Factotum

Role: A factotum is a jack of all trades. For short periods of time, he can stand in for almost any other member of the party. His intellect, training, and experiences allows him to bolster his efforts in almost any situation. But his magical abilities are at best limited. He can master potent spells, but his lack of formal training makes it difficult for him to use them more than once each day. Furthermore, his understanding of magic is broad rather than deep.

Alignment: Any.

Hit Dice: d8.

CLASS SKILLS
A factotum has every skill as a class skill.

Skill Ranks per Level: 6 + Int modifier.

CLASS FEATURES
A factotum has the following class features:

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
7 +5 +2 +5 +2 2 4 Arcane dilettante (3 spells)
8 +6 +2 +6 +2 3 5 Cunning surge
9 +6 +3 +6 +3 3 5 Arcane dilettante (4 spells)
10 +7 +3 +7 +3 4 5 Opportunistic piety (+1 use)
11 +8 +3 +7 +3 4 6 Cunning breach
12 +9 +4 +8 +4 4 6 Arcane dilettante (5 spells)
13 +9 +4 +8 +4 5 6 Cunning dodge
14 +10 +4 +9 +4 5 7 Arcane dilettante (6 spells)
15 +11 +5 +9 +5 6 7 Opportunistic piety (+1 use)
16 +12 +5 +10 +5 6 7 Improved cunning defense
17 +12 +5 +10 +5 6 8 Arcane dilettante (7 spells)
18 +13 +6 +11 +6 7 8
19 +14 +6 +11 +6 7 8 Cunning brillance
20 +15 +6 +12 +6 7 10 Arcane dilettante (8 spells), opportunistic piety (+1 use)

Weapon and Armour Proficiency: A factotum is proficient with all simple and martial weapons and with light armour and shields (except tower shields). Because he uses spells as if they were spell-like abilities, a factotum can cast his spells while wearing armour or while using a shield 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: A 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 get a basic understanding of spells. He offers prayers to a variety of different 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 above table).

Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, a factotum can spend 1 inspiration point to gain a competence bonus on the roll equal to his Intelligence modifier. Cunning insight does not require an action, and he can use it as often as he wishes during his turn or others’ turns—provided that he has the inspiration points to spend. Because this ability provides a competence bonus, it doesn’t stack with itself.

Cunning Knowledge (Ex): When making a check involving a skill in which he has at least 1 rank, a factotum can spend 1 inspiration point to gain a competence bonus on the skill check equal to his class level. Because this ability provides a competence bonus, it doesn’t stack with itself. He can use this once per day for a particular skill. For example, if he uses cunning knowledge to gain a bonus on Stealth, he cannot use this ability to improve Stealth checks for the rest of the day, though he can use it on different skills.

Trapfinding (Ex): A factotum adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A factotum can use Disable Device to disarm magic traps.

Arcane Dilettante (Ex): At 2nd level, a factotum acquires a vague understanding of magic. He knows that with a few weird hand gestures and an array of grunts and bizarre words, he can conjure up something that looks like a spell. By spending 1 inspiration point, he can mimic a spell as a spell-like ability.

At the start of each a day, a factotum chooses a number of spells from the sorcerer/wizard spell list based on his factotum level. He can choose one spell at 2nd level, and he gains additional spells as shown on the table above. The maximum level of spell he can choose, according to his class level, is also shown on the table above. He can select any sorcerer/wizard spell up to that level, but he can prepare only one spell of his maximum level. His caster level equals his factotum level. The Difficulty Class for a saving throw against his spell is 10 + spell level + his Int modifier.

Once a factotum has used a spell, he cannot use it again until he has rested for eight hours. After resting for this time, he chooses new spells and loses any unused spells from the previous day, though he can select the same spell on consecutive days. He cannot prepare the same spell mulitple times to use it more than once during the same day.

He must provide the necessary material components of spells as normal.

If a factotum wishes to enhance a spell with metamagic feats, he must apply the feat when he prepares the spell. In addition, he must be capable of using a spell of the modified spell’s level.

Brains over Brawn (Ex): At 3rd level, a factotum gains his 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): A factotum studies his opponents and learns to anticipate their attacks. Starting at 3rd level, he can spend 1 inspiration point to gain his Intelligence bonus as a dodge bonus to Armour Class for 1 round. Using this ability is a free action usable once per round. He gains this benefit even while wearing medium or heavy armour.

Cunning Strike (Ex): With a quick study of a vulnerable opponent’s defenses, a factotum can spot the precise area he needs to hit to score a telling blow. Starting at 4th level, he can spend 1 inspiration point to gain 1d6 points of sneak attack (Core Rulebook, pg. 68) damage. He must spend the inspiration point to activate this ability before making the attack roll. When determining if he can use sneak attack against a target that has uncanny dodge (Core Rulebook, pg. 69), a factotum uses his factotum level as his rogue level.

Opportunistic Piety (Su): Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, a factotum can spend 1 inspiration point to channel divine energy as a standard action that does not provoke attacks of opportunity. He can use this energy to heal injuries or harm undead. At 5th level, he can use this ability a number of times equal to 3 + his Wisdom bonus (if any). He gains one extra daily use of this ability at 10th level, 15th level, and 20th level. He cannot use opportunistic piety if he has exhausted his daily uses, even if he has the inspiration points to spend.

If a factotum uses this ability to heal injuries, he channels positive energy to heal a living creature of a number of points of damage equal to twice his factotum level + his Int modifier. The energy will also deal the same amount of damage to undead targets.

Cunning Surge (Ex): Starting at 8th level, a factotum learns to push himself when needed. By spending 3 inspiration points, he can take an extra standard action during his turn.

Cunning Breach (Su): Starting at 11th level, a factotum’s broad knowledge allows him to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 inspiration points as a free action, a factotum can ignore a single target’s spell resistance and damage reduction for 1 round.

Cunning Dodge (Ex): Starting at 13th level, a factotum’s luck, reflexes, and intuition allow him to avoid an attack or spell that would otherwise defeat him. If a factotum takes damage that would reduce him to 0 or fewer hit points, he can spend 4 inspiration points as an immediate action to ignore the damage. He dodges out of the way, takes cover from a spell, or otherwise escapes. He can use this ability once per day.

Improved Cunning Defense (Ex): At 16th level, a factotum gains his Intelligence bonus as a dodge bonus to his Armour Class. He no longer needs to spend an inspiration point to gain this benefit. Unlike the standard cunning defense ability, he does not gain this ability when wearing medium or heavy armour.

Cunning Brilliance (Ex): At 19th level, a factotum becomes the ultimate jack of all trades. His sharp mind and keen sense of his surroundings allows him to duplicate almost any ability he witnesses. At the start of each day, a factotum chooses three extraordinary class abilities. Each ability must be available to a standard character class (for this campaign, any base class open to players is fine) at 15th level or lower, and must appear in the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, he gains the benefits and drawbacks of one chosen ability for one minute. He can use the ability as if his level in the relevant class was equal to his factotum level. He can use each chosen class ability once per day.

For example, if he uses a monk’s flurry of blows ability, he gains all the benefits and drawbacks described under Flurry of Blows (Core Rulebook, pg. 57). He does not gain the benefits of unarmed strike, because that is a separate ability in the monk’s description.

Factotum

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