It seems this round marks the happy return to single-class builds:

Quote Originally Posted by Horatio H'Wyrmbreather
Horatio H’Wyrmbreather
Neutral Good Dragonborn of Bahamut (Heart)
Factotum 20



Spoiler: Our Tale
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Horatio H’Wyrmbreather (pronounced “Huh-Worm-Breather”), born Horatio H’Eustice H’Weathersby (pronounced “Huh-Use-Tiss Huh-Weathers-Bee”) was always committed to coming to the aid of those around him and solving those problems with logic and reason. After surviving a terrible bout of plague that took his family in his youth, he was left with considerable fortune but a ravaged body. Horatio threw himself into his studies, determined to sharpen his wits to a fine edge, and went on to attend the finest schools.

While earning his fifth degree, Horatio stumbled upon the legend of the Dragonborn of Bahamut. Seeing immediately the potential for the Platinum Dragon to mend his mangled mortal mold, dug into the matter, finally learning enough to faithfully recreate the ritual…

Only for it to fail.

Again and again, Horatio attempted to transform himself into a draconic persona, yet nothing worked. He checked his notes, rechecked them, reckoned with even the most dubious apocrypha, and ultimately consigned himself to spend his days weak in physical frame.

Despite his frail figure, Horatio took to traveling. His considerable fortune allowed him to charter a ship and crew to sail the seas and find new things to discover. Horatio authored tomes of work diving into the natural world, historical sites, magical transpirings, and even the occasional miracle. To his crew, Horatio was a steady paycheck and a source of adventure as they sailed into the unknown, and for Horatio his crew became the family he always wanted for. Around the globe they journeyed seeing all manner of the impossible,

Then came the Kraken. A terrible beast beset their ship. Horatio’s extensive research showed a weakness in the creature, but to make use of it, it would require Horatio to row out to sea alone on a lifeboat. Horatio didn’t think twice about risking his life. He took to the oars and flanked the damned creature. He used his alchemical skills to assault the beast’s nervous system, forcing it to flee, but capsizing Horatio’s lifeboat in the process. He struggled to stay afloat, but began to drown.

As he slipped into unconsciousness, a voice whispered into Horatio’s mind: “You have given yourself for others. Now you are ready to serve Bahamut.”

When his men recovered him, Horatio knew what he had to do. He had them make for shore and repeated one last time the ritual of Bahamut and this time successfully cocooned himself in the rebirthing egg. His men gasped as Horatio was reborn a servant of the Platinum Dragon.

Strong of form, Horatio rose. His men gathered around him as he decreed that they would continue on for adventure and to right the wrongs of the world. Legends of the man who was now a Dragon would grow and allies would flock to Horatio, including a young silver dragon wyrmling who would come to see Horatio as a surrogate parent. No longer would he be Horatio H’Eustice H’Weatherby, but now he was Horatio H’Wyrmbreather, Servant of Bahamut!


Spoiler: Main Table
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Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Factotum 1 0 0 2 0 36: {+4} Concentration: 4; {+4} Disable Device: 4; {+4} Knowledge (Nature): 4; {+2} Knowledge (History): 2; {+4} Knowledge (Religion): 4; {+2} Knowledge (Dungeoneering): 2; {+4} Knowledge (Arcana): 4; {+2} Knowledge (Local): 2; {+4} Open Lock: 4; {+2} Use Magic Device: 2; {+4} Spot: 4; Shape Breath Inspiration, cunning insight, cunning knowledge, trapfinding Inspiration, cunning insight, cunning knowledge, trapfinding
[tr][td] 2nd
Factotum 2 1 0 3 0 9: {+2} Autohypnosis: 2; Concentration: 4; Disable Device: 4; {+1} Knowledge (Nature): 5; {+1} Knowledge (History): 3; {+1} Knowledge (Religion): 5; {+1} Knowledge (Dungeoneering): 3; {+1} Knowledge (Arcana): 5; {+1} Knowledge (Local): 3; Open Lock: 4; {+1} Use Magic Device: 3; Spot: 4; Arcane dilettante (1 spell)
3rd Factotum 3 2 1 3 1 9: {+3} Autohypnosis: 5; Concentration: 4; Disable Device: 4; {+1} Knowledge (Nature): 6; {+1} Knowledge (History): 4; {+1} Knowledge (Religion): 6; {+1} Knowledge (Dungeoneering): 4; {+1} Knowledge (Arcana): 6; {+1} Knowledge (Local): 4; Open Lock: 4; Use Magic Device: 3; Spot: 4; Knowledge Devotion Brains over brawn, cunning defense
4th Factotum 4 3 1 4 1 9: Autohypnosis: 5; Concentration: 4; Disable Device: 4; {+1} Knowledge (Nature): 7; {+1} Knowledge (History): 5; {+1} Knowledge (Religion): 7; {+1} Knowledge (Dungeoneering): 5; {+1} Knowledge (Arcana): 7; {+1} Knowledge (Local): 5; Open Lock: 4; {+1} Use Magic Device: 4; Spot: 4; {+2} Collector of Stories; Arcane dilettante (2 spells), cunning strike
5th Factotum 5 3 1 4 1 9: Autohypnosis: 5; Concentration: 4; {+2} Diplomacy: 2; Disable Device: 4; {+1} Knowledge (Nature): 8; {+1} Knowledge (History): 6; {+1} Knowledge (Religion): 8; {+1} Knowledge (Dungeoneering): 6; {+1} Knowledge (Arcana): 8; {+1} Knowledge (Local): 6; Open Lock: 4; {+1} Use Magic Device: 5; Spot: 4; Collector of Stories; Opportunistic piety
6th Factotum 6 4 2 5 2 9: Autohypnosis: 5; Concentration: 4; {+2} Diplomacy: 4; Disable Device: 4; {+1} Knowledge (Nature): 9; {+1} Knowledge (History): 7; {+1} Knowledge (Religion): 9; {+1} Knowledge (Dungeoneering): 7; {+1} Knowledge (Arcana): 9; {+1} Knowledge (Local): 7; Open Lock: 4; {+1} Use Magic Device: 6; Spot: 4; Collector of Stories; Obtain Familiar
7th Factotum 7 5 2 5 2 9: Autohypnosis: 5; Concentration: 4; {+1} Diplomacy: 5; Disable Device: 4; {+1} Knowledge (Nature): 10; {+1} Knowledge (History): 8; {+1} Knowledge (Religion): 10; {+1} Knowledge (Dungeoneering): 8; {+1} Knowledge (Arcana): 10; {+1} Knowledge (Local): 8; {+1} Listen: 1; Open Lock: 4; {+1} Use Magic Device: 7; Spot: 4; Collector of Stories; Arcane dilettante (3 spells)
8th Factotum 8 6/1 2 6 2 10: Autohypnosis: 5; {+1} Concentration: 5; {+1} Diplomacy: 6; Disable Device: 4; {+1} Knowledge (Nature): 11; {+1} Knowledge (History): 9; {+1} Knowledge (Religion): 11; {+1} Knowledge (Dungeoneering): 9; {+1} Knowledge (Arcana): 11; {+1} Knowledge (Local): 9; {+1} Listen: 2; Open Lock: 4; {+1} Use Magic Device: 8; Spot: 4; Collector of Stories; Cunning surge
9th Factotum 9 6/1 3 6 3 10: Autohypnosis: 5; Concentration: 5; {+1} Decipher Script: 1; {+1} Diplomacy: 7; Disable Device: 4; {+1} Knowledge (Nature): 12; {+1} Knowledge (History): 10; {+1} Knowledge (Religion): 12; {+1} Knowledge (Dungeoneering): 10; {+1} Knowledge (Arcana): 12; {+1} Knowledge (Local): 10; {+1} Listen: 3; Open Lock: 4; {+1} Use Magic Device: 9; Spot: 4; Collector of Stories; Recover Breath Arcane dilettante (4 spells)
10th Factotum 10 7/2 3 7 3 10: Autohypnosis: 5; Concentration: 5; {+1} Decipher Script: 2; {+1} Diplomacy: 8; Disable Device: 4; {+1} Knowledge (Nature): 13; {+1} Knowledge (History): 11; {+1} Knowledge (Religion): 13; {+1} Knowledge (Dungeoneering): 11; {+1} Knowledge (Arcana): 13; {+1} Knowledge (Local): 11; {+1} Listen: 4; Open Lock: 4; {+1} Use Magic Device: 10; Spot: 4; Collector of Stories; Opportunistic piety (+1 use)
11th Factotum 11 8/3 3 7 3 10: Autohypnosis: 5; Concentration: 5; Decipher Script: 2; {+1} Diplomacy: 9; Disable Device: 4; {+1} Knowledge (Nature): 14; {+1} Knowledge (History): 12; {+1} Knowledge (Religion): 14; {+1} Knowledge (Dungeoneering): 12; {+1} Knowledge (Arcana): 14; {+1} Knowledge (Local): 12; {+1} Listen: 5; {+1} Move Silently: 1; Open Lock: 4; {+1} Use Magic Device: 11; Spot: 4; Collector of Stories; Cunning breach
12th Factotum 12 9/4 4 8 4 10: Autohypnosis: 5; {+2} Bluff: 2; Concentration: 5; Decipher Script: 2; Diplomacy: 9; Disable Device: 4; {+1} Knowledge (Nature): 15; {+1} Knowledge (History): 13; {+1} Knowledge (Religion): 15; {+1} Knowledge (Dungeoneering): 13; {+1} Knowledge (Arcana): 15; {+1} Knowledge (Local): 13; Listen: 5; {+1} Move Silently: 2; Open Lock: 4; {+1} Use Magic Device: 12; Spot: 4; Collector of Stories; Dragon Familiar Arcane dilettante (5 spells)
13th Factotum 13 9/4 4 8 4 10: Autohypnosis: 5; {+2} Bluff: 4; Concentration: 5; Decipher Script: 2; Diplomacy: 9; Disable Device: 4; {+1} Knowledge (Nature): 16; {+1} Knowledge (History): 14; {+1} Knowledge (Religion): 16; {+1} Knowledge (Dungeoneering): 14; {+1} Knowledge (Arcana): 16; {+1} Knowledge (Local): 14; Listen: 5; {+1} Move Silently: 3; Open Lock: 4; {+1} Use Magic Device: 13; Spot: 4; Collector of Stories; Cunning dodge
14th Factotum 14 10/5 4 9 4 10: Autohypnosis: 5; {+1} Bluff: 5; {+1} Concentration: 6; Decipher Script: 2; Diplomacy: 9; Disable Device: 4; {+1} Knowledge (Nature): 17; {+1} Knowledge (History): 15; {+1} Knowledge (Religion): 17; {+1} Knowledge (Dungeoneering): 15; {+1} Knowledge (Arcana): 17; {+1} Knowledge (Local): 15; Listen: 5; {+1} Move Silently: 4; Open Lock: 4; {+1} Use Magic Device: 14; Spot: 4; Collector of Stories; Arcane dilettante (6 spells)
15th Factotum 15 11/6/1 5 9 5 10: Autohypnosis: 5; Bluff: 5; Concentration: 6; Decipher Script: 2; {+1} Diplomacy: 10; Disable Device: 4; {+1} Knowledge (Nature): 18; {+1} Knowledge (History): 16; {+1} Knowledge (Religion): 18; {+1} Knowledge (Dungeoneering): 16; {+1} Knowledge (Arcana): 18; {+1} Knowledge (Local): 16; Listen: 5; {+1} Move Silently: 5; Open Lock: 4; {+1} Use Magic Device: 15; {+1} Search: 1; Spot: 4; Collector of Stories; Extend Spell Opportunistic piety (+1 use)
16th Factotum 16 12/7/2 5 10 5 10: Autohypnosis: 5; Bluff: 5; Concentration: 6; Decipher Script: 2; {+1} Diplomacy: 11; Disable Device: 4; {+1} Knowledge (Nature): 19; {+1} Knowledge (History): 17; {+1} Knowledge (Religion): 19; {+1} Knowledge (Dungeoneering): 17; {+1} Knowledge (Arcana): 19; {+1} Knowledge (Local): 17; Listen: 5; {+1} Move Silently: 6; Open Lock: 4; {+1} Use Magic Device: 16; {+1} Search: 2; Spot: 4; Collector of Stories; Improved cunning defense
17th Factotum 17 12/7/2 5 10 5 10: Autohypnosis: 5; Bluff: 5; Concentration: 6; Decipher Script: 2; {+1} Diplomacy: 12; Disable Device: 4; {+1} Knowledge (Nature): 20; {+1} Knowledge (History): 18; {+1} Knowledge (Religion): 20; {+1} Knowledge (Dungeoneering): 18; {+1} Knowledge (Arcana): 20; {+1} Knowledge (Local): 18; Listen: 5; Move Silently: 6; Open Lock: 4; {+1} Use Magic Device: 17; {+1} Search: 3; {+1} Spot: 5; Collector of Stories; Arcane dilettante (7 spells)
18th Factotum 18 13/8/3 6 11 6 10: Autohypnosis: 5; Bluff: 5; Concentration: 6; Decipher Script: 2; {+1} Diplomacy: 13; Disable Device: 4; {+1} Knowledge (Nature): 21; {+1} Knowledge (History): 19; {+1} Knowledge (Religion): 21; {+1} Knowledge (Dungeoneering): 19; {+1} Knowledge (Arcana): 21; {+1} Knowledge (Local): 19; Listen: 5; Move Silently: 6; Open Lock: 4; {+1} Use Magic Device: 18; {+1} Search: 4; {+1} Spot: 6; Collector of Stories; Empower Spell
19th Factotum 19 14/9/4 6 11 6 10: Autohypnosis: 5; Bluff: 5; Concentration: 6; Decipher Script: 2; {+1} Diplomacy: 14; Disable Device: 4; {+1} Knowledge (Nature): 22; {+1} Knowledge (History): 20; {+1} Knowledge (Religion): 22; {+1} Knowledge (Dungeoneering): 20; {+1} Knowledge (Arcana): 22; {+1} Knowledge (Local): 20; Listen: 5; Move Silently: 6; Open Lock: 4; {+1} Use Magic Device: 19; {+1} Search: 5; {+1} Spot: 7; Collector of Stories; Cunning brilliance
20th Factotum 20 15/10/5 6 12 6 11: Autohypnosis: 5; Bluff: 5; {+2} Concentration: 8; Decipher Script: 2; Diplomacy: 14; Disable Device: 4; {+1} Knowledge (Nature): 23; {+1} Knowledge (History): 21; {+1} Knowledge (Religion): 23; {+1} Knowledge (Dungeoneering): 21; {+1} Knowledge (Arcana): 23; {+1} Knowledge (Local): 21; Listen: 5; Move Silently: 6; Open Lock: 4; {+1} Use Magic Device: 20; {+1} Search: 6; {+1} Spot: 8; Collector of Stories; Arcane dilettante (8 spells), opportunistic piety (+1 use)


Spoiler: Feat
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A general note on Feat selection: I wanted to load this build up with feats that play to the two ingredients. I’m not sure how metamagic feats for spell-like abilities work in the case of Arcane Dilettante, but there are clear rules for regular metamagic feats. It turned into a split of 1 feat that helps everything (Knowledge Devotion), 2 metabreath feats (Shape and Recover Breath), 2 metamagic feats (Extend and Empower Spell), and 2 feats that work to provide an additional Breath Weapon by way of the Spell-Like Abilities of the character (Obtain and Dragon Familiar). Would it have been nice to get some Fonts of Inspiration in? Sure! But this is a tight build with little room to breath despite being single classed.

1 - Shape Breath ( Requires Con 13) - The default breath weapon is a line for Dragonborn. I am taking this to maximize the area of effect, with Horatio able to use it for more types of crowd situations. The range gets pretty large too over time, so this will continue to be a useful alternate shape throughout our career.

3 - Knowledge Devotion (Requires Knowledge (Any) 5) - I mean, this is almost a required feat for Factota. It’s so cliche that I considered skipping it but the thing that sealed its place on my list was rereading the feat and noting that it benefits all damage rolls against a chosen target, which presumably would apply to spell and breath attacks too.

6 - Obtain Familiar (Knowledge (arcana) 4 ranks, arcane caster level 3rd) - Part of my multistage plan to use the contest ingredients. Factota have a caster level due to their Arcane Dilettante ability so by level 6 Horatio qualifies. Familiars are great and this one will be fairly sturdy since we’re focusing so much on constitution.

9 - Recover Breath (Requires Con 17) - Speeds up the recovery process on Horatio’s breath weapon. Since Hoaratio isn’t much of a hitter, it’s important to be able to use

12 - Dragon Familiar (CHA 13, ability to acquire a new familiar, arcane spellcaster level 7th, compatible alignment, Speak Language (Draconic)) - And here it comes to fruition! Due to Horatio’s spell-like abilities, he’s able to qualify for a familiar and here upgrade it to a wyrmling, who has its own breath weapon. Meanwhile, the spells Horatio favors are ones that contribute to his breath weapon, thus linking the ingredients in multiple ways!

15 - Extend Spell - At this point, Horatio wants to power up his spellcasting and he benefits by being able to prepare everything but one spell at his second highest level. However, I’m not sure how Quicken would interact since they are still cast as spell-like abilities. Extend seems like a safe and useful bet, able to extend spells like Greater Mage Armor to last all day.

18 - Empower Spell - As with Extend Spell, Horatio can make use of metamagics pretty liberally. This seemed like another safe choice that would be perpetually useful while not requiring a ruling on how it works.


Spoiler: The Kitchen
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How I make use of the ingredients!

Spoiler: Subsystem Table
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Level Class Inspiration Points Arcane Dilettante Spell Level Arcane Dilettante Spell-like Abilities Readied Breath Weapon Range Breath Weapon Damage
1st Factotum 2 - - 5 feet 1d8
2nd Factotum 3 0 1 10 feet 1d8
3rd Factotum 3 1 1 15 feet 2d8
4th Factotum 3 1 2 20 feet 2d8
5th Factotum 4 2 2 25 feet 2d8
6th Factotum 4 2 2 30 feet 3d8
7th Factotum 4 2 3 35 feet 3d8
8th Factotum 5 3 3 40 feet 3d8
9th Factotum 5 3 4 45 feet 4d8
10th Factotum 5 4 4 50 feet 4d8
11th Factotum 6 4 4 55 feet 4d8
12th Factotum 6 4 5 60 feet 5d8
13th Factotum 6 5 5 65 feet 5d8
14th Factotum 7 5 6 70 feet 5d8
15th Factotum 7 6 6 75 feet 6d8
16th Factotum 7 6 6 80 feet 6d8
17th Factotum 8 6 7 85 feet 6d8
18th Factotum 8 7 7 90 feet 7d8
19th Factotum 8 7 7 95 feet 7d8
20th Factotum 10 7 8 100 feet 7d8


Spoiler: Breath Weapon
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So I have three ways that I see ways that Horatio is the fulfilling the breath weapon aspect of the contest:

Racially:
“Heart (Su): A dragonborn who chooses heart as her draconic aspect gains a breath weapon. The breath weapon is a bright, shining line that coruscates with every metallic color. The line's length is 5 feet per Hit Die the dragonborn has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). The damage can be acid, cold, electricity, or fire, changing on each use as the dragonborn chooses. A successful Reflex save (DC 10 + 1/2 the dragonborn's HD + her Con modifier) halves the damage. A dragonborn can use her breath weapon once every 1d4 rounds.”

Via Spell-Like Abilities:
The spell Dragon Breath (Wizard/Sorcerer 3) gives a breath weapon.

Via Familiar:
Horatio takes Obtain Familiar and Dragon Familiar in order to have a Silver Dragon Wyrmling that can use its own breath weapon to assist Horatio.


Spoiler: Spell-Like Abilities
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Factota have extremely broad casting abilities, able to pick any spell from the Wizard/Sorcerer list, and use them as Spell-Like Abilities via Arcane Dilettante. As a result, Hoartio will pick the appropriate spells for the situation, favoring long duration buffs where he can, but Horatio will also take special interest in spells found in the Draconomicon that work with his breath weapon or, in the case of Dragon Breath (Sorcerer/Wizard 3), provide an additional breath weapon (for both Horatio and his Dragon Familiar once sharing spells starts happening). Spells like Breath Flare and Blinding Breath will power up the effect of his breath weapon, ultimately reaching the apex of fusion between Breath Weapon and Spell-Like Ability when Enervating Breath comes online at the highest levels.



Spoiler: Snapshots
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Spoiler: Fifth Level
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Well, we’re a Factotum with Spell-Like Abilities and a Breath Weapon. Horatio qualifies for the contest from second level and by fifth, we’re seeing a Jack of All Trades who can do a little healing, casting, and combatting and then can seize opportunities to do crowd control with two breath shapes. Factota usually suffer from not having the round after round big spike damage that a Rogue can dish out in a fight, but Horatio at least makes up for it by being good with hordes of minions and Knowledge Devotion is the best bang for your buck damage boosting feat that a Factotum can take.


Spoiler: Eighth Level (Sweet Spot)
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Here’s where we get the things that make it worth it to go Factotum! We finally lock in another point on our intelligence modifier which equates to being better at just about everything here. Cunning Surge kicks in to let us break the action economy on demand and we finally are casting third level spells with our Arcane Dilettante feature, which means we can use Dragon Breath (Wizard/Sorcerer 3) to have two breath weapons running with two separate clocks running on their recharges. In a level, those recharges will be even faster, but here’s where it premieres!


Spoiler: Tenth Level
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Factota pretty much get something at every level and by this point Horatio is getting faster with his breath, with more inspiration to use his tricks, and now having fourth level spell-like abilities.


Spoiler: Fifteenth Level
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We just keep getting better and better. Extend spell will allow some buff spells to remain up close to all day, making our contribution to the party consistently solid. Since eighth level, we’ve just been getting better and better at all the things we’ve been good at already!


Spoiler: Twentieth Level
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We get that last point on our intelligence mod and by this point are fully emulating class features from other classes. Beyond being a skill monkey, we’re contributing to just about every situation the party falls into and doing devastating numbers when it comes to minion swarms.


Spoiler: Chef’s Notes
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When the contest was announced, the specific prohibition of Dragon Fire Adept made me first think of its sister class, the Warlock. However, the Warlock felt like it checked a box rather than having synergy. I wanted the Breath Weapon to work in tandem with the Spell-Like Abilities rather than just parallel. Going Warlock, even if the breath weapon filled a niche that my invocation selection wouldn’t, just felt like I’d have an alternate Eldritch Blast which begged the question why bother. Furthermore, while I could grab Spell-Like Abilities from classes that also offered spellcasting, like Duskblades, I didn’t want the actual spellcasting to overshadow the Spell-Like Abilities. Enter the Factotum, which provides a robust Spell-Like Ability system and through Cunning Surge replaces the need for Quicken Breath. It also lacks a built in offensive package so the Breath Weapon remains relevant at all levels. I opted to forego multiclassing so those Spell-Like Abilities could remain in focus as we leveled up. Now about the Breath Weapon… I considered Half-Dragon, but I ultimately was happy with the Dragonborn’s inherent one. Once I had my race and my class locked in, I explored how I could increase the synergy between the two and I’m pretty happy with the result!


Spoiler: Sources
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Factotum - Dungeonscape
Dragonborn - Races of the Dragon

Shape Breath - Draconomicon
Knowledge Devotion - Complete Champion
Recover Breath - Draconomicon
Obtain Familiar - Complete Arcane
Dragon Familiar - Draconomicon
Recover Breath - Draconomicon
Extend Spell - SRD
Empower Spell - SRD

Collector of Stories - Complete Scoundrel

Breath Flare - Draconomicon
Blinding Breath - Draconomicon
Dragon Breath - Draconomicon
Enervating Breath - Draconomicon