| Post/Author/DateTime | Post |
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| #1BloodDragonMay 29, 2009 13:44:26 | I’m looking into building a 9th level Factotum. The build is yet to be firmly decided but I am leaning on simply Swash 3 / Factotum 6. I’m still up in the air on the build but assuming this is what I am sticking with I begin to borrows the boards. X to Y stat and Bonko's Basement threads are some what useful, but a little generic over all. What items are useful to Factotums in general? Aside from the generic +Int item, a handful of scroll, Wands, and Dorjies (UMD), +Circumstance/Competence tools and possibly a Monks Belt - does Carmendine Monk apply even if you have no levels in monk? What items should a Factotum is looking into? Both Handbooks at 339 and BG are rather void on this subject. Perhaps if enough replies are put in here there can be an appended to the handbooks. |
| #2pithicaMay 29, 2009 14:09:38 | At 9th, you're only starting with 36k, so a monks belt is right out. Personally, here's how I go for magic items... Healing Belt +1 Armor +1 Weapon (for non casters) Heward's Handy Haversack +2 Primary Stat (Int) item Ring of Sustenence Once I have all of those that I can afford to buy, I buy mundane/utility items. 5x Traveler's Outfits Everburning Torch (even if I have darkvision/spells) 4x Spellbooks (oddly, the cheapest way to buy paper) Bedroll Winter Blanket 50' Rope 50' Twine (Dung) Grappling Hook Sack Scrollcase Quiver 5x Blessed Bandages 2x Smokesticks 20x Candles 2x Ink 2x Inkpen Rubber Ball (Dung) Crowbar Signal Whistle Spell Component Pouch Belt Pouch Flint and Steel 10x Chalk pieces 2x Waterskin Whetstone 5x Flour Pouch Small Steel Mirror (anti-vampire) Collapsable Pole (Dung) 2x lb Soap 10x Tindertwig Thunderstone Sunrod Tanglefoot Bag Healer's Kit Desert Outfit (Sand) Cold Weather Outfit Oilskin Suit (Storm) Once I've got that, I grab the following. Anklet of Translocation Hat of Disguise (add to Int helm) Restful Crystal (if I'm an armor wearer) Resist Item +2 Ring of Protection +1 Amulet of Natural Armor +1 Anything from there is going to really depend on my build and what roles I'm trying to fill. |
| #3rebel7284May 29, 2009 14:15:44 | Possibly because factotums are so flexible they can make use of most of Bunko's bargain basement in one way or another? :D Things to consider: 1. Weapon 2. Armor/Protective Items 3. Movement modes 4. Extra Actions 5. eventual Swordsage 2 dip for Shadow Blade in Island of Blades or Assassin's Stance |
| #4CantripNMay 29, 2009 15:39:11 | If you start at 9th level, though, you really should be a Factotum 8 / Swashbuckler 1, or just stop Factotuming and go Chamaleon after Factotum 8. That's one VERY good option - another is something akin to what I did below. All your feats other than Able Learner (if going Chameleon) should be Font of Inspiration, naturally. Yes, mine has no Fonts at all, deal with it. As for items, I used these HERE (Dar Craven, AKA Dark Raven): Show True Neutral (Leaning towards Good) Male Dark Kenku Rogue 3 / Swashbuckler 3 / Factotum 3 ![]() Plan: Master of Masks 1 (Exotic Weapon Proficiency: All (Gladiator Mask) & Jester Mask) => Factotum +1 => Rogue +1 (Darkstalker) => Swashbuckler +2 => Factotum +1 (Staggering Strike) => Swashbuckler +1 => Factotum +1 => Swashbuckler +1 (Weaken The Heart) => Factotum +2 End Result: Rogue 4 / Swashbuckler 7 / Factotum 8 / Master of Masks 1 BAB: +16/+11/+6/+1 Saves: +8/+14/+7 XP: 36,000 Abilities: Str 12 (+1)[6 points, -2 Racial] Dex 18 (+4)[10 points, +2 Racial] Con 14 (+2)[6 points] Int 18 (+4)[10 points, +2 Level] Wis 12 (+1)[4 points] Cha 8 (-1)[0 points] Statistics: Hit Points: 65 (6+2d6+3d8+3d10+18) AC 21, Touch 14, Flat 17 (Special: Dodge, Cunning Defense) Init: +8 BAB: +7, Grap: +8 Speed: 40 Saves: Fort +7, Ref +11, Will +4 (-2 against Fear) (Special: Cunning Insight) Attacks: (Special: Cunning Insight) (BAB 7 + DEX 4 + Enhancement 1 + Insight 2) 2 Claws, +13 (1d3+7) OR Adamantine Swordcane +1, +14/+9 (1d6+8, 18-20/x2, Phoenix Ash Threat) and Claw, +8 (1d3+6) (DC 30 Search) OR Masterwork Aurorum Spinning Sword, +10/+5 (1d6+7, 19-20/x2) and Claw, +8 (1d3+6) (DC 1d20+31 Search) OR Masterwork Cold Iron Quickrazor, +10/+5 (1d6+7, 19-20/x2) and Claw, +8 (1d3+6) (DC 1d20+29 Search) OR Masterwork Silver Gnome Quickrazor, +10/+5 (1d6+6, 19-20/x2) and Claw, +8 (1d3+6) (DC 1d20+29 Search) OR Masterwork Glot, +8 Ranged Touch (1d4+7, 18-20/x2, 10' Air/20' Ground/30' Smooth), Trip +5 Special: Sneak Attack (3d6 (Daring Outlaw) + 9 (Craven)) Spell-likes: Arcane Stunt: Blur 5/day as a Swift Action for 1 round (CL 3) Arcane Dilettante (1 spell, 1st, CL 3): Create Trap (Basic Arrow Trap /Fusillade of Darts/Scything Blade Trap/Spear Trap) Miscellaneous: Medium, 4' 10", 70 lbs, 22 years old. Gray Feathers, Black Eyes, Scaly Skin OR Disguise Self. Speaks: Common, Kenku, Auran, Goblin, Halfling. Skills: 66 Rogue + 21 Swashbuckler + 29 Factotum Hide: +30 (12 (Ranks) +4 (Dex) +4 (Int) +2 (Racial) +8 (Dark)) Move Silently: +28 (12 (Ranks) +4 (Dex) +4 (Int) +2 (Racial) +6 (Dark)) Search: +19 (12 (Ranks) +4 (Int) +2 (Trap Eye) +1 (Competence)) Disable Device: +20 (12 (Ranks) +4 (Int) +2 (Circumstance) +2 (Trap Eye)) Tumble: +14 (6 (Ranks) +4 (Dex) +4 (Int)) Escape Artist: +8 (+4 (Dex) +4 (Int)) Open Lock: +11 (1 (Ranks) +4 (Dex) +4 (Int) +2 (Circumstance)) Sleight of Hand: +22 (12 (Ranks) +4 (Dex) +4 (Int) +2 (Synergy)) Bluff: +7 (8 (Ranks) -1 (Cha)) Disguise: +19 (8 (Ranks) -1 (Cha) +2 (Synergy) +10 (Disguise Self)) Listen: +6 (5 (Ranks) +1 (Wis)) Autohypnosis: +2 (1 (Ranks) +1 (Wis)) Spellcraft: +5 (1 (Ranks) +4 (Int)) Knowledge (Religion): +9/14 (5 (Ranks) +4 (Int)) Knowledge (Arcana): +5/10 (1 (Ranks) + 4 (Int)) Knowledge (Nature): +5/10 (1 (Ranks) +4 (Int)) Knowledge (Dungeoneering): +5/10 (1 (Ranks) +4 (Int)) Knowledge (The Planes): +5/10 (1 (Ranks) +4 (Int)) Knowledge (Local): +5/10 (1 (Ranks) +4 (Int)) Perform (Act): +7 (8 (Ranks) -1 (Cha)) Craft (Weaponsmithing): +15 (11 (Ranks) + 4 (Int)) = Free DM Bonus Craft (Alchemy): +5 (1 (Ranks) + 4 (Int)) Skill Tricks: Collector of Stories: +5 on Knowledge Checks to learn special powers or vulnerabilities. Back On Your Feet: Stand from Prone as an Immediate Action, with no AOO. Listen To This: Perfectly repeat what you hear. Mosquito's Bite: Hit a flat-footed target and it doesn't realize it's been hit until the start of your next turn (it thinks you missed or nothing happened, as appropriate). Flaws: Murky-Eyed Shaky Feats: Flaw: Dodge Flaw: Mobility 1st: Craven 3rd: Knowledge Devotion - Knowledge (Religion) 6th: Daring Outlaw 9th: Elusive Target Swashbuckler 1: Weapon Finesse Free Feat: Trap Eye Rogue: Sneak Attack +3d6 Trapfinding (but see below) Evasion Trap Sense +1 (but see below) Swashbuckler: Weapon Finesse Grace +1 (but see below) Insightful Strike - Add INT modifier to damage. This is precision damage. Dodge Bonus +1 (but see below) Factotum: Inspiration (3 points) - Refreshed every encounter, usable freely OOC. Trapfinding Cunning Insight (Ex) - Spend a point to add INT modifier to an Attack roll, Damage roll or Saving Throw as a Competence bonus. This is a non-action. Cunning Knowledge (Ex) - Spend a point to add Factotum level to a skill check. 1/day for each skill. Arcane Dilettante (Sp) - Pick a Sor/Wiz spell at morning and use it as a SLA by spending a point, with limits. Each spell is usable 1/day. Brains over Brawn (Ex) - Add INT modifier on STR and DEX checks and skills. Cunning Defense (Ex) - Spend a point to add INT modifier to AC against a single target for a round as a Free Action. Special: Island of Blades - Craven and any allies of his count as Flanking so long as they both threaten the target. Can flank several foes at once. Alternate Class Features: Penetrating Strike - Lose Trap Sense. Whenever you Flank something normally immune to sneak attack, deal half your normal dice of sneak attack damage. Antiquarian - Lose Trapfinding. Add your Wisdom Modifier on Appraise checks on Relics and Divine items as an Extraordinary Ability. Can Identify (Sp) any item made using a spell on the Cleric or Paladin spell lists or with religious significance with a Knowledge (Religion) DC of 10+CL of item. The Identify is only usable 1/day. Arcane Stunt - Lose Grace. Gain Blur (Sp), usable as a Swift Action with a 1 round duration 1+Int modifier times per day (5). Shield of Blades - Lose Dodge Bonus +1 and instead gain a Shield Bonus +2 when using two weapons (including natural weapons). Kenku Traits: Medium +2 Dexterity, -2 Strength Great Ally (Ex): Kenkus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus). Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can't normally speak. To duplicate a specific individual's voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine. Natural Weapons: 2 claws (1d3). +2 racial bonus on Hide checks and Move Silently checks. Low-light vision. Automatic Languages: Common and Kenku. Bonus Languages: Auran, Dwarven, Gnome, Goblin, Halfling. Favored Class: Rogue Dark Template +10 Speed Darkvision 60' Hide in Plain Sight (Ex) - Use the Hide skill even while being observed (except in natural daylight, the area of a Daylight spell, or similar effect). Resistance to Cold 10 Superior Low-Light Vision +8 Hide +6 Move Silently (Greater) Collar of Umbral Metamorphosis 22,000 gp Mithral Chain Shirt +1 (+5 AC, Max Dex 6, no ACP) 2,100 gp Adamantine Swordcane +1 (selfmade) 2,020 gp Masterwork Aurorum Spinning Sword (selfmade) 1,450 gp Masterwork Cold Iron Gnome Quickrazor (selfmade) 130 gp Masterwork Silver Gnome Quickrazor (selfmade) 121 gp, 7 sp Masterwork Glot (selfmade) 100 gp, 4 sp Shadow Hands (Novice - Island of Blades) 3,000 gp Phoenix Ash Threat (Least) 500 gp Hat of Disguise 1,800 gp Ring of Sustenance 2,500 gp Mechanus Eye 100 gp Masterwork Thieves' Tools 100 gp Spell component pouch 5 gp Rubber Ball (5) 15 gp Twine, Roll (50', 2) 2 sp Bell (5) 5 gp Mirror 10 gp Caltrops 1 gp Chalk (10) 1 sp Fishhook (3) 3 sp Paper (Sheet, 4) 1 gp, 6 sp Ink (Vial) 8 gp Sewing Needle 5 sp Scroll Case 1 gp Pouch (Belt) 1 gp Kenku Feather Inkpen Coinage: 2 PP, 8 GP, 11 SP, 10 CP (Pouch) Weight: ~32/43 lbs. (Light Load) |
| #5pithicaMay 30, 2009 9:52:57 | Short version of items: I thought the WBL rules for starting at higher levels limited any single item to 1/4th your starting gold? Oh wait, I found it, page 199 of the DMG, it's just a 'recommendation'. |
| #6gorfnad_the_shiznitMay 30, 2009 16:34:38 | Circlet of Persuasion Artificers Monocle Eternal Wand of Heroics (or just a Wand of Heroics) |
| #7BloodDragonMay 31, 2009 15:50:36 | Sorry I actaully intented this thread to be of use to the boards in general. A sort of melting pot of what people thought would be useful for Factos. For my specific campaign I can not use half of the things mentioned here due to book restrictions, but that is another thread. Thanks for the suggestions at any rate, I am putting what I can use to... use. Nice character, CaN. Always loved Kenkus. |