This document provides an alternative class feature for wizards called the Wizard of Sun and Moon. It allows the wizard to designate certain spell slots as paired spells of the sun or moon. Moon spells can only be cast at night or underground, while sun spells can only be cast during the day. This gives the wizard access to more spells but limits when they can be cast. The summary provides an example of how this ability would work in practice.
TDP As the Party of Hope For AP Youth Under N Chandrababu Naidu’s Leadership
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1. life force. As an immediate action when you take damage Alternative Class Feature:
from any source, you can attempt to sacrifice spell energy Wizard of Sun and Moon
instead of losing hit points. Expend a spell slot as if you You have attuned yourself to the motions of the cosmos.
had cast a spell of that level. Then, make a Concentration The sun does more than mark off the day as it travels
check with a DC equal to 15 + the level of the sacrificed across the sky. It alters the magic you command and the
spell. If you succeed, you ignore an amount of damage spells available to you. When in the sun’s warm embrace,
equal to five times the level of the spell slot you gave up. you can cast one set of spells. When you journey into the
If you fail, you still lose the spell, but the magical energy dark, or when the moon hangs in the sky, you gain access
fails to negate any of the damage. to a second set of spells. This alternative class feature
THE DUNGEON
For example, Hennet finds himself in the way of a black does not give you more spells to cast; it gives you more
CHAPTER 1
AS ENEMY
dragon’s breath. Although he succeeded on his saving throw, to prepare and choose from.
he is still going to take 22 points of acid damage. As a 7th- Level: 1st.
level sorcerer, Hennet can sacrifice a spell of up to 3rd level. Replaces: If you select this alternative class feature, you
He chooses a 3rd-level spell, so the DC of his Concentration do not gain a familiar.
check is 18. Hennet gets a result of 22 and magically negates Benefit: You can designate one slot per spell level above
15 points of the acid damage, taking only 7 points. 0 as the union of sun and moon. When you prepare your
Special: You can attempt to deflect damage as often as spells, you can prepare two spells for one or more of these
you wish, but you can make only one attempt per round. slots. Designate one of the two as a spell of the moon and
Special: If an attack’s damage has multiple sources the other as a spell of the sun. You can cast the moon spell
(such as that of a flaming sword, which deals both weapon only if you are underground or aboveground during the
damage and fire damage), you must choose which source night, and you can cast the sun spell only when you are
to negate. aboveground during daylight hours. If you cast one of
Special: If an attack must deal damage to have a second- these paired spells, it takes effect normally, but you no
ary effect (such as poison from a snake’s bite), negating all longer can use that spell slot to cast the spell from the
the damage also prevents the secondary effect. opposite environment.
For example, Mialee is a 5th-level wizard with Intel-
WIZARD ligence 16. She selects this class option and prepares her
Your role in the dungeon is to understand and overcome. spells for the day as follows. In the list, a superscript
Decipher Script, Knowledge (arcana), Knowledge (dun- M denotes a spell of the moon, which can be cast only
geoneering), Knowledge (history), and Spellcraft all give underground, or at night aboveground, and a superscript
you access to lore others might not have. It’s a good idea S denotes a spell of the sun, which can be cast only
to coordinate with other arcane casters and Knowledge aboveground in daylight.
specialists (especially bards) to avoid needless duplication 3rd—daylightM, displacementS, suggestion
of expertise. For feats, Combat Casting is always a good 2nd—blur, mirror imageM, scorching ray, Tasha’s hideous
choice, and your high number of bonus feats lets you focus laughterS
on useful metamagic or item creation. 1st—animate rope S , hypnotism, magic missile, magic
Your choice of spells depends largely on what type of weaponM , sleep
dungeon you enter. You should always have some basic 0—acid splash, daze, read magic, resistance
combat spells available, such as mage armor, magic missile,
and fireball. For the rest, pick utility spells, including illu- If Mialee casts daylight while underground, she marks
sions to trick guards, ways to escape dangerous conditions that spell plus its environmentally opposite spell of
(such as feather fall), movement enhancers (fly, dimension the same level (in this case, displacement) off her list of
door), and finders of hidden hazards and benefits (detect prepared spells.
secret doors, arcane eye). Dispel magic negates many sorts of
hazards. As you proceed through a dungeon, you can adapt
your spell selections accordingly. It can be worthwhile to NEW STANDARD CLASS:
leave a spell slot or two open to allow emergency prepara- FACTOTUM
tion for a specific situation, and the Alacritous Cogitation “If anyone can do it, I can do it.”
feat (Complete Mage 37) lets you do it on the fly. —Alerach Longseeker, half-elf factotum
You can use Scribe Scroll to prepare utility spells such as
knock, detect secret doors, rope trick, and gaseous form ahead of It is foolhardy to explore a dungeon alone. Those who
time, leaving space for more offensive power. The XP cost attempt to do so quickly find that they lack the skills
for scribing low-level spells is minimal, and the flexibility needed to get the job done. Sometimes, this can happen in
it allows is well worth the price. Wands of useful low-level larger parties as well. Enter the factotum, a new standard
spells, such as detect magic, feather fall, and mage armor, are class, capable of mimicking the abilities of others and
also handy. filling in when the need is greatest.
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2. Table 1–1: The Factotum Hit Die: d8
Base
Attack Fort Ref Will Spell Inspiration
Level Bonus Save Save Save Level Points Special
1st +0 +0 +2 +0 — 2 Inspiration, cunning insight, cunning knowledge, trapfinding
2nd +1 +0 +3 +0 0 3 Arcane dilettante (1 spell)
3rd +2 +1 +3 +1 1 3 Brains over brawn, cunning defense
4th +3 +1 +4 +1 1 3 Arcane dilettante (2 spells), cunning strike
5th +3 +1 +4 +1 2 4 Opportunistic piety
6th +4 +2 +5 +2 2 4 —
7th +5 +2 +5 +2 2 4 Arcane dilettante (3 spells)
THE DUNGEON
CHAPTER 1
8th +6/+1 +2 +6 +2 3 5 Cunning surge
AS ENEMY
9th +6/+1 +3 +6 +3 3 5 Arcane dilettante (4 spells)
10th +7/+2 +3 +7 +3 4 5 Opportunistic piety (+1 use)
11th +8/+3 +3 +7 +3 4 6 Cunning breach
12th +9/+4 +4 +8 +4 4 6 Arcane dilettante (5 spells)
13th +9/+4 +4 +8 +4 5 6 Cunning dodge
14th +10/+5 +4 +9 +4 5 7 Arcane dilettante (6 spells)
15th +11/+6/+1 +5 +9 +5 6 7 Opportunistic piety (+1 use)
16th +12/+7/+2 +5 +10 +5 6 7 Improved cunning defense
17th +12/+7/+2 +5 +10 +5 6 8 Arcane dilettante (7 spells)
18th +13/+8/+3 +6 +11 +6 7 8 —
19th +14/+9/+4 +6 +11 +6 7 8 Cunning brilliance
20th +15/+10/+5 +6 +12 +6 7 10 Arcane dilettante (8 spells), opportunistic piety (+1 use)
Class Skills (6 + Int modifier per level, ×4 at 1st level): All. Factotums have a huge repository of knowledge, allowing them to
treat any skill as a class skill.
After a lifetime of work, few can claim even a fraction so many areas of study because you have the keen mind
of the versatility that the factotum displays every day. needed to learn through observation and experience,
Skilled in nearly every art, factotums draw upon their lore rather than formal study. When you fight, use a skill, or
to master almost any trade or ability for a brief period of cast a spell, your Intelligence plays a role in your success.
time before other pursuits draw their attention. Whereas Of course, Dexterity and Strength are useful, too. When
bards use their general knowledge to aid others, factotums you cannot provide a cunning solution to a problem, you
focus their abilities solely upon themselves. Constantly on can heft an axe or fire a bow as well as a cleric.
the hunt for new abilities and tricks, factotums eventually Races: Factotums are commonly humans, halflings,
find the right tool to overcome practically any problem. and gnomes. Those races are a natural fit because of their
However, a factotum cannot go it alone. He relies on inquisitive nature, personal drive, and clever solutions to
sudden flashes of insight gleaned from his studies and tough problems. Longer-lived races, such as dwarves and
the broad array of his experiences. He might not be the elves, find a factotum’s fickle nature to be a poor imitation
best fighter or the mightiest spellcaster in a group, but of the true mastery that can be attained only through cen-
when the party needs a stout warrior or an arcane spell, turies of life. Due to their low Intelligence, half-orcs find
the factotum can provide it. the factotum class difficult to master, but some manage
If you like having a trick up your sleeve, or if you want to to make a name for themselves.
have an answer to almost any problem, then the factotum Alignment: Factotums can be of any alignment. Some
is the class for you. Your intellect bolsters your fighting use their abilities for good, helping people in need and
ability, and your basic understanding of divine magic and learning from the attendant challenges. Other factotums
arcane spells allows you to manipulate magical energy. view the world as a well that is rightfully theirs, and they
take what they like from it. Relying upon no one but
MAKING A FACTOTUM themselves, these evil factotums steal and cheat to gain
As a factotum, you are a jack of all trades. For short periods power and use their abilities to further their own ends.
of time, you can stand in for almost any other member of The majority of factotums fall somewhere between these
the party. Your intellect, training, and experiences allow extremes. They appreciate a stable, benevolent society, but
you to bolster your efforts in almost any situation. But your they are too absorbed in travel and study to care much
magical abilities are at best limited. You can master potent about others.
spells, but your lack of formal training makes it difficult Factotums usually favor law over chaos; they love to find
for you to use them more than once each day. Furthermore, structure and insight in the topics they study. Chaotic
your understanding of magic is broad rather than deep. factotums are vagabonds and wanderers who experience
Abilities: Intelligence is a factotum’s most important life as it comes, believing that whatever topics happen to
ability. Almost everything you do relies upon it. You master cross their paths are as good as any other.
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3. Starting Gold: 6d4 × 10 gp (150 gp). Intelligence modifier. Cunning insight does not require
Starting Age: As wizard. an action, and you can use it as often as you wish during
your turn or others’ turns—provided that you have the
CLASS FEATURES inspiration points to spend. Because this ability provides
You can fill almost any role in the party, but you typically a competence bonus, it does not stack with itself.
do so only on a temporary basis. If Jozan the cleric suffers Cunning Knowledge (Ex): When making a check
a grievous injury, you can provide some healing until he involving a skill in which you have at least 1 rank, you
recovers. If mighty Tordek is paralyzed, you can draw your can spend 1 inspiration point to gain a bonus on the
weapon and hold the line for a few rounds. When a troll check equal to your factotum level. You can use this
THE DUNGEON
lurches into view, you can cast an acid spell if Mialee did ability once per day for a particular skill. For example,
CHAPTER 1
AS ENEMY
not prepare one. However, you can pull off such tricks if you use cunning knowledge to gain a bonus on a Hide
only for a limited time each day. The key to succeeding check, you cannot use the ability to improve other Hide
as a factotum lies in identifying what the group needs at checks for the rest of the day, though you can use it on
a given moment and filling that need. different skills.
Weapon and Armor Profi- Trapfinding (Ex): You can use the Search skill to
ciency: A factotum is proficient locate traps with a DC higher than 20, and you can use
with all simple and martial Disable Device to bypass a trap or disarm magic traps.
weapons, and with light ar- See the rogue class feature (PH 50).
mor and shields (except tower Arcane Dilettante (Sp): At 2nd level,
shields). Because he uses you acquire a vague understanding of mag-
spells as if they were spell- ic. You know that with a few weird hand
like abilities, a factotum gestures and an array of grunts and bizarre
can wear armor without in- words, you can conjure up something
curring the normal arcane that looks like a spell. By spending 1
Illus. by M. Coimbra
spell failure chance. A inspiration point, you can mimic a
multiclass factotum still spell as a spell-like ability.
incurs the normal arcane At the start of each day, choose
spell failure chance for a number of spells from the sorcerer/
arcane spells received wizard spell list based on your fac-
from other classes. totum level. You can choose one
Inspiration: The spell at 2nd level, and you gain ad-
factotum is a dabbler, ditional spells as shown on Table
a professional explorer 1–1. The maximum level of spell
who plunders a wide you can use, according to your
variety of fields to find class level, is also shown on the
the tools he needs to sur- table. You can select any sorcerer/
vive. He reads through wizard spell up to that level, but
tomes of arcane magic you can prepare only one spell
to gain a basic under- of your maximum level. Your
standing of spells. He caster level equals your level
offers prayers to a vari- in this character class. The Dif-
ety of deities to gain their Alerach the factotum is ready for anything ficulty Class for a saving throw
blessings. He observes warrior against your spell is 10 + the spell
stances and exercises to understand the art of fighting. level + your Int modifier.
But while a factotum learns many paths, he masters none Once you have used a spell, you cannot use it again
of them. Rather than train in a given field, he masters all until you have rested for 8 hours. After resting for this
the basics and manages to pull out something useful when time, you choose new spells and lose any unused spells
the situation is desperate enough. from the previous day, though you can select the same
To represent this seemingly random body of knowledge, spell on consecutive days. You cannot prepare the same
a factotum gains inspiration points that he can spend to spell multiple times to use it more than once during the
activate his abilities. At the beginning of each encounter, same day.
he gains a number of inspiration points determined by You cannot use spells that require an XP cost. You must
his level (see Table 1–1). otherwise provide the necessary material components
Cunning Insight (Ex): Before making an attack roll, as normal.
damage roll, or saving throw, you can spend 1 inspiration If you wish to enhance a spell with a metamagic feat,
point to gain a competence bonus on the roll equal to your you must apply the feat when you prepare the spell. In
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4. addition, you must be capable of using a spell of the modi- Cunning Dodge (Ex): Starting at 13th level, your luck,
fied spell’s level. reflexes, and intuition allow you to avoid an attack or spell
Brains over Brawn (Ex): At 3rd level, you gain your that would otherwise defeat you. If you take damage that
Intelligence bonus as a modifier on Strength checks, would reduce you to 0 or fewer hit points, you can spend
Dexterity checks, and checks involving skills based on 4 inspiration points as an immediate action to ignore
Strength or Dexterity, such as Hide, Climb, and Jump. the damage. You dodge out of the way, take cover from a
Cunning Defense (Ex): You study your opponents and spell, or otherwise escape. You can use this ability once
learn to anticipate their attacks. Starting at 3rd level, you per day.
can spend 1 inspiration point to gain your Intelligence Improved Cunning Defense (Ex): At 16th level, you
THE DUNGEON
bonus as a dodge bonus to Armor Class against one oppo- gain your Intelligence bonus as a dodge bonus to Armor
CHAPTER 1
AS ENEMY
nent for 1 round. Using this ability is a free action. You Class. You no longer need to spend an inspiration point
gain this benefit even while wearing medium or heavy to gain this benefit. Unlike the standard cunning defense
armor. You can use this ability multiple times to gain a ability, you do not gain this benefit when wearing medium
bonus against different opponents, but you cannot use it or heavy armor.
more than once during your turn against a single foe. Cunning Brilliance (Ex): At 19th level, you become
Cunning Strike (Ex): With a quick study of a vulner- the ultimate jack of all trades. Your sharp mind and keen
able opponent’s defenses, you can spot the precise area you sense of your surroundings allow you to duplicate almost
need to hit to score a telling blow. Starting at 4th level, you any ability you witness. At the start of each day, choose
can spend 1 inspiration point to gain 1d6 points of sneak three extraordinary class abilities. Each ability must be
attack damage. You must spend the inspiration point to available to a standard character class at 15th level or lower,
activate this ability before making the attack roll. When and must appear on the advancement table or in the text
determining if you can use sneak attack against a target description for that class. By spending 4 inspiration points
that has uncanny dodge, use your factotum level as your as a free action, you gain the benefits and drawbacks of one
rogue level. chosen ability for 1 minute. You use the ability as if your
Opportunistic Piety (Su): Factotums are legendary for level in the relevant class equaled your factotum level. You
the number of holy symbols, lucky trinkets, and blessed can use each chosen class ability once per day.
items they keep handy. As the saying goes, there are no For example, if you use a monk’s flurry of blows ability,
atheists in the dungeon. Starting at 5th level, you can you gain all the benefits and drawbacks described under
spend 1 inspiration point to channel divine energy as a Flurry of Blows (PH 40). You do not gain the benefits of
standard action. You can use this energy to heal injuries, unarmed strike, because that is a separate ability in the
harm undead, or turn undead. At 5th level, you can use monk’s class description.
this ability a number of times per day equal to 3 + your
Wisdom bonus (if any). You gain one extra daily use of this PLAYING A FACTOTUM
ability at 10th level, 15th level, and 20th level. You cannot Knowledge is everything, and applied knowledge is even
use opportunistic piety if you have exhausted your daily better. You adventure out of a sense of curiosity, a desire
uses, even if you have inspiration points left to spend. to pierce the veil of ignorance that shrouds so much of
If you use this ability to heal injuries, you channel posi- the world. If you hear rumors of an island with beaches
tive energy to heal a living creature of a number of points of diamonds and mountains of gold, you want to find
of damage equal to twice your factotum level + your Int the island, determine its origin, and learn its secrets. To
modifier. The energy will also deal the same amount of other adventurers, the entrance to a dungeon is a gateway
damage to undead targets. to treasure and power. To you, it is a promise of secrets
If you use this ability to turn undead, you act as a cleric waiting in the dungeon’s deepest levels.
of a level equal to your factotum level. No matter what your Think of yourself as an adventuring scholar, an expert
alignment, you cannot control undead—your understand- who has the right answer at the right time, a seeker who
ing of divine magic is too rudimentary. finds the truths hidden in the world. You are the one who
Cunning Surge (Ex): Starting at 8th level, you learn notices that an ogre has a long scar along its leg, allowing
to push yourself when needed. By spending 3 inspira- you to strike the creature where the old wound has not
tion points, you can take an extra standard action during fully healed. You are the one who read a book on the dark
your turn. arts, allowing you to conjure the spell needed to banish an
Cunning Breach (Su): Starting at 11th level, your broad ice devil. Other adventurers must prepare their abilities
knowledge allows you to study an opponent and gain a and hope they have the right tools to overcome a challenge.
brief flash of insight to breach her defenses. By spending 2 You wait for difficulties to present themselves and then
inspiration points as a free action, you can ignore a single decide what talents to employ.
target’s spell resistance and damage reduction for 1 round. Versatility is the key to your success. In some encoun-
The target automatically fails any spell resistance check ters, you draw your weapon and hold back the enemy. In
that she attempts to avoid your spell. others, you slip around behind the foe to unleash a potent
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5. spell. At other times, you scout ahead, uncover traps, and you can spend inspiration points on spells rather than on
clear the way for your friends. improving your attack rolls and damage rolls.
The chameleon prestige class (Races of Destiny) deserves
Religion special mention. This class allows you to change your focus
Most factotums worship a variety of deities and have holy on a daily basis, making it possible to switch from being a
symbols for every occasion. A typical factotum might offer skilled warrior to being a potent spellcaster. This prestige
one prayer to Obad-Hai before venturing into the wilds, class is a great combination with the factotum class. The
and another to Moradin while traveling through an aban- chameleon’s focus allows you to fill a single role well,
doned dwarf mine. Factotums seek a higher understanding and the factotum’s inspiration points let you retain the
THE DUNGEON
of the world than a single deity can offer. Besides, they flexibility to heal an ally, make a sneak attack, or deliver
CHAPTER 1
AS ENEMY
know enough about divine magic to leach energy from a a decisive blow. In many ways, chameleons are factotums
number of gods. It pays to spread the prayers out. who specialize in a few narrow fields.
If a factotum favors one deity, it is usually Boccob,
the god of magic and knowledge. But few factotums are STARTING PACKAGE
religious fanatics. Instead, they see Boccob as the ideal Human Factotum
manifestation of their talents, a cunning mastermind Ability Scores: Str 12, Dex 14, Con 13, Int 15, Wis 10,
who has accumulated boundless knowledge. Cha 8.
A few factotums of non-evil alignment revere Vecna. Skills: Concentration, Disable Device, Hide, Listen, Move
They see that dread deity as the keeper of knowledge and Silently, Open Lock, Search, Sense Motive, Spot.
secrets, and they hope to uncover his most potent mysteries Languages: Common, Giant, Goblin.
to better master the world. While they might revile Vecna’s Feats: Point Blank Shot, Precise Shot.
methods, they respect the knowledge he keeps and the Weapons: Morningstar (1d8/×2), shortbow (1d6/×3, 60 ft.).
secrecy with which he protects it. Armor: Studded leather armor (+3 AC).
Other Gear: Thieves’ tools, flask of acid, alchemist’s fire,
Other Classes 26 gp.
You work well with other classes whose role is clearly
defined, such as fighters, barbarians, clerics, sorcerers, FACTOTUMS IN THE WORLD
and wizards. While you appreciate the dual roles of pala- “If you can put up with his lectures on ancient architecture, there’s
dins, druids, bards, and rangers, you often feel frustration no one else I’d want to take with me into the dungeons beneath
at their difficulty in identifying where their skills are Castle Greyhawk.”
needed most. You have the most in common with rogues —Dread Delgath, adventuring wizard
and wizards, whose reliance on cunning and knowledge
is similar to your own. The factotum class gives players a chance to be the
archetypal jack of all trades. Inspiration points allow a
Combat factotum to excel in a wide variety of situations because
You are best suited to filling whatever role the party needs, he decides which of his capabilities to bolster. While
so try not to spend your inspiration points too early in a other classes are locked into certain abilities, a factotum
battle. If the fighter falls to a lucky attack, you will have has unmatched flexibility.
to take his place and hold back the enemy. If the wizard
runs out of spells, your arcane talents will prove crucial. Daily Life
Likewise, save your healing for a critical juncture or until Factotums are curious, driven, and inquisitive. They
the cleric is down or out of spells. adventure not only for gold and glory, but also to uncover
lost secrets and expand their lore. They find almost any
Advancement situation interesting, wanting to learn everything from
You have unmatched flexibility in building your talents. the intricate social protocols of a royal court to the tactics
You can emphasize one ability or nurse a broad range of used by rampaging goblins.
abilities. In most cases, feats that consistently improve Many factotums become sages and loremasters when
your talents are better than feats that function only in they retire. They catalog the lore they uncovered and use
certain situations. For example, Weapon Focus improves it to advise others, particularly adventurers. A retired
all your attacks, whereas Power Attack provides more factotum likely has an archive of maps and charts from
limited benefits. his previous exploits, tools that can prove useful for the
When multiclassing or taking levels in a prestige class, next generation of explorers.
find combinations that broaden your abilities or that
increase your flexibility. Bonus feats allow you to improve Notables
your combat prowess while retaining much of your flex- Factotums rise to become advisors, sages, and experts in
ibility. If your feats make you a more competent warrior, a variety of subjects. Alerach Longseeker, for example, is
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6. famous for crossing the Barrier Peaks, the Hellfurnaces, Adaptation
and the Yatil Mountains in a series of solo expeditions. The factotum is readily adaptable to most campaign worlds
Rumors say that he owns the last surviving map of the as a sage, an expert, or a jack of all trades. Fantasy literature
location of a fabled dungeon of metal corridors high in offers many examples of a hero who uses his experience
the Barrier Peaks. and cunning to overcome obstacles. He need not wear
heavy armor, carry a sword, or cast a spell to make a name
Organizations for himself. A quick wit, a brave heart, and boundless
Rather than create their own organizations, factotums tend energy are enough to best many challenges.
to join groups founded and run by others. Many thieves’ A factotum is similar to an everyman hero, an average
THE DUNGEON
guilds employ a few factotums to handle unexpected dan- person who uses his wits and bravery. Good examples
CHAPTER 1
AS ENEMY
gers on a heist. Some factotums join formal adventuring include wandering adventurers, rugged explorers, and
guilds and companies to find ready allies to help them on cunning archaeologists. The Indiana Jones movies provide
their expeditions. a perfect example of a factotum. Indiana Jones dodges
traps, uses his scholarly knowledge to find hidden trea-
NPC Reactions sures, handles a whip and a gun, and throws a mean left
Most commoners have no idea what to make of a factotum’s hook. In a D&D campaign, replace his gun with a basic
unpredictable skills and abilities. Barbarians, druids, and understanding of magic, and you have a factotum.
other folk of the wilderness see factotums as overeducated
and overly civilized, but an adventure with one in the wilds Sample Encounter
quickly dispels that notion. Most adventurers are happy An encounter with a factotum should highlight his use of
to have a factotum in the party, especially on a dungeon a wide range of abilities. A factotum in light armor might
expedition during which traveling back to civilization appear to be a rogue at first, but he can surprise the party by
will be difficult, and determining what dangers lie ahead casting a spell or healing himself. A factotum also makes
nearly impossible. a useful contact for the PCs. He might share secrets that
lead to hidden treasure, sponsor expeditions to recover
FACTOTUM LORE lost antiquities, and so on.
Characters with ranks in Knowledge (local) can research EL 6: Alerach Longseeker is a retired adventurer who
factotums to learn more about them. When a character runs a small museum filled with strange objects, preserved
succeeds on a skill check, the following lore is revealed, monsters, and other oddities he acquired during his career.
including the information from lower DCs. He pays adventuring parties to bring back intriguing
DC 15: Factotums are sages and experts who master a trinkets, unusual treasure, and items from ancient civili-
variety of talents. zations. In return, he provides cash rewards, maps to lost
DC 20: Factotums draw on their training and intelli- treasures, and other services. Alerach is a mentor to many
gence to fight well, cast spells, and heal wounds, but they young factotums, and his personal library is an astounding
lack the formal training needed to do so consistently. source of information.
FACTOTUMS IN THE GAME Alerach Longseeker CR 6
Male half-elf factotum 6
Factotums are the closest characters in the D&D game NG Medium humanoid (elf)
to professional adventurers. Fighters serve as soldiers Init +2; Senses low-light vision; Listen +0, Spot +0
and mercenaries, wizards delve into the secrets of Languages Common, Draconic, Elven, Giant
magic, clerics lead the worship of deities, and rogues AC 15, touch 12, flat-footed 13
beg, borrow, and steal. Factotums, however, explore (+2 Dex, +3 armor)
the world and uncover its secrets. They usually gather hp 36 (6 HD)
Immune magical sleep
in large numbers near well-known dungeons. Many Fort +3, Ref +7, Will +1; +2 against enchantments
children who dream of gaining wealth and fame by
Speed 30 ft. (6 squares)
looting tombs, braving the planes, and defeating Melee light mace +5 (1d6+1)
powerful monsters grow up to become factotums. In Ranged mwk light crossbow +7 (1d8)
rare cases, factotums form professional adventuring Base Atk +4; Grp +5
unions and guilds, just like blacksmiths, bakers, and Atk Options cunning insight, cunning defense, cunning strike
other artisans. Special Actions arcane dilettante, opportunistic piety 2/day
Combat Gear horn of fog
The typical D&D campaign world has plenty of dun- Wizard Spells Prepared (CL 6th):
geons and treasure to go around. It makes sense that a class 1st—expeditious retreat, magic missile
of professional adventurers would arise in time. Factotums Abilities Str 12, Dex 14, Con 13, Int 16, Wis 8, Cha 10
fill this role—they are the experts who cultivate all the SQ brains over brawn, cunning knowledge (1/day per skill), elf
skills needed to make it as adventurers. blood, inspiration (4 points), trapfinding
Feats Point Blank Shot, Precise Shot, Rapid Reload
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