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Paulus
2009-11-04, 11:19 PM
Hello all, ran into a snare last game. My DM doesn't believe that Brains Over Brawn applies to Initiative checks. So I need to compile all the Factotum rulings from sages and what not to convince him or avoid any other problems.

So, does anyone know where I can find the ruling that allows BoB to apply to initiative check?
The ruling that states a Factotum refreshes his inspiration points per encounter or "with one minute rest in between"?
and perhaps other rulings that are controversial that I may have missed and therefore don't know how to search for? And has anybody else had this kind of problem? Thank you in advanced.

HereticNox
2009-11-04, 11:27 PM
I think the one minute of rest is only for out of combat. Inspiration points refresh every encounter, no rest required.

Brains over Brawn allows a factotum to use intelligence modifier, instead of dex or strength, for checks. Therefore it applies to initiative, which is keyed off of Dex.

Of course like five people have posted.

Gametime
2009-11-04, 11:52 PM
From the Rules Compendium, page 70:


At the start of a battle, if both sides are aware at the same
time and can interact, each combatant makes an initiative
check, which is a Dexterity check.

Emphasis mine.

Fax Celestis
2009-11-04, 11:53 PM
No ruling is needed.


Initiative Checks

At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).

If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to determine which one of them goes before the other.

Iku Rex
2009-11-05, 12:13 AM
Fax Celestis is right.

As for rulings, you want the Official FAQ (http://www.wizards.com/default.asp?x=dnd/er/20030221a)





When playing a factotum (Dungeonscape, page 14), what
happens to inspiration points unspent at the end of the
encounter?
Unspent inspiration points are replaced when the factotum
returns to his full number of points once an encounter ends.

Does the factotum (Dungeonscape, page 14) meet the
requirements for activating spell trigger or spell completion
items, such as wands and scrolls?
The factotum lacks a spell list. While he chooses spells
from the sorcerer/wizard lists, this is not the same as having a
true class spell list. Thus, a factotum cannot use spell trigger or
spell completion items without Use Magic Device or some
similar ability.

Can a factotum (Dungeonscape, page 14) use his
"cunning insight" to boost his save outside of combat (for
example, against a poison trap)?
Yes, you can use such abilities outside of combat. An
"encounter" is more than a combat, but it also includes any
other significant event in the game such as stopping to bash
down a door, navigating a rickety bridge, or dealing with a trap.
If the characters have a minute or two to catch their breath and
rest, assume that the last encounter has ended and all per
encounter abilities refresh.

I have two questions related to the factotum
(Dungeonscape, page 14) and sneak attack:
1. Can a factotum spend more than one inspiration
point on cunning strike to gain more than 1d6 points of
sneak attack damage?
2. Can a factotum of 19th level use cunning brilliance to
emulate a rogue's sneak attack ability?
Answering your questions in order:
1. Yes, you can use multiple inspiration points to gain
additional sneak attack damage.
2. It's reasonable to assume that sneak attack is an
extraordinary ability. When in doubt, the DM should decide if
an unmarked ability qualifies. Anything that lacks a clear,
supernatural element should be fair play.

How many spells does the factotum (Dungeonscape,
page 14) get per day? The table seems to list just the
maximum spell level he can prepare/cast, but not the
number of spells that can be prepared or cast per day.
The wording of text for arcane dilettante seems to imply
that the factotum can prepare and cast each spell chosen no
more than once per day but that he gets to use the spell as a
spell-like ability if he chooses to use 1 inspiration point. Is this
correct?
The factotum gains 1 spell per day at 2nd level, 2 at 4th,
and so on. The number of spells is hidden under the Special
header of table 1-1, page 15 of Dungeonscape. The arcane
dilettante ability is listed again each time the factotum gains
another spell.
To use a spell, you must spend 1 inspiration point. Once
you use a spell in this manner, you cannot use it again for the
day. A factotum always uses his spells granted by arcane
dilettante as spell-like abilities.

crazedloon
2009-11-05, 01:57 AM
I think the one minute of rest is only for out of combat. Inspiration points refresh every encounter, no rest required.

Brains over Brawn allows a factotum to use intelligence modifier, instead of dex or strength, for checks. Therefore it applies to initiative, which is keyed off of Dex.

Of course like five people have posted.

fyi it is in addition to your str and dex not in place :smallwink:

DragoonWraith
2009-11-05, 02:13 AM
Yup, in addition to. Just for the silliness.

Paulus
2009-11-05, 02:38 AM
Thanks everyone, I'll be sure he sees this. For the moment he has ruled it in opposite, I hope I'll be able to change his mind.

And while we are at it, has anyone come up with any other problems factotum wise that have caused DM's to argue? For future problems I'd like to avoid and be as informed as possible.

Lycanthromancer
2009-11-05, 03:05 AM
Figure out if you get 1d6 sneak attack per inspiration point spent, or if you can only get 1d6 sneak attack period. The former is by no means broken, and the latter is nigh useless (with the sole exception of ability damage).

Not to mention whether or not any of the factotum's class features (including spellcasting, turn undead, sneak attack, and so on) interact with feats (like DMM), various items (like metamagic rods), and PrCs (like archmage).