The fantasy desktop role-playing game Dungeons & Dragons, also known as D&D, was created by Gary Gygax and Dave Arneson. Tactical Studies Rules, Inc. released its first edition of it in 1974. Since its debut in 1974, Dungeons & Dragons has been released in some different editions.
Version 3.5 of the third edition of D&D rules, which included various minor rule modifications as well as an expanded Dungeon Master's Guide and Monster Manual, was released in July 2003. The "half edition" version number refers to the fact that this release was purposefully limited and concentrated on fixing common concerns about particular gameplay elements. The only difference between the core rules is how the balancing is done.
What is Factotum?
The factotum is a new standard class that can imitate other people's abilities and steps in when there is a real need. Factotum 3.5 are adept in almost all disciplines and can master almost any trade or skill for a brief amount of time before becoming distracted by other interests. Factotums concentrate their skills just on themselves, while bards use their general knowledge to help others. Factotums finally find the perfect tool to solve almost any situation since they constantly search for new skills and tricks.
You can do anything because you are a factotum. You can fill in for practically any other party member for brief periods of time. You can strengthen your efforts in practically any circumstance thanks to your intelligence, education, and experiences.
Factotum 3.5 Version Features
Below are some features of the Factotum 3.5 version:
- All simple & martial weapons, including light armor and shields, are all skillfully mastered by a factotum.
- A factotum acquires inspiration points, which he can use to use his powers.
- You can expend 1 inspiration point to get a competence bonus on the roll equal to your intelligence modifier before making an attack roll, damage roll, or saving throw.
- You can spend 1 inspiration point to get a factotum level benefit while making a check involving a skill in which you have at least one rank. For a specific skill, you may use this power once every day.
- In addition to using Disable Device to avoid a trap or disarm magic traps, you can use Search to find traps with a DC higher than 20.
- At the second level, you get to pick one spell and learn more spells. The chart also displays the highest level of the spell you are permitted to use in relation to your class level.
- Your intelligence bonus becomes a modifier for strength, agility, and tests using skills like hiding, climbing, and jumping based on power or skill at the third level.
- You have the option to channel divine energy as a standard action starting at the fifth level by spending one inspiration point. You can use this energy to heal wounds, deal damage to undead, or cause undead to turn.
- Your extensive knowledge enables you to examine an adversary and quickly understand her defenses.
- Your intelligence benefit becomes an armor class dodge bonus when you reach level 16.
- You reach the pinnacle of multitasking at level 19. You can nearly always imitate any skill you see, thanks to your bright thinking and acute perception of your environment.