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    Default Factotum Variants [PEACH]

    So here I am, plotting for a game where I would be using a Variant Factotoum (The Martial Factotum Presented here in fact) and it hit me, why not make variants facotus for all the major types of abilities? Why Limit them to arcane magic? It isn't that hard to swap it out for Divine Magic, Druidic Magic, or even Psionics! So without further ado, here's my take on five Variants for the wonderfully Versatile Factotum Class!

    Variant 1- Psionic Factotum
    Variant 2- Martial Factotum
    Variant 3- Divine Factotum
    Variant 4- Wild Factotum
    Variant 5- Invoking Factotoum aka 'Locktotum'
    Appendix- New Factotum Feats


    Psionic Factotum

    At 2nd Level your inner psionic abilities begin to manifest. They are
    somewhat random and ill-refined, but imensely useful to you nonetheless.
    Each day you may choose a number of Powers from the Psion list to use,
    using the same levels and quantity as a standard Factotum's arcane
    abilities. You cannot pick Psionic Abilities availble only to one
    discipline. You cast these abilities as Psi-Like Abilities, like with
    Arcane Diletante. However, unlike normal Psi-Like abilities, your abilities
    cost power points, but can be used so long as you can fuel them.

    A Factotum gains a number of Power Points equal to his Factotum level. In
    addition, the Factotum gains bonus power points based on his Intelligence.
    A Factotum's Manifester level for their Psi-Like abilities is equal to his
    Factotum level.

    It costs one inspiration point to manifest a Psi-Like ability, in addition
    to whatever Power Point cost is accrued. A Factotum may augment their
    Psi-Like abilities as a normal manifester.

    -------------------------------------------

    Martial Factotum

    Add a Free Exotic Weapon Proficiency with a weapon of your choice at 1st
    level, so long as that weapon appears on the preferred weapon list of a
    Martial Discipline.

    At 2nd Level, your study and training unlocks the first steps of the
    Sublime Way to you. You gain the use, per day, of a number of Manuvers
    equal the standard spells per day of a Standard Factotum plus your
    intelligence modifier. The maximum level of manuver available to you is
    done by adding one to the maximum spell level available to a Factotum of
    the same level. So a 2nd level Factotum would have access only to level 1
    Manuvers, while a 14th level Factotum would be allowed level 6 manuvers.

    You may only select a particular manuver once for any given day. You may
    ignore a number of preqresites for a manuver equal to your intelligence
    modifier. Which means that if you wanted to take, for example, Emerald
    Razor, you could do so without taking any other Diamond Mind Manuvers
    assuming your intelligence modifer is at least a +1. YOu can, of course,
    still take prereqisite manuvers and qualify for things you cannot. For
    example, to take Disrupting Blow with an intelligence modifier of +1, you
    could take Emerald Razor and then qualify.

    Any other restrictions for taing a manuver, namely the alignment
    restrictions of some Devoted Spirit Manuvers, still apply. A facotum's
    initator level is equal to their Factotum level. This does allow a Factotum
    to expand their knowledge of the Sublime way with the Martial Study and
    Martial Stance feats, and they may use the same prerequisite ignoring rules
    with them. However if they take a feat, and somehow lose intelligence or do
    not take the correct manuvers to qualify, you lose the benefit of the feat until the situation is rectified.

    A Factotum may take up to once Stance per day, as one of thier manuvers,
    using the same qualifying rules outlined above. So a Factotum with an
    intelligence modifier of +1, you could take the Absolute Steel Stance
    without taking any other Iron Heart Manuvers for that day.

    It costs the Factotum one inspiration point to utilize a manuver, even
    though each manuver can only be used once per day. This does not affect
    manuvers gained through feats, they are still recovered each encoutner, but
    use the Factotum's level as the initiator level.

    However, the study of the Sublime Way delays the factotum's ability to
    channel the Divine. At 10th level, instead of gaining an additional use of
    Opportunistic Piety, the Factotum gains the Cunning Manuver ability.

    Cuning Manuver(Ex)- When a Martial Factotum uses one of their martial
    manuver, they may spend extra inspiration points to gain one of two
    effects:
    By spending 4 points, they do not lose the use of the manuver for the rest
    of the day.
    By spending 3 points, they double the threat range of the weapon they are
    wielding while using the manuver.

    -------------------------------------------

    Divine Facototum

    At 2nd level, the Divine Facotoum gains the ability to cast a limited
    number of divine spells. These spells are chosen fromt he Cleric list and
    gained in exactly the same way as a standard Factotum's arcane spells. A
    Divine Factotum cannot cast Divine Spells with an alignment descriptor
    opposite their own.

    In addition, whenever a Divine Factotum gains an additional use of
    Opportunistic Piety, they may instead gain a Free Divine Feat which they may use at the cost of two inspiration points or one use of Opportunistic piety per turning attempt required.

    For example, a Divine Factotum may taek the feat "Glorious Weapons" for
    free at 10th level, and fuel it's use with either two inspiration points or
    one use of Opportunistic Piety.

    A Divine Factotum make take Divine Feats normally and fuel them in the same
    manner.

    -------------------------------------------

    Wild Factotum

    A Wild Facototum is more in tune with nature than their fellows. A Wild
    Factotum is limited to the Druid's choices of Weapons and Armor, but only
    loses their spell casting and Wilding abilities if they break the restriction.

    At 2nd level the Wild Factotum learns to cast druid spells int he same
    manner a Standard Factotum casts Arcane Spells.

    A Wild Factotum does not gain access to Opportunistic Piety, but instead
    gains the 'Wilding' ability.

    Wilding(Su):
    A Wild Factotum's Connection with nature gives them a few very
    extraordinary abilties. These abilities may at first be used 3+Wisdom
    Modifer times per day. Whenever a Standard Factotum would gain a new use of Opportunistic Piety, a Wild Factotum gains a new use of Wilding. Each
    ability below consists of one use of Wilding, regardless of the number of
    inspiration points spent.

    Shapeshift-A Wild Factotum may shapeshift, as per the PHB2 Druid variant,
    into any form available to a druid of the same level for a number of rounds
    per day equal to their Wisdom Modifer X Inspiration Spent to shift.

    Wild Empathy- A Wild Factotum can attempt to use Wild Empathy as a Druid of the same level at the cost of one inspiration point.

    Wild Power- A Wild Facotoum may power a Wild Feat they have taken at the
    cost of One Inspiration point.

    -------------------------------------------

    Invoking Factotum aka 'Locktotum'

    A Locktotum, needs no formal study or particular devotion to wield magicl
    powers. No, instead of utilizing Arcane Magic, Locktotums gain Invocations,
    like those of a Warlock.

    Unlike the usual Factotum abilities, a Locktotoum's Invocations are fixed
    when chosen. However they may be entirely swapped out for other Invocations every 5th Level if so desired. Invocations are gained at the following rate-

    Code:
    Level	Invocations Available
    1	N/A
    2	1 Least
    3	1 Least
    4	1 Least
    5	2 Least
    6	2 Least
    7	2 Least, 1 Lesser
    8	3 Least, 1 Lesser
    9	3 Least, 1 Lesser
    10	3 Least, 1 Lesser
    11	3 Least, 2 Lesser
    12	3 Least, 2 Lesser
    13	3 Least, 2 Lesser
    14	3 Least, 2 Lesser, 1 Greater
    15	4 Least, 2 Lesser, 1 Greater
    16	4 Least, 3 Lesser, 1 Greater
    17	4 Least, 3 Lesser, 1 Greater
    18	4 Least, 3 Lesser, 1 Greater
    19	4 Least, 3 Lesser, 2 Greater
    20	4 Least, 3 Lesser, 2 Greater
    Like a warlock, a Locktotum may invoke an invokation at will, however each
    use of an Invocation requires Inspiration at a rate of 1 for a least, 2 for
    a lesser and 3 for a greater. Also, if the Locktotum takes one of the 24
    hour self buffs, the inspiration spent to activate it cannot be regained
    until it fades or is dismissed. So if a Locktotum invoked Fell Flight at
    the beginning of a day, they would have 2 fewer inspiration points to spend
    in all encounters while Fell Flight is active.

    A Locktotum does not suffer a failure chance for their invocations in light
    medium armor.

    -------------------------------------------

    Variant Factotum Feats-

    Psionic Inspiration (Inspiration, Psionic)-
    Prereqs- Psionic Factotum
    A Psionic Factotum may expend their Psionic Focus to gain a number of
    Temporary Inspiration points equal to one-half their Wisdom bonus. These Inspiration points can only be used to fuel the Factotums Psionic Powers, and disappear at the end of the current encounter.

    Improved Cunning Manuver (Inspiration)-
    Prereqs- Martial Factotum, Cunning Manuver
    Your mastery of the sublime way increases. You may now use each manuver you know for the day once per encounter at the normal inspiration point cost.

    In addition, when you utilize Cunning Manuver, you may spend three
    inspiration points to not expend the manuver for that encounter and
    therefore use it again.

    Inspired Devotion (Inspiration)-
    Prereq- Divine Factotum, Opportunistic Piety, Must worship a deity
    Rather than carry around trinkets of various Gods, a Divine Facotoum with
    this feat has devoted themselves to a single Deity. As such, their
    Opportunistic Piety may now only be used for Turning Attempts and not
    healing, but they gain two additional uses of the ability per day. In
    addition, the Factotum gains access to a single Domain belonging to their
    Deity. The spells in the domain can be cast once per encounter at the cost
    of three inspiration points. The Factotum is only able to cast spells from the domain up to the current level of spells they may cast normally.

    It is encouraged that Divine Facotoums who do not choose a deity only be
    allowed to choose appropriate domains. Good, Law, Time, Lust, for example
    are good choices and a deityless Facotoum's domain should reflect their
    alignment of personality. Domains like Scalykind, Animal, Plant, or the
    Planar Domains, are not appropriate for this feat.

    Inspired Invocation (Inspiration)
    Prereq-
    Locktotum Level 6
    The Locktotum may use their 24-hour ivocations without losing access to the
    inspiration points used to activate them.


    -----------------------------

    Mainly looking for thoughts on power level. The spellcasting ones should be perfectly fine, since they're essentially the same as the Arcane version but with different list and slightly different abilities.

    I think the feats could probably use tweaking, they may make the Divine and Invoking variants too powerful. But then, if there's a full caster in the party it theoretically doesn't matter. But we don't play our games in theory, do we?
    Last edited by Hunter Noventa; 2008-03-20 at 02:57 PM. Reason: Formatting Barf, Updates
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    "And if you don't, the consequences will be dire!"
    "What? They'll have three extra hit dice and a rend attack?"

    Factotum Variants!

  2. - Top - End - #2

    Default Re: Factotum Variants [PEACH]

    The psionic feat is borkened, since a high Wisdom factotum is going to get double Nova chances. Imagine, something like 10 points in SA, renew the points, and down anything else. *Shudders*. I'd make it make you regain 1/2 your WIS in IP, or maybe 1/4 WIS.

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    Hunter Noventa's Avatar

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    Default Re: Factotum Variants [PEACH]

    Quote Originally Posted by Azerian Kelimon View Post
    The psionic feat is borkened, since a high Wisdom factotum is going to get double Nova chances. Imagine, something like 10 points in SA, renew the points, and down anything else. *Shudders*. I'd make it make you regain 1/2 your WIS in IP, or maybe 1/4 WIS.
    I think you may have misread, it's only your Wisdom Bonus recovered. So we're talking like, 2 or 3 without high point buy and item buffs. And you still only have so many Power Points in a day, like, 80 or 90 with a buffed Int at level 20. Though maybe allowing it only once per hour or only a few times per day will make it better if you didn't misread.
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    "And if you don't, the consequences will be dire!"
    "What? They'll have three extra hit dice and a rend attack?"

    Factotum Variants!

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    Default Re: Factotum Variants [PEACH]

    To clarify, here's a simple Factotum.

    Get a Belt of magnificence.

    Get a +4 tome, the +5 tome is reserved for INT.

    Have 14 in WIS.

    2 + 2 + 3 = 7 IP. This is with a low point buy, 14 points, and not going Hardcore. With that feat in existance, it's probably more profitable to munchkin WIS and put INT as a supplementary, y'know? Double nova is nice.

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    Default Re: Factotum Variants [PEACH]

    Ah, I see what you mean now, esepcially wit the sneak attack ability. I think I've got a compromise that will be edited in in a moment.
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    "And if you don't, the consequences will be dire!"
    "What? They'll have three extra hit dice and a rend attack?"

    Factotum Variants!

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    Default Re: Factotum Variants [PEACH]

    'Tis pretty good now. I'd also limit the spells you can get from domains to up to the level 7 spells, because no one wants a Factotum to Time Stop or use Implosion, or etc.

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    Default Re: Factotum Variants [PEACH]

    Quote Originally Posted by Azerian Kelimon View Post
    'Tis pretty good now. I'd also limit the spells you can get from domains to up to the level 7 spells, because no one wants a Factotum to Time Stop or use Implosion, or etc.
    A good point, I thought it would be self-evident since they only get up to that point anyway. I'll fix that.
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    "What? They'll have three extra hit dice and a rend attack?"

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