Indeed. Pretty much beyond Dungeonscape, Core, and the Spell Compendium, I am using... one feat. Font of Inspiration
http://www.wizards.com/default.asp?x=dnd/frcc/20070606Official Wizards material, if added in a web expansion. Because using my Class Abilities more times an encounter is a good thing.
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Mythweaver's Sheet
http://www.myth-weavers.com/sheetview.php?sheetid=255349Will Transcribe to Plaintext
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Arivel Durvesh
Human True Neutral Factotum 9
HD 9d8+18 (62 HP Average)
AC 20 (10+7 Armor+1 Dex+1 Natural+1 Deflect)
Touch 12
Flatfooted 19
Init +1
Speed 30 ft
Str 12
Dex 12
Con 12
Int 20
Wis 10
Cha 16
Fort +7
Reflex +10
Will +6
Weapons
+1 Seeking Longbow
Attack Bonus: +8/+3
Damage: 1d8+2
Critcal: x3
Range: 110ft
Masterwork Greatsword
Attack Bonus: +8/+3
Damage: 2d6+1
Critical: 19-20
Armor
+2 Mithral Breastplate
AC Bonus 7
Armor Check Penalty -1
Max Dex +5
Spell Failure 15%
Skills
Appraise 1 Rank (Modifier +6)
Balance 5 Ranks (Modifier +12)
Bluff 5 Ranks (Modifier +8)
Climb 1 Rank (Modifier +6)
Concentration 1 Rank (Modifier +2)
Deciper Script 1 Rank (Modifier +6)
Diplomacy 12 Ranks (Modifier +21)
Disable Device 1 Rank (Modifier +6)
Disguise 1 Rank (Modifier +4)
Escape Artist 1 Rank (Modifier +6)
Forgery 1 Rank (Modifier +6)
Gather Information 1 Rank (Modifier +6)
Handle Animal 1 Rank (Modifier +4)
Heal 1 Rank (Modifier +1)
Hide 12 Ranks (Modifier +17)
Intimidate 12 Ranks (Modifier +17)
Jump 5 Ranks (Modifier +12)
Knowledge Arcana 5 Ranks (Modifier +10)
Knowledge Architecture and Engineering 1 Rank (Modifier +6)
Knowledge Dungeoneering 1 Rank (Modifier +6)
Knowledge Geography 1 Rank (Modifier +6)
Knowledge History 1 Rank (Modifier +6)
Knowledge Local 5 Ranks (Modifier +10)
Knolwedge Nature 1 Rank (Modifier +8)
Knoweldge Nobility and Royalty 5 Ranks (Modifier +10)
Knowledge Religion 5 Ranks (Modifier +10)
Knowledge The Planes 1 Rank (Modifier +6)
Listen 1 Rank (Modifier +1)
Move Silently 1 Rank (Modifier +6)
Open Lock 1 Rank (Modifier +6)
Perform 1 Rank (Modifier +4)
Ride 1 Rank (Modifier +6)
Search 1 Rank (Modifier +6)
Sense motive 5 Ranks (Modifier +5)
Sleight of Hand 1 Rank (Modifier +8)
Spellcraft 1 Rank (Modifier +8)
Spot 1 Rank (Modifier +1)
Survival 5 Ranks (Modifier +5)
Swim 1 Rank (Modifier +6)
Tumble 11 Ranks (Modifier +18)
Use Magical Device 12 Ranks (Modifier +15)
Use Rope 1 Rank (Modifier +6)
Class Abilities
Inspiration: 20
Cunning Insight
Cunning Knowledge
Trapfinding
Brains over Brawn
Cunning Defense
Cunning Strike
Oppurtunistic Piety
Cunning Surge
Feats
Font of Inspiration
Font of Inspiration
Font of Inspiration
Font of Inspiration
Font of Inspiration
Magical Equipment
Cloak of Resistance +3
Ring of Protection +1
Amulet of Natural Armor +1
Bag of Holding, Type 2
Normal Equipment
Bedroll
Crowbar
Flint and Steel
Grappling Hook
100 Ft Silk Rope
Tent
Thieves Tools, Masterwork
Musical Instrument, Masterwork (Lute)
Holy Symbol (Silver)
Healer's Kit
Disguise Kit
Climber's Kit
Bit and Bridle
Horse, Heavy
Saddle, Riding
Trail Ration x10
Waterskin
200 Arrows
Currency
363 gp
4 sp
Spells Currently Memorized
Nightstalker's Transformation (Spell Compendium)
Ruin Delvers Fortune (Spell Compendium)
Dimensional Door
Black Tentacles
Languages
Chondathan
Damaran
Turmic
Goblin
Elven
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Appearance: Arisel is a sturdy looking fellow, with dark brown hair, and green eyes. Dressed in a forest green cloak, with a Greatsword strapped to his back, alongside a longbow, he looks like a soldier of caravan guard. Nothing overtly magical or powerful screams his identity. To magical sight, his items glow, but nothing stands to identify him.
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Personaility Arisel is a veteran. At the end of the day, thats the only descriptor he would make a claim to. He's lived through far to much to imagine himself skilled or talented. He just managed to live. Whatever he skills he possesses, talents, whatever, they are just a measure of the fact that he was the one lucky enough not to take an arrow through the head.
This measure of himself carries through his lifestyle. When not doing some 'damn fool thing' as he calls his 'adventures' he tends to sit in a tavern somewhere and drink. He's a dour, sarcastic fellow, with a cynical view of humanity, and a pessimistic view in general.
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Background: Arivel was born in Cormyr, and grew up there. His father was a member of City Watch, and his mum a homebody. He spent his childhood playing in the city streets of Cormyr, just one of the many children of the lower class. Things were tight, but they didn't starve. When he came of age, he joined up with the City Guard, taking the Shortsword, Club, and Crossbow. The Cormyr City Guard gave the great Arivel his first training with weapons. Not many remember that.
He stayed with the guard for a few years, before things turned bad for the new guard. He broke up a Bar Fight, rapping a few people on the head who decided that settling down seemed less fun then continuing. He dragged those off to a Cell, not noticing the finery of one of them. He'd thrown them in the cell before the Jailer recognized the idiot as a noble. Arivel took the news remarkably weel. In that he thought out a plan before hightailing it out of Cormyr. He caught a ship to Westgate, and joined up the first caravan out of there. That was where the legend of Arivel really took off, if one is stupid enough to call it that.
He travelled far and wide, serving as a Caravan Guard, City Watchman, Mercenary, whatever he had to do to get coin. He travelled with all sorts. Wizards, from whom he picked up the Art of magic. Clerics, whom he learned to trick their gods into interceding for him once or twice. Scholars, Thieves, Warriors, Rangers, all have numbered in his employers or comrades. And he's learned from each of them. Not enough to call himself a master. Just enough to scrape by. He's wandered all over, constantly moving on when the chance came. And honestly, he's enjoyed himself. But he always wanted to come back home. And finally hes gotten the hardchance. The Noble got himself knifed over something, Arivel hardly cares what. And Arivel boarded the next ship to Cormyr.
He'd been back home for a few weeks now. He's visited some graves, spoken with mostly forgotten friends, and spent a lot of time in his old tavern. And now... he is ready to do something else. Cormyr isn't his home anymore. He isn't Guardsman Durvesh. He's outgrown whatever place he had in Cormyr, and it isn't his home any longer. He doesn't know if he even has a home anymore, but he won't find it getting drunk in dingy taverns.
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Sources
Dungeonscape - Factotum Class
http://www.wizards.com/default.asp?x=dnd/frcc/20070606 Web Expansion - Font of Inspiration Fear
Spell Comendium - Spells: Ruin Delvers Luck and Nightstalker's Transformation
All else is from Core