Factotum Conversion (3.5 -> Pathfinder)


Conversions

Dark Archive

4 people marked this as a favorite.

Hi all, first time poster here in need of feedback for a class conversion.

I was searching the internet last night for advice on converting a factotum from 3.5's Dungeonscape to Pathfinder.

I was hoping to find the work already done for me, and in a way it had been - if only because the conventional wisdom seemed to be, more or less, "leave it as it is."

That advice didn't really do it for me - Pathfinder has no precedent for points per encounter classes, and I realised I wanted to switch to a points per day mechanic. I also wanted a class that was tweaked slightly - rearranging the later features to give it a proper capstone ability, and populating those two dead levels.

So, I ended up hashing out a version of my own: here is my conversion of the Factotum.

I won't lie, I was going more or less completely by gut feeling, so I would very much appreciate feedback from people more experienced at working with this system than I.

For purposes of comparison, this is a more or less straight port of the Factotum class.

Dark Archive

1 person marked this as a favorite.

I'd also love for some feedback on the alternative version of Arcane Dilettante I've come up with. It allows the factotum to be more flexible with which spells he mimics, but requires him to have previously witnessed and memorised the requirements of any spell he attempts to cast:

Alternative 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.

Each a day, a factotum can mimic a number of spells based on his factotum level. He can cast one spell at 2nd level, and he gains additional spells as shown on the table above. The maximum level of spell he can mimic, according to his class level, is also shown on the table above. The factotum may only mimic one spell of his maximum spell level per day - any further spells mimicked that day must be of lower level. The factotum may only mimic a specific spell once per day, and cannot use the same spell again until he has rested for eight hours and his inspiration points are refreshed.

The factotum can mimic any arcane spell he has ever witnessed being cast, provided he has memorised the spell. To memorise a spell the factotum rolls Spellcraft as a reaction when it is cast, provided he is able to see any somatic, material, or focus components and hear any verbal components. The DC to memorise the spell is the same as the DC to learn that spell from a scroll. Once a spell is memorised, it becomes a part of the factotum's spell list for mimicking. A factotum can memorise a spell he isn't yet capable of casting in this way, but must wait until he meets the requirements of the spell before he can mimic it.

If the factotum fails to memorise a spell, he must wait a week until he can attempt to do so again.

The factotum's caster level equals his factotum level. The Difficulty Class for a saving throw against his spell is 10 + spell level + his Int modifier.

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.


mmm the work has been done a couple time you got to find one that work for you and you players if its any help here is mine

spoiler:
Level Base attack bonus Fort save Ref save Will save Spell Level Special
1st 0 0 2 2 - Inspiration Cunning Insight trap finding
2nd 1 0 3 3 0 " Arcane dilettante
(1 spell)" Cunning Knowledge
3rd 2 1 3 3 0 Brains over brawn Cunning Strike
4th 3 1 4 4 1 " Arcane dilettante
(2 spells)" Cunning Defense
5th 3 1 4 4 1 Opportunistic  piety Cunning Feat
6th 4 2 5 5 2 Arcane dilettante(3 spells)
7th 5 2 5 5 2 Cunning surge
8th 6 2 6 6 3 Arcane dilettante(4 spells)
9th 6 3 6 6 3 Cunning Brilliance Cunning Feat
10th 7 3 7 7 4 Arcane dilettante(5 spells)
11th 8 3 7 7 4 Cunning breach
12th 9 4 8 8 5 "Arcane dilettante
(6 spells)"
13th 9 4 8 8 5 Cunning dodge
14th 10 4 9 9 6 " Arcane dilettante
(7 spells)" Cunning Feat
15th 11 5 9 9 6 Improved cunning defense
16th 12 5 10 10 7 Arcane dilettante(8 spells)
17th 12 5 10 10 7 Skill Mastery
18th 13 6 11 11 8 Arcane dilettante(9 spells)
19th 14 6 11 11 8 Cunning Feat
20th 15 6 12 12 9 Ultimate Brilliance Arcane dilettante(10 spells)

Weapon and Armor Proficiency:A factotum is proficient with all simple and martial weapons, and with light armor and shields (except tower-shields).Because he uses spells as if they were spell like abilities, a factotum can wear armor 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: At the beginning of each encounter,he gains a number of inspiration points determined by his level plus his int mod.
Cunning Insight (Ex): 1 inspiration point to gain a competence bonus equal to your int mod on your next attack/cmb roll, damage roll, or saving throw
Trap Finding: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 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.
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."
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.
Brains over Brawn (Ex): At 3rd level, a factotum adds his Intelligence modifier on strength checks, dexterity checks, and skills based on strength and dexterity.
Cunning strike (Ex) 2 inspiration points to gain 1d6 of sneak attack damage for the turn .the factotum may use this ability more the then once per a turn and the ability stacks but he may not use it more then half his factotum level.( so a level 8 factotum may use it 4 times for 4d6 of sneak attack damage.)
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.
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 3 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. This ability works like channel energy and the factotum is considered a cleric of the same level when using it
Cunning 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.
Cunning Brilliance (Ex): At 9th level, a factotum can copy abilities from other classes. At the start of each day, he can choose 2 extraordinary class ability of any basic class. The ability must be available to a member of that class equal to the Factotums level -4. 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
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 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 2 abilities (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."

(*note i copy it from excl so it my be funky)

i feel like your Alternative Arcane Dilettante is a little harsher on the pc (as man i would really like to cast fireball but i have never seen one)

Dark Archive

Kyras Ausks wrote:
i feel like your Alternative Arcane Dilettante is a little harsher on the pc (as man i would really like to cast fireball but i have never seen one)

My feeling on this is that it's a case of "6 of one, half a dozen of the other".

In my view, I personally think the harsher option is to have to pick 1 to 8 spells (depending on your level) that might be useful in the day ahead, or might turn out to be entirely redundant. You're giving the player the illusion of choice, but in reality they're probably going to end up picking a few obvious spells each day and never get to explore the rich options available to them.

With the alternative option you have less spells to choose from and certainly would have to work hard to build up the spell list over time, but on the other hand you can pick any spell you want from that list as and when a situation comes up where that spell would be useful. You'd never pick some of the more obscure spells if you had to pick each morning, but with this system you might as well learn the obscure spell because you'll never know when you might find a use for it. I also like the flavour of the factotum having to ape a casting they've seen before to get any results.

At early levels, I can see that it would be pretty restrictive though - perhaps if the factotum also got to memorise x amount of spells every time they levelled?


no now don't get me wrong i really like the added spells i think what i meant to say i would add a spell book and scroll option


Hey! I just want to start of by saying I really like this initiative. I'm a huge fan of jack-of-all-trades-y classes, and I too have been somewhat dissatisfied with the factotum conversions I've stumbled across out there.

So this alternate version of Arcane Dilettante would essentially make him into a spontaneous caster, right? Sorry if this is obvious, but I wasn't quite able to divine from the wording of the ability. If so, I think it's great, and suits the flavor of the class far better than just being able to choose from the wiz/sorc-spell list. Now, obviously, it'll be harder to come across spells, as you say, but potentially you could have a more versatile spell list than some other non-full spontaneous casters, although you'd be limited by how few spells you can cast per day and the fact that you can only cast one spell once per day. Would it be imbalanced to remove that restriction, seeing how the factotum is already limited to only casting one spell of his highest spell level a day? Just a thought.

Furthermore, would a feat like Extra Inspiration that gives you 2 additional inspiration points be above board? There's a precedent for it with stuff like Extra Evolution, Extra Ki, etc..

Anyway, great conversion, I thought. I never played the original 3.5., but I do play a lot of PF now and I think the system really needs a class like this.

EDIT: Just thought of something. I'm no balance expert, but doesn't it seem a little front-loaded to have Cunning Insight, Cunning Defence etc. start out by lasting for 5 rounds for a single inspiration point, considering they extend their duration through leveling anyway? Maybe have them last a number of rounds equal to 1/2 your factotum level or something? Or create some sort of feat similiar to Lingering Performance that lets you extend the duration. Or would that be too big of a nerf?


I guess that oracle revelations, witch hexes or sorcerer bloodline powers can't be imitated?


I believe Jason (who wrote the Factotum) said it could be used as is with pathfinder.


Love it!

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Factotum Conversion (3.5 -> Pathfinder) All Messageboards

Want to post a reply? Sign in.
Recent threads in Conversions