This is yet another character for the game discussed
here.
The short version of the story is I finally caved and re-worked the character in that thread to Bard4/Warblade 16||Duskblade 20 and presented that to the DM. His response was if I wanted to do that I had to put bard on the duskblade side of the build. Why? Because, "can't have caster classes on opposite sides at the same time." Apparently that would be overpowered or something.
...Yeah.... So putting bard over there meant duskblade 16, which is probably sub-optimal for what I want to do. It also meant losing BAB and HP's. It also probably meant losing Song of the White Raven. It also meant redoing maneuver selection. Basically, it meant being pretty much back at square one.
So I said, "@$%! it", and told him I'll make a Factotum 4/Wizard 4 instead, and he said fine. Irritated at having to redo a character for his game
three times now, I mentioned going in to Incantatrix, and he said that was also fine. I don't normally like to do this but I feel this is one of those special circumstances that call for an object demonstration on what precisely "power" means.
Rules are 32 point buy, everything but Dragon Mag, starting at level 4, no traits or flaws.
the rest of the party is a Cleric||Crusader, a Dread Necro||Unknown, and an Ur-Priest
So here's this:
Fash Durgan
Neutral Evil whisper gnome
32 PB: STR 8, DEX 12, CON 14, INT 18, WIS 14, CHA 8 (all bonuses to Int)
*Note: Otyugh Hole is not an option
1. Factotum 1||Wizard 1 Specialist: Conjuror, Abrupt Jaunt variant, Iron Will
2. Factotum 2||Wizard 2
3. Factotum 3||Wizard 3 Item Familiar
4. Factotum 4||Wizard 4
5. Factotum 5||Wizard 5 Extend Spell
6. Factotum 6||Incantatrix 1 Persistent Spell, Spell Focus (illusion)
7. Factotum 7||Incantatrix 2
8. Factotum 8||Incantatrix 3
9. Factotum 9||Shadowcraft Mage 1 Heighten Spell
10. Factotum 10||Shadowcraft Mage 2
11. Factotum 11||Shadowcraft Mage 3
12. Factotum 12||Shadowcraft Mage 4 Metamagic School Focus (Illusion)
13. Factotum 13||Shadowcraft Mage 5
14. Factotum 14||Incantatrix 4 Twin Spell
15. Factotum 15||Incantatrix 5 Spell Mastery (Orb of Fire, Silent Image, Celerity, Greater Dispel Magic, Greater Teleport)
16. Factotum 16||Incantatrix 6
17. Factotum 17||Incantatrix 7 Quicken Spell
18. Factotum 18||Incantatrix 8 Uncanny Forethought
19. Factotum 19||Incantatrix 9
20. Factotum 20||Incantatrix 10 Sculpt Spell
Skills ranks:
Appraise 1, Balance 5, Bluff 5, Concentration 23, Decipher Script 1, Diplomacy 23, Disable Device 12, Disguise 1, Forgery 1, Gather Information 1, Hide 4, Knowledge (arcane) 19, Knowledge (architecture) 5, Knowledge (dungeoneering) 12, Knowledge (local) 12, Knowledge (nature) 13, Knowledge (religion) 17, Knowledge (the planes) 16, Open Lock 1, Search 1, Sense Motive 5, Spellcraft 23, Spot 23, Survival 5
Tricks:
Collector of Stories
Given the enormous amount of full casters the choice option appears to be persisting their buffs with Cooperative Metamagic, to that end the item familiar will be a custom Tunic of Spell Reinforcing (+5 comp. to Spellcraft) worn under my normal clothes and all bonuses from it will go into Spellcraft. Assuming I did it right
(put every skill point into the item), and I did the math correctly that's a
+66(derp) +23 to spellcraft at level 20, which will allow me to persist 19th level spells when taking 10. Beyond that I'll likely focus on battlefield control or summon monsters and leave the killing to the others. Orb of Fire is in case I need to blast for some reason, though Shadow Evocations can also function for that purpose. The main purpose of Factotum is intelligence to things and extra spells with Cunning Surge.
Any suggestions are welcome, especially for targets for spell mastery, more optimal class and feat progression, and how else to best utilize an item familiar for my purposes (I've never used one before).