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PairO'Dice Lost
2010-04-27, 09:38 PM
Premise: It seems to be the general consensus that the factotum effectively replaces the rogue at the pure skillmonkey role.

Premise: Several posters here have suggested that a Wis-based factotum would make an excellent monk replacement.

Premise: There are 6 ability scores, and there are 6 non-casters in the PHB (by which I mean the classes that are more mundane than magical: barbarian, fighter, monk, paladin, ranger, rogue).

Premise: I needed another reason to put off homework.

Conclusion: I decided to made several factotum class variants/ACFs to cover the 6 base classes, each with a different key ability. Not to balance them, not to hold up the factotum as the paragon of class design, but just to see how it would turn out.


Mighty Factotum
The mighty factotum relies on his brute force to solve his problems; he uses his Strength wherever a default factotum would use his Intelligence.

Weapon Aptitude (Replaces Trapfinding)
You gain the Weapon Aptitude ability as a warblade of half your class level.

Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Iron Heart or Stone Dragon maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).

Mighty Swing (Replaces Cunning Strike)
You can spend 1 inspiration point to gain an extra attack of opportunity, which must be used before the start of your next turn; you may spend multiple inspiration points to gain more than one extra attack of opportunity in a round.

Opportunistic Tactics (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
take a full attack as a standard action
gain a single fighter bonus feat feat, as long as you meet its prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
gain all the benefits of the dungeoncrasher fighter until the start of your next turn as a swift action
take a penalty to attack rolls up to 1/2 your base attack bonus and add the same amount as a bonus to Will saves for one round as an immediate action
This ability may be used (3+Int) times per day, gaining 1 additional daily use every 5 levels after 5th.


Swift Factotum
The swift factotum relies on his natural agility to explore his surrondings; he uses his Dexterity wherever a default factotum would use his Intelligence.

Favored Enemy (Replaces Trapfinding)
You gain the favored enemy ability as a ranger of half your class level.

Divine Dilettante (Replaces Arcane Dilettante)
This functions as the Arcane Dilettante ability in all ways except that spells are chosen from the ranger and druid spell lists and that the maximum level of spell able to be prepared is is as indicated on Table 1.

Swift Aim (Replaces Cunning Strike)
You can spend 1 inspiration point to gain a +3 bonus to a single attack roll; if you spend multiple inspiration points to add to the same attack roll, the bonus is cumulative.

Opportunistic Empathy (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
make a wild empathy attempt as a ranger of your class level as a standard action
gain a single feat with favored enemy as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
subtract a number up to your base attack bonus from ranged attack rolls and add the same number to your ranged damage rolls until the start of your next turn as a swift action
gain the benefits of evasion against a single spell or ability as an immediate action
This ability may be used (3+Cha) times per day, gaining 1 additional daily use every 5 levels after 5th.


Stalwart Factotum
The stalwart factotum relies on his raw toughness to see him through combat; he uses his Constitution wherever a default factotum would use his Intelligence.

Uncanny Dodge (Replaces Trapfinding)
You gain the uncanny dodge ability as a barbarian of half your class level.

Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Stone Dragon or Tiger Claw maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).

Stalwart Endurance (Replaces Cunning Strike)
You can spend 1 inspiration point to gain DR 3/— against 1 attack; if you spend multiple inspiration points to gain DR against the same attack, the DR is cumulative.

Opportunistic Ferocity (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
enter a rage (lasts 3+Str modifier rounds) a standard action
gain a single feat with rage (or its improvements) as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
gain improved uncanny dodge until the start of your next turn as a swift action
gain (2*level+Str) temporary hit points as an immediate action
This ability may be used (3+Str) times per day, gaining 1 additional daily use every 5 levels after 5th.


Cunning Factotum
The cunning factotum uses Intelligence as normal.

Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Setting Sun or Shadow Hand maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).

Opportunistic Trickery (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
make a Crippling Strike (as the rogue special ability) against a target able to be affected by a sneak attack as a standard action
gain a single feat with sneak attack as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
use any skill trick for which you meet the prerequisites as a swift action
make a Defensive Roll (as the rogue special ability) as an immediate action
This ability may be used (3+Dex) times per day, gaining 1 additional daily use every 5 levels after 5th.


Insightful Factotum
The insightful factotum relies on his deep insight to make his way in the world; he uses his Wisdom wherever a default factotum would use his Intelligence.

Unarmed Damage (Replaces Trapfinding)
You gain the unarmed damage ability of a monk of your size, used as a monk of half your class level.

Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Diamond Mind or Setting Sun maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).

Insightful Flurry (Replaces Cunning Strike)
You can spend 1 inspiration point to gain an extra attack at your highest base attack bonus, though all attacks made this round (including the extra one) take a -2 penalty; if you spend multiple inspiration points to gain multiple extra attacks, the penalties are cumulative.

Opportunistic Motion (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
turn invisible (as greater invisibility) for one round as a standard action
gain a single feat with Improved Unarmed Strike as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
increase your base speed by (2*level+Con) feet for one round, rounded down to the nearest 5 feet, as a swift action
ignore up to (2*level+Con) feet of falling damage, rounded down to the nearest 5 feet, as an immediate action
This ability may be used (3+Con) times per day, gaining 1 additional daily use every 5 levels after 5th.


Devoted Factotum
The devoted factotum relies on his supreme piety to guide him; he uses his Charisma wherever a default factotum would use his Intelligence.

Smite Opposition (Replaces Trapfinding)
You gain the Smite ability of the paladin matching your alignment, used as a paladin of half your class level.

Divine Dilettante (Replaces Arcane Dilettante)
This functions as the Arcane Dilettante ability in all ways except that spells are chosen from the paladin and cleric spell lists and that the maximum level of spell able to be prepared is as indicated on Table 1. The devoted factotum uses the spell list of the paladin variant closest to his own alignment (honor, freedom, balance, etc.), and he may not cast paladin or cleric spells with an alignment descriptor opposed to his own.

Devoted Health(Replaces Cunning Strike)
You can spend 1 inspiration point to cure a single poison or disease in yourself or a touched creature; if you spend multiple inspiration points to heal multiple creatures, it requires a standard action to touch all of the targets.

Opportunistic Faith (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
make a turn or rebuke attempt as a cleric of your class level as a standard action
gain a single feat with Improved Unarmed Strike as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
heal a touched living or undead creature (2*level+Wis) hit points as a swift action
heal yourself (2*level+Wis) hit points as an immediate action
This ability may be used (3+Wis) times per day, gaining 1 additional daily use every 5 levels after 5th.

Table 1: Ability Level Maxima
{table=head]Class Level|Max Spell Level|Max Maneuver Level
1|—|—
2|1|1
3|1|1
4|1|1
5|2|2
6|2|2
7|2|2
8|2|2
9|3|3
10|3|3
11|3|3
12|3|4
13|3|4
14|4|4
15|4|4
16|4|5
17|4|5
18|4|5
19|4|6
20|5|6[/table]

Table 2: Brains Over Brawn Equivalents
{table=head]Variant|Name|Associated Abilities
Mighty|All Muscles|Dex and Cha
Swift|Quick-Witted|Con and Wis
Stalwart|Brawn Over Brains|Wis and Cha
Cunning|Brains Over Brawn|Str and Dex
Insightful|One with the World|Str and Int
Devoted|Zealous|Con and Int[/table]

I whipped these up in about half an hour, so I can't vouch for their balance (either objective or relative to each other), but I think I've captured the flavor of the six classes as best I could working within the factotum framework. Critique away!

PairO'Dice Lost
2010-05-01, 12:40 AM
Almost 100 views and no comments? Surely these aren't that bad....

Fortuna
2010-05-01, 12:54 AM
Is it intentional that the limits on the opportunistics are based on things other than the main ability score?

EDIT: And that you have 4 martial dilettantes but no arcane?

PairO'Dice Lost
2010-05-01, 01:00 AM
Is it intentional that the limits on the opportunistics are based on things other than the main ability score?

Yep. Since the Int-based factotum has a Wis-keyed Opportunistic Piety, I gave each of the abilities a secondary score to fit the pattern.


EDIT: And that you have 4 martial dilettantes but no arcane?

They're analogs for the barbarian, fighter, monk, paladin, ranger, and rogue; of those, there are two divine half-casters and no arcanists.

Draz74
2010-05-01, 01:04 AM
Fun ... not terribly balanced, but fun!

In general, abilities that replace Opportunistic Piety feel a lot more powerful than Opportunistic Piety, and most of the abilities that replace Trapfinding aren't actually level-dependent, or replicate abilities that are so weak that they really should advance at full-level rate.

Love Mighty Swing.

Opportunistic Empathy is based on Charisma ... why?

Swift Aim seems really weak, considering archers are already lacking in ways to trade their accuracy for more damage.

Draz74
2010-05-01, 01:06 AM
They're analogs for the barbarian, fighter, monk, paladin, ranger, and rogue; of those, there are two divine half-casters and no arcanists.

Though, it doesn't seem like it would be hard at all to imagine a Charisma-focused Factotum spin-off class as a Bard replacement. Heck, I've pretty much just described the 4e Bard.

Vermithrax
2010-05-01, 08:05 AM
Hmm... How's this then?


Alluring Factotum
The alluring factotum uses his Charisma wherever a default factotum would use his Intelligence. All default “cunning” class features are now “alluring”, apply morale bonuses instead of competence bonuses, and are mind-affecting abilities.

Well-Traveled (Ex): (Replaces Trapfinding)
You gain the Bardic Knowledge class feature (see Player’s Handbook, page 28) as a bard of half your factotum level.

Enchanting Dilettante (Sp): (Replaces Arcane Dilettante)
This functions as the Arcane Dilettante ability in all ways except that spells are chosen from the bard and beguiler spell lists (see Player's Handbook, page 181; and Player's Handbook II, page 11, respectively) and that the maximum level of spell able to be prepared is as indicated on Table 1. Unlike a normal bard, your bard-inspired spell-like abilities can be enhanced by the Silent Spell metamagic feat (see Player's Handbook, page 100).

Spring in your Step (Ex): (Replaces Brains over Brawn)
At 3rd level, you gain your Charisma bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Climb, Jump and Move Silently

Alluring Feint (Ex): (Replaces Cunning Strike)
At 4th level, you can spend 1 inspiration point to feint as a move action; if you have the Improved Feint feat (see Player's Handbook, page 95) you can feint as a swift action instead. When you successfully use the Bluff skill to feint in this manner, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell-like ability gained through the Enchanting Dilettante class feature you use. You must remain in melee with the target, and the attack must be made or the spell-like ability used on or before your next turn.

Opportunistic Gaiety (Su): (Replaces Opportunistic Piety)
At 5th level, for a number of times per day up to 2 + Intelligence Modifier + 1/5 Factotum Level, you can spend 1 inspiration point to do one of the following: As a standard action, inspire courage for a number of rounds equal to your Charisma modifier, as a bard of your factotum level (see Player’s Handbook, page 29). As a move action, gain a single feat with the bardic music class feature as a prerequisite (for the encounter or 5 rounds, whichever is shorter), as long as you meet all its other prerequisites. As a swift action, break enchantment on one ally within 30 feet, as the spell (see Player’s Handbook, page 207). You cannot use this ability on yourself. As an immediate action, counter one sonic or language-dependent magical effect, or spell that has verbal components, being cast within 30 feet of you, as the spell dispel magic (see Player’s Handbook, page 223).Edited to take various suggestions and ideas into account. I'm kind of torn between Alluring Feint and Alluring Spell (see further down the thread).

Draz74
2010-05-01, 10:34 AM
Hmm... How's this then?

Should have its Wizard spells from Arcane Dilettante changed to be from the Bard list. ("Musical Dilettante"?)

PairO'Dice Lost
2010-05-01, 12:47 PM
Fun ... not terribly balanced, but fun!

Pretty much what I was going for. :smallbiggrin:


In general, abilities that replace Opportunistic Piety feel a lot more powerful than Opportunistic Piety, and most of the abilities that replace Trapfinding aren't actually level-dependent, or replicate abilities that are so weak that they really should advance at full-level rate.

That was somewhat intentional, actually. Trapfinding is a somewhat niche ability in most campaigns that aren't dungeon crawls, and while Opportunistic Piety is at about the right level for a secondary ability--i.e. healing isn't the factotum's primary role--if it's replaced by something that's supposed to support the main role, I think it should get a bit of a boost. Thus, the Trapfinding abilities are weaker (to make them more of a side benefit) and the Opportunistic Piety ones are stronger (to reinforce main role) by design.

On a side note, all of the Trapfinding replacements do in fact scale by level, as Weapon Aptitude lets you pick up fighter feats as a fighter of (level/2)-2 and with Uncanny Dodge you can only be flanked by a rogue of level (level/2)+4 and higher


Opportunistic Empathy is based on Charisma ... why?

First and most simply, every Opportunistic X has a different secondary ability depending on the theme, and Cha was the one not taken by the others. :smallwink: Second, the only sub-ability dependent on an ability modifier is Wild Empathy, which is keyed off of Cha, so that is the most relevant score.


Swift Aim seems really weak, considering archers are already lacking in ways to trade their accuracy for more damage.

True. Hmm. I was trying to give the Cunning Strike replacements different functionality for each, and since Cunning Strike already gave sneak attack I didn't want something else to give bonus damage. Perhaps if I replaced Woodland Stride with the ability to spend a swift action to effectively Power Attack with ranged weapons for the round?


Though, it doesn't seem like it would be hard at all to imagine a Charisma-focused Factotum spin-off class as a Bard replacement. Heck, I've pretty much just described the 4e Bard.

Wouldn't be hard at all; I just picked the paladin over the bard for Cha because the real factotum is already a skills/arcane class


Hmm... How's this then?

YOU RUINED THE PATTERN!!!eleven!

More seriously, if you're looking to fit the same pattern as these variants, bardic knowledge would progress at 1/2 level, Alluring Strikes would be out of place (all of the other abilities affect the factotum's person or his attacks, rather than directly affecting someone else), and you'd want to add Musical Dilettante as already noted. Otherwise, it looks basically like what I'd have done with the bard if I'd picked that for the Cha factotum.

Vermithrax
2010-05-03, 09:47 PM
YOU RUINED THE PATTERN!!!eleven!

More seriously, if you're looking to fit the same pattern as these variants, bardic knowledge would progress at 1/2 levelRight, edited Well-Traveled accordingly.
...you'd want to add Musical Dilettante as already noted. Otherwise, it looks basically like what I'd have done with the bard if I'd picked that for the Cha factotum.Well, I was thinking that by making Dilettante and Opportunistic variants on the "cunning" theme (for the cunning factotum) and a more divine themed Dilettante variant (for the devoted factotum), you left arcane more or less out in the cold without an Opportunistic variant. Since you also folded each of the lesser spell lists with their greater casting equivalents (ranger + druid, paladin + cleric) you might as well fold Musical Dilettante into Arcane for a more interesting sorcerer/bard. Maybe renaming it the "mystical" factotum would be in order then?

The original factotum is sort of a mix of all three and by making more focused variants you're essentially replacing it entirely. Each variant can perform the skill monkey role almost equally well, so the difference is mostly combat focus; whether that be divine spells and controlling undead, nature spells and influencing animals, or arcane spells and inspiring the party.

The difficulty with your pattern is there are 4 martial combat "roles" and 3 casting "roles" to fit between the 6 ability scores. I'd rather try to come up with 5 more unique and interesting variants for different stat combinations than justify leaving one out on the basis of symmetry. How would you feel about Incarnum and Psionic factotum variants? There could also be martial variants built around the desert wind, devoted spirit and white raven disciplines, since you left those out.


Alluring Strikes would be out of place (all of the other abilities affect the factotum's person or his attacks, rather than directly affecting someone else)...Ah, I see. With Alluring Strikes I was trying to emulate bardic music, but I suppose that can be done well enough with the bard's spell list (especially if it has access to the wizard's list, too). Do you have any suggestions on what I replace it with?

Also, I always thought cunning strike was rather redundant, since for the same cost cunning insight can already apply your intelligence bonus to damage even when the enemy isn't denied its Dexterity bonus to AC. Once you have an 18 in Intelligence (and what factotum isn't going to pump that stat for all it's worth?) insight does more damage than strike on average and can only get better. The only real difference is that insight doesn't stack with itself.

DragoonWraith
2010-05-03, 09:56 PM
I like!

Some of RoC's get things that seem needlessly weak. Favored Enemy is awful as it is; is it really necessary to further nerf it? I'll admit that I haven't really analyzed the full packages the way you suggested, though.

PairO'Dice Lost
2010-05-03, 10:25 PM
Right, edited Well-Traveled accordingly.Well, I was thinking that by making Dilettante and Opportunistic variants on the "cunning" theme (for the cunning factotum) and a more divine themed Dilettante variant (for the devoted factotum), you left arcane more or less out in the cold without an Opportunistic variant. Since you also folded each of the lesser spell lists with their greater casting equivalents (ranger + druid, paladin + cleric) you might as well fold Musical Dilettante into Arcane for a more interesting sorcerer/bard. Maybe renaming it the "mystical" factotum would be in order then?

That might be an idea; however, part of the reason the cleric and druid lists were included was that (A) the paladin and ranger lists only have 4 levels of spells and (B) they're very much geared to the paladin and ranger classes as they are, rather than paladin-ish and ranger-ish factota. The bard already has a skills focus and has 6 levels of spells rather than 4--and already gets more splatbook support than paladins or rangers, I think--so I'd be leery of adding sorcerer spells in there.


The original factotum is sort of a mix of all three and by making more focused variants you're essentially replacing it entirely. Each variant can perform the skill monkey role almost equally well, so the difference is mostly combat focus; whether that be divine spells and controlling undead, nature spells and influencing animals, or arcane spells and inspiring the party.

The difficulty with your pattern is there are 4 martial combat "roles" and 3 casting "roles" to fit between the 6 ability scores. I'd rather try to come up with 5 more unique and interesting variants for different stat combinations than justify leaving one out on the basis of symmetry. How would you feel about Incarnum and Psionic factotum variants? There could also be martial variants built around the desert wind, devoted spirit and white raven disciplines, since you left those out.

As a matter of fact, if these turned out satisfactorily, I was planning on another set of six (Factotum Variants Mk. II, if you will):

{table=head]Class|Primary Score|Secondary Score
Martial Adept|Str|Dex
Invoker (Warlock/DFA)|Dex|Con
Meldshaper|Con|Wis
Psionicist|Int|Str
Leader (Marshal/Dragon Shaman + DS/WR)|Wis|Cha
Bard|Cha|Int[/table]

Acceptable?


Ah, I see. With Alluring Strikes I was trying to emulate bardic music, but I suppose that can be done well enough with the bard's spell list (especially if it has access to the wizard's list, too). Do you have any suggestions on what I replace it with?

Not at the moment; most appropriate abilities can already done with bardic spells, as you said.


I like!

Some of RoC's get things that seem needlessly weak. Favored Enemy is awful as it is; is it really necessary to further nerf it? I'll admit that I haven't really analyzed the full packages the way you suggested, though.

As mentioned above:


That was somewhat intentional, actually. Trapfinding is a somewhat niche ability in most campaigns that aren't dungeon crawls, and while Opportunistic Piety is at about the right level for a secondary ability--i.e. healing isn't the factotum's primary role--if it's replaced by something that's supposed to support the main role, I think it should get a bit of a boost. Thus, the Trapfinding abilities are weaker (to make them more of a side benefit) and the Opportunistic Piety ones are stronger (to reinforce main role) by design.

Favored Enemy at this progression ends up giving you three favored enemies at +6/+4/+2. This gives you enough FE to kinda feel like a ranger, but not nearly enough for you to make it your main schtick. The point of this is more proof-of-concept and less replacement of the ranger, so even though FE does suck, improving it to match or exceed the actual ranger's progression is outside the bounds of the ranger-factotum.

Vermithrax
2010-05-03, 10:49 PM
That might be an idea; however, part of the reason the cleric and druid lists were included was that (A) the paladin and ranger lists only have 4 levels of spells and (B) they're very much geared to the paladin and ranger classes as they are, rather than paladin-ish and ranger-ish factota. The bard already has a skills focus and has 6 levels of spells rather than 4--and already gets more splatbook support than paladins or rangers, I think--so I'd be leery of adding sorcerer spells in there.You make a good point, but the major difference in my mind is the power of the options available rather than their breadth. You're pretty limited in how many you can use in a given day either way, but both your ranger and paladin variants, as well as the base factotum, have access to 9th level spells where the bard does not. Short of making a unique, expanded spell list or combining it with the rest of the arcane casters I see no way of fixing that problem.

EDIT: Whoops! Gotta remember to check my facts. :smalleek: Factota can only mimic up to 5th level spells by your progression, so using only the bard's spell list makes perfect sense. Musical Dilettante it is!


As a matter of fact, if these turned out satisfactorily, I was planning on another set of six (Factotum Variants Mk. II, if you will):

(table)

Acceptable?Very! Factotum variants to fill any hole in your party! Though, why do you have Dex listed twice under secondary scores? You did a good job of providing an even mix with the first group.

PairO'Dice Lost
2010-05-03, 11:28 PM
You make a good point, but the major difference in my mind is the power of the options available rather than their breadth. You're pretty limited in how many you can use in a given day either way, but both your ranger and paladin variants, as well as the base factotum, have access to 9th level spells where the bard does not. Short of making a unique, expanded spell list or combining it with the rest of the arcane casters I see no way of fixing that problem.

EDIT: Whoops! Gotta remember to check my facts. :smalleek: Factota can only mimic up to 5th level spells by your progression, so using only the bard's spell list makes perfect sense. Musical Dilettante it is!

:smallbiggrin:


Very! Factotum variants to fill any hole in your party! Though, why do you have Dex listed twice under secondary scores? You did a good job of providing an even mix with the first group.

Whoops, Bard is supposed to be Cha/Int. Changed.

As soon as class lets out tomorrow, I'll get to work on the Mk. IIs.

Vermithrax
2010-05-04, 01:58 AM
I've had a thought. Keeping with the "alluring" theme I'd chosen before, you could add the beguiler's list to Musical Dilettante (making it, say, Enchanting Dilettante) to give him a more equal number of options to choose from as compared to the Divine and Natural variants.

Also, a fitting cunning strike replacement could be:
Alluring Spell (Ex): (Replaces Cunning Strike)
At 4th level, you can spend 1 inspiration point as a free action to gain a +3 bonus to the save DC of one of your spell-like abilities gained through the Enchanting Dilettante class feature as you are casting it; if you spend multiple inspiration points to add to the same spell-like ability's save difficulty, the bonus is cumulative.Fits with the general theme of these abilities being flat, non-scaling bonuses to something the variant class would care about. (Attack bonus for Swift, DR for Stalwart, Disease/Poison curing for Devoted, etc.)

Alternatively, if you want to get a little more beguiler:
Alluring Feint (Ex): (Replaces Cunning Strike)
At 4th level, you can spend 1 inspiration point to feint as a move action; if you have the Improved Feint feat (see Player's Handbook, page 95) you can feint as a swift action instead. When you successfully use the Bluff skill to feint in this manner, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell-like ability gained through the Enchanting Dilettante class feature you use. You must remain in melee with the target, and the attack must be made or the spell-like ability used on or before your next turn.

PairO'Dice Lost
2010-05-04, 11:57 AM
I've had a thought. Keeping with the "alluring" theme I'd chosen before, you could add the beguiler's list to Musical Dilettante (making it, say, Enchanting Dilettante) to give him a more equal number of options to choose from as compared to the Divine and Natural variants.

That works.


Also, a fitting cunning strike replacement could be:
[...]
Fits with the general theme of these abilities being flat, non-scaling bonuses to something the variant class would care about. (Attack bonus for Swift, DR for Stalwart, Disease/Poison curing for Devoted, etc.)

I would put that at just +1 or +2, given that it can be stacked; it can potentially let you fire off one very powerful spell, which when combined with enchantments can get out of hand quickly.


Alternatively, if you want to get a little more beguiler:

Probably want to keep to the bard's theme; the beguiler is already bard++, there's no need to make it (bard++)++.

PairO'Dice Lost
2010-05-04, 03:22 PM
Aaaand the next 6 are here!


Adept Factotum
The adept factotum relies on his superior training to see him through combat; he uses his Strength wherever a default factotum would use his Intelligence.

Steely Resolve (Replaces Trapfinding)
You gain the Steely Resolve and Furious Counterstrike abilities as a crusader of half your class level.

Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. The maneuvers chosen may be drawn from three schools of your choice, determined at 1st level and fixed thereafter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).

Adept Recovery (Replaces Cunning Strike)
You can spend 1 inspiration point to recover a single expended martial maneuver; you may spend multiple inspiration points at once to recover more than one maneuver in a round.

Opportunistic Stratagem (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
enter a single stance from one of your chosen disciplines, as long as you meet its prerequisites, as a standard action
gain a single feat with (a) maneuver(s) known as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
add your Dexterity bonus to damage rolls with martial maneuvers until the start of your next turn as a swift action
add your Dexterity bonus to damage on attacks of opportunity and to opposed rolls as part of combat maneuvers (trip, bull rush, etc.) for one round as an immediate action
This ability may be used (3+Dex) times per day, gaining 1 additional daily use every 5 levels after 5th.


Innate Factotum
The innate factotum relies on his inherited powers to make his mark; he uses his Dexterity wherever a default factotum would use his Intelligence.

Magic-Blooded (Replaces Trapfinding)
You gain the Dragon-Touched or Otherwordly feat (your choice) as a bonus feat.

Invoking Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of warlock or dragonfire adept invocations as given on Table 1, with a maximum grade as indicated on the same table. These invocations may not be blast shape or blast essence invocations, and the invocations chosen must include either the warlock's eldritch blast or the dragonfire adept's dragon breath (but not both). Your caster level for these invocations is equal to your class level, and they otherwise follow the same rules as warlock or dragonfire adept invocations, as appropriate.

Innate Vitality (Replaces Cunning Strike)
You can spend 1 inspiration point to gain a +1 natural armor bonus to AC until the start of your next turn; if you spend multiple inspiration points, the natural armor bonus is equal to the number of inspiration points spent.

Opportunistic Shaping (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
use Fiendish Resilience as a warlock of your class level as a standard action
gain a single feat with (an) invocation(s) as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
add a single blast shape or blast essence invocation or breath effect to the next eldritch blast or dragon breath you use this turn, as appropriate, as a swift action
reroll a failed Use Magic Device check as an immediate action
This ability may be used (3+Con) times per day, gaining 1 additional daily use every 5 levels after 5th.


Melded Factotum
The melded factotum relies on his channeled souls to bolster his own; he uses his Constitution wherever a default factotum would use his Intelligence.

Detect Opposition (Replaces Trapfinding)
You gain the Aura and Detect Opposition abilities as an incarnate of half your class level.

Meldshaping Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose and shape a number of incarnate or totemist soulmelds as given on Table 1; you also gain a number of points of essentia as indicated on the same table. Your meldshaper level for these soulmelds is equal to your class level, and your choice of soulmelds is restricted as an incarnate or soulborn of your alignment, as appropriate.

Melded Energy (Replaces Cunning Strike)
You can spend 1 inspiration point to reallocate your invested essentia.

Opportunistic Unity (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
use Incarnum Radiance or Incarnum Defense as an incarnate or soulborn of your alignment and class level as a standard action
gain a single incarnum feat, as long as you meet its prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
increase the essentia capacity of your shaped soulmelds by 1 until the start of your next turn as a swift action (this does not stack with itself)
bind a single soulmeld to a chakra available to an incarnate or totemist of half your class level (as appropriate to the soulmeld) until the start of your next turn as an immediate action
This ability may be used (3+Str) times per day, gaining 1 additional daily use every 5 levels after 5th.


Focused Factotum
The focused factotum relies on his mental abilities to accomplish his goals; he uses Intelligence as normal.

Obtain Psicrystal (Replaces Trapfinding)
You gain the Psicrystal Affinity feat as a bonus feat; your psicrystal advances as if you were a psion of half your class level.

Psionic Dilettante (Replaces Arcane Dilettante)
This functions as the Arcane Dilettante ability in all ways except that powers are chosen from the psion and psychic warrior power lists, powers are used as psi-like abilities, applied metapsionic feats count against the manifester level cap to determine the effects of the psi-like abilities, and the maximum level of power able to be chosen is as indicated on Table 1. The focused factotum can choose powers from the psion discipline lists or from psionic mantles, but on any given day he may choose powers either from a single discipline list or a single mantle.

Focused Willpower (Replaces Cunning Strike)
You can spend 1 inspiration point to gain psionic focus.

Opportunistic Manifestation (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
manifest a mind blade as a soulknife of your class level for a number of rounds equal to your Str bonus as a standard action
gain a single psionic feat, as long as you meet its prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
Wild Surge (as a wilder of your class level) the next power you manifest as a swift action
add your Str bonus to your touch AC until the start of your next turn as an immediate action (your touch AC may not exceed your normal AC)
This ability may be used (3+Str) times per day, gaining 1 additional daily use every 5 levels after 5th.


Inspiring Factotum
The inspiring factotum relies on his well-honed instincts to lead his allies to victory; he uses his Wisdom wherever a default factotum would use his Intelligence.

Touch of Vitality (Replaces Trapfinding)
You gain the Touch of Vitality ability as a dragon shaman of 1/4 your class level.

Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Devoted Spirit or White Raven maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).

Inspiring Presence (Replaces Cunning Strike)
You can spend 1 inspiration point to gain immunity to sleep, paralysis, and a single energy type of your choice until the start of your next turn.

Opportunistic Rally (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
use Touch of Vitality as a dragon shaman of your class level as a standard action (you possess a daily pool of healing as normal)
gain a single feat with any aura(s) as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
project a single marshal major or minor aura or a dragon shaman aura as a marshal or dragon shaman of your class level for the remainder of the encounter as a swift action (you may have multiple auras active at once)
grant an extra move action to a single ally within 30 feet as an immediate action
This ability may be used (3+Cha) times per day, gaining 1 additional daily use every 5 levels after 5th.


Charming Factotum
The charming factotum relies on his personal magnetism to support his allies; he uses his Charisma wherever a default factotum would use his Intelligence.

Bardic Knowledge (Replaces Trapfinding)
You gain the Bardic Knowledge ability of a bard of half your class level.

Arcane Dilettante (Replaces Arcane Dilettante)
This functions as the Arcane Dilettante ability in all ways except that spells are chosen from the bard and beguiler spell lists and that the maximum level of spell able to be prepared is as indicated on Table 1.

Charming Voice (Replaces Cunning Strike)
You can spend 1 inspiration point to gain a +2 bonus to the save DC of th next spell-like abilities you use; if you spend multiple inspiration points to add to the same spell-like ability's save DC, the bonus is cumulative.

Opportunistic Harmony (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
Inspire Courage as a bard of your class level as a standard action
gain a single feat with bardic music as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
break enchantment, as the spell, on a single ally within 30 feet (but not yourself) as a swift action
counter a single [sonic] or [language-dependent] effect, or a spell with verbal components, as if using dispel magic as an immediate action
This ability may be used (3+Int) times per day, gaining 1 additional daily use every 5 levels after 5th.

Table 1: Ability Level Maxima
{table=head]Class Level|Max Spell/Power Level|Max Maneuver Level|Max Invocation Number, Grade
1|—|—|—, N/A
2|1|1|1, N/A
3|1|1|1, N/A
4|1|1|2, Least
5|2|2|2, Least
6|2|2|2, Least
7|2|2|2, Least
8|2|2|2, Least
9|3|3|3, Least
10|3|3|3, Lesser
11|3|3|3, Lesser
12|3|4|3, Lesser
13|3|4|3, Lesser
14|4|4|3, Lesser
15|4|4|3, Lesser
16|4|5|4, Lesser
17|4|5|4, Lesser
18|4|5|4, Greater
19|4|6|4, Greater
20|5|6|4, Greater[/table]

Table 2: Brains Over Brawn Equivalents
{table=head]Variant|Name|Associated Abilities
Adept|Tactical Acumen|Int and Wis
Innate|Power In My Veins|Con and Cha
Melded|Ancestral Guidance|Dex and Wis
Focused|Mind Over Matter|Str and Con
Inspiring|Fearless Leader|Str and Cha
Charming|Just For Show|Dex and Int[/table]

Jallorn
2010-05-04, 05:45 PM
The Factotum class has recently become my favorite class, so I'm going to bookmark this, although most of the time I'll stick with the normal version I think.