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| sooperspook07-23-07, 03:52 AM | I'd like some feedback on these feats before I introduce them to our game. Do you think they're balanced? If not, how would you balance them? Thanks all. Mental Inspiration You have learned a little of the power of your mind. Prereq: Arcane Dilettante as a class ability, Knowledge(psionics) 5, Concentration 5 Benefit: You can substitute the spell like abilities granted by Arcane Dilettante with Psi-like abilites taken from the Psion/Wilder power list. Make the descision to use Psionic or Arcane at when memorizing these abilities for the day. You can mix and match such abilities. Use the Factotums class level as manifester level. Special: The powers are manifested without augmentation. They can be augmented by taking a higher effective power level slot. Appropriate Vestige You have learned dark and dangerous lore and can summon strange beings for power. Prereq: Factotum level 6, Knowledge(Arcane) 6, Knowledge(Planes) 6, Decipher Script 6 Benefit: By spending an inspiration point, you can bind a vestige as a Binder. A first level vestige costs 1 ip, higher level vestiges cost an additional 2 ip per level over 1st. You have access to vestige levels as available to a Binder of 1/2 your Factotum level. Inspiration points spent in his way are no longer available for the rest of the day. Opportunistic Wrath You have learned to channel divine power in a more , martial manner. Prereq: Opportunistic Piety as a class ability, Knowledge(Religion) 8 Benefit: By using one of your Opportunistic Piety uses, you may Smite an opponent as per the Paladins Smite Evil ability. Unlike a Paladins smite, however, you are not limited by the alignment of your target. Cleansing Piety You have learned to relieve some inhibiting conditions. Prereq: Opportunistic Piety as a class ability, Heal 6 Benefit: Use up one of your Opportunistic Piety uses per day to negate one of the following conditions; Dazed, Stunned, Sickened, Nauseated. Use up two of your Opportunistic Peity uses per day to create an effect as Remove disease. Use up three of your Opportunistic Piety uses per day to create an effect as Neutralize Poison. Inspired Skills Your ability to boost skills improves Prereq: Cunning Inspiration, Any feat whch provides a +2 bonus to two related skills. Benefit: When use Cunning Inspiration to boost a skill in which you have the related feat, you may instead boost both skills simultaneously at 1/2 your Factotum level plus your Int bonus. |
| InkBlot07-24-07, 02:12 AM | Mental Inspiration You have learned a little of the power of your mind. Prereq: Arcane Dilettante as a class ability, Knowledge(psionics) 5, Concentration 5 Benefit: You can substitute the spell like abilities granted by Arcane Dilettante with Psi-like abilites taken from the Psion/Wilder power list. Make the descision to use Psionic or Arcane at when memorizing these abilities for the day. You can mix and match such abilities. Use the Factotums class level as manifester level. Special: The powers are manifested without augmentation. They can be augmented by taking a higher effective power level slot. You shouldn't need a feat for that. (http://boards1.wizards.com/showthread.php?t=883026&) |
| sooperspook07-25-07, 03:50 AM | Thats actually where I got the idea for the feat. It's really for DM's who don't mind adding psionics but don't think the Factotum should get them for free. |
| sooperspook07-25-07, 10:07 PM | By the way, does anyone have Factotum specific feats of their own they'd like to share? |
| InkBlot07-26-07, 03:01 AM | OK. Thanks for the clarification. I'm glad I could inspire you. ASPIRE TO TALENT [FACTOTUM] [PSIONIC] Your mental strength has allowed you to go beyond mere inspiration, to real psionic talent Benefits: You gain a number of power points equal to the size of your pool of inspiration points. Any time the size of your inspiration point pool increases, you gain additional power points to match. Spending and recovering inspiration points does not affect the amount of power points you receive from this feat. IMITATE TRICK [FACTOTUM] Anybody can do that trick, just watch Prerequisites: Any two skill tricks Benefit: By spending two inspiration points you can perform any skill trick which you meet the prerequisites for, but do not already know. INSPIRED TRICKSTER [FACTOTUM] Anybody can do that trick, but you can do it twice Prerequisites: Any two skill tricks Benefit: To use this feat, you must spend one inspiration point. As a move action you can gain an additional use of a single skill trick you have already used in the current encounter. You can not use this feat to bypass a usage limit other than once-per-encounter. For example, you can not use this feat to gain another use of Clever Improviser if you have already failed an Open Lock check made without thieves' tools. Special: You can not use this feat to gain additional uses of a skill trick you can only perform via the Imitate Trick feat. FACTOTUM'S FACTOTUM [FACTOTUM] You are a truly inspiring exemplar of what it means to be a factotum Benefit: You gain one inspiration point per factotum feat you possess (including this one). Each time you gain a new factotum feat, you gain one additional inspiration point. MARTIAL INSPIRATION [FACTOTUM] This one time, you saw this guy do these cool moves. Prerequisites: BAB +1, Martial Lore 4 ranks Benefit: By meditating, practicing, or exercising for 5 minutes, you can replace one or more of your daily spell like abilities with a martial maneuver of the same level. You must meet all prerequisites for learning the martial maneuver. Your initiator level for these maneuvers is equal to your Factotum level, plus one-half your levels in other classes. You can use each maneuver only once per encounter, and have no recovery method. Once you choose to replace a spell like ability with a maneuver, you lose access to that spell like ability until the next day. You do not need to spend an inspiration point to use a maneuver. I didn't let it do stances, since figure once you have this feat you qualify for the Martial Stance feat. That and stances are supposed to be harder to get. |