PairO'Dice Lost
2010-04-27, 09:38 PM
Premise: It seems to be the general consensus that the factotum effectively replaces the rogue at the pure skillmonkey role.
Premise: Several posters here have suggested that a Wis-based factotum would make an excellent monk replacement.
Premise: There are 6 ability scores, and there are 6 non-casters in the PHB (by which I mean the classes that are more mundane than magical: barbarian, fighter, monk, paladin, ranger, rogue).
Premise: I needed another reason to put off homework.
Conclusion: I decided to made several factotum class variants/ACFs to cover the 6 base classes, each with a different key ability. Not to balance them, not to hold up the factotum as the paragon of class design, but just to see how it would turn out.
Mighty Factotum
The mighty factotum relies on his brute force to solve his problems; he uses his Strength wherever a default factotum would use his Intelligence.
Weapon Aptitude (Replaces Trapfinding)
You gain the Weapon Aptitude ability as a warblade of half your class level.
Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Iron Heart or Stone Dragon maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).
Mighty Swing (Replaces Cunning Strike)
You can spend 1 inspiration point to gain an extra attack of opportunity, which must be used before the start of your next turn; you may spend multiple inspiration points to gain more than one extra attack of opportunity in a round.
Opportunistic Tactics (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
take a full attack as a standard action
gain a single fighter bonus feat feat, as long as you meet its prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
gain all the benefits of the dungeoncrasher fighter until the start of your next turn as a swift action
take a penalty to attack rolls up to 1/2 your base attack bonus and add the same amount as a bonus to Will saves for one round as an immediate action
This ability may be used (3+Int) times per day, gaining 1 additional daily use every 5 levels after 5th.
Swift Factotum
The swift factotum relies on his natural agility to explore his surrondings; he uses his Dexterity wherever a default factotum would use his Intelligence.
Favored Enemy (Replaces Trapfinding)
You gain the favored enemy ability as a ranger of half your class level.
Divine Dilettante (Replaces Arcane Dilettante)
This functions as the Arcane Dilettante ability in all ways except that spells are chosen from the ranger and druid spell lists and that the maximum level of spell able to be prepared is is as indicated on Table 1.
Swift Aim (Replaces Cunning Strike)
You can spend 1 inspiration point to gain a +3 bonus to a single attack roll; if you spend multiple inspiration points to add to the same attack roll, the bonus is cumulative.
Opportunistic Empathy (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
make a wild empathy attempt as a ranger of your class level as a standard action
gain a single feat with favored enemy as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
subtract a number up to your base attack bonus from ranged attack rolls and add the same number to your ranged damage rolls until the start of your next turn as a swift action
gain the benefits of evasion against a single spell or ability as an immediate action
This ability may be used (3+Cha) times per day, gaining 1 additional daily use every 5 levels after 5th.
Stalwart Factotum
The stalwart factotum relies on his raw toughness to see him through combat; he uses his Constitution wherever a default factotum would use his Intelligence.
Uncanny Dodge (Replaces Trapfinding)
You gain the uncanny dodge ability as a barbarian of half your class level.
Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Stone Dragon or Tiger Claw maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).
Stalwart Endurance (Replaces Cunning Strike)
You can spend 1 inspiration point to gain DR 3/— against 1 attack; if you spend multiple inspiration points to gain DR against the same attack, the DR is cumulative.
Opportunistic Ferocity (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
enter a rage (lasts 3+Str modifier rounds) a standard action
gain a single feat with rage (or its improvements) as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
gain improved uncanny dodge until the start of your next turn as a swift action
gain (2*level+Str) temporary hit points as an immediate action
This ability may be used (3+Str) times per day, gaining 1 additional daily use every 5 levels after 5th.
Cunning Factotum
The cunning factotum uses Intelligence as normal.
Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Setting Sun or Shadow Hand maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).
Opportunistic Trickery (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
make a Crippling Strike (as the rogue special ability) against a target able to be affected by a sneak attack as a standard action
gain a single feat with sneak attack as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
use any skill trick for which you meet the prerequisites as a swift action
make a Defensive Roll (as the rogue special ability) as an immediate action
This ability may be used (3+Dex) times per day, gaining 1 additional daily use every 5 levels after 5th.
Insightful Factotum
The insightful factotum relies on his deep insight to make his way in the world; he uses his Wisdom wherever a default factotum would use his Intelligence.
Unarmed Damage (Replaces Trapfinding)
You gain the unarmed damage ability of a monk of your size, used as a monk of half your class level.
Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Diamond Mind or Setting Sun maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).
Insightful Flurry (Replaces Cunning Strike)
You can spend 1 inspiration point to gain an extra attack at your highest base attack bonus, though all attacks made this round (including the extra one) take a -2 penalty; if you spend multiple inspiration points to gain multiple extra attacks, the penalties are cumulative.
Opportunistic Motion (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
turn invisible (as greater invisibility) for one round as a standard action
gain a single feat with Improved Unarmed Strike as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
increase your base speed by (2*level+Con) feet for one round, rounded down to the nearest 5 feet, as a swift action
ignore up to (2*level+Con) feet of falling damage, rounded down to the nearest 5 feet, as an immediate action
This ability may be used (3+Con) times per day, gaining 1 additional daily use every 5 levels after 5th.
Devoted Factotum
The devoted factotum relies on his supreme piety to guide him; he uses his Charisma wherever a default factotum would use his Intelligence.
Smite Opposition (Replaces Trapfinding)
You gain the Smite ability of the paladin matching your alignment, used as a paladin of half your class level.
Divine Dilettante (Replaces Arcane Dilettante)
This functions as the Arcane Dilettante ability in all ways except that spells are chosen from the paladin and cleric spell lists and that the maximum level of spell able to be prepared is as indicated on Table 1. The devoted factotum uses the spell list of the paladin variant closest to his own alignment (honor, freedom, balance, etc.), and he may not cast paladin or cleric spells with an alignment descriptor opposed to his own.
Devoted Health(Replaces Cunning Strike)
You can spend 1 inspiration point to cure a single poison or disease in yourself or a touched creature; if you spend multiple inspiration points to heal multiple creatures, it requires a standard action to touch all of the targets.
Opportunistic Faith (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
make a turn or rebuke attempt as a cleric of your class level as a standard action
gain a single feat with Improved Unarmed Strike as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
heal a touched living or undead creature (2*level+Wis) hit points as a swift action
heal yourself (2*level+Wis) hit points as an immediate action
This ability may be used (3+Wis) times per day, gaining 1 additional daily use every 5 levels after 5th.
Table 1: Ability Level Maxima
{table=head]Class Level|Max Spell Level|Max Maneuver Level
1|—|—
2|1|1
3|1|1
4|1|1
5|2|2
6|2|2
7|2|2
8|2|2
9|3|3
10|3|3
11|3|3
12|3|4
13|3|4
14|4|4
15|4|4
16|4|5
17|4|5
18|4|5
19|4|6
20|5|6[/table]
Table 2: Brains Over Brawn Equivalents
{table=head]Variant|Name|Associated Abilities
Mighty|All Muscles|Dex and Cha
Swift|Quick-Witted|Con and Wis
Stalwart|Brawn Over Brains|Wis and Cha
Cunning|Brains Over Brawn|Str and Dex
Insightful|One with the World|Str and Int
Devoted|Zealous|Con and Int[/table]
I whipped these up in about half an hour, so I can't vouch for their balance (either objective or relative to each other), but I think I've captured the flavor of the six classes as best I could working within the factotum framework. Critique away!
Premise: Several posters here have suggested that a Wis-based factotum would make an excellent monk replacement.
Premise: There are 6 ability scores, and there are 6 non-casters in the PHB (by which I mean the classes that are more mundane than magical: barbarian, fighter, monk, paladin, ranger, rogue).
Premise: I needed another reason to put off homework.
Conclusion: I decided to made several factotum class variants/ACFs to cover the 6 base classes, each with a different key ability. Not to balance them, not to hold up the factotum as the paragon of class design, but just to see how it would turn out.
Mighty Factotum
The mighty factotum relies on his brute force to solve his problems; he uses his Strength wherever a default factotum would use his Intelligence.
Weapon Aptitude (Replaces Trapfinding)
You gain the Weapon Aptitude ability as a warblade of half your class level.
Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Iron Heart or Stone Dragon maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).
Mighty Swing (Replaces Cunning Strike)
You can spend 1 inspiration point to gain an extra attack of opportunity, which must be used before the start of your next turn; you may spend multiple inspiration points to gain more than one extra attack of opportunity in a round.
Opportunistic Tactics (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
take a full attack as a standard action
gain a single fighter bonus feat feat, as long as you meet its prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
gain all the benefits of the dungeoncrasher fighter until the start of your next turn as a swift action
take a penalty to attack rolls up to 1/2 your base attack bonus and add the same amount as a bonus to Will saves for one round as an immediate action
This ability may be used (3+Int) times per day, gaining 1 additional daily use every 5 levels after 5th.
Swift Factotum
The swift factotum relies on his natural agility to explore his surrondings; he uses his Dexterity wherever a default factotum would use his Intelligence.
Favored Enemy (Replaces Trapfinding)
You gain the favored enemy ability as a ranger of half your class level.
Divine Dilettante (Replaces Arcane Dilettante)
This functions as the Arcane Dilettante ability in all ways except that spells are chosen from the ranger and druid spell lists and that the maximum level of spell able to be prepared is is as indicated on Table 1.
Swift Aim (Replaces Cunning Strike)
You can spend 1 inspiration point to gain a +3 bonus to a single attack roll; if you spend multiple inspiration points to add to the same attack roll, the bonus is cumulative.
Opportunistic Empathy (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
make a wild empathy attempt as a ranger of your class level as a standard action
gain a single feat with favored enemy as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
subtract a number up to your base attack bonus from ranged attack rolls and add the same number to your ranged damage rolls until the start of your next turn as a swift action
gain the benefits of evasion against a single spell or ability as an immediate action
This ability may be used (3+Cha) times per day, gaining 1 additional daily use every 5 levels after 5th.
Stalwart Factotum
The stalwart factotum relies on his raw toughness to see him through combat; he uses his Constitution wherever a default factotum would use his Intelligence.
Uncanny Dodge (Replaces Trapfinding)
You gain the uncanny dodge ability as a barbarian of half your class level.
Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Stone Dragon or Tiger Claw maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).
Stalwart Endurance (Replaces Cunning Strike)
You can spend 1 inspiration point to gain DR 3/— against 1 attack; if you spend multiple inspiration points to gain DR against the same attack, the DR is cumulative.
Opportunistic Ferocity (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
enter a rage (lasts 3+Str modifier rounds) a standard action
gain a single feat with rage (or its improvements) as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
gain improved uncanny dodge until the start of your next turn as a swift action
gain (2*level+Str) temporary hit points as an immediate action
This ability may be used (3+Str) times per day, gaining 1 additional daily use every 5 levels after 5th.
Cunning Factotum
The cunning factotum uses Intelligence as normal.
Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Setting Sun or Shadow Hand maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).
Opportunistic Trickery (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
make a Crippling Strike (as the rogue special ability) against a target able to be affected by a sneak attack as a standard action
gain a single feat with sneak attack as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
use any skill trick for which you meet the prerequisites as a swift action
make a Defensive Roll (as the rogue special ability) as an immediate action
This ability may be used (3+Dex) times per day, gaining 1 additional daily use every 5 levels after 5th.
Insightful Factotum
The insightful factotum relies on his deep insight to make his way in the world; he uses his Wisdom wherever a default factotum would use his Intelligence.
Unarmed Damage (Replaces Trapfinding)
You gain the unarmed damage ability of a monk of your size, used as a monk of half your class level.
Martial Dilettante (Replaces Arcane Dilettante)
At the start of each day, choose a number of Diamond Mind or Setting Sun maneuvers equal to the number of spells a default factotum of your level could prepare with Arcane Dilettante, with a maximum level as indicated on Table 1; these maneuvers are readied at the start of every encounter. Your initiator level for these maneuvers is equal to your class level, and you may not recover maneuvers readied through this ability (as if they were gained via Martial Study).
Insightful Flurry (Replaces Cunning Strike)
You can spend 1 inspiration point to gain an extra attack at your highest base attack bonus, though all attacks made this round (including the extra one) take a -2 penalty; if you spend multiple inspiration points to gain multiple extra attacks, the penalties are cumulative.
Opportunistic Motion (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
turn invisible (as greater invisibility) for one round as a standard action
gain a single feat with Improved Unarmed Strike as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
increase your base speed by (2*level+Con) feet for one round, rounded down to the nearest 5 feet, as a swift action
ignore up to (2*level+Con) feet of falling damage, rounded down to the nearest 5 feet, as an immediate action
This ability may be used (3+Con) times per day, gaining 1 additional daily use every 5 levels after 5th.
Devoted Factotum
The devoted factotum relies on his supreme piety to guide him; he uses his Charisma wherever a default factotum would use his Intelligence.
Smite Opposition (Replaces Trapfinding)
You gain the Smite ability of the paladin matching your alignment, used as a paladin of half your class level.
Divine Dilettante (Replaces Arcane Dilettante)
This functions as the Arcane Dilettante ability in all ways except that spells are chosen from the paladin and cleric spell lists and that the maximum level of spell able to be prepared is as indicated on Table 1. The devoted factotum uses the spell list of the paladin variant closest to his own alignment (honor, freedom, balance, etc.), and he may not cast paladin or cleric spells with an alignment descriptor opposed to his own.
Devoted Health(Replaces Cunning Strike)
You can spend 1 inspiration point to cure a single poison or disease in yourself or a touched creature; if you spend multiple inspiration points to heal multiple creatures, it requires a standard action to touch all of the targets.
Opportunistic Faith (Replaces Opportunistic Piety)
You can spend 1 inspiration point to do one of the following:
make a turn or rebuke attempt as a cleric of your class level as a standard action
gain a single feat with Improved Unarmed Strike as a prerequisite, as long as you meet its other prerequisites, as a move action (the feat lasts until the end of the encounter or for 5 minutes, whichever comes first)
heal a touched living or undead creature (2*level+Wis) hit points as a swift action
heal yourself (2*level+Wis) hit points as an immediate action
This ability may be used (3+Wis) times per day, gaining 1 additional daily use every 5 levels after 5th.
Table 1: Ability Level Maxima
{table=head]Class Level|Max Spell Level|Max Maneuver Level
1|—|—
2|1|1
3|1|1
4|1|1
5|2|2
6|2|2
7|2|2
8|2|2
9|3|3
10|3|3
11|3|3
12|3|4
13|3|4
14|4|4
15|4|4
16|4|5
17|4|5
18|4|5
19|4|6
20|5|6[/table]
Table 2: Brains Over Brawn Equivalents
{table=head]Variant|Name|Associated Abilities
Mighty|All Muscles|Dex and Cha
Swift|Quick-Witted|Con and Wis
Stalwart|Brawn Over Brains|Wis and Cha
Cunning|Brains Over Brawn|Str and Dex
Insightful|One with the World|Str and Int
Devoted|Zealous|Con and Int[/table]
I whipped these up in about half an hour, so I can't vouch for their balance (either objective or relative to each other), but I think I've captured the flavor of the six classes as best I could working within the factotum framework. Critique away!