The Journeyman
Who needs Bards, or Rogues, or... Facto-whats?
(Basically every ability has been tweaked/altered/changed from the original Factotum, so don't assume everything's the same. It isn't.)
HD: d8
Saves: One good, others poor
Lv Base Attack Special Spell Lv Inspiration
1. +0 Insightful Cunning, Trapfinding - 3 (1)
2. +1 Spellcasting Dilettante (1) 1 4 (1)
3. +2 Brains over Brawn 1 4 (1)
4. +3 Spellcasting Dilettante (2) 2 5 (2)
5. +3 Insightful Dodge 2 5 (2)
6. +4 Spellcasting Dilettante (3) 2 6 (2)
7. +5 Insightful Breach 3 6 (2)
8. +6/+1 Spellcasting Dilettante (4) 3 7 (3)
9. +6/+1 Insightful Mimicry 3 7 (3)
10. +7/+2 Spellcasting Dilettante (5) 4 8 (3)
11. +8/+3 Insightful Surge 4 8 (3)
12. +9/+4 Spellcasting Dilettante (6) 4 9 (3)
13. +9/+4 Mind over Matter 5 9 (3)
14. +10/+5 Spellcasting Dilettante (7) 5 10 (4)
15. +11/+6/+1 Insightful Escape 5 10 (4)
16. +12/+7/+2 Spellcasting Dilettante (8] 6 11 (4)
17. +12/+7/+2 Insightful Counter 6 11 (4)
18. +13/+8/+3 Spellcasting Dilettante (9) 6 12 (4)
19. +14/+9/+4 Astonishing Brilliance 7 12 (4)
20. +15/+10/+5 Spellcasting Dilettante (10) 7 13 (5)
Class Skills (6+Int per level): All.
Proficiencies: All simple and martial weapons, light and medium armor, light and heavy shields (not Tower Shields).
Inspiration:* Journeymen draw upon a vast reserve of knowledge, lore, and intuition to fuel most of their abilities. This inspiration allows him to empower his and his allies' abilities, but also to imitate the abilities that others have mastered through intense practice and study. At the beginning of each encounter, or after five minutes, a Journeyman recovers up to the number of inspiration points as determined by his level (see table above). The first number is the number of inspiration available at the beginning of each encounter, or every five minutes. The second number in parentheses represents the Journeyman's ability to recover his inspiration. During any round, or once every minute, in which the Journeyman has not used any inspiration he regains inspiration points equal to the listed number.
*The Font of Inspiration feat is NOT available for use with the Journeyman.
Insightful Cunning: Journeymen are highly perceptive individuals, able to read any situation with adroit and subtle skill. Whenever you, or an ally within 15ft, make(s) an attack roll, damage roll, or skill check you may spend a inspiration points. If you do, for each point spent, add your intelligence bonus to the roll made. You may spend any number of inspiration points to augment a single roll adding your intelligence bonus multiple times if you wish, though you may only augment a single skill check per skill per day.
Trapfinding: Journeymen can use the Search skill to locate traps when the DC is higher than 20, and can use the Disable Device skill to disarm magical traps. A Journeyman who beats a trap's disarm DC by 10 with a Disable Device check has studied the device to such a degree that he can bypass the trap without disarming.
Spellcasting Dilletante: At 2nd level, the Journeyman has grasped a vague understanding of magical power. By spending inspiration points a Journeyman can cast arcane and divine spells which he has prepared. At 2nd level, a Journeyman can prepare a single 1st level spell. As he gains levels he can prepare more spells per day, and can cast higher level spells. The number in parentheses along with the Spellcasting Dilletante entry in the table above is the number of spells a Journeyman can prepare each day. The number in the Spell Lv column of the table is the level of spell the Journeyman can prepare for the day. Journeymen prepare spells from the Cleric list or from the Sorcerer/Wizard list. Journeymen can only prepare a given spell once each day. The save DCs of divine spells cast this way are determined by Wisdom, the save DCs of arcane spells cast this way are determined by Charisma. Journeymen do not gain bonus spells per day based on any ability score. Journeymen ignore the arcane spell failure of any armor they wear when casting arcane spells. Casting spells in this way costs a Journeyman inspiration points equal to 1/2 the spell's level (rounded up). For spells with durations a Journeyman cannot recover inspiration points spent to cast the spell until the duration is up, though he can dismiss the spell at any time as a free action.
Brains over Brawn: At 3rd level a Journeyman learns to trust in his mettle to win the day when the going gets tough. Choose any four strength and/or dexterity based checks or skill checks (Bull Rush, Grapple, Initiative, etc DO count, but attack rolls do NOT). You add your intelligence modifier to those checks.
Insightful Dodge: At 5th level, a Journeyman can draw upon his vast, unrefined knowledge to improve his or his allies' defenses. At any time you may spend an inspiration point to add your intelligence bonus to your, or an ally's within 15ft, AC or to a single saving throw made by you or an ally within 15ft. You can only improve AC or a save once, but you can use this ability any number of times each turn so long as you have the inspiration.
Insightful Breach: Starting at 7th level, a Journeyman's broad knowledge allows him to study opponents and gain a brief flash of clarity into their defenses. By spending 2 inspiration points you can grant yourself or a single ally within 30ft the ability to ignore a single enemy's spell resistance or damage reduction for 1 round.
Insightful Mimicry: At 9th level you are well on your way to becoming a true Jack of all Trades. After gaining this ability, each morning choose any three (Ex) abilities available to any base class at a level less than or equal to your Journeyman levels -2 other than the following: Maneuvers, Combat Feats, Spellcasting, or Inspiration. During the day you can gain the benefit of one of those chosen abilities for 1 round by spending 2 inspiration points.
Insightful Surge: At 11th level you call upon the wealth of your experience and knowledge to gain a burst of speed when it is needed the most. By spending 3 inspiration points you or an ally within 45ft can take an extra standard action during a round. You may only use this ability once per round but you may use it even when it isn't your turn.
Mind over Matter: At 13th level your extraordinary mental prowess combines with your adventurous spirit granting your body better than normal protection. Choose a single type of saving throw (Fort, Ref, or Will). From this point on you add your intelligence bonus to your AC and to all saving throws of the chosen type. You may continue to improve your AC or saves with your Insightful Dodge ability.
Insightful Escape: At 15th level you build upon your elusive defenses with your further experience and knowledge. Once per round, when you are attacked or are the target of, or are within the area of, a spell or ability you may spend 3 inspiration points to ignore the effects entirely.
Insightful Counter: At 17th level your experience and intuitive understanding allow you to undo the attacks and spells of your foes. Whenever an enemy within 60ft uses any action you may spend 4 inspiration points. If you do, you and the enemy make opposed level checks (1d20+HD). You add your intelligence modifier and the enemy adds it's highest ability modifier. If you win the opposed check the enemy's action fails. You can activate this ability multiple times against a single action, even after failing once.
Astonishing Brilliance: At 19th level you have become the ultimate Jack of all Trades. Each morning when you choose (Ex) abilities as per your Insightful Mimicry ability you can choose up to six abilities and you can choose any abilities possessed by creatures whose HD does not exceed your Journeyman level -2. You use any such abilities as if you were such a creature with HD equal to your Journeyman levels.