Factotum Conversion


Conversions


Pathfinder Lost Omens, Rulebook Subscriber

I've read a lot of people saying Factotum doesn't need a conversion but I felt I'd take a wack at it anyway. Feed back appreciated. Any abilities not defined are the same as the 3.5 Equivalent.

Factotum

HD: D8
Skill Points: 8+Int
BAB: Mid

Level Special
1 Inspiration cunning Insight Cunning Knowledge Trapfinding
2 Arcane Dilettante
3 Brains over Brawn, Cunning Defense
4
5 Opportunistic Piety Cunning Brilliance 1
6 Bonus Feat
7
8 Cunning Surge
9
10 Cunning Brilliance 2 Opportunistic Piety (+1)
11 Cunning Breach
12 Bonus Feat
13 Cunning Dodge
14
15 Cunning Brilliance 3 Opportunistic Piety (+1)
16 Improved Cunning Defense
17
18 Bonus Feat
19
20 Cunning Brilliance Supernatural Opportunistic Piety (+1)

Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
1
2 1
3 1
4 1 0
5 1 1
6 2 1
7 2 1 0
8 2 1 1
9 2 2 1
10 3 2 1 0
11 3 2 1 1
12 3 2 2 1
13 3 3 2 1 0
14 4 3 2 1 1
15 4 3 2 2 1
16 4 3 3 2 1 0
17 4 4 3 2 1 1
18 4 4 3 2 2 1
19 4 4 3 3 2 1 0
20 4 4 4 3 2 1 1

Inspiration: The Factotum gains a number of Inspiration points equal to half of their level (minimum 1) plus their Intelligence Modifier at the start of every encounter.

Cunning Knowledge: same as the the 3.5 version but you can use this ability a number of times a day equal to your Intelligence modifier (minimum 1)

Trapfinding: same as the Pathfinder Rouge ability

Arcane Dilettante: The Factotum can cast a small number of arcane spells as spell like abilities. These are prepared at the start of every day. The Factotum can only prepare one of any given spell per day. To cast any spell the Factotum must spend 1 Inspiration point.

Opportunistic Piety: 3 plus wisdom modifier times a day the Factotum can heal for 1d4+1 every 2 factotums levels. Using this ability requires a standard action and the expenditure of 1 Inspiration point. This ability counts as channel energy for the purpose of meeting the requirement for feats and abilities. This ability increases an additional time day at 10th, 15th, and 20th level

Cunning Brilliance: At 5th level the factotum can copy the extraordinary ability of any basic class. The ability must be available to a member of that class equal to the Factotums level minus four. At tenth level the Factotum can copy an additional extraordinary ability at a minus 8 penalty. At 15th level the Factotum gains a third use ability at a minus twelve penalty. If the ability is passive this ability is always active for the factotum. If this ability is usable multiple times per day the Factotum may spend 3 Inspiration points to use it once per encounter. If it is usable at will the Factotum must spend 2 Inspiration points to use the ability.

Bonus Feat: A sixth and every six levels after that the Factotum gets a bonus feat. This feat can be any feat the Factotum qualifies for. The Factotum can change this feat at then beginning of the day. This feat can't be used to qualify for prestige classes and if it is the prerequisite for another feat access to that feat is lost if the feat is changed.


I'd replace the wording in brains over brawn, so that INT bonus replaces STR and DEX, not adds to it.


Pathfinder Lost Omens, Rulebook Subscriber
Darkon Slayer wrote:

I'd replace the wording in brains over brawn, so that INT bonus replaces STR and DEX, not adds to it.

Ok that makes sense especially in a high power campaign. How about this.

Brains over Brawn : The Factotum may use their Intelligence modifier in place of their Strength or Dexterity modifier on Strength or Dexterity checks or based skills.


there is one thing i would keep in mind and that is all the base classes in pathfinder gains some ability every level now that also includes spells.


Pathfinder Lost Omens, Rulebook Subscriber
northbrb wrote:
there is one thing i would keep in mind and that is all the base classes in pathfinder gains some ability every level now that also includes spells.

But the ability must be an EXTRAORDINARY ability so spells don't count. But I guess I'll rewrite it to clarify that. I also forgot to clarify that these abilities are used at the same level that the factotum could choose them. I'm going to re-edit it to that.I also forgot to define the capstone.

Cunning Brilliance: At 5th level the factotum can copy the EXTRAORDINARY ability of any basic class. The ability must be available to a member of that class equal to the Factotums level minus four. At tenth level the Factotum can copy an additional extraordinary ability at a minus eight penalty. At 15th level the Factotum gains a third use ability at a minus twelve penalty. The Factotum uses his factotum level minus the same penalty used to select the ability to determine relevant effects. If the ability is passive this ability is always active for the factotum. If this ability is usable multiple times per day the Factotum may spend 3 Inspiration points to use it once per encounter. If it is usable at will the Factotum must spend 2 Inspiration points to use the ability.

Supernatural Brilliance: At 20th the Factotum can use his Cunning Brilliance ability to copy supernatural abilities. Otherwise this ability follows all the same rules as the Cunning Brilliance ability.


Factotum is already a pretty great class that doesn't require much work.

I would give her the PF Trapfinding and make Opportunistic Piety work the same as Channel Energy.

Then, make Arcane Dilettante give you a new spell at every even level: 2, 4, 6, etc.

Finally, drop Cunning Strike down to level three and make it scale, so that at level 5 you deal 2d6, level 7 is 3d6, etc, with the caveat that you can only use it once per attack.


Michael Klawitter wrote:
Brains over Brawn : The Factotum may use their Intelligence modifier in place of their Strength or Dexterity modifier on Strength or Dexterity checks or based skills.

That would imply that it also replaces a STR penalty. Sounds odd, to say the least.


I've been working on a factotum's conversion and I found this one by Michael Klawitter. I used some of the changes made by him and tried to fulfil dead levels. This is the result:

FACTOTUM

1-Inspiration, Cunning Insight, Trapfinding
2-Arcane Dilettante, Cunning Knowledge
3-Brains Over Brawn, Cunning Strike +1d6
4-Cunning Defense
5-Cunning Brilliance, Opportunistic Piety
6-Bonus Feat
7-Cunning Strike +2d6
8-Cunning Surge
9-Opportunistic Piety (+1 use)
10-Cunning Brilliance
11-Cunning Breach, Cunning Strike +3d6
12-Bonus Feat
13-Cunning Dodge, Opportunistic Piety (+1 use)
14-Improved Cunning Insight
15-Cunning Brilliance, Cunning Strike +4d6
16-Improved Cunning Defense
17-Opportunistic Piety (+1 use), Skill Mastery
18-Bonus Feat
19-Cunning Strike +5d6
20-Ultimate Brilliance

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 equal to half his factotum level (minimum 1) plus his intelligence modifier.

Cunning Insight (Ex): Before making an attack roll, damage roll, combat maneuver roll, initiative 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.

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 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 spell table. The maximum level of spell he can choose, according to his class level, is also shown on the table. 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 multiple times to use it more than once during the same day.

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 multiple 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 feat, 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.

Level-Spell Level-Number of Spells
1--
2-0-1 spell
3-1-
4-1-2 spells
5-2-
6-2-3 spells
7-2-
8-3-4 spells
9-3-
10-4-5 spells
11-4-
12-4-6 spells
13-5-
14-5-7 spells
15-6-
16-6-8 spells
17-6-
18-7-9 spells
19-7-
20-7-10 spells

Cunning Knowledge (Ex): At 2nd level, 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 it a number of times per day equal to his intelligence modifier.

Brains over Brawn (Ex): At 3rd level, a factotum use his Intelligence modifier instead of strength and dexterity modifier on strength checks, dexterity checks, and skills based on strength and dexterity.

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 3rd level, he can spend 1 inspiration point to make extra damage, like the sneak attack ability. The extra damage is 1d6 at 3rd level, and increases by 1d6 every four factotum’s level thereafter. 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, a factotum uses his factotum level as his rogue level.

Cunning Defense (Ex): At 4th level, 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 Armor Class and CMD checks for 1 round. Using this ability is a free action usable once per round. He gains this benefit even while wearing medium or heavy armor.

Cunning Brilliance (Ex): At 5th level, a factotum can copy abilities from other classes. At the start of each day, he can choose an extraordinary class ability of any basic class. The ability must be available to a member of that class equal to the Factotums level -4. At 10th level the Factotum can copy an additional extraordinary ability and again at 15th level, both at his factotum’s level -4. The Factotum uses the same penalty to determine his effective level on that ability.
If the ability is passive this ability is always active for the factotum. If this ability is usable multiple times per day the Factotum may spend 3 Inspiration points to use it once per encounter. If it is usable at will the Factotum must spend 2 Inspiration points to use the ability.

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 ability a number of times per day equal to 3 + his Wisdom bonus (if any), and can use this energy to heal injuries or harm undead. This ability works like channel energy and the factotum is considered a cleric of the same level when using it.
He gains one extra daily use of this ability at 9th level, 13th level, and 17th level. He cannot use opportunistic piety if he has exhausted his daily uses, even if he has the inspiration points to spend.

Bonus Feat: The factotum gains a bonus feat. He must meet the prerequisites for this feat. At the start of each day, he can choose to change his bonus feat to any other feat for which he meet the prerequisites.

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.

Improved Cunning Insight (Ex): When the factotum spend inspiration points to make a reflex saving throw while wearing light armor or no armor, he gains the benefit of the evasion ability. Also, if he spends inspiration points to make an attack roll and score a critical hit, he keeps the competence bonus on attack roll made to confirm critical hits.

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 Insight (Ex): At 14th level, at the start of each day, a factotum may choose between melee and ranged attacks. If he chooses melee, he may use his intelligence modifier on all melee attack rolls instead of strength for the rest of the day. If he chooses ranged, he may use his intelligence modifier on all ranged attack rolls instead of dexterity for the rest of the day. He cannot use Cunning Insight with the type of attack he chooses for the day, but he can use it normally for the other.

Improved Cunning Defense (Ex): At 16th level, a factotum gains his Intelligence bonus as a dodge bonus to his Armor 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 armor.

Skill Mastery: At 17th level, a factotum becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so.

Ultimate Brilliance (Ex): At 20th 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 witness. This ability follows the rule of cunning brilliance with the following changes:

-The factotum can copy an additional ability (totaling 4 abilities).

-At the start of each day, he can choose between extraordinary abilities and supernatural abilities at his factotum’s level -4.

-If the ability is passive or usable at will, these abilities are always active for the factotum. If this ability is usable multiple times per day the Factotum may spend 1 Inspiration points to use it once per encounter.

What do you think?

Credits goes to Michael Klawitter.

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