC you'll ever need to make with it is 25 too. But you'll probably need multiple checks per day, so it's likely not an ideal candidate for 1 rank+Cunning Knowledge.
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.
: Re: The Factotum's Handbook
: McPoyo July 05, 2010, 06:49:39 PM
The highest DC you'll ever need to make with it is 25 too.
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.
Win.
: Re: The Factotum's Handbook
: BowenSilverclaw July 05, 2010, 07:19:19 PM
The highest DC you'll ever need to make with it is 25 too.
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.
Win.
That's it, I was already thinking about a Factotum for my next character, this makes it definitive.
: Re: The Factotum's Handbook
: Havok4 July 05, 2010, 07:54:59 PM
The highest DC you'll ever need to make with it is 25 too.
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.
Win.
That's it, I was already thinking about a Factotum for my next character, this makes it definitive.
This also solidifies the fact that factotums make the best assassins of all the non full spellcasters.
: Re: The Factotum's Handbook
: Nox_Noctis July 05, 2010, 08:00:35 PM
Yeah, pointed this out to Agita earlier. Worth noting, with items not being expended IRL, you can use the same scroll you carry on you EVERY NIGHT. Talk about saving costs. Agita provided another cool idea: live in a Rope Trick and kill people while you dream, so you're never vulnerable to attack (except by stuff in the plane of Dream).
Take Item Familiar to boost UMD/UPD and Lucid Dreaming and you're set.
Also, the damage in Dreamheart is 5 iterations of 5 damage (various elements). Get resistances of 5+ and you become immune to each element.
It's pretty much one of the coolest things in 3.5. I'm surprised no one else talked about this before.

EDIT: Also good to note, their souls are stuck in Dream, so raise dead and resurrection don't work.
: Re: The Factotum's Handbook
: JaronK July 21, 2010, 04:38:36 PM
http://www.giantitp.com/forums/showthread.php?t=160948

This is relevant.  Evidently, Factotums really do cast all spells as standard actions, except ones that are faster than standard.  Nasty.

JaronK
: Re: The Factotum's Handbook
: The_Mad_Linguist July 21, 2010, 07:45:47 PM
http://www.giantitp.com/forums/showthread.php?t=160948

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?
: Re: The Factotum's Handbook
: Hallack July 21, 2010, 07:54:39 PM
The more I look at Factotums the more I REALLY like them, especially combined with Chameleon :)

I'm even half tempted to try and play a Fact/Cham in a game where others are playing Gestalt.  I think I'd hold up fine hehe.
: Re: The Factotum's Handbook
: JaronK July 21, 2010, 09:06:20 PM
You didn't know that?

I had thought so a while back but was corrected because there's other entries that say it's the same time as the spell.  I hadn't realized the priority order in play.  Heck, this probably deserves an entry in the main handbook, as that could easily be confusing.

JaronK
: Re: The Factotum's Handbook
: the_shadowmind August 02, 2010, 06:53:30 PM
I know this is really cheesy, but could Sanctum spell allow a factotum to cast a spell a level before he should normally get it, and access to 8th level spells(cast as 7th level spells)?

A)Factotum's cast spells based on there spell level, not on spell-slots.
B)Sanctum spell metamagic makes the spell level count as one lower:(Is there anything this "downside" can't make better?)
C)Factotum's apply metmagic when prepare the spell so there would be preparing a (ie.) normally 5th level spell as a 4th level spell.
Might work as a work around in by-passing the only one of highest level.
: Re: The Factotum's Handbook
: Rymosrac August 04, 2010, 10:13:05 PM
Aside from the part where a factotum doesn't actually cast spells, per se, I don't see why not.
: Re: The Factotum's Handbook
: HotSoup August 31, 2010, 11:25:38 PM
Anyone have a list/table of everything that can be considered a Strength or Dexterity check for "Brains over Brawn"
: Re: The Factotum's Handbook
: Jopustopin August 31, 2010, 11:46:00 PM
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)

I was thinking:
Strength: 14
Dexterity: 6
Constitution: 14
Intelligence: 17
Wisdom: 8
Charisma: 13 (Going for Imperious Command)

But, I dunno... I don't want to be so clumsy (or role play a character with a 6 wisdom)
: Re: The Factotum's Handbook
: The_Mad_Linguist September 01, 2010, 12:00:25 AM
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)

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)
That looks like a 28 point buy to me.  (6 -2 +6+13+5=28), right?
: Re: The Factotum's Handbook
: Jopustopin September 01, 2010, 12:05:41 AM
Yes, you are correct.  Bump Dex up by 2 then, not as bad.
: Re: The Factotum's Handbook
: urarenge September 01, 2010, 10:15:17 PM
How should be a build who focuses in the capstone of factotum??
: Re: The Factotum's Handbook
: Jopustopin September 01, 2010, 10:36:20 PM
How should be a build who focuses in the capstone of factotum??

Capstone of Factotum? Should be a build who focuses in the feats complimenting in the capstone somewhat.  I think should be feats like Font of Inspiration.  Why for is this guide lacking feats and builds complimenting in the capstone of Factotum.  Should be builds in this thread, but sadly lacking in those in the factotum capstone.  For one of the most flexible classes in the game, this guide reviews about 8 different feats.

LG Human Factotum 20:

Human) Font of Inspiration
1st level) Font of Inspiration
3rd Level) Knowledge Devotion
6th Level) Imperious Command
9th Level) Obtain Familiar
12th Level) Dragon Familiar (If not Lawful Good find a different Familiar that you like)
14th Level) Get a Gold Dragon Familiar
15) Font of Inspiration
18) Font of Inspiration


: Re: The Factotum's Handbook
: KellKheraptis September 01, 2010, 10:36:57 PM
How should be a build who focuses in the capstone of factotum??

Get Persistent Unfettered Heroism.  Start abusing it to gain any spell (with Sanctum Spell) from any list.  You can use the capstone 1 per round, since you're spending an action point to activate it :)
: Re: The Factotum's Handbook
: Azoriel September 03, 2010, 08:07:17 AM
I'm not sure if it was already pointed out, but, in one of the main posts, you said:

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.)
: Re: The Factotum's Handbook
: McPoyo September 03, 2010, 09:31:33 AM
I'm not sure if it was already pointed out, but, in one of the main posts, you said:

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 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.
: Re: The Factotum's Handbook
: carnivore September 03, 2010, 11:17:09 AM
I'm not sure if it was already pointed out, but, in one of the main posts, you said:

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 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.

FEAR
Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.

Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).

Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing.

Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.


 :D
: Re: The Factotum's Handbook
: Dictum Mortuum September 03, 2010, 11:22:33 AM
So, does it work or not :P?
: Re: The Factotum's Handbook
: Shadowhunter September 03, 2010, 12:55:46 PM
As per Rules Compendium, cowering states:

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.
: Re: The Factotum's Handbook
: McPoyo September 03, 2010, 01:06:05 PM
As per Rules Compendium, cowering states:

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.
I'd say frozen in fear means helpless, because of the word frozen.
: Re: The Factotum's Handbook
: zaulsiin September 03, 2010, 01:11:59 PM
As per Rules Compendium, cowering states:

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.
I'd say frozen in fear means helpless, because of the word frozen.

Except that cower only removes the target's Dex bonus. A helpless target has an effective Dex score of 0. I would say that the phrase "frozen in fear" is simply flavor text to relay the fact that the target can take no actions and has a reduced (but not eliminated) ability to defend themselves. The definition of the helpless condition from the PHB glossary is spoilered below, for reference.

[spoiler]
PHB 3.5, pg 309
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]
: Re: The Factotum's Handbook
: McPoyo September 03, 2010, 01:13:36 PM
Didn't the original text for cowering read "Paralyzed by fear" instead of "Frozen" and they changed it in the RC?
: Re: The Factotum's Handbook
: zaulsiin September 03, 2010, 01:16:01 PM
Nope. Not in the glossary anyway.

Definition of cowering from the PHB is spoilered below.
[spoiler]
PHB 3.5, pg 306
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]
: Re: The Factotum's Handbook
: Jopustopin September 03, 2010, 08:55:59 PM
How good is Imperious Command if it does not render foes helpless?
: Re: The Factotum's Handbook
: Agita September 03, 2010, 09:12:34 PM
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.
: Re: The Factotum's Handbook
: Havok4 September 04, 2010, 02:34:47 AM
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.
10 feet unfortunately.
: Re: The Factotum's Handbook
: Benly September 04, 2010, 05:24:27 AM
How good is Imperious Command if it does not render foes helpless?

Imperious Command + Zhentarim Fighter is the only thing I've ever seen make Fighter 9 look tempting. Making 9 levels of fighter look tempting is quite an achievement.
: Re: The Factotum's Handbook
: Dictum Mortuum September 04, 2010, 06:11:03 AM
How good is Imperious Command if it does not render foes helpless?

It is still very good. It's basically -1 enemy as long as you maintain it with a move action each round.
: Re: The Factotum's Handbook
: Agita September 04, 2010, 09:52:26 AM
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.
10 feet unfortunately.
My bad. Recanting.
: Re: The Factotum's Handbook
: Havok4 September 04, 2010, 07:53:07 PM
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.
10 feet unfortunately.
My bad. Recanting.

It is still quite good though.
: Re: The Factotum's Handbook
: Azoriel September 05, 2010, 01:28:55 AM
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?
: Re: The Factotum's Handbook
: JaronK September 06, 2010, 06:59:07 PM
Anyone have a list/table of everything that can be considered a Strength or Dexterity check for "Brains over Brawn"

I don't, but the big ones are Tripping and Initiative.

JaronK
: Re: The Factotum's Handbook
: HotSoup September 07, 2010, 12:11:15 AM
Alright, need some advice on direction.

To start, I'm playing with a group whom are somewhat inexperienced. They've played before, but nothing hardcore. I'm the "power gamer" I know a lot of books off by heart, I know all sorts of ways to abuse the game, that sort of thing, they are all more so basic players. Ones a Psion who doesn't really know how to play a Psion, first timer, and is doing very poor. We've got a player whos a Sorceror/fighter. Bad class selection I know, but thats how he wants to go. And we've got a barbarian who took exotic armor proff-Tower Shield because he's trying to stack his ac, as opposed to his DPS. So yeah, bunch of bad players.

Anyway, having issues getting through combat. They just can't deal enough damage. So that means I've got to step up to the plate. Initally I decided to play Factotum, as I figured they would all be smashy players, but it's not so.

Anyway, atm, I'm Human Factotum 3.

Str 10
Dex 15
Con 13
int 22
Wis 14
Cha 18

In retrospect, that 18 Cha was a bad idea, but oh well.

I've got two Font of Inspirations, not sure what to take for 3rd level.

I've got maybe 1.5k to spend when I get a chance, other than that, my equipment is basically starting gear.

Anyway, my DM says that Iajitsu focus, since it's from oriental, has to be CC with me, that makes it pretty expensive. Add that to the fact that my playgroup would probably frown on me should I start throwing marbles or wielding a quickrazor, I think that idea is mostly out the window.

I know about Imperios command or what have you, but until I can get the skill trick to go with it, which is lvl 4-5? It's not worth my time..

So how should I go about becoming relevant in combat? Where should I dump my feat?

: Re: The Factotum's Handbook
: Lycanthromancer September 07, 2010, 01:36:43 AM
What about the phrase 'all skills are class skills for the factotum' lends itself to any skill being cross-class?

If that's the case, avoid Iaijutsu Focus altogether and instead find some way to get Point Blank Shot and Rapid shot without using actual feats so you can take Manyshot and add your Int to every attack roll for a single inspiration point each round, since you'll have a few IPs to spare.
: Re: The Factotum's Handbook
: HotSoup September 07, 2010, 02:07:12 AM
Best way to get PBS and Rapidshot for free? I'm sure it's do-able, but probably through very expensive items or multi-classes.
: Re: The Factotum's Handbook
: Lycanthromancer September 07, 2010, 08:33:43 AM
It won't work for poison-immune foes (essentially, undead and constructs), but you can always buy a really cheap dorje of psionic minor creation, invest ranks in Use Psionic Device and Craft (Alchemy), and take Master of Poisons or find another way to become immune to poison, then start making lots of plant-based poisons, such as black lotus extract. That'll knock down lots of foes PDQ.
: Re: The Factotum's Handbook
: JaronK September 09, 2010, 06:54:20 PM
If your DM has made IF cross class (which is just weird, but whatever), go with archery and Knowledge Devotion... assuming it won't overpower your group.  Matching them is more important that being powerful.

JaronK
: Re: The Factotum's Handbook
: urarenge September 14, 2010, 11:44:37 PM
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?

a bit late in the discussion about cowering, but I have a copy of the PHB in spanish, and it says:

cowering: paralyzed by fear and unable to take actios, etc...

anda paralyzed implies helpless

traduction mistake, or RAI?
: Re: The Factotum's Handbook
: The_Mad_Linguist September 14, 2010, 11:45:35 PM
It's an idiom.
: Re: The Factotum's Handbook
: Dictum Mortuum September 15, 2010, 08:20:37 AM
So it is decided then? Remove the helpless thingy from imperious command?
: Re: The Factotum's Handbook
: Jopustopin September 16, 2010, 12:41:02 AM
After reading all the rules I'm convinced that a cowered opponent is not helpless.
: Re: The Factotum's Handbook
: Bastian September 16, 2010, 12:50:11 PM
Another skill for factotums is Handle Humanoid (http://www.wizards.com/default.asp?x=dnd/fools/20030401c). Note that do to the wording while factotums can take ranks in the skill, they can only actually use it when they count as feline. The same goes for the new use of the bluff skill from the same link.
: Re: The Factotum's Handbook
: Ivory Knight September 16, 2010, 04:40:56 PM
Would Catfolk count?
Or Were[something, maybe Cat or Wildcat to stay low on LA & Racial HD]?

Can this Skill do anything, a Factotum can't already do with Diplomacy?(which also works on Non-Humanoid Non-Animals, like Dragons)
: Re: The Factotum's Handbook
: The_Mad_Linguist September 16, 2010, 07:40:27 PM
You can diplomance people you don't speak the language of over the course of weeks.

Amusing, yes.  Effective, no.
: Re: The Factotum's Handbook
: Benly September 17, 2010, 01:34:49 AM
You can diplomance people you don't speak the language of over the course of weeks.

Amusing, yes.  Effective, no.

It doesn't have to be over the course of weeks - "push" is a full-round action and is only DC 25 for any action. It also doesn't work by adjusting their attitude, so it works fine against people whose attitude towards you can't be improved for whatever reason (I'm not sure there's any effect that actually does that, though). Of course, no DM would allow this, but hey, it's nice to bluesky.
: Re: The Factotum's Handbook
: The_Mad_Linguist September 17, 2010, 01:42:43 AM
I don't think you can "push" hostile animals with handle animal, though.
: Re: The Factotum's Handbook
: Bastian September 17, 2010, 08:02:21 PM
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.

It's best use is to allow a teammate to perform "a task or trick that it doesn't know but is physically capable of performing" via the "push" option. As already mentioned this allows you to make it perform any trick without training. Furthermore, do to the inclusion of the word task, you are theoretically able to make them perform anything they are physically capable of, such as using all your skills without actually taking ranks in them.

Edit: Please note that Handle Humanoid works on monstrous humanoids and giants as well at only a -5 penalty.

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.
: Re: The Factotum's Handbook
: Hallack October 18, 2010, 02:08:45 PM
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.
: Re: The Factotum's Handbook
: Sinfire Titan October 18, 2010, 02:36:58 PM
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.

SLAs!=Spells. Probably doesn't work.
: Re: The Factotum's Handbook
: Hallack October 18, 2010, 04:33:14 PM
hmm, yeah.  Probably right.  Some aspects of the Factotums pseudo spell-like are just wonky.  Okay, not really pseudo but you know what I mean.  Spell-likes that require components and allow standard metamagic usage..... *sigh*
: Re: The Factotum's Handbook
: Solo October 24, 2010, 05:03:10 AM
Why is the Lucid Dreaming skill not mentioned in this handbook?
: Re: The Factotum's Handbook
: Bastian October 24, 2010, 11:45:21 AM
Why is the Lucid Dreaming skill not mentioned in this handbook?
Because Dictum Mortuum hasn't updated it in a while.

Handle Humanoid needs to be added as well.
: Re: The Factotum's Handbook
: Jopustopin October 25, 2010, 12:47:16 AM
A tibbit factotum with the handle humanoid feat would be really awesome.
: Re: The Factotum's Handbook
: Sinfire Titan October 30, 2010, 01:24:47 AM
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.
: Re: The Factotum's Handbook
: Agita October 30, 2010, 05:26:39 AM
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.
: Re: The Factotum's Handbook
: Sinfire Titan October 30, 2010, 06:14:04 AM
Doesn't say, but given that you actually enter someone else's Dreamscape, I'd personally say that yes, you can.

I seriously need to read into this. If I'm understanding this right, a Dreamscape is a demiplane created whenever a conscious being starts dreaming, and that the Dreamscape is linked to Dal Quor, correct? If so, it is also tangentially linked to the Astral Plane. If so, planar boundaries are meaningless to dreams, and being an Outsider or Undead sucks because you don't need sleep.
: Re: The Factotum's Handbook
: The_Mad_Linguist October 30, 2010, 09:08:37 AM
On the other hand, if you ever go to sleep, someone can cast dream (http://www.d20srd.org/srd/spells/dream.htm), designating a warforged cohort as a messenger and you as the recipient, with an eternally looping rickroll as the message.  You'll be forced to stay asleep forever.  No save.

For extra guarantee of eternity, make your cohort a necropolitan dwarven chanter (http://www.wizards.com/default.asp?x=dnd/prc/20061128a), and encase him in quintessence or something.
: Re: The Factotum's Handbook
: Amechra October 30, 2010, 05:45:16 PM
Note to self: eternally loop http://www.youtube.com/watch?v=9ffL573XI50 (http://www.youtube.com/watch?v=9ffL573XI50) next time BBEG is asleep.

 :D
: Re: The Factotum's Handbook
: JaronK November 24, 2010, 11:36:03 PM
Since the discussion came up, it was pointed out that the whole "Factotums cast SLAs, and thus cast at standard action speeds" thing means Ghoul Glyph is an instant kill.  It's a no save second level spell that paralyzes any living target for 1d6+2 rounds (there's a save on the secondary part, but that really doesn't matter).  A Factotum 11 can even remove the SR portion if you so desire.  Insta-kill.

And yes, Factotum SLAs are standard actions, see MM and Rules Compendium (the primary sources) which trump the SRD and anything else.

JaronK
: Re: The Factotum's Handbook
: The_Mad_Linguist November 25, 2010, 01:02:31 AM
Technically, it only takes effect on creatures that move within 5'.  Also, you'd have to inscribe it in their square, which provokes, like, two or three times.

Also,also, since you have to "provide the necessary material components as normal", and in this particular case the material component is tied to the somatic component, it's unclear whether or not the standard action gets trumped anyway.
: Re: The Factotum's Handbook
: JaronK November 25, 2010, 01:46:58 AM
By Raw, you just do it in that speed... and Factotums are stealthy enough to have little trouble just sneaking up and opening with this move.  Not to mention, since when did Factotums have trouble with the tumble checks to avoid AoOs in this kind of situation?

JaronK
: Re: The Factotum's Handbook
: The_Mad_Linguist November 25, 2010, 01:58:35 AM
Well, yeah, but then you end up stuck in their space, and they can still wail on you as much as they want so long as they don't move.
: Re: The Factotum's Handbook
: JaronK November 25, 2010, 03:08:01 AM
You know how Factotums get Int to trip checks?  Consider a two level dip into Unarmed Swordsage... then launch enemies with Mighty Throw.  If the glyph is already down, they get auto paralyzed along the way.  Fling that enemy at a party member who can Coup De Grace.

JaronK
: Re: The Factotum's Handbook
: The_Mad_Linguist November 25, 2010, 03:13:41 AM
At that point you might as well rename your character Rube Goldberg and be done with it.
: Re: The Factotum's Handbook
: Benly November 25, 2010, 04:43:32 AM
At that point you might as well rename your character Rube Goldberg and be done with it.

Combine your Ghoul Glyph with a series of knockback booby traps from the DMGII and chain-combo your paralyzed target across the room into a lava pit. You know you want to.

This works especially well if your DM lets you adapt the DMGII booby traps to Trapsmith booby traps - most of the existing Trapsmith traps are adaptations of the DMGII traps already, they follow a pretty obvious pattern, and the Trapsmith entry suggests adding other booby traps already. But then, I just love me some Trapsmiths.
: Re: The Factotum's Handbook
: stranglebat November 25, 2010, 12:47:16 PM
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
: Re: The Factotum's Handbook
: Garryl November 25, 2010, 12:56:37 PM
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

The two conditions (flat-footed and denied Dex) are indeed different. While being flat-footed usually causes you to lose your Dex bonus to AC and is one of the most common sources of it, the two are distinct conditions. For instance, if you have the Uncanny Dodge ability you can be flat-footed but still retain your Dex bonus (which is okay for Iajutsu Masters but bad for sneak attackers). If someone feints against you or you are attacked by an opponent you can't see, you can lose your Dex bonus without being flat-footed (which is good for sneak attackers but useless for Iajutsu Masters).
: Re: The Factotum's Handbook
: stranglebat November 25, 2010, 01:22:12 PM
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.
: Re: The Factotum's Handbook
: Bastian November 25, 2010, 01:42:24 PM
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.
: Re: The Factotum's Handbook
: Shadowhunter November 25, 2010, 04:32:20 PM
Attacking from Hiding makes the target flat-footed in regards to that target.

Rules Compendium, page 92:

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).

So, just go Invisible (+20 to Hide if you are moving) to negate the penalty.
Now it's a contest between his Spot and your Hide.

After all, there is a difference in just standing in front of the target and attack or trying actively not to be detected to aim for more vulnerable spots.

So, even  more reason for 2 levels of Swordsage:
Cloak of Deception.

Also, forcing Balance checks (grease, marbles), Sapphire Nightmare Blade, Flick of the Wrist, Underfoot Combat, having a friend with White Raven Strike and so on.
It's harder to achieve Iaijutsu damage than Sneak, but there are ways.

: Re: The Factotum's Handbook
: kevin_video December 05, 2010, 06:55:41 PM
Question for the handbook creator. Why are there no Reserve feats listed on here?
: Re: The Factotum's Handbook
: Lycanthromancer December 05, 2010, 07:14:35 PM
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).
: Re: The Factotum's Handbook
: kevin_video December 05, 2010, 07:16:50 PM
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).
Interesting. That'd mean it'd get past SR.
: Re: The Factotum's Handbook
: Lycanthromancer December 05, 2010, 07:28:36 PM
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).
Interesting. That'd mean it'd get past SR.
They can do that anyway. This way costs a feat, but it can be done well before level 11.
: Re: The Factotum's Handbook
: kevin_video December 05, 2010, 08:08:21 PM
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).
Interesting. That'd mean it'd get past SR.
They can do that anyway. This way costs a feat, but it can be done well before level 11.
Yeah, but it costs points.
: Re: The Factotum's Handbook
: cru December 06, 2010, 09:40:17 AM
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.
: Re: The Factotum's Handbook
: Rebel7284 December 06, 2010, 10:07:59 AM
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.
: Re: The Factotum's Handbook
: Sinfire Titan December 06, 2010, 10:19:05 AM
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.

By CustServ. Which means it may or may not count.


To be honest, that feat is largely useless for most MM creatures with a playable LA. The ones that have SLAs usually have Personal-range or Buff abilities. The feat itself is made for Warlocks.
: Re: The Factotum's Handbook
: JaronK December 09, 2010, 08:12:03 AM
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
: Re: The Factotum's Handbook
: carnivore December 09, 2010, 08:24:53 AM
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

"Innate" as used by the feat "Supernatural Transformation" refers to Spell-like abilities gained from Race ... it has been covered by the FAQ

 :D
: Re: The Factotum's Handbook
: JaronK December 09, 2010, 05:16:58 PM
Ah, good to know.  Does that include templates?  One would hope so...

JaronK
: Re: The Factotum's Handbook
: Rebel7284 December 09, 2010, 05:41:42 PM
Ah, good to know.  Does that include templates?  One would hope so...

JaronK

An inherited template is certainly a part of your race.  Maybe on acquired.
: Re: The Factotum's Handbook
: JaronK December 09, 2010, 05:45:25 PM
I wonder if the Collar of Umbral Metamorphesis or Polymorph give you temporary inherent abilities...

JaronK
: Re: The Factotum's Handbook
: bearsarebrown December 10, 2010, 12:19:30 AM
Eyes of the Avoral from BoED grants a +8 racial bonus to Spot.  :lol
: Re: The Factotum's Handbook
: Lycanthromancer December 10, 2010, 09:23:47 PM
Become a psion from a psionic race. Supernatural Transformations (psionics) = No SR, no XP.

Alternately, psionic mind flayer + telepath.
: Re: The Factotum's Handbook
: Echoes January 03, 2011, 12:37:55 AM
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.
: Re: The Factotum's Handbook
: Shiki January 03, 2011, 12:56:25 AM
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.
: Re: The Factotum's Handbook
: Echoes January 03, 2011, 01:20:05 AM
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.

Ah, didn't see that. I assumed that because it was still in the guide it had been missed.
: Re: The Factotum's Handbook
: Dictum Mortuum January 09, 2011, 07:45:07 AM
I've been busy for quite some time. That and dyndns screwing me without knowing :p
I'm back now, so I'll see what I can update.
: Re: Spells
: Sinfire Titan January 09, 2011, 08:20:21 AM
Ok, a few things:
Truespeak
A 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".

And a little trick I thought up: You can use Decipher Script in conjunction with Preform: Whistling (or some other preform skill) to create a musical cipher. A very tricky way to communicate, but it is a wonderfully flavorful use of the ability. A nigh unbreakable coded message unless the DM metagames.
: Re: The Factotum's Handbook
: McPoyo January 09, 2011, 09:52:43 AM
Ok, a few things:
Truespeak
A 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".
Or Darkspeech :)
: Re: The Factotum's Handbook
: geniussavant January 09, 2011, 01:27:02 PM
. . . That and dyndns screwing me without knowing :p . . .
Too bad you failed your knowledge check, otherwise that could have been fun  ;)
: Re: The Factotum's Handbook
: Dictum Mortuum January 10, 2011, 10:40:36 AM
. . . That and dyndns screwing me without knowing :p . . .
Too bad you failed your knowledge check, otherwise that could have been fun  ;)

[OT]
That sucker had internet security, or something like that, turned on and it was flagging this site as malicious for some GODDAMN REASON. It'd be fun, but it screwed one play-by-post game I participate in, BAD.

And yeah, I know you meant something completely different, but, hey :p I had to say it.
[/OT]
: Re: The Factotum's Handbook
: Pigdestroyah January 29, 2011, 01:11:53 AM
Hey guys, first post after joining these forums, just wanted to say awesome work on the handbook guys, after reading through the progression it seems to have really come together.
Was just looking for some help/advice, my mates and I are starting up a 3.5 campaign, and I've elected to be the standard "fifth member"/skill monkey/party face etc etc, hence why I've chosen the factotum. RPing wise, this is totally fine. But in combat, I've had a hard time increasing the factotums damage output... I will probably be trying to maximise IF output, and with that in mind what would you suggest as to a preferred style of attack for this type of factotum? Would you either go the standard single gnomish quickblade, a TWF variant or some sort of thrower build. I would prefer to be straight factotum to keep the RP abilities high (mostly cunning knowledge)

Thanks in advance  :)
: Re: The Factotum's Handbook
: Xavier319 January 29, 2011, 09:42:54 AM
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.
: Re: The Factotum's Handbook
: Pigdestroyah January 30, 2011, 02:32:10 AM
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.

Whisper gnome i take it?

And did you TWF that quickblade/Rapid shot those throwing weapons, or did you get by just fine with one?
I'm asking because feats are extremely limited for the character right now :P Well at least... they FEEL extremely limited :)
: Re: The Factotum's Handbook
: Lycanthromancer February 03, 2011, 06:09:19 PM
Factotums make decent archers, what with adding +Int to each shot (and getting lots of shots). Note that this tends to require a lot of Inspiration Points, however.

You might also consider a dip into swordsage and taking the Shadow Blade feat. Adding Str, Int, AND Dex to your attacks (and using sneak attack + Craven) can really add up quickly.
: Re: The Factotum's Handbook
: Shiki February 03, 2011, 06:19:52 PM
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:
: Re: The Factotum's Handbook
: Lycanthromancer February 03, 2011, 06:32:34 PM
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).

Power Attack works alright, but it's best on a two-hander.
: Re: The Factotum's Handbook
: Lycanthromancer February 03, 2011, 06:34:04 PM
Oh, and a 1 level dip in any of the initiator classes works wonders (maybe add some warblade and swordsage both?).
: Re: The Factotum's Handbook
: Shiki February 04, 2011, 02:35:32 AM
Assassin Stance is pretty beastly, and if you want to consider Wis in your build, Swordsage 2 is nice aswell. Which might happen if you want to go for Chameleon.
: Re: The Factotum's Handbook
: CantripN February 04, 2011, 11:34:15 AM
Plus, the INT to AC feats that change AC Bonus for Monks are often allowed by DMs to work with Swordsages.
: Re: The Factotum's Handbook
: GrokThis February 04, 2011, 02:19:39 PM
Plus, the INT to AC feats that change AC Bonus for Monks are often allowed by DMs to work with Swordsages.

Kung Fu Genius is one; what others are there?
: Re: The Factotum's Handbook
: Bozwevial February 04, 2011, 02:36:49 PM
Carmendine Monk?
: Re: The Factotum's Handbook
: Gods_Trick February 04, 2011, 04:43:44 PM
Carmendine Monk?

That requires taking levels of Monk. Though 1 level for IUS and Stunning isn't bad.
: Re: The Factotum's Handbook
: Bozwevial February 04, 2011, 04:46:37 PM
Carmendine Monk?

That requires taking levels of Monk. Though 1 level for IUS and Stunning isn't bad.
Swordsage would be better, which is why I mentioned it in conjunction with CantripN mentioning adaptations of monk feats that change their AC bonus.
: Re: The Factotum's Handbook
: Pigdestroyah February 06, 2011, 06:16:13 PM
Found something nice to go with the factotum gnomish quickblade idea.

The tactical feat Giantbane from complete warrior (specifically the Duck Underneath and Death From Below) allow you to effectively get a flat footed attack against a creature two size categories higher than you every turn they miss you while you are using a total defense action. With a reduce person or similar to get your gnome to tiny, take a total defense action and use cunning surge to give you an attack for that round. When your target misses, all you have to do is make a DC 15 tumble check and theres your IF damage ^_^
Found the nice synergy when i realised total defense is a standard action. Now which class do you all know and love that generates standard actions? :)
: Re: The Factotum's Handbook
: Lycanthromancer February 14, 2011, 07:32:02 PM
Duck Underneath
You're quacked!
: Re: The Factotum's Handbook
: JaronK February 15, 2011, 10:22:43 PM
I just found an fun feat in Dungeonscape for Factotums.  It's Undermountain Tactics, requiring that you're a Dwarf or Gnome (or BAB +6 and Knowledge Dungeoneering 2), so it's extremely easy to get as a Whispergnome anyway.  It's the first maneuver that's so great, called Stair King.  Any time you have high ground over your opponent (Greater Floating Disk?) and hit your opponent twice in a round, they have to make a Balance check (DC 10+Str modifier) or fall prone.  They can forgo a move action next round to auto succeed... but that's irrelevant, because just like Grease they're balancing and thus flat footed.  Thus, at higher levels, as long as you can hit twice, your opponents are always flat footed against the third and subsequent attacks.  Combo with Blurstrike to flat foot them on the first hit as well.  Great for any TWF Factotum who can generate lots of hits.

JaronK
: Re: The Factotum's Handbook
: The_Mad_Linguist February 16, 2011, 12:55:53 AM
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.
: Re: The Factotum's Handbook
: Agita February 16, 2011, 09:30:40 AM
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.
EDIT: Turns out there's indeed something like that in RC, it's just not a skill trick, but a regular use of the skill. Interesting.
: Re: The Factotum's Handbook
: JaronK March 02, 2011, 10:21:19 AM
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.

JaronK
: Re: The Factotum's Handbook
: McPoyo March 02, 2011, 11:06:36 AM
Immediate Action Geas, what?
: Re: The Factotum's Handbook
: Eviltedzies March 02, 2011, 11:42:12 AM
: McPoyo
Immediate Action Geas, what?
"Lelouch vi Britannia commands you... OBEY ME WORLD!" :lol
: Re: The Factotum's Handbook
: The_Mad_Linguist March 02, 2011, 03:23:31 PM
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.

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.
: Re: The Factotum's Handbook
: JaronK March 02, 2011, 03:40:06 PM
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.

Exactly, hence my comment about how the prerequisite feat was really hard to get.  You've got to perform a major service for the Lord the First of hell, and what counts as a major service is up to the DM.

JaronK
: Re: The Factotum's Handbook
: JaronK March 04, 2011, 01:33:57 AM
...so I was looking through Fiend Folio.  And I happened on Quicken Spell Like Ability, on page 11.  And you know what it says?  For no prerequisites, this feat lets you quicken each of your spell like abilities once per day.  Since Arcane Talent gives you a bunch of different spell like abilities, this is the Factotum version of Battle Blessing.

So, this feat: overpowered, or absolutely amazing?

JaronK
: Re: The Factotum's Handbook
: bearsarebrown March 04, 2011, 01:38:28 AM
Neither, it's updated 3.0.
: Re: The Factotum's Handbook
: JaronK March 04, 2011, 01:45:03 AM
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.

JaronK
: Re: The Factotum's Handbook
: cvbnmme4th March 07, 2011, 06:54:52 AM
I'm not sure if this has been suggested already but the Nymph's Kiss feat from BoED nets you +1 sp per level. Obviously nice for a Factotum.
: Re: The Factotum's Handbook
: GrokThis March 10, 2011, 02:56:23 PM
What would be a good +1 or +2 LA template for a half-orc Factotum that boosts Int, and possibly Dex as well (but not necessary)?
: Re: The Factotum's Handbook
: snakeman830 March 10, 2011, 03:40:26 PM
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.

JaronK
Pretty sure you have to select the Sp when you pick the feat too,making it not a great idea.
: Re: The Factotum's Handbook
: Sinfire Titan March 10, 2011, 07:29:04 PM
What would be a good +1 or +2 LA template for a half-orc Factotum that boosts Int?

Something that isn't Half-Orc.
: Re: The Factotum's Handbook
: GrokThis March 10, 2011, 07:42:33 PM
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.
: Re: The Factotum's Handbook
: McPoyo March 10, 2011, 07:43:57 PM
Them templating would be irrelevant.

Also, anything that boosts int, like Phrenic.
: Re: The Factotum's Handbook
: The_Mad_Linguist March 10, 2011, 07:55:05 PM
Intelligence paragon, probably.
: Re: The Factotum's Handbook
: Sinfire Titan March 10, 2011, 07:55:58 PM
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.

As McPoyo stated, stuff like Phrenic works. I still say don't be a half-orc (Full Orc would be a better choice for the higher stats, but non-Orc would be best for a Factotum). Try being a Goblin, as they are decent races for non-Tank classes.
: Re: The Factotum's Handbook
: bearsarebrown March 10, 2011, 07:56:55 PM
Half-Ogre from Dragon 313 and Primordial Giant from SoX.
: Re: The Factotum's Handbook
: Hallack March 10, 2011, 08:05:05 PM
Spellwarped Template if it is available.
: Re: The Factotum's Handbook
: GrokThis March 10, 2011, 08:15:27 PM
Thanks for the input all. Phrenic is great choice, but we won't be using psionics, and Spellwarped, I think, is a +3. I like the Primordial half-ogre idea; the back story would need a little revision, but I think the DM would go for it. Thanks again for the suggestions everyone, your help is appreciated immensely.
: Re: The Factotum's Handbook
: Lycanthromancer March 10, 2011, 08:53:14 PM
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.

JaronK
Pretty sure you have to select the Sp when you pick the feat too,making it not a great idea.
Yeah. I'd go with Quicken Spell-Like Ability (Arcane Dilettante), so you could use it 3/day.
: Re: The Factotum's Handbook
: JaronK March 10, 2011, 09:19:53 PM
Pretty sure you have to select the Sp when you pick the feat too,making it not a great idea.

Arcane Dillitante is the Sp ability you pick for it, so you're good to go.  You just can't use it when you're duplicating spells of too high a level (which is annoying, but if you can get your caster level up the restrictions aren't too bad.  Bloodlines?).

JaronK
: Re: The Factotum's Handbook
: CantripN March 11, 2011, 05:05:22 PM
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.
: Re: The Factotum's Handbook
: Lycanthromancer March 11, 2011, 08:57:09 PM
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.
Or just reflavor a dragonborn dwarf or something.
: Re: The Factotum's Handbook
: JaronK March 12, 2011, 01:38:45 AM
Since ability types is always a fun topic, but important for Cunning Brilliance, I thought it might be important to note that the FAQ does address this saying "anything that lacks a clear supernatural element should be fair play."  While that's not clear cut on the joy that is spellcasting, it should cover all the other stuff that DMs might not be sure about, such as Sneak Attack.

JaronK
: Re: The Factotum's Handbook
: CantripN March 14, 2011, 12:00:47 PM
Much as I like SA, I prefer the 10-11 Fighter Bonus Feats. :D
And the Knight's Challenge, and Rogue Special Abilities.

Versatility is KING.
: Re: The Factotum's Handbook
: JaronK March 14, 2011, 09:28:58 PM
Yeah, Fighter Bonus Feats and Martial Maneuvers are my favorites for that sort of thing.

JaronK
: Re: The Factotum's Handbook
: Lycanthromancer March 14, 2011, 09:47:56 PM
Does it work with racial progressions?
: Re: The Factotum's Handbook
: JaronK March 14, 2011, 09:58:30 PM
It says "standard classes" which means base classes.  So, no.

JaronK
: Re: The Factotum's Handbook
: Lycanthromancer March 14, 2011, 10:07:41 PM
It says "standard classes" which means base classes.  So, no.

JaronK
To be anal-retentive about it, 'standard classes' has no actual RAW meaning...
: Re: The Factotum's Handbook
: JaronK March 14, 2011, 11:49:50 PM
Actually it does.  PHBII makes it clear.  The DMG uses the terminology too, IIRC.  Check out PHBII page 4, 5, and 31.  It's unclear whether an ACF or variant still counts as a "Standard Class" but I suspect that class variants (like the Cloistered Cleric) are not standard... not sure though.

JaronK
: Re: The Factotum's Handbook
: Waldham April 20, 2011, 10:24:28 AM
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 ?
: Re: The Factotum's Handbook
: Sinfire Titan April 20, 2011, 04:24:03 PM
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 ?

To answer these: It was made during a time when they discontinued the Epic class rules. As such, it has no class features beyond 20th level.

So no, they can't research Epic spells. They can't qualify for the Epic Spellcasting feat.
: Re: The Factotum's Handbook
: awaken DM golem April 30, 2011, 05:43:20 PM
The book is dirtier than the movie.
Not available in High School libraries ...  :p

(http://photo.goodreads.com/books/1175239964l/497199.jpg)
: Re: The Factotum's Handbook
: Mister Lamp May 05, 2011, 07:42:24 PM
Are there any specific magic items which are really useful for factotums?
: Re: The Factotum's Handbook
: Sinfire Titan May 05, 2011, 10:48:07 PM
Are there any specific magic items which are really useful for factotums?

Open up your MiC to a random page. 40% of the time, you will find an item on that page that a Factotum can make decent use of.


Joking aside, Staves. Especially custom ones.
: Re: The Factotum's Handbook
: Mister Lamp May 05, 2011, 10:54:10 PM
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?
: Re: The Factotum's Handbook
: Sinfire Titan May 06, 2011, 12:01:04 AM
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?

If you can get custom ones, do so. Otherwise, look for ones that have spells mentioned in the Wizard Handbook, or at the start of this handbook (since you can't prepare more than one of each, redundancy is good).

Rod of Surprises (MIC), Robe of Useful Items (DMG), Feather Token (Tree, DMG), and Rod of Ropes (CM).
: Re: The Factotum's Handbook
: Sinfire Titan May 26, 2011, 08:11:28 AM
Found something useful for Cunning Strike: Bracers of the Hunter (Secrets of Xen'Drik). 8.5K, but it's a permanent (maybe*) +1d6 Sneak Attack. Since the Cunning Strike ability is explicitly stated to be Sneak Attack damage, this adds to it nicely. Also +5 Hide and +2 Init.


*The item is worded badly, and it is possible to interpet it as only every giving the +1d6 once, ever. This may or may not have been errata'ed. Considering when the book was printed, it's a safe bet that this was just bad editing.
: Re: The Factotum's Handbook
: Xavier319 May 30, 2011, 03:12:20 AM
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!
: Re: The Factotum's Handbook
: Archao May 30, 2011, 05:57:34 AM
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.
: Re: The Factotum's Handbook
: Sinfire Titan May 30, 2011, 08:50:54 AM
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.

The only place that would have such a ruling is the Dragon Mag update, but IIRC it only touched upon the races, classes, and feats.
: Re: The Factotum's Handbook
: Talore May 30, 2011, 12:01:03 PM
Iaijutsu Focus damage is NOT precision damage, as it is explicitly called out that a character can use Iaijutsu Focus to do extra damage to objects, which naturally are immune to precision damage.

Just remember to pick up Lucid Dreaming as a Factotum to be the best damned assassin evar.
: Re: The Factotum's Handbook
: Bortasz June 10, 2011, 09:11:25 AM
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?

Example:
Jumping
3 ranks +3(Intelligent bonus)+2(Strength bonus)= 8
or
3 ranks +3(Intelligent bonus) = 6

What version is correct?
: Re: The Factotum's Handbook
: Agita June 10, 2011, 09:20:44 AM
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?

Example:
Jumping
3 ranks +3(Intelligent bonus)+2(Strength bonus)= 8
or
3 ranks +3(Intelligent bonus) = 6

What version is correct?
The former. It adds your Int bonus to Str and Dex checks, rather than replacing them.
: Re: The Factotum's Handbook
: Tshern June 10, 2011, 09:23:01 AM
You add. So in from your examples the first one is correct. That is: X ranks + Y intelligence modifier + Z strength modifier. Then you simply put in the relevant numbers and any additional bonuses.

Edit: Got there second, that's what I get for typing in the 'formula' as well.
: Re: The Factotum's Handbook
: Bortasz June 10, 2011, 09:31:20 AM
At 3rd level, you gain your Intelligence bonus as a modifier on Strength cheks, Dexterity checks, and cheks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

I was interpreted this as instead of Modifier in Strength and Dexterity.... But okey I was wrong ;)
: Re: The Factotum's Handbook
: Tshern June 10, 2011, 09:33:55 AM
It doesn't say it replaces anything, but that you gain a bonus.
: Re: The Factotum's Handbook
: Agita June 10, 2011, 11:07:21 AM
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.
: Re: The Factotum's Handbook
: Midnight_v June 10, 2011, 09:17:13 PM
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?
You get X instead of y?
: Re: The Factotum's Handbook
: Flay Crimsonwind June 10, 2011, 09:29:16 PM
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?
You get X instead of y?
Weapon Finesse? (http://www.d20srd.org/srd/feats.htm#weaponFinesse)
: Re: The Factotum's Handbook
: Midnight_v June 10, 2011, 10:11:29 PM
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?
You get X instead of y?
Weapon Finesse? (http://www.d20srd.org/srd/feats.htm#weaponFinesse)
  :lol
Well theres one example...
: Re: The Factotum's Handbook
: Jackinthegreen July 04, 2011, 09:30:57 AM
If you take a look at the example Factotum character in Dungeonscape, you'll note that the Int is added onto the Strength and Dex mods already on the skill.  Of note is it also adds to Initiative AND Reflex saves.

Something the OP might want to mention: Thanks to Opportunistic Piety, a Factotum can take Divine Metamagic and apply it to any of his spells.  Persistent Mage Armor? Yup, done.

And one last thing: Warblade and Factotum stack stupidly well.  Double bonus on Ref saves from Int? YES PLEASE!
: Re: The Factotum's Handbook
: snakeman830 July 04, 2011, 01:34:06 PM
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.

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).
: Re: The Factotum's Handbook
: Lycanthromancer July 04, 2011, 03:33:13 PM
DMM may not work on it, but the Spell-Like feats do, as does Ability Focus (assuming you're bothering with saves).

Also, spell-thief.
: Re: The Factotum's Handbook
: Jackinthegreen July 04, 2011, 05:41:00 PM
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.

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).
Reading from the Benefit section of Divine Metamagic:
Benefit: When you take this feat, choose a metamagic feat. 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 spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you’re using. For example, Jozan the cleric could sacrifice three turn attempts to empower a holy smite he’s casting. Because you’re using positive or negative energy to augment your spells, the spell slot for the spell doesn’t change.

Bold emphasis mine.  While the flavor text says "Some of your divine spells" the actual benefit section says no such thing.

The wording of Arcane Dilettante makes references to metamagic feats in general:
If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’s level.

It would seem to imply that even though they're SLA's, metamagic feats still work like normal as if it were a typical spell.


And yeah, I misread the numbers when I looked at the sample character's Reflex saves.
: Re: The Factotum's Handbook
: Agita July 04, 2011, 05:47:33 PM
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. . . .
: Re: The Factotum's Handbook
: Eviltedzies July 08, 2011, 07:31:40 AM
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!)
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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.
: Re: The Factotum's Handbook
: Ivory Knight July 08, 2011, 08:15:13 AM
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)?
: Re: The Factotum's Handbook
: stanprollyright July 08, 2011, 09:44:36 AM
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!)
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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.


Considering the bonuses ARE those abilities, why would they last any longer than the ability itself?  The bonuses are only permanent if the abilities are too.

Further, if it did work that way, a factotum would just infinitely stack all those untyped bonuses.
: Re: The Factotum's Handbook
: Agita July 08, 2011, 10:09:05 AM
I don't see how a bonus granted by an ability could be permanent if the ability itself isn't.
Stacking the bonuses, at least, isn't possible, as they would all come from the same ability - so even if the bonuses are permanent (which is doubtful, at best), you can't stack then to near infinity.
: Re: The Factotum's Handbook
: The_Mad_Linguist July 08, 2011, 03:28:32 PM
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.
: Re: The Factotum's Handbook
: JaronK July 08, 2011, 04:18:02 PM
It seems to me that abilities like "summon an X" will last beyond the duration of Cunning Brilliance, because the ability was to summon it, and you did that in the minute time.  Likewise, gaining the ability to cast a specific spell or Sp ability might go away after a minute, but the spell itself won't go away.

But for stuff like Still Mind and would go away, because the bonus is the ability.  It's like a permanent effect... removing the ability again removes the bonus.

With that said... Advanced Learning just adds a spell to your spell list.  It functions much like an instantaneous effect.  That could theoretically be permanent (it would matter for spells that require experience costs) but that seems sketchy at best.  I'd say in the end it's just stuff like spells, Sp abilities, and such that you can keep past the one minute, while permanent bonuses won't stay.

JaronK
: Re: The Factotum's Handbook
: Eviltedzies July 08, 2011, 04:24:55 PM
Even so, the ability to summon a creature with at will planar and ethereal travel capabilities is not too shabby for an EX ability.
: Re: The Factotum's Handbook
: Lycanthromancer July 08, 2011, 05:26:11 PM
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)?
: Re: The Factotum's Handbook
: Jackinthegreen July 09, 2011, 02:51:54 AM
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. . . .

Curse you Errata...  In that case, here's something that is guaranteed to be useful for a Factotum, among many other classes:

Combine Imperious Command with the Fearsome armor enhancement (both from DotU in this case.) Fearsome armor allows a character to Intimidate as a move action and due to the armor spikes from Fearsome, a character with Reach still threatens adjacent squares.  Add in Death Blow from Complete Adventurer, allowing the Factotum to Coup de Grace as a standard action.  A Guisarme works well for this with its x3 crit mod, but a Lucerne Hammer with its x4 mod is ideal since it's reach as well.  This method is particularly effective for a Factotum due to Cunning Surge and Never Outnumbered.  Make one Intimidate, scare a bunch of creatures to cowering/helpless, then proceed to Cunning Surge one or more extra enemies to death.

Edit: I post this because the OP didn't really do this strategy justice given how little he said on it.
: Re: The Factotum's Handbook
: stanprollyright July 09, 2011, 02:59:59 PM
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...
: Re: The Factotum's Handbook
: bigdaddy843 July 31, 2011, 05:11:06 PM
Is there any reason why we should use EWP: Quickrazor rather than simply the quickdraw feat?
: Re: The Factotum's Handbook
: Lycanthromancer July 31, 2011, 05:33:41 PM
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...
Yet another trick for dvati twins?
: Re: The Factotum's Handbook
: JaronK July 31, 2011, 06:48:22 PM
Is there any reason why we should use EWP: Quickrazor rather than simply the quickdraw feat?

Because the Quickrazor can also be sheathed as a free action, which is critical for Iaijutsu Focus.

Also, Gnomes (and Whispergnomes) get free proficiency in that weapon, so it doesn't cost a feat.

JaronK
: Re: The Factotum's Handbook
: Lycanthromancer July 31, 2011, 06:51:14 PM
If you don't want to be a gnome and you don't want to use a feat, there's always an aptitude quickrazor.
: Re: The Factotum's Handbook
: snakeman830 August 01, 2011, 12:17:23 PM
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...
: Re: The Factotum's Handbook
: Nachofan99 August 01, 2011, 07:30:24 PM
Does "Standard Character class" preclude the ability to use Cunning Brilliance for any Racial Substiution levels?
: Re: The Factotum's Handbook
: Jackinthegreen August 01, 2011, 08:28:54 PM
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.
: Re: The Factotum's Handbook
: JaronK August 03, 2011, 07:51:31 PM
Does "Standard Character class" preclude the ability to use Cunning Brilliance for any Racial Substiution levels?

From what I've seen, yes.  In a few cases, ACFs in general are referred to as being options instead of "standard classes" which indicates that a standard class is any class that can be entered at level 1, is 20 levels long (not counting Epic), and is not using an ACF.

Dungeonscape, PHBII, and DMG all use the notation "Standard Class."  Note that Base Class actually seems to be just the 11 PHB classes... that word gets used wrong a lot, though it doesn't matter in the rules as far as I know.

JaronK
: Re: The Factotum's Handbook
: Lycanthromancer August 04, 2011, 03:57:16 PM
Note that a factotum can't use the ability to grab the psionic feats of a psywar or psion. Those are Su abilities. He could grab the psywar feats that are fighter feats, but you might as well grab fighter feats instead, unless you plan on stacking them all together.
: Re: The Factotum's Handbook
: Eviltedzies August 09, 2011, 07:27:35 PM
Question 277: The Factotum ability Cunning Brilliance states "By spending 4 inspiration points as a free action, you gain the benefit and drawbacks of one chosen ability for 1 minute." and shortly after it states "You can use each chosen ability once per day."

My question is about the wording of the ability.
Does this mean we can copy the feats of a level 20 fighter, but that we could only use each feat once? If so, why would the ability stipulate that you gain the benefit and drawbacks of the chosen ability for 1 minute?

OR

Does this mean that if I choose Sneak Attack, Fighter Feats, and Manuevers as my list of mimicable abilities for the day I can only use each ability 1/day instead of say using Sneak Attack twice and Fighter Feats once?

The odd wording has me slightly confused.
: Re: The Factotum's Handbook
: Jackinthegreen August 10, 2011, 12:24:20 AM
Just think of it as you can use each of the abilities for 1 minute each day.  In the case of copying Fighter feats, you can use them as much as you want within the 1 minute time frame.

In the case of choosing the same extraordinary ability twice, I'd say that they can't be used at the same time, but can be used within the same 24 hour period.
: Re: The Factotum's Handbook
: Lycanthromancer August 10, 2011, 05:10:18 AM
Oh Oh Oh!

What kind of ability is a wizard's spellbook or archivist's prayerbook?!
: Re: The Factotum's Handbook
: snakeman830 August 10, 2011, 09:42:41 PM
Oh Oh Oh!

What kind of ability is a wizard's spellbook or archivist's prayerbook?!
Not.  It's an item, not an ability.
: Re: The Factotum's Handbook
: Lycanthromancer August 10, 2011, 09:58:21 PM
Oh Oh Oh!

What kind of ability is a wizard's spellbook or archivist's prayerbook?!
Not.  It's an item, not an ability.
And yet it's printed as an ability under the wizard entry.
: Re: The Factotum's Handbook
: The_Mad_Linguist August 10, 2011, 10:56:02 PM
Oh Oh Oh!

What kind of ability is a wizard's spellbook or archivist's prayerbook?!
Not.  It's an item, not an ability.
And yet it's printed as an ability under the wizard entry.
There's also an ability which lets you start play with an item.

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.
: Re: The Factotum's Handbook
: Jackinthegreen August 12, 2011, 01:19:49 AM
Oh Oh Oh!

What kind of ability is a wizard's spellbook or archivist's prayerbook?!
Not.  It's an item, not an ability.
And yet it's printed as an ability under the wizard entry.
There's also an ability which lets you start play with an item.

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.
: Re: The Factotum's Handbook
: Lycanthromancer August 12, 2011, 01:38:13 AM
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.

After all, if you become a 1st level commoner/19th level wizard, write a ton of spells over the course of your career, then get level-drained down to a 1st level commoner again (and fail your saves), you STILL keep the spellbook.
: Re: The Factotum's Handbook
: JaronK August 12, 2011, 07:37:05 PM
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
: Re: The Factotum's Handbook
: Lycanthromancer August 12, 2011, 08:46:49 PM
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
And factotum//wizard/etc/etc/etc's are REALLY good, right?
: Re: The Factotum's Handbook
: stanprollyright August 13, 2011, 12:24:24 PM
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.
: Re: The Factotum's Handbook
: Jackinthegreen August 13, 2011, 01:19:06 PM
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.


Part of the issue is a Factotum's SLA's are very, very much like standard spells because of the wording of the whole Arcane Dilettante ability.  A Factotum can take normal metamagic feats and apply them to his SLA's for example.

I'm not really following on the whole Factotum/Wizard thing.  A Factotum doesn't need a spellbook at all and has completely free reign of the Sorcerer and Wizard lists, barring those spells which require an XP component.
: Re: The Factotum's Handbook
: Lycanthromancer August 13, 2011, 05:30:17 PM
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.
: Re: The Factotum's Handbook
: stanprollyright August 14, 2011, 05:26:05 PM
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.
: Re: The Factotum's Handbook
: Lycanthromancer August 14, 2011, 06:42:02 PM
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.
: Re: The Factotum's Handbook
: Gavinfoxx August 14, 2011, 10:47:49 PM
How much is a spellbook of a level 19+ wizard WORTH, if they only get the levelling spells??
: Re: The Factotum's Handbook
: Shiki August 14, 2011, 11:06:57 PM
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)
: Re: The Factotum's Handbook
: Lycanthromancer August 15, 2011, 12:21:15 AM
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)
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.
: Re: The Factotum's Handbook
: Shiki August 15, 2011, 01:20:58 AM
No doubts, but it pretty much depends on your DM from here on out though.
: Re: The Factotum's Handbook
: Lycanthromancer August 15, 2011, 02:46:19 AM
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.

HINT HINT.
: Re: The Factotum's Handbook
: Jackinthegreen September 12, 2011, 08:33:59 PM
Something fun to think about: If a DM says a Factotum's SLA's are innate abilities, one can be augmented with Supernatural Transformation.  Of note is Limited Wish is viable for this, since even though a Factotum can't use spells with an XP cost, having it become a supernatural ability negates the XP cost IIRC.
: Re: The Factotum's Handbook
: Waldham October 21, 2011, 05:42:13 PM
Hello, is it possible for a factotum 8/bard 1 to become a Sublime Chord ?

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.
: Re: The Factotum's Handbook
: Bozwevial October 21, 2011, 05:44:53 PM
Hello, is it possible for a factotum 8/bard 1 to become a Sublime Chord ?

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.
No. Having spell-like abilities doesn't qualify you for a class that has a spellcasting prerequisite--see the warlock.
: Re: The Factotum's Handbook
: CantripN October 21, 2011, 06:20:27 PM
Hello, is it possible for a factotum 8/bard 1 to become a Sublime Chord ?

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.
No. Having spell-like abilities doesn't qualify you for a class that has a spellcasting prerequisite--see the warlock.

That said, there's a way to do that, anyway. There's an Eberron PrC that transforms SLAs to Inflict Spells. Not a simple solution, but it works, RAW.

Nosomatic Chirurgeon (Dragonmarked)
: Re: The Factotum's Handbook
: Benly October 28, 2011, 11:38:31 PM
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.
: Re: The Factotum's Handbook
: Lycanthromancer October 29, 2011, 02:45:27 PM
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.
Hey, I'm just abusing the hell out of RAW. RAI and houserules just confuse things.
: Re: The Factotum's Handbook
: JaronK October 29, 2011, 06:43:51 PM
I think the begins play thing is important though... copying the ability does nothing unless you're just beginning play right then.

Then again, this means if you take your first Wizard level after you start play (maybe you're doing MT or Anima Mage) you wouldn't get a book, by RAW.  So, either way it's all screwy.

JaronK