User:Proton/Reverse heartbreaker/Factotum

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Table: The Factotum

Hit Die: d8

Level Base
Attack Bonus
Spell
Level
Inspiration
Points
Special
1st +0 2 Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding
2nd +1 0 3 Arcane Dilettante (1 spell)
3rd +2 1 3 Brains over Brawn, Cunning Defense
4th +3 1 3 Arcane Dilettante (2 spells), Cunning Strike
5th +3 2 4 Opportunistic Piety
6th +4 2 4

Class Skills (6 + Int modifier per level)
All. Factotums have a huge repository of knowledge, allowing them to treat any skill as a class skill.

Class Features[edit]

All of the following are class features of the factotum.

Weapon and Armor Proficiency: A factotum is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Because he uses spells as if they were spell-like abilities, a factotum can wear armor without incurring the normal arcane spell failure chance. A multiclass factotum still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Inspiration: At the beginning of each encounter, the factotum gains a number of inspiration points determined by his level that he can spend to activate his abilities.

Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others' turns—provided you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

Cunning Knowledge (Ex): When making a check involving a skill in which you have at least one rank, you can spend 1 inspiration point to gain a competence bonus on the check equal to your factotum level. You can use this ability once per day for a given skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

Trapfinding (Ex): You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).

Arcane Dilettante (Sp): At 2nd level, by spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the spell list based on your factotum level. You can choose one spell at 2nd level, and you gain an additional spell at 4th level. You can initially only prepare a 0-level spell, increasing by 1 at 3rd and 5th level. You can select any spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your factotum level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.

You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.

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.

Brains over Brawn (Ex): At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and SRD:Jump.

Cunning Defense (Ex): Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.

Cunning Strike (Ex): Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your factotum level as your rogue level.

Opportunistic Piety (Su): Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or turn undead. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You cannot use opportunistic piety if you have exhausted your daily uses, even if you have inspiration points left to spend.

If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modifier. The energy will also deal the same amount of damage to undead targets.

If you use this ability to turn undead you act as a cleric of equal level to your factotum level. No matter what your alignment, you cannot control undead—your understanding of divine magic is too rudimentary.