User:Askewnotion/PCs/Face
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Factotum 1 (ECL 1)
Race:Human
Alignment: CG | Size: M
Patron Deity:
Abilities Assumes 31 point buy
Str 12 +1 |
Dex 12 +1 |
Con 12 +1 |
Int 16 +3 |
Wis 12 +1 |
Cha 13 +1
Defense
AC: 11 / Touch: 11, Flatfooted: 10
(+1 Dex)
HP: 9 / HD: 1d8+1
Initiative: +1 / Speed: 30'
Fort: 1 / Reflex: 3 / Will: 1
+1 vs Spells and spell-like abilities
Attacks
- Unarmed +1 / 1d3+1 / 20x2 / b
- Touch +1 / Ranged Touch +1
Space/Reach: 5 ft./5 ft. Base Attack: +0
Feats
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Skills
Languages: Common, Draconic, Elven, Orc |
Special Abilities
Factotum
- Inspiration: 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 offers prayers to a variety of deities 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. 2 pts/encounter
- Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns — provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.
- Cunning Knowledge (Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.
- Trapfinding: You 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.
You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
Someone 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 her party) without disarming it.