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Zman
2014-01-05, 07:51 PM
This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.


Factotum

{table=head]Level|BAB|Fort|Ref|Will|Spell Level |Inspiration Points |Special

1st|+0|+0|+2|+0|0|2|Factotum's Knack, Inspiration, Cunning Insight, Cunning Knowledge, Arcane Dilettante, Trapfinding

2nd|+1|+0|+3|+0|1|2|Brains Over Braun


3rd|+2|+1|+3|+1|1|3|Cunning Defense


4th|+3|+1|+4|+1|1|3|Cunning Strike


5th|+3|+1|+4|+1|2|4|


6th|+4|+2|+5|+2|2|4|Opportunistic Piety


7th|+5/+1|+2|+5|+2|2|5|Cunning Surge


8th|+6/+2|+2|+6|+2|3|5|


9th|+6/+2|+3|+6|+3|3|6|


10th|+7/+3|+3|+7|+3|3|6|Cunning Surge
[/table]

Alignment: Any
Hit Die: 1d8

Class Skills:
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration(Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal(Cha), Heal(Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(All) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride(Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), SurvivalWis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: Factotum's Knack
Skill Points at Each Additional Level: Factotum's Knack

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.

Factotum's Knack: A Factotum's ranks in all class skills is equal to his Factotum Level.

Inspiration: The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.

To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see Table 1–1).

Cunning Insight (Ex): A Factotum gains a bonus to Hit and damage equal to his Factotum level to a maximum of his Intelligence Modifier.

In addition, 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 that 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 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 particular 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.

Arcane Dilettante (Sp): At 1st level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. 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 sorcerer/wizard, cleric, or druid spell list based on your factotum level. You can choose a number of spells equal to one half your Factotum level to a minimum of one. Each spell selected must be one in which the Factotum has been in the presence of a successful casting.. The maximum level of spell you can use, according to your class level, is shown on the table. You can select any sorcerer/wizard, cleric, or druid spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. 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.

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).

Brains over Brawn (Ex): At 2nd 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 Jump.

Cunning Defense (Ex): You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you add a Dodge Bonus to your AC equal to your Factotum level to a maximum of your Intelligence Modifier.

Also, you can spend 1 inspiration point to gain your Intelligence bonus as a Competence 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): With a quick study of a vulnerable opponent’s defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack or skirmishdamage. You must spend the inspiration point to activate this ability before making the attack roll and only one inspiration point can be spent in this fashion against any one for in a single round.. 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): Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. 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 6th 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 a level equal to your factotum level. No matter what your alignment, you cannot control undead, your understanding of divine magic is too rudimentary.

Cunning Surge (Ex): Starting at 7th level, you learn to push yourself when needed. By spending 2 inspiration points, you can take an extra Move action during your turn. Only one such action can be gained through Cunning Surge per turn.

Starting at 10th level, you learn to push yourself when needed. By spending 4 inspiration points, you can take an extra Stanndard action during your turn. Only one such action can be gained through Cunning Surge per turn.

Feats

Font of Inspiration

Requires: 14 Intelligence, Inspiration Class Feature
Benefit: Your gain two Inspiration Points.
Special: You can take this feat multiple times. Every time Font of Inspiration is selected the Intelligence Requirement increases by one.


ACFs

Zman
2014-01-05, 07:53 PM
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