Factotum
Factotum
A jack of all trades, the factotum learns from all sources that would be available to them, picking up new and unique techniques at the drop of a hat.
HP & Defenses
Factotums possess a d8 Hit Die, and they start the game with 40 Hit Points (plus double Constitution and other modifiers). By spending 3 XP the Factotum can gain a Hit Die, increasing their Hit Points accordingly.
They also receive a +2 bonus to Reflex Defense and Will Defense.
Stat Bonuses
Factotums receive a +1 bonus to one of the following attributes; Dexterity, Wisdom, or Charisma.
Increasing these attributes outside of character creation is done at a discount (10 XP per increase instead of 20 XP)
Attack Bonus
Factotums receive a +1 Attack Bonus.
By spending 5 XP the Factotum can increase their Attack Bonus by +1, to a maximum of +10.
Skill Points
Factotums receive 1 rank in the following skills at character creation;
Knowledge (Magic, History, Tactics, Religion, Planes, and Humanoids)
Starting Feats
Factotums receive the following starting feats;
Spellcasting
Factotums are unique in that their spellcasting is blended together, mixed until there is no differentiation between the schools of magic that were once separated. Rather than choosing a school of magic, they instead can choose spells from any school of magic. However, they cannot take spells which have a cost of 8 XP or higher.
They still receive four 1 XP spells free at character creation.
Jack-of-all-trades
Factotums do not care for such simple concepts as 'training' and 'specialization', instead choosing for the unorthodox approach. To be all and yet none simultaneously. They are able to select talents from any other class, and lack talents of their own. They cannot choose talents which cost 4 XP or more to take.