Inquisitive souls at heart, a factotum studies everything just enough to do a little bit of anything. Able to cast arcane spells, fight with weapons, wear armor, negotiate, sneak, and even wield a measure of divine power, factotums embody the jack-of-all-trades more than any other. They are masters of nothing, however, and a factotum's dabbling will never be as consistent as the mastery that other classes offer.
d6 Hit Die (6 + Con HP at 1st level, 4 + Con HP thereafter)
6 + Int skill points (x4 at 1st level)
Class Skills: All. Factotums treat every skill as a class skill, including obscure skills like Truespeak and Autohypnosis.
Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with light armor and shields, but not tower shields.
Level | BAB | Fort | Ref | Will | Features | Spell Level | Inspiration |
---|---|---|---|---|---|---|---|
1 | 0 | 0 | 2 | 0 | Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding | - | 2 |
2 | 1 | 0 | 3 | 0 | Arcane Dilettante (1 spell) | 0 | 3 |
3 | 2 | 1 | 3 | 1 | Brains Over Brawn, Cunning Defense | 1st | 3 |
4 | 3 | 1 | 4 | 1 | Arcane Dilettante (2 spells) | 1st | 3 |
5 | 3 | 1 | 4 | 1 | Opportunistic Piety (3/day) | 2nd | 4 |
6 | 4 | 2 | 5 | 2 | - | 2nd | 4 |
7 | 5 | 2 | 5 | 2 | Arcane Dilettante (3 spells) | 2nd | 4 |
8 | 6/1 | 2 | 6 | 2 | Cunning Surge | 3rd | 5 |
9 | 6/1 | 3 | 6 | 3 | Arcane Dilettante (4 spells) | 3rd | 5 |
10 | 7/2 | 3 | 7 | 3 | Opportunistic Piety (4/day) | 4th | 5 |
11 | 8/3 | 3 | 7 | 3 | Cunning Breach | 4th | 6 |
12 | 9/4 | 4 | 8 | 4 | Arcane Dilettante (5 spells) | 4th | 6 |
13 | 9/4 | 4 | 8 | 4 | Cunning Dodge | 5th | 6 |
14 | 10/5 | 4 | 9 | 4 | Arcane Dilettante (6 spells) | 5th | 7 |
15 | 11/6/1 | 5 | 9 | 5 | Opportunistic Piety (5/day) | 6th | 7 |
16 | 12/7/2 | 5 | 10 | 5 | Improved Cunning Defense | 6th | 7 |
17 | 12/7/2 | 5 | 10 | 5 | Arcane Dilettante (7 spells) | 6th | 8 |
18 | 13/8/3 | 6 | 11 | 6 | - | 7th | 8 |
19 | 14/9/4 | 6 | 11 | 6 | Cunning Brilliance | 7th | 8 |
20 | 15/10/5 | 6 | 12 | 6 | Arcane Dilettante (8 spells), Opportunistic Piety (6/day) | 7th | 10 |
The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He memorizes the rituals of obscure aegises to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.
To represent this random and sometimes inconsistent body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level.
Before making an attack roll, damage roll, or saving throw, a factotum can spend 1 inspiration point to gain a competence bonus on the roll equal to his Intelligence modifier. Cunning insight does not require an action, and the factotum can use it as often as he wishes during his own turn or on others' turns - provided that he has enough inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.
When making a check involving a skill in which the factotum has at least 1 rank, he can spend 1 inspiration point to gain a bonus on the check equal to his factotum level. This ability can be used once per day per skill. For example, if the factotum uses cunning knowledge to gain a bonus on a Hide check, he cannot use the ability to improve other Hide checks for the rest of the day, though it can be used on different skills.
Factotums can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Factotums can use the Disable Device skill to disarm magic traps or pick magic locks. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
At 2nd level, a factotum acquires a vague understanding of magic. With a few weird hand gestures and an array of grunts and bizarre words, the factotum can conjure up something that looks like a spell. By spending 1 inspiration point, a factotum can mimic a spell as a spell-like ability.
At the start of each day, choose a number of spells from the arcanist spell list. A factotum can choose one spell at 2nd level, and he gains additional spells as shown on the table. The maximum level of spell that can be chosen is also shown on the table. Any arcanist spell up to that level can be selected, but a factotum can prepare only one spell of his maximum level. The factotum has a caster level equal to his class level. The Difficulty Class for a saving throw against a factotum's spells is 10 + the spell level + Int modifier.
Once a spell has been used, the factotum cannot cast it again until he has rested for 8 hours. After resting for this time, new spells can be chosen and previously prepared spells are lost. Multiple copies of a single spell cannot be prepared at the same time - each prepared spell must be unique.
Because this is a spell-like ability and not actual spellcasting, a factotum does not incur the usual arcane spell failure chance for wearing armor or using a shield.
Any metamagic feats must be applied to a spell when it is prepared, similarly to a wizard. The factotum must be capable of using a spell of the modified spell's level.
Beginning at 3rd level, the factotum may add his Intelligence modifier to any Strength or Dexterity checks, as well as any Strength-based or Dexterity-based skill checks.
A factotum studies his opponents and learns to anticipate their attacks. Starting at 3rd level, a factotum can spend 1 inspiration point to add his Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. This ability can be used multiple times to gain a bonus against different opponents, but it cannot be used more than once per turn against a single foe.
Starting at 4th level, a factotum can spend 1 inspiration point to gain 1d6 points of sneak attack damage. This ability must be declared before making the attack roll.
Starting at 5th level, a factotum can spend 1 inspiration point to channel divine energy as a standard action. This energy can be used to heal injuries, harm undead, or turn undead. At 5th level, this ability can be used a number of times per day equal to 3 + the factotum's Wisdom bonus (if any). This ability may be used one additional time per day at 10th level, 15th level, and 20th level.
When used to heal, this ability restores a number of hit points to a single touched ally equal to the factotum's class level + the factotum's Intelligence modifier. This may be used as a melee touch attack to deal this amount of damage against undead.
When used to turn undead, the factotum acts as a cleric of a level equal to his factotum level. Regardless of level or alignment, this ability cannot be used to destroy, bolster, or command undead.
Starting at 8th level, a factotum can spend 3 inspiration points to take an additional standard action during his turn.
Starting at 11th level, a broad range of study allows the factotum to figure out the weak points of any enemy. 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.
Starting at 13th level, whenever the factotum would take 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. This ability can be used once per day.
A 16th level factotum may always add his Intelligence modifier as a dodge bonus to his Armor Class. This bonus does not stack with the bonus from Cunning Defense. Additionally, unlike the standard cunning defense ability, a factotum does not gain this benefit when wearing medium or heavy armor.
At 19th level, a factotum has learned every trick in the book and can copy nearly any ability he has seen. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, the factotum gains the benefits and drawbacks of one chosen ability for 1 minute. The factotum uses the ability as if his level in the relevant class equaled his factotum level. Each chosen class ability can be used once per day.
For example, if a factotum chose to copy a monk's flurry of blows ability, he would gain all the benefits and drawbacks described under Flurry of Blows. The factotum would not gain the benefits of unarmed strike, because that is a separate ability in the monk's class description.
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