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Koury
2014-01-20, 12:13 AM
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Fash Falath, Martial Factotum

Whisper Gnome Factotum 8/Warblade 12

Factotum. A person having many diverse activities or responsibilities. The name fits the class. A Factotum is competent at almost everything, from spellcasting to Tumbling around the battlefield to landing decisive blows in combat.

And as an adventurer in D&D, you tend to find yourself in combat frequently. So why not be good at it? The Martial Factotum presented here aims to not only cover roles normally covered by a Factotum, but to also excel at combat. Multiclassing into Warblade enables a fantastic synergy with your already amazing Int score, while also giving you more ways to cause your opponent to be Flatfooted. Gain Int to damage AND Iaijutsu on nearly every attack? Yes please!

Now I know some may look at this build and say "There are more Warblade levels than Factotum levels! This is not a Factotum build at all!" To that, I say simply, you're wrong. Everything you gain from Warblade serves to improve and compliment your Factotum abilities, from Uncanny Dodge to Battle Cunning. Examine the build yourself. See where its strength lies. I believe that you'll agree this build is all about the Factotum.

The key levels of this build are Factotum 8 and Warblade 7. If you would like to tweak the classes on this build to suit your own needs, I would strongly recommend not taking less than that of either class.

And with that introduction, I present to you the Martial Factotum!

Level Progression:Fac 1 > War 1 > Fac 2-8 > War 2-12

Taking the one Warblade level early enables you to pick up Sapphire Nightmare Blade and therefore have a reliable way of FF'ing opponents. Without that, your early damage will be decidedly lacking.

Attributes by Level:
\n\n\tAttribute\n\t\n\tStat @ 1\n\tStat @ 5\n\tStat @ 10\n\tStat @ 15\n\tStat @ 20
STR\n\t\n\t10\n\t10\n\t10\n\t10\n\t10 (16)
DEX\n\t\n\t16\n\t16\n\t16\n\t16 (18)\n\t16 (22)
CON\n\t\n\t16\n\t16\n\t16\n\t16\n\t16 (22)
INT\n\t\n\t18\n\t19 (21)\n\t20 (22)\n\t21 (27)\n\t28 (34)
WIS\n\t\n\t8\n\t8\n\t8\n\t8\n\t8
CHA\n\t\n\t6\n\t6\n\t6\n\t6\n\t6 All stat boosts to Int. Number in parentheses is after items.

Not much to see here really. Pump that Int as much as possible since it keys into almost everything you do.

Skill Breakdown by Level:

\n\n\tLevelClassAppBalBlfClmConDipD.DDisE.AForG.IH eaHidI.FIntJmpK:AK:DK:LK:NK:PK:RLisM.SO.LRidSeaS.M SpeSpoSurSwiTumUMDU.R
Skill TrickTotal
1Fact.0400402000004404000000042040000044040
2Warb.01001000000001*0100200000000000001008
3Fact.0000101000001100000000010020000012010
4Fact.0000101000002100000000020010000011010
5Fact.0000101000001100002000010010000011010
6Fact.00001000000011001010000100000000110Collector of Stories10
7Fact.0000100000001100011100010010000011010
8Fact.00001000000011000000110100100000110Twisted Charge11
9Fact.00001000000011000000000100100000110Back/Feet&Acr.Bkstb11
10Warb.00001000000001*000000000000.5*0000011*0Nimb le Stand9
11Warb.00001000000001*0000000000001.5*0000011*09
12Warb.000010000000.5*1*000000000.5*00.5*0000011*0 9
13Warb.000010000000.5*1*000000000.5*00.5*0000011*0 9
14Warb.000010000000.5*1*000000000.5*00.5*0000011*0 9
15Warb.000010000000.5*1*000000000.5*00.5*0000011*0 9
16Warb.000010000000.5*1*000000000.5*00.5*0.5*00011 *010
17Warb.000010000000.5*1*000000000.5*00.5*0.5*00011 *010
18Warb.000010000000.5*1*0000000001*00.5*0000011*01 0
19Warb.0000100000001*1*000000000.5*00.5*0000011*01 0
20Warb.000010000000.5*1*000000000.5*001*0000011*01 0\n\n*Indicates skill was bought Cross Class


Feats/Special Abilities by Level:
\n\n\t
Feat/Ability\n\t
Source\n\t
Description
Gnomish Weapon Familiarity\n\tRacial\n\tAllows use of Gnomish Quickrazor, among other weapons.
Spell-Like Abilities\n\tRacial\n\tSilence (centered on self) 1/day.
Skill Bonus\n\tRacial\n\t+4 Hide and Move Silently, +2 Listen and Spot

Font of Inspiration\n\tLevel 1\n\tGives one extra Inspiration point.
Font of Inspiration\n\tLevel 3\n\tGives two Inspiration points, for a total of three.
Font of Inspiration\n\tLevel 6\n\tGives three Inspiration points, for a total of six.
Font of Inspiration\n\tLevel 9\n\tGives four Inspiration points, for a total of ten.
Extra Readied Maneuver\n\tLevel 12\n\tExactly what it says on the tin.
Stormguard Warrior\n\tLevel 15\n\tTactical feat.
Adaptive Style\n\tLevel 18\n\tSpend a full round action to change readied maneuvers.

Cunning Insight\n\tFac 1\n\tSpend 1 point for +(Int Mod) on attack, damage or saving throw.
Cunning Knowledge\n\tFac 1\n\tSpend 1 point for +(Factotum Level) on a single skill check. 1/day per skill.
Trapfinding\n\tFac 1\n\tCan find magic traps and traps with DC higher than 20.
Battle Clarity\n\tWar 1\n\tIf not FF'd, gain Int OR Warblade level (whichever is lower) as insight bonus to Reflex save.
Weapon Aptitude\n\tWar 1\n\tMay retrain weapon-specific feats, such as Weapon Focus.
Arcane Dilettante\n\tFac 2\n\tSpend 1 point to cast any spell currently memorized. Each spell is 1/day.
Brains Over Brawn\n\tFac 3\n\t+(Int Mod) to every STR and DEX based skill check.
Cunning Defense\n\tFac 3\n\tSpend 1 point to gain +(Int Mod) as Dodge bonus to AC vs a single attack.
Cunning Strike\n\tFac 4\n\tSpend 1 point for +1d6 sneak attack damage.
Opportunistic Piety\n\tFac 5\n\tSpend 1 point to heal (or harm undead) by (Int+Fac Level)2 HP or Turn Undead. 3/day.
Cunning Surge\n\tFac 8\n\tSpend 3 points to gain an extra Standard action.
Uncanny Dodge\n\tWar 2\n\tKeep Dex to AC even if FF'd or attacked by an invisible attacker.
Battle Ardor\n\tWar 3\n\tGain +[Int Mod] on critical confirm rolls.
Ironheart Aura\n\tWar 5\n\tWhen in an Iron Heart stance, adjacent allies gain +2 morale to saving throws.
Battle Cunning\n\tWar 7\n\tGain +[Int Mod] to damage rolls vs FF'd opponents.
Improved Initiative\n\tWar 9\n\t+4 on Init. checks. Gained as a bonus feat.
Battle Skill\n\tWar 11\n\t+[Int Mod] vs enemy’s combat maneuver attempts.

Maneuvers:
\n\n\t
Maneuver\n\t
Gained\n\t
Readied @ 5\n\t
Readied @ 10\n\t
Readied @ 15\n\t
Readied @ 20
Moment of Perfect Mind\n\tLevel 2 (War 1)\n\tX\n\tX\n\tX\n\tX
Sapphire Nightmare Blade\n\tLevel 2 (War 1)\n\tX\n\tX\n\tX\n\tX
Stone Bones\n\tLevel 2 (War 1)\n\tX\n\t\n\t--\n\t--
Insightful Strike\n\tLevel 10 (War 2)\n\t--\n\tX\n\tX\n\t--
Wall of Blades\n\tLevel 11 (War 3)\n\t--\n\t--\n\t\n\t\n\t
Stone Bones\n\tDrop at War 4\n\t--\n\t--\n\t--\n\t--\n\t
Iron Heart Surge\n\tLevel 12 (War 4)\n\t--\n\t--\n\t\n\t
Mithral Tornado\n\tLevel 13 (War 5)\n\t--\n\t--\n\tX\n\t--
Manticore Parry\n\tLevel 15 (War 7)\n\t--\n\t--\n\tX\n\t
Insightful Strike\n\tDrop at War 8\n\t--\n\t--\n\t--\n\t--\n\t
Greater Insightful Strike\n\tLevel 16 (War 8)\n\t--\n\t--\n\t--\n\tX
Finishing Move\n\tLevel 17 (War 9)\n\t--\n\t--\n\t--\n\tX
Lightning Throw\n\tLevel 19 (War 11)\n\t--\n\t--\n\t--\n\tX
Mithral Tornado\n\tDrop at War 12\n\t--\n\t--\n\t--\n\t--\n\t
Adamantine Hurricane\n\tLevel 20 (War 12)\n\t--\n\t--\n\t--\n\tX

Punishing Stance\n\tWar 1\n\t
Pearl of Black Doubt\n\tWar 4\n\t--\n\t--\n\t
Dancing Blade Form\n\tWar 10\n\t--\n\t--\n\t--\n\t

Spell Overview:
Until character level 4, your spells are either non-existent or inconsequential. At character level 4 (Fac 3) however, you finally gain access to level 1 spells. Grease is the go-to option here, being a debuff and battlefield control. If the enemy doesn't have at least 5 ranks in Balance, then being in your Grease spell also opens them up to your Iaijutsu attack. This spell is hard to beat at these low levels.

Character level 6 (Fac 5) opens up second level spells. For you, Alter Self is the optimum choice, as it allows you to shore up your otherwise weak armor class by transforming into a troglodyte for its +6 Natural armor.

For your level one spell, consider switching Grease into Wall of Smoke. Both are good options with Grease potentially allowing a few more Iaijutsu attacks and Wall of Smoke providing a visual barrier to aid against ranged enemies and potentially dividing enemy forces if they're unwilling to go through the wall. You can also conjure the Wall of Smoke directly on opponents, forcing Fort saves vs Nausea.

At character level 9 (Fac 8) your options expand further with 3rd level spells coming online. You have many good choices, so pick what suits you best. Haste is a great whole party buff, spells like Sleet Storm provide amazing battlefield control and if you're looking for something a little more long term, Heart of Water is there as a top tier all day buff.

For your two lower level spells, I suggest two copies of Alter Self. Considering how often you are in the thick of the battle, every point of AC helps, and there is no better source than Alter Self.

Once you acquire your Mechanus Gear, however, you'll want to switch to all day buffs cast in the morning, when your armor isn't hampering you. You'll get your Alter Self fix from wands, which you should be able to easily UMD.

Gear Breakdown:
Level 1 (150 GP)
{table=head]Item|Slot|Price|Source

Gnomish Quickrazor|Held|45|RoS
{colsp=4}1d3 damage. Resheathed after each attack.
Chain Shirt|Body|100|PHB
{colsp=4}+4 AC, -2 ACP[/table]
5 GP remaining.


Level 5: (9000 GP)
{table=head]Item|Slot|Price|Source
+1 Feycraft Gnomish Quickrazor|Held|3845|DMG II
{colsp=4}Feycraft: Weighs 10% less; dmg as one size smaller; use Dex for to-hit
Headband of Intellect +2|Head|4000|DMG
{colsp=4}+2 Int
Masterwork Chain Shirt|Body|250|PHB
{colsp=4}AC +4, ACP -1
Wand of Lesser Vigor|Item|750|CD
{colsp=4}Heal 11 HP over the course of 1 minute. 50 charges.
Masterwork Tool (Concentration)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Iaijutsu Focus)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Tumble)|Item|50|PHB
{colsp=4}+2 to named skill
[/table]
5 GP remaining.


Level 10: (49000 GP)
{table=head]Item|Slot|Price|Source
+1 Feycraft Blurstriking Cold Iron Gnomish Quickrazor|Held|21890|MIC
{colsp=4}Blurstrike: 10/day, treat target of 1st attack as FF'd.
Winged Mask|Face|13000|MoF
{colsp=4}Cast Fly on self at caster level 5. Unlimited uses.
Headband of Intellect +2|Head|4000|DMG
{colsp=4}+2 Int
Vest of Resistance +2|Torso|4000|MIC
{colsp=4}+2 to all saves
Tooth of Savnok|Tooth|2000|ToM
{colsp=4}Ignore speed reduction from armor or encumbrance.
Anklet of Translocation|Feet|1400|MIC
{colsp=4}10' swift action teleport. 2/day
Wand of Lesser Vigor|Item|750|CD
{colsp=4}Heal 11 HP over the course of 1 minute. 50 charges.
Restful Armor Crystal|Armor|500|MIC
{colsp=4}May sleep in armor with no ill effects.
Masterwork Breastplate|Body|350|PHB
{colsp=4}AC +5, -3 ACP
Masterwork Thieve's Tools|Item|100|PHB
{colsp=4}+2 to Disable Device and Open Lock
Masterwork Tool (Concentration)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Iaijutsu Focus)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Search)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Tumble)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Use Magic Device)|Item|50|PHB
{colsp=4}+2 to named skill
[/table]
810 GP remaining.


Level 15: (200000 GP)
{table=head]Item|Slot|Price|Source
+1 Nimble Soulfire Mithral Mechanus Gear|Body|46750|PH
{colsp=4}11 AC, -7 ACP. Soulfire: Immune to [Death] effects, negative energy and energy drain.
Ring of Freedom of Movement|Ring|40000|DMG
{colsp=4}Continuous Freedom of Movement, as the spell.
Headband of Intellect +6|Head|36000|DMG
{colsp=4}+6 Int
+1 Feycraft Blurstriking Cold Iron Gnomish Quickrazor|Held|21890|RoS
{colsp=4}Unimproved from previous listing.
Banner of the Storm's Eye|Shoulders|15000|MIC
{colsp=4}Suppress Fear effects, prevent Stun and Confusion within 20 ft.
Winged Mask|Face|13000|MoF
{colsp=4}Cast Fly on self at caster level 5. Unlimited uses.
+1 Nimble Mithril Githcraft Extreme Shield|Held|5630|RoS
{colsp=4}+4 AC, -0 ACP, +1 Concentration.
Vest of Resistance +2|Torso|4000|MIC
{colsp=4}+2 to all saves.
Wand of Alter Self|Item|4500|DMG
{colsp=4}Used mainly for Troglodyte's +6 Natural armor. 30 min/charge. 50 charges.
Gloves of Dexterity +2|Hands|4000|DMG
{colsp=4}+2 Dex
Lesser Crystal of Energy Assault (Acid)|Weapon|3000|MIC
{colsp=4}+1d6 Acid damage.
Tooth of Savnok|Tooth|2000|ToM
{colsp=4}Ignore speed reduction from armor or encumbrance.
Anklet of Translocation|Feet|1400|MIC
{colsp=4}10' swift action teleport. 2/day
Wand of Lesser Vigor|Item|750|CD
{colsp=4}Heal 11 HP over the course of 1 minute. 50 charges.
Restful Armor Crystal|Armor|500|MIC
{colsp=4}May sleep in armor with no ill effects.
Masterwork Thieve's Tools|Item|100|PHB
{colsp=4}+2 to Disable Device and Open Lock
Masterwork Tool (Concentration)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Iaijutsu Focus)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Search)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Tumble)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Use Magic Device)|Item|50|PHB
{colsp=4}+2 to named skill
[/table]
1230 GP remaining.


Level 20: (760000 GP)
{table=head]Item|Slot|Price|Source
+6 Str, Dex, Con, Int|Various|144000|DMG
{colsp=4}+6 Enhancement bonus to stats.
Tome of Clear Thought +5|Item|137000|DMG
{colsp=4}+5 Inherent bonus to Int.
Ring of Mental Fortitude|Ring|110000|DMG II
{colsp=4}Immune to [Mind-Affecting]
Ring of Evasion & Protection +5|Ring|75000|DMG
{colsp=4}Grants Evasion & +5 Deflection AC.
+1 Feycraft Blurstriking Cold Iron Gnomish Quickrazor of Collision|Held|53890|MIC
{colsp=4}Collision: +5 damage.
+1 Nimble Mithril Githcraft Extreme Shield of Heavy Fortification|Held|49630|RoS
{colsp=4}Heavy Fort: Immune to Sneak Attack and critical hits.
+1 Glamered Nimble Soulfire Mithral Mechanus Gear|Body|49450|PH
{colsp=4}Can be disguised as normal clothing.
Ring of Freedom of Movement|Ring|40000|DMG
{colsp=4}Continuous Freedom of Movement, as the spell.
+1 Feycraft Blurstriking Gnomish Quickrazor|Held|18335|MIC
{colsp=4}Backup weapon.
Vest of Resistance +4|Torso|16000|MIC
{colsp=4}+4 to all saves.
Banner of the Storm's Eye|Shoulders|15000|MIC
{colsp=4}Suppress Fear effects, prevent Stun and Confusion within 20 ft.
Winged Mask|Face|13000|MoF
{colsp=4}Cast Fly on self at caster level 5. Unlimited uses.
+1 Magebane Longbow, Composite +3|Held|8603|DMG
{colsp=4}Ranged backup weapon. Cost includes 60 arrows.
Hand of Glory|Throat|8000|DMG
{colsp=4}Allows wearing one additional ring. Casts Daylight and See Invisibility 1/day.
Wand of Alter Self|Item|4500|DMG
{colsp=4}Used mainly for Troglodyte's +6 Natural armor. 30 min/charge. 50 charges.
Glove of the Master Strategist|Hands|3600|Ghost
{colsp=4}As Gloves of Storing, plus True Strike 1/day.
Lesser Crystal of Energy Assault (Acid)|Weapon|3000|MIC
{colsp=4}+1d6 Acid damage.
Lesser Crystal of Arrow Deflection|Shield|2500|MIC
{colsp=4}+5 untyped AC vs ranged attacks.
Tooth of Savnok|Tooth|2000|ToM
{colsp=4}Ignore speed reduction from armor or encumbrance.
Handy Haversack|Carried|2000|DMG
{colsp=4}80 lb of storage, AoO free move action retrieval.
Wand of Lesser Vigor|Item|750|CD
{colsp=4}Heal 11 HP over the course of 1 minute. 50 charges.
Restful Armor Crystal|Armor|500|MIC
{colsp=4}May sleep in armor with no ill effects.
Masterwork Thieve's Tools|Item|100|PHB
{colsp=4}+2 to Disable Device and Open Lock
Masterwork Tool (Concentration)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Iaijutsu Focus)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Search)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Tumble)|Item|50|PHB
{colsp=4}+2 to named skill
Masterwork Tool (Use Magic Device)|Item|50|PHB
{colsp=4}+2 to named skill
[/table]
2892 GP remaining.


Putting It All Together:
Level 1:

{table=head]{colsp=11}Vital Statistics
HP|AC|FF'd AC|Touch AC|Fort|Ref|Will|Init.|BAB|Total AB|Insp. Points
{colsp=11}
{colsp=11}
11|18|15|14|+3|+5|-1|+3|0|+1|3[/table]

Offense: Lacking. Your to-hit is poor. The only time you are relevent is if you win Init. and can land an IF. Remember to flank for allies.

Defense: Not terrible. 18 AC at level 1 means you don't need to be terribly afraid to advance into melee. Be wary of ending up surrounded by enemies though.

Social: With a CHA of 6, you are NOT the party face.

Utility: Moderate. +9 Stealth means you can scout, you can unlock doors and chests (given time) and can search for traps competently, among other things.

Level 5:

{table=head]{colsp=11}Vital Statistics
HP|AC|FF'd AC|Touch AC|Fort|Ref|Will|Init.|BAB|Total AB|Insp. Points
{colsp=11}
{colsp=11}
43|18|15|14|+6|+8|+0|+8|4|+9|6[/table]

Offense: Much better than before. Between winning Init., Sapphire Nightmare Blade and Grease, most of your attacks should be IF. Damage output should be similar to the Fighter. Suffers from occasional lackluster rounds when you're forced to recover maneuvers. Your +19 Tumble ensures you can be on pretty much any side of an enemy, so be sure to flank often for your less mobile allies.

Defense: Still passable. Your AC is low now, especially if you have Punishing Stance active (and you probably should), but Stone Bones can help take the bite out of many enemy attacks. You also have Moment of Perfect Mind to shore up your weak Will save.

Social: Again, sorely lacking.

Utility: Great! Stealth skills are through the roof, you have some battlefield control with your Grease spell and you can heal in between combat with your wand.

Level 10:

{table=head]{colsp=11}Vital Statistics
HP|AC|FF'd AC|Touch AC|Fort|Ref|Will|Init.|BAB|Total AB|Insp. Points
{colsp=11}
{colsp=11}
82|19|16|14|+10|+13|+3|+9|8|+13|15[/table]

Offense: Looking good. You've gained even more ways to flatfoot enemies, which just means more and more IF. This, combined with your Inspiration and maneuvers means that you can deal some solid damage.

Defense: Your unbuffed defense is at its weakest right now, relative to your level. You have solid saves (remember Will is covered with a maneuver) but your AC is low. When entering any place where an encounter is likely, be sure to have Alter Self up and running. You'll need the +6 Natural AC. Combined with Cunning Defense, you can push as high as 31 AC. If caught unbuffed, use your all day flight to your advantage. If you get grappled, use your Anklets to escape.

Social: In case you haven't noticed the pattern here, you are no good at social encounters.

Utility: Still outstanding. Your Knowledge skills have come online, you can Stealth with the best of them (though special senses may thwart you), can open DC 30+ locks and can consistently activate magic items. Not to mention you can fly. Add in some nice battlefield control via spellcasting and you're solid.

Level 15:

{table=head]{colsp=11}Vital Statistics
HP|AC|FF'd AC|Touch AC|Fort|Ref|Will|Init.|BAB|Total AB|Insp. Points
{colsp=11}
{colsp=11}
130|29|26|14|+12|+21|+5|+12|13|+19|15[/table]

Offense: Things are really cooking now. You get Int to Damage vs FF'd enemies (aka everyone you fight), Int to Damage again with a single Inspiration point, IF AND maneuvers. Couple this with your extraordinary mobility and you can basically do what you want to whomever you want to do it to.

Favorite trick: Win Init., move into center of a group of bad guys, Mithril Tornado to land an IF against all of them.

Defense: Where to begin? Your AC should be at 35 in most fights because of your wand of Alter Self (and is 1 point away from 43 at any time) and you have a laundry list of immunities. You have no fear in the front lines.

Social: If an important NPC begins talking to you, start rolling Perform (Tumble) checks until your party Face can get there to help you. This will also earn you some gold!

Utility: Aside from Stealth (which, while you're great at, is now more often rendered useless by special senses of enemies), you can hit DC 40+ Search checks, you can lay down some battlefield control spells, you can burrow (via Alter Self) and fly. Utility is a strong suit of Factotums and you're no exception.

Level 20:

{table=head]{colsp=11}Vital Statistics
HP|AC|FF'd AC|Touch AC|Fort|Ref|Will|Init.|BAB|Total AB|Insp. Points
{colsp=11}
{colsp=11}
229|34|31|19|+20|+32|+9|+22|18|+25|15[/table]

Offense: This is as good as it gets for you. All your toys are online and your enemies will not be happy about it.

Favorite trick: Medium BBEG near you? Activate Blurstrike, use Greater Insightful Strike (with Cunning Insight to-hit if you feel you need it), 10-ft step (DC 40 Tumble) through his square to activate Acrobatic Backstab, Cunning Surge for another standard and hit him with Finishing Strike (coupled with more Cunning Insight).

Defense: With a single point of Inspiration, you can have 31 Touch AC (useful when enemy Wizards are throwing rays at you) and your list of immunities makes Constructs AND Undead jealous. Also, your +32 Reflex save plays very nicely with that Ring of Evasion.

Social: If you ever feel the urge to talk to an NPC, remember to cast your racial Silence spell on yourself first. That should keep damage to a minimum.

Utility:You can also hit DC 40+ with a Search check while simply taking 10, so you can be fairly certain you found ALL the loot.

Koury
2014-01-20, 12:14 AM
I first put this character together for the Factotum Handbook (http://www.giantitp.com/forums/showthread.php?t=272130) and have been occasionally adjusting and tweaking it ever since. I'm pulling it from there because I'd like a little feedback on it. In particular, gear selection adjustment would be useful. Maybe ideas on if I should replace any maneuvers with any other maneuvers (in particular, I'm looking at Lightning Throw and debating whether or not to throw Diamond Nightmare Blade in in its place).

Other than that, are there any common enemy abilities this build is weak against? Any tips in general to tighten it up?

I guess I really am just looking for, as the title suggests, a few people to PEACH. I feel like I've been working on it too long and am likely missing glaring vulnerabilities, or that I don't qualify for some ability I think I do, or some other silly problem.

EDIT: I guess I should mention the build goals. I was aiming for something solidly tier three. I wanted it to function great in combat while retaining maximum mobility and defensive capabilities, but to also feel like a skill monkey should, able to handle most anything that would require a skill check with little to no problem. Except social stuff, I am not good there.

So hard to kill, solid threat in combat, acceptable in play at most tables (subjective, I know).

Emperor Tippy
2014-01-20, 12:29 AM
I would switch out three levels of Warblade for Swashbuckler and a fourth for Decisive Strike Martial Monk.

Grab Kung Fu Genius (feat neutral thanks to Chaos Shuffling Improved Unarmed Strike) for Int to AC and Weapon Supremacy from Martial Monk.

Swashbuckler 3 gets you Int to damage on every attack that isn't against an enemy immune to precision damage.

Decisive Strike + Cunning Surge is just beastly if you are facing a single enemy.

Maybe throw on a one level Swordsage dip to grab a Shadow Hand Stance and the Shadow Blade feat as that again adds consistent bonus damage.

My Martial Factoum build is Rogue 1/ Factotum 1/ Decisive Strike Invisible Fist Martial Monk 2/ Targetteer Fighter 1/ Factotum 7/ Swashbuckler 3/ X 7 with the X varying based on my mood and desires. In this case it would be Swordsage 1/ Warblade 6. Re-order to taste and dump Targetteer Fighter if you don't care about ranged damage.

Feat wise the above wants Craven and Shadow Blade.

Koury
2014-01-20, 03:16 PM
That's certainly a stronger way to go about it.

I'll keep mine the way it is. I think once you push past four or so classes that builds can become less generally acceptable. I like it as a higher power alternative though.

As far as Craven goes, I'd have to lose the Ring of Mental Fortitude. Do you think 20 damage, sometimes, against about half of the bad guys is worth the vulnerabilities that would open up? Doing that would free up a nice chunk of gold. What would you use that for?

As far as Shadow Blade, aside from the dip in Swordsage delaying maneuvers (and completely eliminating access to Adamantine Hurricane), it also forces you to be in a level 1 Shadow Hand stance (aka Child of Shadow for most people). Best case, your DM ignores the whole must select a 1st level stance thing (I would for my players) and you get Assassin's Stance.

Assuming you can get Assassin's Stance, you're getting ~12-19 damage in exchange for one of your highest level maneuvers known, locking in your stance and a feat. I'm not sure about this one. What feat would you lose? Adaptive Style? Take Shadow Blade at 12 and push the rest of the list down?

I can see the argument here. It's a valid choice, but I'm not quite sold on it being for sure the right move. Maybe I make an adaptation section and add it in there. Though if you're forced into using Child of Shadow as your stance, I believe it is not really worth it anymore.

Thanks for the feedback. :smallsmile: