Re-Work The Factotum


Conversions


Ok, let me begin by saying that from a power stand point, I do not think the Factotum needs to be converted to Pathfinder.

Ok, now that that's out of the way, lets get to what this thread is about. Even though the Factotum doesn't "NEED" a conversion from a power stand point what about an options stand point. All the classes that Paizo has release get some options within the class. Whether it be a Sorcerers bloodlines, a Barbarians rage powers, and so on. what would be a good way to bring this to the Factotum?

I ask this because I personally am horrible at creating game stuff and keeping it balanced. So i figured there has to be something that can be done.

Like i said this class works just fine as is, but that doesn't mean it can't be re-work to get a bit more of a pathfinder feel to it.

thanks for any help.

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Tal_Akaan wrote:

Ok, let me begin by saying that from a power stand point, I do not think the Factotum needs to be converted to Pathfinder.

Ok, now that that's out of the way, lets get to what this thread is about. Even though the Factotum doesn't "NEED" a conversion from a power stand point what about an options stand point. All the classes that Paizo has release get some options within the class. Whether it be a Sorcerers bloodlines, a Barbarians rage powers, and so on. what would be a good way to bring this to the Factotum?

I ask this because I personally am horrible at creating game stuff and keeping it balanced. So i figured there has to be something that can be done.

Like i said this class works just fine as is, but that doesn't mean it can't be re-work to get a bit more of a pathfinder feel to it.

thanks for any help.

The problem with that line of reasoning is this...

What you are essentially saying is, "The class doesn't need any changes, but lets change a couple of things." No matter what, when you add things to a class, the class is going to get more powerful. Now that is not to say a class that has a million options isn't a poor choice, but there is a point to before its called bloat, and that is a fine line. You either add so much as to fundamentally change the class, or so little as to merely increase the power.

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Err... isn't the factotum kind of already the most customizable class in existence?


just because it doesn't NEED changes doesn't mean that there is no benefit to be gained if was reworked. yes i know the saying, if it ain't broke don't fix it. but i don't think a fix is what i'm proposing. i just thought that it could be done without changing the strength of the class. if i'm the only one that feels this way no biggie just thought i would post this to see if there were others that felt the same way.

the class is a little customizable, with your skill choices and cunning brilliance , but other than that every factotum will have the same abilities.

oh well though if this idea doesn't sit well with anyone else no biggie.


A rework isn't necessarily adding anything. You can take away along with adding new things, and end up with a net 0 boost to the class.

I don't remember everything about the factotum, myself... it'd be interesting to see it with the new pathfinder class' abilities, since as I recall, he just used a bunch of class features from the other main classes.

I'll take a look at it when I get home.


I've looked at the class again now, and here's what I'd change to convert it to Pathfinder:

1. Change "Trapfinding" to be like the Pathfinder Rogue's ability.

2. Remove the "Arcane Dilettante" text regarding spells with XP cost, since XP costs are gone in Pathfinder.

3. Change "Opportunistic Piety" to simply be the Cleric's Channeling ability + Turn Undead feat.
The original Factotum ability's healing component is no longer a needed mechanic change since the Cleric gets this by default.

That's about all you'd need to make it work with the Pathfinder changes.

.

Regarding changing the class to a different mechanic? I don't think it's needed.

The Inspiration Points per encounter already fits the point of the class: being able to respond to the situation as it comes, instead of needing to prepare in advance.

I guess you could maybe remove the spellcasting feature and instead give a similar scaling ability that allows you to pick a class feature each day (at the start of your day, preperation style).
Spellcasting would work like the Arcane Dilettante ability, however you could change which spell list you choose (today I'm dabbling in druidic magic, tomorrow might be sorcerer/wizard, etc).
I'd still limit it the scaling back a bit (probably counting your levels in the class feature chosen similar to BAB: 3/4 levels).

The Cunning Brilliance ability would still be useful since it could be used in reaction to a situation, as opposed to this prepared ability.


Kaisoku wrote:
I guess you could maybe remove the spellcasting feature and instead give a similar scaling ability that allows you to pick a class feature each day (at the start of your day, preperation style).

If you're going to go that route, we could call it something like "Core Dilettante," and take out the Cunning Strike ability (since you'd be able to copy Sneak Attack with Core Dilettante). Instead of gaining Cunning Strike, the Factotum picks up maybe "Minor Dilettante," which would work like Core Dilettante (as in you choose the ability at the start of your day), but it doesn't scale and costs 1 inspiration point per use (like Cunning Strike).

Just my two copper.

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