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Thread: [3.5] Factotum

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    Halfling in the Playground
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    Default [3.5] Factotum

    Hey there!
    Since my group lacks of a skill monkey, i thought about building a Factotum. We start at level 10.
    Well, this class is completely new to my, so.. i'll write down my first ideas and hope to get some good advice.
    I think, Ih should take at least 8 levels of Factotum to get the Cunning Surge Ability.
    I'd take Imp. Trip, Power Attack, Knowledge Devotion (Skill Points won't be my problem i guess), Imperious Command (in combination with 'Never Outnumbered').
    The character would fight with a guisarm to trip the enemy...

    yeah.. that not very much so far.
    I'm open to everything.. Class-Combinations, Prestigeclasses, other ways for this class...

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    Default Re: [3.5] Factotum

    Actually, what you have is pretty darned skippy. You can blow an IP to add your Int to opposed Str checks, like a trip check, and your 3/4 BAB won't get in the way there since trip checks don't involve BAB (unlike disarm or grapple checks).

    I'd suggest you pop on some Armor Spikes in the rather unlikely even you CAN'T take a 5' step to swing with your guisarme, and you're pretty well straight.

    Thats the joy of the Factotum. Its so versatilte its tough to screw up. Pop on Knowledge Devotion and you are good to go!
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    Default Re: [3.5] Factotum

    Go straight factotum. all feats go to Font of Inspiration (up to your int mod times any way)

    http://www.wizards.com/default.asp?x=dnd/frcc/20070606

    other than that pick good spells for the limited number you have

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    Default Re: [3.5] Factotum

    You have Class Skills: All ever created.

    Take ranks in Iaijutsu Focus from Oriental Adventures. Take a good, hard look at that skill and think of the ways it can be used, especially with your Int mod added to it.
    Last edited by RelentlessImp; 2010-10-26 at 10:50 AM.
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    Default Re: [3.5] Factotum

    Quote Originally Posted by RelentlessImp View Post
    You have Class Skills: All ever created.
    Another handy one is Autohypnosis.
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    Default Re: [3.5] Factotum

    If your DM allows it, and if you are trying to optimize, repeated Fonts of Insiration are the most powerful thing out there for a Factotum. They also reek of cheese, and make the character less interesting (though undeniably more powerful) by replacing a whole mess of other feats he could have taken.

    Other than that, your build sounds a lot like the factotum I'm playing right now (though shes still at low level, and we use less non-core stuff than you listed.) The DM and I agreed that fonts of inspiration are out of the question, so she uses Power Attack, Expertise, and Improved Trip, along with a couple of regional feats for flavor.

    She fights with a guisarme for exactly the reasons you listed, and will probably take Combat Reflexes (because already she's having to pass up tons of possible attacks of opportunity, and decide which is the important one to take). If by then I've decided I like the tripping-with-reach-weapon tactic, then she'll take Weapon Focus (which I think is vastly underrated) and Short Haft (to use a reach weapon in close combat.)

    And if the DM ever changes his mind and says "Ya know, I think Fonts of Inspiration are allowed", then I hope I'll have the willpower to say no.

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    Default Re: [3.5] Factotum

    ohh and Luicid Dreaming, can't forget that one :)

    But seriously throw a rank in every skill you ever want to use. That one class ability that i can't recall does the rest.

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    Default Re: [3.5] Factotum

    Quote Originally Posted by RelentlessImp View Post
    You have Class Skills: All ever created.

    Take ranks in Iaijutsu Focus from Oriental Adventures. Take a good, hard look at that skill and think of the ways it can be used, especially with your Int mod added to it.
    Now take out a copy of Races of Stone and take a look at the gnomish quickrazor weapon.
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    Quote Originally Posted by archaeo View Post
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    Default Re: [3.5] Factotum

    These may also interest you: Factotum handbook, Fear handbook and Poison handbook.

    Underhanded tactics are lovely, eh?
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    Quote Originally Posted by Yukitsu View Post
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    Default Re: [3.5] Factotum

    If your DM allows it, and if you are trying to optimize, repeated Fonts of Insiration are the most powerful thing out there for a Factotum. They also reek of cheese, and make the character less interesting (though undeniably more powerful) by replacing a whole mess of other feats he could have taken.

    Other than that, your build sounds a lot like the factotum I'm playing right now (though shes still at low level, and we use less non-core stuff than you listed.) The DM and I agreed that fonts of inspiration are out of the question, and that Iaijutsu Focus and Autohypnosis are culturally specific skills that she has no way to study (at last until she spends time in the cultures in question.) With these limitations, she's a fun character who pulls her share of the weight both in and out of combat. Without them, I think she would be game-breaking (in out mostly Tier-3 party, anyway.)

    She uses Power Attack, Expertise, and Improved Trip, along with a couple of regional feats for flavor, and fights with a guisarme for exactly the reasons you listed. I will probably take Combat Reflexes next (she sees tons of possible attacks of opportunity with all the people tripped and/or having to move through her reach to attack her. But without Combat Reflexes, she has to pass on most of these opportunities and decide which is the important one to take each round). If by then I've decided I like the tripping-with-reach-weapon tactic, then she'll take Weapon Focus (which I think is vastly underrated) and Short Haft (to use a reach weapon in close combat.)

    And if the DM ever changes his mind and says "Ya know, I think Fonts of Inspiration are allowed", then I hope I'll have the willpower to say no.

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    Default Re: [3.5] Factotum

    Quote Originally Posted by mucat View Post
    If your DM allows it, and if you are trying to optimize, repeated Fonts of Insiration are the most powerful thing out there for a Factotum. They also reek of cheese, and make the character less interesting (though undeniably more powerful) by replacing a whole mess of other feats he could have taken.
    I've found on my factotum that getting FoI over and over really isn't that over powering at the usual levels of play. It really only gets dumb once you get access to good polymorph spells. (but the game is at it's breaking point then any way)

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    Default Re: [3.5] Factotum

    Quote Originally Posted by Yuki_Akuma View Post
    Now take out a copy of Races of Stone and take a look at the gnomish quickrazor weapon.
    And then close the book gently and walk away.

    An otherwise obscure weapon that's so perfectly suited to a class that every member of that class will end up using it is not good for the game.

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    Default Re: [3.5] Factotum

    Quote Originally Posted by mucat View Post
    And then close the book gently and walk away.

    An otherwise obscure weapon that's so perfectly suited to a class that every member of that class will end up using it is not good for the game.
    But it is a totally awesome weapon just from a flavour standpoint!
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    Quote Originally Posted by archaeo View Post
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    Default Re: [3.5] Factotum

    Quote Originally Posted by Sir Swindle89 View Post
    I've found on my factotum that getting FoI over and over really isn't that over powering at the usual levels of play.
    I would disagree in most cases, though it strongly depends on what other options are in play. Once you've got three or four copies of it (for six or ten Inspiration per encounter respectively), you can simply spam the "+Int to any roll" options on pretty much everything you do. And you don't have to be all that high-level for four Fonts. Hell, if two flaws are allowed, then a human factotum could have that many by level 3.

    And once you hit factotum level 8 and get Cunning Surge -- possibly with another Font or two by then as well -- it pretty much becomes a case of "I will stop my turn when I say I stop."

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    Default Re: [3.5] Factotum

    Quote Originally Posted by Yuki_Akuma View Post
    But it is a totally awesome weapon just from a flavour standpoint!
    It totally is. Until every factotum in the campaign trains in it...

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    Default Re: [3.5] Factotum

    Quote Originally Posted by mucat View Post
    I would disagree in most cases, though it strongly depends on what other options are in play. Once you've got three or four copies of it (for six or ten Inspiration per encounter respectively), you can simply spam the "+Int to any roll" options on pretty much everything you do. And you don't have to be all that high-level for four Fonts. Hell, if two flaws are allowed, then a human factotum could have that many by level 3.

    And once you hit factotum level 8 and get Cunning Surge -- possibly with another Font or two by then as well -- it pretty much becomes a case of "I will stop my turn when I say I stop."
    oh you were worried about the int+roll thing most worry about the 5 standard actions per turn (and casting shivering touch on each one of them.)

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    Default Re: [3.5] Factotum

    I thought, that just taking FoI might get a bit boring.. sound as i'd be bound to a single way of fighting. The whole thing whith the tripping and demoralizing was my play to have some different options infight.

    Have to talk with my dm about the Iaijutsu Focus. Not sure if OA is allowed. Flaws aren't btw
    Last edited by Dorna; 2010-10-26 at 11:20 AM.

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    Default Re: [3.5] Factotum

    Quote Originally Posted by Dorna View Post
    I thought, that just taking FoI might get a bit boring.. sound as i'd be bound to a single way of fighting. The whole thing whith the tripping and demoralizing was my play to have some different options infight.

    Have to talk with my dm about the Iaijutsu Focus. Not sure if OA is allowed. Flaws aren't btw
    Well that's the great thing about the Factotum, you're not bound to a single style of fighting any more than a Wizard is bound to a single spell.

    FoI just gets you more inspiration points, letting you use your class features more often. It's perhaps the least limiting feat in the books, because it equally helps your ranged attacks, melee attacks, AC, skills, saving throws, spellcasting, ect.

    The only thing it limits you to is "Being a Factotum", which is "Being a little bit of everything".

    Factotums are for people who when asked "What type of character are you going to make" respond "Yes please".
    Last edited by BRC; 2010-10-26 at 11:27 AM.
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    Default Re: [3.5] Factotum

    Quote Originally Posted by Dorna View Post
    Have to talk with my dm about the Iaijutsu Focus. Not sure if OA is allowed. Flaws aren't btw
    oh god look what you guys have gone and done.

    The way people use IF on here is not the way it's meant to be used. It was supposed to be for duals and it shouldn't really be allowed any where else.

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    Default Re: [3.5] Factotum

    Quote Originally Posted by Sir Swindle89 View Post
    oh god look what you guys have gone and done.

    The way people use IF on here is not the way it's meant to be used. It was supposed to be for duals and it shouldn't really be allowed any where else.
    Iaijutsu is the art of drawing your weapon and striking quickly. It is not entirely relegated to duels.

    OA even talks about how to use it in normal combat.
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    Default Re: [3.5] Factotum

    Quote Originally Posted by Sir Swindle89 View Post
    oh you were worried about the int+roll thing most worry about the 5 standard actions per turn (and casting shivering touch on each one of them.)
    Yeah, that's when it gets really out of hand (hence my second paragraph). But even at lower levels, too many uses per encounter of the +Int powers could sideline most other Tier-3 classes. (Especially if your factotum invests early on in a wand of Fox's Cunning; he could get a partially charged one by level 2, and keep replacing it as needed. If his unaided Int is 18, then in any encounter where he's had enough warning to use the wand beforehand, he's running at +6 to hit, +6 damage, +6 to saves, and +Factotum Level to skills. Unless it's a Dex or Str-based skill; then it's +Int and +Factotum Level.)

    If the ranger or paladin standing next to him are going to have a chance to be relevant, there has to be the limitation of running out of Inspiration Points.


    Quote Originally Posted by Yuki_Akuma View Post
    Iaijutsu is the art of drawing your weapon and striking quickly. It is not entirely relegated to duels.

    OA even talks about how to use it in normal combat.
    True...but pair it with a weapon that can be sheathed and drawn with every attack, and a class that rolls Iaijutsu Focus checks at massive bonuses, and you must admit the skill performs in ways the designers never intended!


    Again, what I've got in mind as I say these things is Factotum as a solid Tier-3 class. If we're trying to make a Tier-1 martial character, then a Factotum with all the stops pulled out might be perfect.
    Last edited by mucat; 2010-10-26 at 11:43 AM.

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    Default Re: [3.5] Factotum

    and thats not even considering the fact that you could always shape change into a mountain giant or somthing and use a giant quick razor

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    Default Re: [3.5] Factotum

    I fashioned a PrC with the Factotum in mind. If interested: Monstrumologist

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    Default Re: [3.5] Factotum

    Ok. My DM ist somehow.. lost. But i don't think OA is allowed.

    I have to think a bit about the way I suggested first and the 'I take the same Talent as often as i can'-Thing .. the name is gone for the moment... ;)

    Any Gear advices? As a level 10 Character I got ~49k gp to start with.

    My stats should be (Roll 4d6 take 3): Str 12, Dex 14, Con 14, Int 16, Wis 8, Cha 15

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    Default Re: [3.5] Factotum

    Quote Originally Posted by Sir Swindle89 View Post
    oh you were worried about the int+roll thing most worry about the 5 standard actions per turn (and casting shivering touch on each one of them.)
    That's actually a class myth. Factotums are expressly forbidden in dungeonscape from casting the same spell more than once per day. Its the last sentence of the third paragraph of the ability "Arcane Dilettante", in case anyone needs to look it up.
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    Default Re: [3.5] Factotum

    Quote Originally Posted by Dorna View Post
    Any Gear advices? As a level 10 Character I got ~49k gp to start with.
    +1 Adamantine Spellstoring Guisarme - ~11300 g
    Boots of Speed with Anklets of Tranlocation (MIC) added - 14100 g
    +2 Int hat - 4000 g
    +2 Con neck - 4000 g
    Armbands of Might - 4100 g (MIC)
    Scouts Headband - 3400 g (MIC)
    Gloves of Fortunate Striking - 2000 g (MIC)
    Third Eye: Clarity - 3000 g (MIC)
    Wand of Lesser Vigor - 750 g (SpC)
    Wand of Entangle - 750 g
    Lesser Revelation Crystal - 1000g (MIC)

    That leaves you with ~600 in petty cash for a couple of scrolls that might just save your butt (like Restoration), or a couple of Quall's Feather Tokens. That covers if you get stunned (Third Eye), Grappled (Anklets), someone tries to sunder you (Adamantine weapon), gives you stat boosts (+Int/Con), increases your trip checks (Armbands), 1 per day reroll on clutch attacks (Gloves), and gives you limited True Seeing (Headband) with the option of sharing it with others (Revelation Crystal), as well as a great source of OOC healing (Wand of Lesser Vigor). I think I pretty much covered all the bases.

    During your off days, you can charge your Spellstoring weapon with something like Combust or Vampyric Touch, or if you have a drood in your party, Poison is a great filler. If you plan on using Vampyric Touch exclusively, you might consider subbing Spellstoring for Bloodstone (MIC), which is Spellstoring that only works for Vamp Touch, but auto empowers it for free. Its still a +1 equiv like Spellstoring.
    Last edited by Keld Denar; 2010-10-26 at 01:20 PM.
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    Default Re: [3.5] Factotum

    Quote Originally Posted by Godskook View Post
    That's actually a class myth. Factotums are expressly forbidden in dungeonscape from casting the same spell more than once per day. Its the last sentence of the third paragraph of the ability "Arcane Dilettante", in case anyone needs to look it up.
    I presume he meant "casting" it with a wand. Use Magic Device is, oddly enough, a class spell for the factotum.

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    Default Re: [3.5] Factotum

    Quote Originally Posted by mucat View Post
    I presume he meant "casting" it with a wand. Use Magic Device is, oddly enough, a class spell for the factotum.
    I didn't think of that but

    OH SNAP!

    thx for the backup

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    Default Re: [3.5] Factotum

    Quote Originally Posted by Keld Denar View Post
    +1 Adamantine Spellstoring Guisarme - ~11300 g
    Boots of Speed with Anklets of Tranlocation (MIC) added - 14100 g
    +2 Int hat - 4000 g
    +2 Con neck - 4000 g
    Armbands of Might - 4100 g (MIC)
    Scouts Headband - 3400 g (MIC)
    Gloves of Fortunate Striking - 2000 g (MIC)
    Third Eye: Clarity - 3000 g (MIC)
    Wand of Lesser Vigor - 750 g (SpC)
    Wand of Entangle - 750 g
    Lesser Revelation Crystal - 1000g (MIC)
    Nice things! But one Problem I still have is ne AC. 12 might be a bit low Maybe I should buy an armor

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    Default Re: [3.5] Factotum

    Quote Originally Posted by Dorna View Post
    Nice things! But one Problem I still have is ne AC. 12 might be a bit low Maybe I should buy an armor
    Armor is good. In a few levels, you'll be able to add your Int to AC without spending Inspiration points.
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