Factotum/Erudite Gestalt build help

Post/Author/DateTimePost
#1

rigordmortis

Jun 13, 2008 19:23:38
Hi Ladies and Gentlemen,

I need help min/maxing a character for an up and coming Gestalt game.
I really like playing characters that can do a little bit, to a lot a bit, of everything so I finally settled on a Factotum/Erudite build. I’ve seen threads and posts on Factotums and a few on Psion’s but relatively little on the Erudite and nothing with a Factotum/Erudite. If I have missed anything feel free to let me know. I’m thinking I’ll take Fountain of Inspiration, for all Factotum feats, and Convert Spell to Power for my Erudite, to start. I’m simply not sure if this is the way to go and I have no idea about what other feats to take so help on this matter would be greatly appreciated. My goal is to try and get divine, arcane, and psionic spells, with the use of Convert Spell to Power, to as high as possible.

The game is 32 point buy, starting at level 1, in a generic setting. The DM allows material from the Core books, the Complete series, the Races of X series, the Spell Compendium, and the Expanded Psionics Handbook. He specifically does not allow magazine sources such as Dragon Magazine. The party will be five members including my character, and two of them have already decided, at least partially, on their characters (a fighter/? and a Monk/Druid).

Here are a few specifics for the game: He is generally willing to try and work in most races that have a Level Adjustment from the Monster Manuals, so long as it would be remotely believable that the race would be accepted in a predominantly human settlement. If a race has a level adjustment, it applies to both sides of the two class track. So if a race has a +2 LA, then by the time we hit 20th level, we will only have 18 class levels. He allows the optional rule to “buy” off Level Adjustment by sacrificing our point-buy points. Basically, we can buy off a +1 LA by making our character with 25 points instead of 32. We can buy off a +2 LA by making a character with 17 points instead of 32.
Each player picks two classes from the following list, no more than one of which can be a spell-casting class. Spell-casting classes are marked with “*”’s.

Allowed Classes:
*Archivist ,*Ardent ,*Artificer ,Barbarian,*Bard,*Beguiler,*Cleric, Crusader,*Divine Mind, Dragon, Shaman,*Dread Necromancer,*Druid, *Duskblade, *Erudite, Factotum, *Favored Soul, Fighter, *Hexblade, Knight, *Lurk, Marshal, Monk, Ninja,*Paladin, Paladin (non-spellcasting variant), *Psychic Warrior, Racial Paragon classes, *Ranger, Ranger (non-spellcasting variant), Rogue, Samurai, Scout, *Shugenja, *Sorcerer , Soulknife, *Spellthief , *Spirit Shaman, Swashbuckler, Swordsage, Warblade, *Warlock , *Warmage, *Wilder, *Wizard.

The following variants are allowed, listed by class:


Barbarian
Spell Sense
Spiritual totem
Totem Manifestation
View the Spirit World
Berserker Strength
Wasteland Trap Sense
Bonus Feat
Wasteland Damage Reduction
Trapkiller

Bard
Spellbreaker Song
Healing Hymn
Hymn of Fortification
Bardic Knack
Lore Song
Mimicking Song

Cleric
Divine Counterspell
Divine Magician
Pool of Healing
Spontaneous Domain Casting
Divine Restoration

Druid
Elemental Companion
Spontaneous Rejuvenation
Shapeshift
Sandskimmer
Heat Endurance
Wild Shape ( Waste Vermin )
Root Walker

Favored Soul
Deity's Favor

Fighter
Armored Mage (excellent for mage combos)
Aligned Strike
Armor of God
Resolute
Elusive Attack
Counterattack
Overpowering Attack
Dungeon Crasher



Hexblade
Dark Companion

Marshal
Adrenaline Boost

Monk
Soulwarp Strike
Spell Reflection
Holy Strike
Prayerful Meditation
Decisive Strike
Water Step
Standing Jump
Wall Walker

Paladin
Paladin without Spellcasting
Curse Breaker
Divine Counterspell
Holy Warrior
Underdark Knight
Charging Smite
Divine Spirit


Ranger
Ranger without Spellcasting
Arcane Hunter
Spell Reflection
Champion of the Wild
Spiritual Connection
Spiritual Guide
Distracting Attack
Heat Endurance
Sandskimmer
Waste Hunter
Trap Expert

Rogue
Spell Reflection
Spell Sense
Antiquarian
Death's Ruin
Friend's Evasion
Holy Stalker
Disruptive Attack
Quick Fingers
Penetrating Strike

Scout
Spell Reflection
Dungeon Specialist

Sorcerer
Stalwart Sorcerer
Divine Companion
Domain Access
Metamagic Specialist
Spell Shield

Swashbuckler
Arcane Stunt
Shield of Blades

Warlock
Fiendish Flamewreath

Warmage
Eclectic Learning

Wizard
Focused Specialist
Domain Granted Power
Spontaneous Divination
Immediate Magic
Wizard of Sun and Moon


As I said I'm really looking for a true Jack-of-All-Trades that can hold his own is any given situation, I don't want to feel like dead weight when a fight starts.

The DM has told us the scope of the campaign should reach around level 19 or 20 by the end and he doesn't have any major house rules that I am aware of.

I'm really at a loss for what race to play but I’m thinking about the Synad or even something a little better; however, I would like to play a psionic based race. I would also like help on how to assign my ability scores. Since we will be a relatively “good “party I plan on taking the Saint Template when I’m able but I would still like to reach at least Level 19 for cunning brilliance or even Level 20, all with decent numbers in my most valuable stats.

I know this is a great deal of information and I don’t think I left anything out so thanks in advance for all your help.
#2

awaken_D_M_golem

Jun 14, 2008 14:40:46
I'm not a Factotum guy, but the builds arounds here work fine; it's not a "caster" ?! , ;)
Erudite = good stuff, anything tricky you do, just remind the DM that you are 11/40-something-iths an Archivist.
Human is better than Synad, because of the bonus feat.
Erudite should take the Elemental Envoy at 1st level, and dismiss it later to get the psicrystal back.
Erudite with Spell to Power option in Mind's Eye (on the Wizards.com site) is the way to go.
Learn Powers, learn more powers. Burn that exp.
To be tricky, take Fighter at level 1, for the BAB opposition shuffle.
Erudite 20 // Fighter 1 / Factotum 19
Don't worry, be happy.
Let somebody else in the party have all the extra utility spells to cast.
#3

rigordmortis

Jun 14, 2008 21:39:44
Thanks for your help. I'll look at the Factotum builds posted around here.
#4

davidwl

Jun 15, 2008 0:52:49
With the ability points to pay for LA, being a +2LA half celestial is a no brainer. The ability modifiers from the half celestial much more than pay for themselves (and you get outsider type!).

I agree that human for the bonus feat is a good way to go.

After level 12 in the Factotum, I'd probably multi class into some tome of battle classes on that side.

I'm assuming you can't use prestige classes?

Very Best,
David
#5

rigordmortis

Jun 15, 2008 9:45:42
Hi David, I'll look in to that but I think the half celestial template is a +4 LA. As far as race I'll be sure to keep an open mind about the human for the bonus feat. Unfortunatly prestige classes are out.

Thanks for you help.
#6

davidwl

Jun 15, 2008 14:33:14
If you can use the book of exalted deeds (you didn't list it in your book list, but you did reference material from it), then Half-Celestial is, I believe +2. If you use the Monster Manual, then it is +4 ... depends on your source.

Best,
David
#7

phoenix00

Jun 15, 2008 19:21:09
If you can use the book of exalted deeds (you didn't list it in your book list, but you did reference material from it), then Half-Celestial is, I believe +2. If you use the Monster Manual, then it is +4 ... depends on your source.

Best,
David

what page is the BOED half celstial located on?
#8

davidwl

Jun 15, 2008 20:06:26
what page is the BOED half celstial located on?

page 27

Best,
David