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 Factotum Pathfinder Conversion

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JulianAmici
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PostSubject: Factotum Pathfinder Conversion   Thu Mar 14, 2013 9:09 pm

This is a Pathfinder Conversion of the Factotum Class from Dungeonscape. Not much is required to convert this class, but some changes to a few items and notes on others are in order.

_________________
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

After the lights go out on you/After your worthless life is through/I will remember how you scream
I can't afford to care/I can't afford to care ("Lights Out" Breaking Benjamin)
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JulianAmici
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PostSubject: Class: Factotum    Thu Mar 14, 2013 11:08 pm

Factotum

It is foolhardy to explore a dungeon alone. Those who attempt to do so quickly find that they lack the skills needed to get the job done. Sometimes, this can happen in larger parties as well. Enter the factotum, a new standard class, capable of mimicking the abilities of others and filling in when the need is greatest.
After a lifetime of work, few can claim even a fraction of the versatility that the factotum displays every day. Skilled in nearly every art, factotums draw upon their lore to master almost any trade or ability for a brief period of time before other pursuits draw their attention. Whereas bards use their general knowledge to aid others, factotums focus their abilities solely upon themselves. Constantly on the hunt for new abilities and tricks, factotums eventually find the right tool to overcome practically any problem.
As a factotum, you are a jack of all trades. For short periods of time, you can stand in for almost any other member of the party. Your intellect, training, and experiences allow you to bolster your efforts in almost any situation. But your magical abilities are at best limited. You can master potent spells, but your lack of formal training makes it difficult for you to use them more than once each day. Furthermore, your understanding of magic is broad rather than deep.

Hit die: d8

Starting gold: 6d4x10

Skill points: 6 + Int

Class Skills: All. Factotums have a huge repository of knowledge, allowing them to treat any skill as a class skill.

Level BAB Fort Ref Will Spell Level Inspiration Points Special
1 +0 +0 +2 +0 - 2 Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding
2 +1 +0 +3 +0 0 3 Arcane Dilettante (1 spell)
3 +2 +1 +3 +1 1 3 Brains Over Brawn, Cunning Defense
4 +3 +1 +4 +1 1 3 Arcane dilettante (2 spells), Cunning Strike
5 +3 +1 +4 +1 2 4 Opportunistic Piety
6 +4 +2 +5 +2 2 4 Bonus Feat
7 +5 +2 +5 +2 2 4 Arcane Dilettante (3 spells)
8 +6/+1 +2 +6 +2 3 5 Cunning Surge
9 +6/+1 +3 +6 +3 3 5 Arcane dilettante (4 spells)
10 +7/+2 +3 +7 +3 4 5 Opportunistic Piety (+1 use)
11 +8/+3 +3 +7 +3 4 6 Cunning Breach
12 +9/+4 +4 +8 +4 4 6 Arcane Dilettante (5 spells)
13 +9/+4 +4 +8 +4 5 6 Cunning Dodge
14 +10/+5 +4 +9 +4 5 7 Arcane Dilettante (6 spells)
15 +11/+6/+1 +5 +9 +5 6 7 Opportunistic Piety (+1 use)
16 +12/+7/+2 +5 +10 +5 6 7 Improved Cunning Defense
17 +12/+7/+2 +5 +10 +5 6 8 Arcane Dilettante (7 spells)
18 +13/+8/+3 +6 +11 +6 7 8 Bonus Feat
19 +14/+9/+4 +6 +11 +6 7 8 Cunning Brilliance
20 +15/+10/+5 +6 +12 +6 7 10 Arcane Dilettante (8 spells), Opportunistic Piety (+1 use)

Class Features:

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.

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): 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 involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a 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.

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).

Arcane Dilettante (Sp): At 2nd 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 spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1–1. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard 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 must 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.

Brains over Brawn (Ex): At 3rd 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 Acrobatics, Climb, and Stealth.

Cunning Defense (Ex): You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge 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 damage. You must spend the inspiration point to activate this ability before making the attack roll. 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): When a factotum reaches 5th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability requires the expenditure of 1 inspiration point to channel divine energy as a standard action. A factotum uses her factotum level as her effective cleric level when channeling positive energy. This is a Wisdom-based ability. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use opportunistic piety if you have exhausted your daily uses, even if you have inspiration points left to spend.

Bonus Feat: The character can choose any feat they qualify for as a bonus feat.

Cunning Surge (Ex): Starting at 8th level, you learn to push yourself when needed. By spending 3 inspiration points, you can take an extra standard action during your turn.

Cunning Breach (Su): Starting at 11th level, your broad knowledge allows you to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 inspiration points as a free action, you can ignore a single target’s spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.

Cunning Dodge (Ex): Starting at 13th level, your luck, reflexes, and intuition allow you to avoid an attack or spell that would otherwise defeat you. If you take damage that would reduce you to 0 or fewer hit points, you can spend 4 inspiration points as an immediate action to ignore the damage. You dodge out of the way, take cover from a spell, or otherwise escape. You can use this ability once per day.
Improved Cunning Defense (Ex): At 16th level, you gain your Intelligence bonus as a dodge bonus to Armor Class. You no longer need to spend an inspiration point to gain this benefit. Unlike the standard cunning defense ability, you do not gain this benefit when wearing medium or heavy armor.

Cunning Brilliance (Ex): At 19th level, you become the ultimate jack of all trades. Your sharp mind and keen sense of your surroundings allow you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, you gain the benefits and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your factotum level. You can use each chosen class ability once per day.
For example, if you use a monk’s flurry of blows ability, you gain all the benefits and drawbacks described under Flurry of Blows (PH 40). You do not gain the benefits of unarmed strike, because that is a separate ability in the monk’s class description.

_________________
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

After the lights go out on you/After your worthless life is through/I will remember how you scream
I can't afford to care/I can't afford to care ("Lights Out" Breaking Benjamin)


Last edited by JulianAmici on Fri Mar 15, 2013 8:55 pm; edited 2 times in total
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JulianAmici
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PostSubject: Re: Factotum Pathfinder Conversion   Thu Mar 14, 2013 11:10 pm

There you go Tom Smile Comments and criticism welcome. I'm a bit unhappy with 20th level. I may do a switch of 19 and 20 since the last ability you gain makes more sense as a capstone ability.

_________________
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

After the lights go out on you/After your worthless life is through/I will remember how you scream
I can't afford to care/I can't afford to care ("Lights Out" Breaking Benjamin)
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Smilingotter
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PostSubject: Re: Factotum Pathfinder Conversion   Fri Mar 15, 2013 9:52 am

Thanks!

Switching the 19/20 abilities does make more sense. (At least on a theoretical level - it's not like we'll ever get to 20, short of some major flash-forwarding.)
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Cogsworth
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PostSubject: Re: Factotum Pathfinder Conversion   Fri Mar 15, 2013 7:39 pm

Very nice !

Two things I might mention:

One - I don't think Pathfinder includes xp cost with spells. I'm pretty sure they don't with item creation and it would track that it wouldn't with spells. Might need to look at a gp restriction on spells you learn.

Second: Don't underestimate Pat. We're liable to be level 2 one week, level 12 the next (g).
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JulianAmici
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PostSubject: Re: Factotum Pathfinder Conversion   Fri Mar 15, 2013 8:22 pm

Thanks Tony - I had forgotten to delete that line.

_________________
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)

After the lights go out on you/After your worthless life is through/I will remember how you scream
I can't afford to care/I can't afford to care ("Lights Out" Breaking Benjamin)
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