Author Topic: E6 - Factotum - maximize number of skills and spell like abilities  (Read 9915 times)

Offline Cagemarrow

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So I'm looking to build yet another backup character and this time I'd like to focus on a scholar with the skills or magical trick to do almost anything. Like a rookie version of Dresden or a magical Indiana Jones.

Anything officially released for 3.5 is allowed, but the DM is very leery of Incarnum for some reason.

I don't think there are any ways to get additional Arcane Dilettante usages but what other feats can be taken to get him the most spells/spell like abilities possible. I'm thinking things like the Fey Power, Truenamer utterance feats, ToB Martial Maneuvers and Stances, etc. . .

Are there any that should be taken first? Any to avoid like the plague? Or would I be better off just dumping everything into Open Minded and Maxing out all skills? I know for sure I want Craft Alchemy, UMD, and Auto Hypnosis. I've love to use Lucid Dreaming too but it doesn't really have a place in the current game.

PRC suggestions are welcome as well.

Offline Rebel7284

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #1 on: July 31, 2012, 10:56:41 AM »
You get enough skills without wasting them on open minded.... especially if you play a human.

Take at least 3 Font of Inspiration for feats and max UMD

Eternal Wands (MIC p.159) are good for spells you want to use every day.

You can also put a wand chamber inside a weapon for 100GP.

Tome of Battle has a list of items that hold maneuvers such as crown of the white raven.  You can use those if you wish.  The maneuvers that replace saves with concentration checks are especially good for you as you can add your factotum level to a skill check 1/day.

Alternatively, dipping a few levels of initiator classes after taking factotum to level 8 is really good.   Multiple standard actions = multiple maneuvers in the same turn.



Offline Cagemarrow

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #2 on: July 31, 2012, 12:03:42 PM »
All good points and definitely part of my plan.

Unfortunately coming across items is difficult in this game and levels are capped at 6 due to the E6 variant rules, but every 5k xp after 6th level he'll get another feat which is why I'm asking about ways to get them that way.

The party is currently without a skill user or healer which is why I was focusing on Factotum to cover that shortfall by picking up ranks in pretty much every useful skill. I'm planning on having fun with shapesand to cover tools and skill bonuses, and may abuse it a bit for Craft: Trap making. You'd be suprised how often I've needed it with my current unarmed fighter. Lots of being chased into the woods by bandits with dogs where a few bear traps and fullisades of darts could have been amazing, although an eternal or at will item of summon trap would be just as good.


Offline Mithril Leaf

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #3 on: July 31, 2012, 12:12:03 PM »
First off, ignore human, +1 skill point isn't that important, and feats are plentiful in E6. Instead go for either whisper gnome, neraphim, or something with an Intelligence bonus, lesser tiefling or possibly lesser cansin if you can swing it, from a dragon magazine. Get as many Font of Inspirations as you can. For prestige classses, I'd recommend Beast Heart Adept from Dungeonscape or even Sandshaper, since you enjoy shapesand and it's not a bad class. I'd also recommend picking up Hidden Talent with Psionic Minor Creation, since if you don't have that, there will be no large quantities of poison around.

Offline Rebel7284

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #4 on: July 31, 2012, 12:40:24 PM »
I totally missed the E6 part.  Apologies.  Spot check fail xD

I'll edit with more advice if I can think of anything really good.  Certainly a prestige class does seem good as you get very little at factotum 6.

Offline Cagemarrow

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #5 on: July 31, 2012, 01:07:00 PM »
My one concern about dipping out of factotum is the loss of the capstone feats. Our DM has been pretty lenient in granting class abilities up to lvl 10 as capstone feats for classes that weren't already given capstone feats, which could make getting the extra standard action one available. . .

You're right about the human feat and skill points, especially since this wouldn't be for starting at lvl 1. I'm really bad about trying to front load my builds to be as strong as possible as quickly as possible since even before our use of E6 we rarely played past 8th level.

Is font of inspiration really that good at such low levels? They reset every encounter they should be free for any skill checks and I don't see him as much of a front line fighter that's going to need ac or sneak attack. Although it's true it never hurts to have it.

I've never actually played a factotum before, though I've made a few theoretical builds for fun.

Offline Rebel7284

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #6 on: July 31, 2012, 02:29:11 PM »
My one concern about dipping out of factotum is the loss of the capstone feats. Our DM has been pretty lenient in granting class abilities up to lvl 10 as capstone feats for classes that weren't already given capstone feats, which could make getting the extra standard action one available. . .

You're right about the human feat and skill points, especially since this wouldn't be for starting at lvl 1. I'm really bad about trying to front load my builds to be as strong as possible as quickly as possible since even before our use of E6 we rarely played past 8th level.

Is font of inspiration really that good at such low levels? They reset every encounter they should be free for any skill checks and I don't see him as much of a front line fighter that's going to need ac or sneak attack. Although it's true it never hurts to have it.

I've never actually played a factotum before, though I've made a few theoretical builds for fun.

If you can get Cunning Surge, yes yes yes, stay Factotum.  Extra actions are good.

As for Font of Inspiration early.   Normally you will have 3 or 4 inspiration points.  While you may not want to be a front line fighter,  having Int to attack and damage might be nice 2 turns in a row while still having points to add to AC.  Oh and that spell you cast as a swift action needs a point too.... it adds up especially when combat can last a bunch of rounds.

Offline kitcik

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #7 on: July 31, 2012, 03:01:16 PM »
Dip warblade at the end for:
Int to Reflex saves, weapon aptitude
Wall of Blades, Iron Heart Surge (yes)
Leading the Charge (for lack of anything better), White Raven Tactics (extra actions!)

Offline Rebel7284

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #8 on: July 31, 2012, 03:11:28 PM »
White Raven tactics and IHS require initiator level 5 as they are 3rd level maneuvers... dipping warblade only gives initiator level 3.5.  Also, the reflex save bonus is capped at the warblade level, as such would be +1 reflex in this case.

Offline kitcik

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #9 on: July 31, 2012, 03:16:44 PM »
I need to play E10  :banghead

Offline Shadowhunter

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #10 on: July 31, 2012, 03:57:26 PM »
I need to play E10  :banghead
You mean you need to play E8 Gestalt ;)


Cagemarrow:
Hi dude, nice to see you around. For a first level feat, there's always Nymph's Kiss from Grimoire of Strained Niceness (BoED), for 6 skill points, +1 to saves and +2 bonus to Cha-based checks (UMD). Exalted Feat though.
Also, in E6 I like the Luck Feats from Comp. Scoundrel, after a while you have enough luck points for various nice things.

Offline Cagemarrow

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #11 on: July 31, 2012, 05:00:25 PM »
I love that name for the book, so much more appropriate.

Nymphs kiss is definately a good feat, along those lines I also love master linguist but to be most useful they'd have to be taken at 1st level. I don't think they're retroactive.

I really wish the true name feats allowed for more than 1st level utterances.

Offline Nytemare3701

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #12 on: July 31, 2012, 08:37:52 PM »
If you are Full factotum for the capstone (cunning surge and all that) you can do silly things with hunter's mercy and Iajutsu Focus

Offline muktidata

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #13 on: July 31, 2012, 11:22:47 PM »
If you change your mind and decide to wade into melee, consider the Iajutsu Master PrC from OA and a Monk dip with Kung Fu Genius or Carmendine Monk (Chaos Martial Monk, ofc). You get your INT bonus to your AC x2 and with a FS Conjurer dip you'll get Jaunt and Mage Armor (another AC bonus) to add to your defenses. Grab Sun School for an extra strike when you Jaunt. It depends on what type of BAB/saves system you're using.
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline Cagemarrow

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #14 on: August 01, 2012, 07:25:16 AM »
Definitely things to consider. I'll have to ask my DM what's available.

Next question, how do I maximize his Wisdom checks so he can reliably make use of the shapesand? We use the point buy system, 32 points, and I can only put a 14 or so in Wisdom so I'm going to need items or feats to make up the difference to reliably get a DC 16 check. Outside of encounters shouldn't matter but while being chased by thugs it would be nice to only have to use one round to setup a trap or tool necessary to get away.

Offline muktidata

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #15 on: August 01, 2012, 11:09:50 AM »
Convince a friend to dip marshal.   :P
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline Cagemarrow

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #16 on: August 01, 2012, 11:36:41 AM »
Too late for that with this party, although if I really need to use this as a backup character there may be others needed as well.

I can't remember if there's a wisdom check item like the circlet of persuasion or not. I don't generally play divine casters so I don't have all their gear memorized like I do for arcane.

Offline dipolartech

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #17 on: August 01, 2012, 12:39:12 PM »
I've found that when designing a Factotatum the question is never "can I find something boosts X" its actually "Can I find something so that I can substitute INT check for X?" Cause the more things you stick on INT for Factotatum, the more unstoppable you are. So consider looking for things that switch Wis checks for INT checks which unfortunately I can't think of as I haven't researched that yet.

Offline Cagemarrow

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #18 on: August 01, 2012, 12:58:20 PM »
That's definitely an option as well. Unfortunately Int is one of those things that really doesn't take over for too much without PrC finagling and I can't think of any to swap it out either.

Offline Mithril Leaf

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Re: E6 - Factotum - maximize number of skills and spell like abilities
« Reply #19 on: August 01, 2012, 01:25:29 PM »
If you can get your DM drunk, Faerie Mystery Initiate is a solid choice. It's how my psion will be rocking 500 unbuffed hp at level 20.