Factotum

<color=Gold><b>Factotum</b></color>

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.

This is a base class. <color=Red>You MUST have 10 levels of Factotum by level 30. Arcane Dilettante not will provide any bonus if you have the Able Learner feat.</color>

<color=Gold>Requirements:</color>

- <b>Alignment:</b> Any non-Lawful

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d8
- <b>Base Attack Bonus:</b> Medium (1-20), High (21-30).
- <b>High Saves:</b> Reflex.
- <b>Weapon Proficiencies:</b> Simple and Martial weapons.
- <b>Armor Proficiencies:</b> Light and Shields (except Tower shields).
- <b>Skill Points:</b> 6 + Int modifier per level, x4 at first level.
- <b>Class Skills:</b> All.

<color=Gold>Class Abilities:</color>
Level 1: Trapfinding
Level 2: Arcane Dilettante (Mage Armor)
Level 3: Brains over Brawn
Level 4: Combat Insight, Arcane Dilettante (Ghostly Visage)
Level 5: Opportunistic Piety, Turn Undead
Level 6: Arcane Dilettante (Heroism)
Level 7: Arcane Dilettante (Greater Magic Weapon)
Level 8:
Level 9: Arcane Dilettante (Greater Resistance)
Level 10: Arcane Dilettante (Improved Mage Armor)
Level 11:
Level 12: Arcane Dilettante (Lesser Mind Blank)
Level 13:
Level 14: Arcane Dilettante (Greater Heroism)
Level 15: Extra Turning
Level 16: Cunning Defense
Level 17: Arcane Dilettante (Greater See Invisible)
Level 18: Arcane Dilettante (Superior Resistance)
Level 19: Weakening Critical
Level 20: Arcane Dilettante (Shadow Shield)
Level 21: Bonus Epic Feat
Level 22: Bonus Epic Feat
Level 23: Bonus Epic Feat
Level 24: Arcane Dilettante (Greater Stoneskin)
Level 25: Extra Turning II
Level 26: Bonus Epic Feat
Level 27: Arcane Dilettante (Premonition)
Level 28: Arcane Dilettante (Chasing Perfection)
Level 29: Bonus Epic Feat
Level 30: Bonus Epic Feat

Factotum gain a bonus epic feat at 23rd, 26th, 29th level, and 30th level.

- <b>Arcane Dilettante:</b> 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. The spell is cast as though you were a wizard with a caster level equal to your class level immediately after resting and lasts 24 hours. <color=Red>Arcane Dilettante not will provide any bonus if you have the Able Learner feat.</color>

- <b>Brains over Brawn:</b> At 3rd level, you gain your Intelligence bonus as a modifier on checks involving skills based on Strength or Dexterity. This bonus is capped by half your class level (maximum +15 at 30th). The affected skills are: Hide, Move Silently, Open Lock, Parry, Set Trap, Sleight of Hand, and Tumble.

- <b>Opportunistic Piety:</b> 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. You can channel divine energy (expend a turn undead use) to heal injuries or harm undead. If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modifier. The energy will also deal the same amount of damage to undead targets.

<color=Red>Note: Divine Might, Divine Shield, and Epic Divine Might will not work for the Factotum unless they have Turn Undead from another class such as Paladin, Blackguard, Cleric, or Master of Radiance.</color>

- <b>Cunning Defense:</b> At 16th level, you gain your Intelligence bonus as a dodge bonus to Armor Class. You do not gain this benefit when wearing medium or heavy armor. <color=Red>If you have levels in any class other than Factotum or Swashbuckler, this bonus is cut in half and will cap at +5.</color>

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