Dark Archive Playtest Analysis

Monday, November 22, 2021

Welcome, Archivists. I’m James Case, here for your debrief on the playtest for Pathfinder Dark Archive! First, thank you all for taking the time to try out the psychic and the thaumaturge and for filling out surveys, talking about the classes on forums and chat servers, making blog posts and videos, and all in all helping us make the classes the best we can be! Now that the playtest has wrapped, we wanted to talk about some of the feedback we saw and the directions we’re starting to take class revisions. While we’re still in the middle of discussions, development, and analysis, we thought we’d check in. Keep in mind that both classes will get a ton of small updates across the board, as well as more feats, class path options, and the like, so we’re just going to focus on the big changes here!

Psychic:

Thaleon, the iconic psychic. Sketch by Wayne Reynolds.
Thaleon, the iconic psychics

Main Takeaways:We tried something a little different from the conventional spellcaster model with the psychic’s lower number of spell slots and strong focus on …focus... cantrips, amps, and other special powers, with conventional slotted spells filling a more supplemental role. The overwhelming majority of you responded that you preferred this approach over a conventional spellcaster approach; however, much of the feedback also indicated that while what the psychic got in exchange for this reduced spell loadout was very interesting, it didn’t feel powerful or useful enough to make up for the difference in lost spell slots. So, a major direction of change for the psychic will be to retain the “fewer spell slots” and “cantrip/amp focus” class role, but adjust the power level of the supplemental pieces so that you can truly feel like you’ve unleashed the awesome power of your mind. I’ll get into some of the approaches we’re taking in each point below.

We also wanted to get a sense in the playtest of what you all thought of the general tone and genre of the class. This was pretty conclusive—over two-thirds of respondents said the more magical cast was working for them, so we’ll be staying the course here as well!

Spells and Spellcasting: A strong majority of respondents stated that they preferred the playtest arrangement of the psychic’s spellcasting and key ability scores, so we’ll be sticking to those and keeping the psychic as a spontaneous occult spellcaster whose subconscious mind gives them a thematic choice of key ability score between Intelligence and Charisma.

I also want to call out that, as with past spellcaster playtests, the specific spells granted on the conscious minds drew only on spells we had already published, so some needed to be chosen for role (“a damaging spell here” or “a scouting spell here”) and easy understandability even if they were a little outside the theme—for instance, magic missile was a stand-in for a more on-theme damaging level 1 spell on the distant grasp psychic. The final Dark Archive book will introduce several new spells with the psychic in mind for thematically tighter granted spells!

Psyche: The ability to unleash your psyche to amp spells for free was originally intended to let psychics really feel like they got to be masters of focus by cheating the Focus Point caps. However, the fact that psychics had almost unlimited Focus Points took up a lot of the power budget for the class, rippling into the psyches needing to come online later and have both benefits and drawbacks, as well as affecting the power of amps (which I'll touch on next). Therefore, one of the biggest changes we’ll be making to psychic is to remove this aspect of Unleash Psyche, and then redistribute that power through the rest of the class for a more consistent play experience.

Consistent feedback also showed that while psyches were interesting when unleashed, most combats didn’t last long enough after the third turn to make getting into the psyche feel worthwhile (meaning that much of the psychic’s power was tied up in a feature they had inconsistent access to). While we don’t want to make Unleash Psyche an “assumed first-turn action” in the vein of Rage, Hunt Prey, or similar, we do want to make it easier to do. Thankfully, with the removal of psyche’s role as a source of unlimited Focus Points, we have a lot of options for making it more accessible, as well as for adding more punch, such as effects that happen when your first Unleash your Psyche, more special abilities that happen automatically when you are unleashed, or the ability to end your psyche earlier for a single big benefit.

Amps: Amps are one of the major parts of the psychic, and most respondents stated that they found these options very interesting—Mark tells me that amps scored among the highest for “interesting” of any class we’ve playtested—but also that they felt weak in comparison to normal focus spells. They were! Since Unleash Psyche meant that you could amp your focus cantrips 5 or more times in a single combat, as opposed to a hard maximum of 3, those amps needed to be a little under the balance point of spells like fire ray. While psychics will retain their focus on amps, they likely won’t have such an outsized number of them, so we have plenty of room to now bring the power scale of amps back up.

New Stuff!: Of course, we always increase the number of options between the playtest and the final class! In addition to the new spells that will be added in Dark Archive, the psychic will of course be gaining new feats and choices of both conscious and subconscious minds. In honor of our new iconic psychic, Thaleon, I’ll share his conscious mind, which is called the tangible dream. This path focuses on materializing and projecting the user’s thoughts into the physical world, allowing you to conjure walls, blades, and other constructs of force (or astral thread, or ectoplasm, as your character concept fits) around the battlefield!

I’m getting a vision… It’s… of Mark, talking about the thaumaturge!


Thaumaturge:

Mios, the iconic thaumaturge. Sketch by Wayne Reynolds.
Mios, the iconic thaumaturge

Hi everyone, Mark Seifter here for a post-playtest report for the thaumaturge class. I first want to thank you all for participating in the playtest by running and playing games, posting your playtest results and analysis, answering surveys, and having good discussions! In particular, the playtest was happening during a pretty challenging period for us at Paizo, and I appreciate how all of you in the playtest stepped up your game compared to earlier playtests with extremely civil discourse, keeping repetitive points to a minimum so I could keep up with all the new ideas, and just really engaging with each other’s ideas and feelings in good faith to talk about different directions.

Overall, people really liked the thaumaturge, with a strong good feeling from the majority of players, but there were definitely some areas where it needed tweaking or rethinking, usually in a way that didn’t detract much for most playtesters but did in a big way for a small number of them. This left the thaumaturge in an interesting situation, with about as many people who were about as many huge fans of the class as the highest-ranking class we’ve ever playtested, but then that small number with especially low rankings. The great news about that is that it left a clear path forward.

Main Takeaways: The one thing I wasn’t sure about was whether playtesters would like our new vision of the thaumaturge or would prefer something more similar to the first edition occultist. What I discovered is that you really like the martial thaumaturge concept, by an overwhelming majority, and want it to remain a magpie picking up from all four traditions. However, there was a desire to make it clearer how the class fantasy works with respect to exerting your force of personality to convince the universe, as well as to add more capacity to the class’s skills so that Charisma-based skills are front and center to match the intro lore about being persuasive. The changes to Esoteric Antithesis and Find Flaws (see below) may help with this as well to allow better advantage of your Charisma key ability score, while freeing up a broader variety of character concepts—this will let players freely choose whether to lean more heavily on magical learning or more on making things up as you go along as best fits the character. We’ll also be making a variety of quality-of-life changes based on other playtester proposals.

New Implements: As the playtest mentioned, we’ll be adding up to nine implements (three each granting active, reactive, and passive abilities). Of the four new implements, one of them will be the tome (or a ledger, notebook, or similar object), a passive implement that mysteriously writes down information about everything around you to assist you. The other implements are one to let you inspire and lead your allies, one to debuff your enemies, and one that misleads your enemies’ attacks, but I’ll leave it up to you to figure out what implements those might be!

Esoteric Antithesis and Find Flaws: One thing I’ve learned from these playtests is that our playtesters tend to be our most dedicated and experienced players (and even if you’re new to Pathfinder, you are very experienced with tabletop RPGs in general). So, whenever even our most experienced playtesters think a mechanic is complicated, I think I should take another look at that. People loved the benefits for these abilities but thought they were complex, and that they sometimes had issues being tied directly to Recall Knowledge. Our plan is to disentangle Esoteric Antithesis from Recall Knowledge (with a feat, like investigators’, to pick up a free Recall Knowledge if you want that), instead just flat-out forcing your will on the universe with a check to establish a connection (I’m thinking a name like “Forge Connection”). One consequence of this is that even on a failure, you can forge a connection, but a success or critical success will give you more. Additionally, while a high majority of players really liked the playtest benefit from Esoteric Antithesis, there were some good ideas about how to open up to allow a variety of benefits to allow for more playstyles. So, we’re looking at offering multiple benefits a thaumaturge can pick from when you successfully forge a connection. This separates out the benefit where you apply a creature’s highest weakness and the benefit where you create a new weakness as two options, to handle the feedback people gave about situations where they were already applying a creature’s highest weakness due to preparation for the encounter. It also allows you to gain new benefits, for instance, when you might prefer a special buff or debuff instead of simply more damage. Right now, we’re toying with the idea of having a different connection for each implement, as some folks also thought implements could use one more unique power, and then have more connections available through feats

Pacts: People loved the story of the pacts—in fact, they wanted them to have stronger effects, and many wanted the option for any character, even non-thaumaturges, to gain them. We had actually planned on including similar pacts in a yet-unannounced part of the book, but based on your feedback, we also expanded the pacts into a full-on pact binder archetype for anyone to take! Opinions were pretty varied about their rarity, perhaps the most mixed we’ve ever gotten in a multiple choice question for paths moving forward, so we’ll take that into account moving forward.


A Glimpse, A Hunch, A Flicker of the Future:

Hey, thanks for sticking around! Here’s something coming up in Dark Archive—while the book is still in development and various things might change a little, I wanted to give a sneak peek into a new type of player option coming up in the cryptids file, one of the eight casefiles of the Dark ArchiveM.

Creature Echo Feats

Creature echoes are a new type of feat that grant you special powers based on exposure to an unusual creature. These are rare and usually only occur after a significant event involving the creature. Imagine a town where people have, one by one, begun to turn to stone. You might spend many months tracking down the cause of the phenomena, only to eventually find it was an ancient creature with a petrifying gaze living deep under the town. However your encounter with the creature goes, the following feat might echo with you if you survive:

Stone Skin — Feat 12
Rare, Transmutation
Prerequisites You have been petrified.

It might have been a medusa, dracolisk, or even a fossil golem; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. Your limbs are coated with a layer of stone that rests atop your skin. You gain a stone fist unarmed attack which deals 1d8 bludgeoning damage, has the shove trait, and is in the brawling weapon group; unlike a normal fist, it does not have the agile or finesse traits. As your life force ebbs, this petrification spreads over more of your body to form a stony armor. When you have fewer than half your maximum Hit Points, your stone fist unarmed attack increases its weapon damage die from 1d8 to 1d10 and you gain resistance to physical damage equal to your Constitution modifier.

If you would gain the dying condition, you can choose to instead be permanently petrified to avoid the risk of death. Counteracting this petrification requires a casting of stone to flesh of a spell level equal to at least half your level, as well as a counteract check against the hard DC for your level. Each time you recover from petrification caused in this way, you gain a new scar on your skin in the shape of a long, thin crack.

Scribes of the Archive

Before I go, I want to say thanks to the awesome writers whose work is featured in the book. We’re in the middle of development and I gotta say, they’ve done some strange, spooky, and brilliant work!

Written by Rigby Bendele, Logan Bonner, James Case, Dan Cascone, Jessica Catalan, Banana Chan, Kay Hashimoto, Sen.H.H.S., Patrick Hurley, Avi Kool, Daniel Kwan, Kendra Leigh Speedling, Luis Loza, Ron Lundeen, Liane Merciel, Jacob W. Michaels, Andrew Mullen, Quinn Murphy, K. Tessa Newton, Mikhail Rekun, Patrick Renie, Michael Sayre, Mark Seifter, Shay Snow, Soup, Alex Speidel, Solomon St. John, Geoffrey Suthers, Ruvaid Virk, Jabari Weathers, and Isis Wozniakowska



We’ll have more for you in the future, so stay tuned for further updates over the next year. Again, thank you all so much for taking the time to participate in the playtest and for sending in feedback to make the classes the best they can be!

In darkness lies enlightenment,

James Case
Designer

Mark Seifter
Design Manager

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Tags: Pathfinder Playtest Pathfinder Roleplaying Game Pathfinder Second Edition
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Pathfinder Lost Omens Subscriber
PossibleCabbage wrote:

I mean, it's probable that the four traditions are just different techniques for accessing and channeling magical power which is actually just one thing. It's just that if you were really get a firm grasp of Magic at its source, you would probably end up like Nethys.

So the four magical traditions get closer to the source by using a cross-section of the truth, whereas the Thamaturge dabbles in seeing the whole truth at once but doesn't access as much power as a result.

Like imagine "the truth about magic" as an onion, and each tradition tries to get to the center of the onion through a different means, while the thaumaturge tries to peel off whole layers at a time.

Can I view "the truth about magic" as a parfait?

Marketing & Media Manager

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pixierose wrote:
PossibleCabbage wrote:

I mean, it's probable that the four traditions are just different techniques for accessing and channeling magical power which is actually just one thing. It's just that if you were really get a firm grasp of Magic at its source, you would probably end up like Nethys.

So the four magical traditions get closer to the source by using a cross-section of the truth, whereas the Thamaturge dabbles in seeing the whole truth at once but doesn't access as much power as a result.

Like imagine "the truth about magic" as an onion, and each tradition tries to get to the center of the onion through a different means, while the thaumaturge tries to peel off whole layers at a time.

Can I view "the truth about magic" as a parfait?

Well said, Donkey. :)


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QuidEst wrote:
AnimatedPaper wrote:

This is why I was most comfortable with thinking of Thaums as an explicitly Occult pseudo caster, as occult magic (as of secrets of Magic) includes this sympathetic, even psychosomatic, kind of magical working.

That they aren’t is still kind of weird to me, but I’ve made peace with it.

Also, regarding magic versus casters, I’m reminded that this is also covered in SoM. Casters use spells, which are likened to well worn wagon trails where the magic flows relatively easy. Thaums take the brute force approach, forcing magic to work the way they need it to. It is implied that these could become spells eventually, but that for now they are creating a magical effect without actually using spells, if that makes sense. It also makes CHA a better fit.

If you want to tackle it from Occult's opposite, Primal, consider that Nature is something that exposes weakness. A Thaumaturge using a more primal approach could be drawing on the nature of Nature to lay those weaknesses bare.

For Divine, there are so many gods and powerful supernatural beings that perhaps it's not a connection with the target being formed directly, but rather giving whatever deity would just as soon see this creature dead an opportunity to use your blade.

And Arcane… well, frankly, it's broad enough that you can come up with all sorts of explanations. Creating a resonant response to the flaws in their Material essence, that sort of thing.

All that works well enough, but not much of that was presented in the playtest class (though the pacts DO suggest it). So hopefully the fluff will be adjusted so that Thaums are broadened a bit.

The mechanics are fine, I just would like a bit of an adjustment on the flavor.


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I hope the flavor doesn't change too much. It sounds like the final version is really leaning into the 'fake it till you make it' aspect of the class, but I really enjoyed the idea of collecting esoterica, dabbling in a bunch of different arts and finding the right tool for the job parts of the theme. Would be sad to see that go.


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It’s definitely a bummer that the class about knowing secrets is actually about making them up.


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It's almost about making things up I'd say. Knowledge and understanding are still key to how their magic works. A thaumaturge might know absolutely that werewolves are weak to silver, but what are they to do if they don't have a silver weapon? It's through their understanding of creatures weaknesses and antithesis's that a thaumaturge can recreate and reenforce these connections.


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Pathfinder Lost Omens Subscriber

I think there is room for making stuff up but there is also room for the argument that in order order call upon a story you need to know the story first.


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pixierose wrote:
I think ther eis a room for making stuff up but there is also room for the argument that in order order call upon a story you need to know the story first.

That's my take. If they're going to be the make stuff up class a lot of the descriptions should be adjusted.

Unless that tidbit mark mentions is going to allow good stats in wis/int or wis/int based skills, then the whole "knowledge" thing isn't really knowledge.

Like cheating on a test and getting an A doesn't mean you actually know calculus or understand the test, even if you can reliable cheat the test the two are fundamentally different.


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The flavor definitely needs to change for CHA to make sense. Everything about the playtest flavor text leaned heavily towards INT/WIS, which was also supported by the mechanics. Knowing things, seeing connections, understanding the esoteric, etc.

Even if you go the "Force of Will" angle, CHA isn't even the ability score used for the stat called "Will"


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keftiu wrote:
It’s definitely a bummer that the class about knowing secrets is actually about making them up.

I mean, in pure mathematics (possibly the closest thing we have to "magical studies" in terms of pure esoterica) one's intuition is extremely important. The process frequently involves a lot of "this really feels like it should be true" and in following up on that rigorously, you either make a strong argument (i.e. proof) that it is, or you figure out the situation in which it's not true and that itself is interesting.

That's sort of how I view the Thaumaturge's process.


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Pathfinder Lost Omens Subscriber
PossibleCabbage wrote:
keftiu wrote:
It’s definitely a bummer that the class about knowing secrets is actually about making them up.

I mean, in pure mathematics (possibly the closest thing we have to "magical studies" in terms of pure esoterica) one's intuition is extremely important. The process frequently involves a lot of "this really feels like it should be true" and in following up on that rigorously, you either make a strong argument (i.e. proof) that it is, or you figure out the situation in which it's not true and that itself is interesting.

That's sort of how I view the Thaumaturge's process.

I like this is an explanation as well.

On a side note. I'm wondering how people dealt with Bardic Knowledge for so long. There is like a longstanding history of charisma(or charisma based classes) being associated with knowledge that isn't found in books.

But also the fluff is being changed, and while knowledge may still place an aspect they specifically say they are focusing more on the connection aspect, and the sympathetic magic aspect.


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Intuition is by definition Wisdom so I'm not really sure how that furthers the argument for charisma.

CRB wrote:
Wisdom measures your character’s common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws.

Bardic Lore is also still INT at the end of the day. One of the things I suggested in my playtest responses is that a monster lore would be appropriate to avoid the in and out of changes in knowledge


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Midnightoker wrote:
Intuition is by definition Wisdom so I'm not really sure how that furthers the argument for charisma.

Well, the default mathematical ontology is something like "weak platonism" basically "if you write down something that can be true or false, it is true or false even before you can prove it as such."

But the way magic works deep down could be something more inherently flexible than "sentences have truth values".

Like there is a tradition in modern magical practice ("chaos magic(k)") where the basis is that "all occult systems are arbitrary systems, and they only work because of the belief of the practitioner". As in, it's not the symbols you use that allow you to do the thing, it's that you believe the symbols are what allow you to do the thing. Other people can't necessarily use your symbols because they don't believe how you believe, but they might have other symbols that would work for them. So the Thaumaturge can use charisma to genuinely believe that the magic works, which is what makes the magic work.


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We can sit here and explain away how the magic works however we please, but when you have to write a thesis to state how charisma does in fact represent knowledge using tautology that a Thaumaturge wouldn't be able to read without going dizzy... it loses oomph.

The thaumaturge isn't smart. So it should stop using words to describe them as smart, intuitive, or knowledgeable because they aren't any of those things.

We want to say they trick Magix into working? Fine. They do that but you can't have your cake and eat it too, they aren't both wildly intelligent and knowledgeable and the person who cheats the test.

If you're cheating, it's BECAUSE you don't know.


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Midnightoker wrote:
We can sit here and explain away how the magic works however we please, but when you have to write a thesis to state how charisma does in fact represent knowledge using tautology that a Thaumaturge wouldn't be able to read without going dizzy... it loses oomph.

But you're the one asking for that justification in the first place?

For a lot of people, the class just works and makes sense fine.

Quote:
They do that but you can't have your cake and eat it too

I mean why not? Like, who are you trying to take a stand against and why?

What does the whole fun police routine do to benefit anyone?


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We'll probably have to wait for the final release to nitpick the lore and flavor properly.


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Squiggit wrote:
Midnightoker wrote:
We can sit here and explain away how the magic works however we please, but when you have to write a thesis to state how charisma does in fact represent knowledge using tautology that a Thaumaturge wouldn't be able to read without going dizzy... it loses oomph.

But you're the one asking for that justification in the first place?

For a lot of people, the class just works and makes sense fine.

Quote:
They do that but you can't have your cake and eat it too

I mean why not? Like, who are you trying to take a stand against and why?

What does the whole fun police routine do to benefit anyone?

You seem to be taking my posts personally, since you've gone with a pejorative. This isn't "the fun police" and it's already been acknowledged in the post that they are moving the emphasis from knowledge to bridging connections.

Frankly, I never asked for an explanation anywhere. I stated intuition is wisdom since cabbage used it as a justification for charisma. It's not charisma, and that's because of what is said in the core rule book.

This is about narrative consistency with paizos own game, and as seen upthread I'm not the only one that feels that way.

I've already said if there is compensation on knowledge skills I'd be satisfied because that explains the knowledge.

But the roundabout "charisma equals knowledge if you squint hard enough" is not what anyone asked for that I can see and I haven't really seen one that even remotely sounds like charisma anyways.

Liberty's Edge

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Midnightoker wrote:

The thaumaturge isn't smart. So it should stop using words to describe them as smart, intuitive, or knowledgeable because they aren't any of those things.

We want to say they trick Magix into working? Fine. They do that but you can't have your cake and eat it too, they aren't both wildly intelligent and knowledgeable and the person who cheats the test.

The PF2 description of the Bard says that they are a scholar, and that they are "a font of knowledge, folktales, legends, and lore". The defining feature of their magic is said to be them learning to "draw upon magic from esoteric knowledge". Bards don't get any unique knowledge-based abilities (other than class feats), or anything along those lines. Charisma has been used in PF2 to describe knowing many things and using that to do magic - just not in the same way that INT has been used. INT in magic is about methodically understanding everything associated with a topic and using that understanding to 'solve' the magic. CHA in magic has been used to represent have a wide-but-shallow understanding of many sorts of stories, not necessarily knowing their details (or even veracity), but using some combination of intuition, guesses, and your force of personality/exerting your will over the universe to draw magic out of this. I'd struggle to name an example of this that isn't based in Occult magic, though - it does seem less intuitive to do the same thing with CHA for someone using arcane magic.


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You could definitely say that the Bard running on Charisma and also being a font of knowledge, is that charismatic scholars are more likely to understand the important themes and motivations of a thing versus intelligent scholars who are going to be much better on the detail.


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Bards are described as a lot of things and part of their knowledge is skill access, of which they get a lot of as well as bardic lore.

Bard is also based on a class that was previously in editions the jack of all trades.

And when they are scholars, their charisma does not play a single factor at all.

We will see how the end knowledge of thaumaturge is handled, but it's knowledge was charisma based before, which is being scrapped so we already know that's not going to be how it's handled.


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The important thing to note is that just because a class is charisma based, doesn't mean it's not knowledgeable. The bard is a good example of that. I think the major weird thing the playtest did was tie charisma directly to recall knowledge, which is hard to rationalize. Without that, the identity is fairly straightforward in my opinion.


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aobst128 wrote:
The important thing to note is that just because a class is charisma based, doesn't mean it's not knowledgeable. The bard is a good example of that. I think the major weird thing the playtest did was tie charisma directly to recall knowledge, which is hard to rationalize. Without that, the identity is fairly straightforward in my opinion.

Well the biggest factor for thaumaturge is they need physical stats to hit.

A bard can afford another mental since cha works for spells and cantrips, but as is int is a prime dump stat for thaumaturge


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Midnightoker wrote:
aobst128 wrote:
The important thing to note is that just because a class is charisma based, doesn't mean it's not knowledgeable. The bard is a good example of that. I think the major weird thing the playtest did was tie charisma directly to recall knowledge, which is hard to rationalize. Without that, the identity is fairly straightforward in my opinion.

Well the biggest factor for thaumaturge is they need physical stats to hit.

A bard can afford another mental, as is int is a prime dump stat for thaumaturge

I meant in terms of flavor, not balance. Maybe they'll do something like the investigators das, but I doubt it.


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aobst128 wrote:
Midnightoker wrote:
aobst128 wrote:
The important thing to note is that just because a class is charisma based, doesn't mean it's not knowledgeable. The bard is a good example of that. I think the major weird thing the playtest did was tie charisma directly to recall knowledge, which is hard to rationalize. Without that, the identity is fairly straightforward in my opinion.

Well the biggest factor for thaumaturge is they need physical stats to hit.

A bard can afford another mental, as is int is a prime dump stat for thaumaturge

I meant in terms of flavor, not balance. Maybe they'll do something like the investigators das, but I doubt it.

If cha gets to be to hit when connections are forged, I'll be completely at ease. Wis/int will be easy secondaries to grab and I won't have to sacrifice anything.

Especially considering a sickly weak clumsy thaumaturge can then still kick ass which is very on brand IMO

Liberty's Edge

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Midnightoker wrote:

Bards are described as a lot of things and part of their knowledge is skill access, of which they get a lot of as well as bardic lore.

Bard is also based on a class that was previously in editions the jack of all trades.

And when they are scholars, their charisma does not play a single factor at all.

We will see how the end knowledge of thaumaturge is handled, but it's knowledge was charisma based before, which is being scrapped so we already know that's not going to be how it's handled.

Bards have less skill access than the playtest Thaumaturge - the Thaumaturge gets more skill increases, and also gets a bardic lore-equivalent. I'd argue their charisma does play a factor in their knowledge - their magic is explicitly described as relying on their esoteric knowledge, and CHA is their spellcasting stat. That being said, I think the biggest issue for the playtest thaumaturge being knowledgeable and that knowledge being cha-influenced is (as aobst128 mentioned), that it was directly tied to Recall Knowledge. Having CHA-based Recall Knowledge felt strange thematically, and felt like a patch to keep the concept CHA-based mechanically. Keeping the recall knowledge as an option (with the feat to forge a connection and make a recall knowledge check at the same time), but keeping it WIS/INT based and making it optional is a good call, I think. I don't think there's much of a thematic dissonance in saying "the thaumaturge has learnt about magical stories from all over Golarion, and uses knowledge from those stories to hack magic through their force of personality and understanding the themes and messages of the stories over a literal understanding of what happens". However, they shouldn't be using their CHA to directly recall knowledge IMO - it works against the ineffable nature of how CHA has been used in these sorts of situations before, and also just feels strange mechanically and thematically.


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For the record, we agree. My only issue is dwarf doesn't mesh with thaumaturge and RK didn't make sense with CHA. One of those is getting fixed.

And if you read the bard, there's a lot more mentions of their use of force of personality than the flavor text for the playtest thaumaturge and a lot of wis/int words are used for thaumaturge in the flavor text.

Cha isn't collecting stories either, that's memory, which is wisdom. Charisma isn't knowledge that's just not what it is, not in the rulebook anyways. Are we gonna argue sorcerer is knowledgeable too?

If a thaumaturge has knowledge it will be because they are a thaumaturge, not because they have charisma.


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I could also see a case for Charisma as "emotional intelligence" which is probably useful when dealing with magic in a raw form.


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PossibleCabbage wrote:
I could also see a case for Charisma as "emotional intelligence" which is probably useful when dealing with magic in a raw form.

Sense motive is a perception based action which is wisdom based.

You might be able to make such an argument, but mechanically pf2 has it defined as reading a person.

Being able to get others to respond to your whims is still force of personality and I'd argue knowing how to be diplomatic is the training itself which is then INT.

- the fun police


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I feel bad for Thaumaturge fans; as a Psychic girl, it sounds like I’m getting almost all of what I wanted. I hope y’all can enjoy the final version of your class, too.


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Devise a Stratagem on the investigator is precedent for classes having a stat substitution under certain conditions, and they've already floated "Cha to Will" in a GMG variant rule. Doing something like this would probably be a less dramatic than "Int to Hit" that the Investigator has.


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keftiu wrote:
I feel bad for Thaumaturge fans; as a Psychic girl, it sounds like I’m getting almost all of what I wanted. I hope y’all can enjoy the final version of your class, too.

I love the psychic. Mark has said quite a bit in this post that seems like the jury isn't out on knowledge being on the table, the shape of which we just don't know yet.

If this is the first class mark makes that I don't like at completion I'd be surprised. Cha at the center is fine, it totally makes sense for the implements and the bridging of connections. Just a smidge of compensation so the cognitive abilities can work and you can actually afford cha skills and I think both camps will be happy.

It's far from decided, and in fact I don't really see it being 100% all CHA focused class because that's not even how its written now with CHA being at the center. They get 4 knowledge for free, a knowledge skill feat, and cha to knowledge checks. I'm sure they aren't just going to decouple EA/FF from RK and leave the other half of the themes in the class to drown.

PossibleCabbage wrote:
Devise a Stratagem on the investigator is precedent for classes having a stat substitution under certain conditions, and they've already floated "Cha to Will" in a GMG variant rule. Doing something like this would probably be a less dramatic than "Int to Hit" that the Investigator has.

The more I think about the more I'm going to be surprised if bridging doesn't involve CHA to hit.

Will it be kinda on the strong side? Yes but considering their damage is mostly weaknesses anyways, I think it sort of works (critical don't double weakness so no risk there).


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm happy for theses changes and additions.

That is all.


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Midnightoker wrote:
keftiu wrote:
I feel bad for Thaumaturge fans; as a Psychic girl, it sounds like I’m getting almost all of what I wanted. I hope y’all can enjoy the final version of your class, too.

I love the psychic. Mark has said quite a bit in this post that seems like the jury isn't out on knowledge being on the table, the shape of which we just don't know yet.

If this is the first class mark makes that I don't like at completion I'd be surprised. Cha at the center is fine, it totally makes sense for the implements and the bridging of connections. Just a smidge of compensation so the cognitive abilities can work and you can actually afford cha skills and I think both camps will be happy.

It's far from decided, and in fact I don't really see it being 100% all CHA focused class because that's not even how its written now with CHA being at the center. They get 4 knowledge for free, a knowledge skill feat, and cha to knowledge checks. I'm sure they aren't just going to decouple EA/FF from RK and leave the other half of the themes in the class to drown.

PossibleCabbage wrote:
Devise a Stratagem on the investigator is precedent for classes having a stat substitution under certain conditions, and they've already floated "Cha to Will" in a GMG variant rule. Doing something like this would probably be a less dramatic than "Int to Hit" that the Investigator has.

The more I think about the more I'm going to be surprised if bridging doesn't involve CHA to hit.

Will it be kinda on the strong side? Yes but considering their damage is mostly weaknesses anyways, I think it sort of works (critical don't double weakness so no risk there).

I think It might actually reduce your damage output if it works like das. Since you could realistically only make one good attack per round like the investigator. But what it would do is allow your stats and skills to be more flexible. A decent trade in my book


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keftiu wrote:
I feel bad for Thaumaturge fans; as a Psychic girl, it sounds like I’m getting almost all of what I wanted. I hope y’all can enjoy the final version of your class, too.

I'm sure it will turn out good. From what they've put here, sounds like the major concerns are being addressed.

Liberty's Edge

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keftiu wrote:
I feel bad for Thaumaturge fans; as a Psychic girl, it sounds like I’m getting almost all of what I wanted. I hope y’all can enjoy the final version of your class, too.

For what it's worth, the Thaumaturge was one of the playtest classes I've been most interested in, and I'm happy with almost all of the changes they've detailed. I'm very much looking forward to the final release of the class, and will likely be updating the playtest thaumaturge with some of these listed changes and playing one until the final version is out! :)


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PossibleCabbage wrote:
You could definitely say that the Bard running on Charisma and also being a font of knowledge, is that charismatic scholars are more likely to understand the important themes and motivations of a thing versus intelligent scholars who are going to be much better on the detail.

This idea seems strange to me. Understanding motivation is either "emotional intelligence" which feels like wisdom in this game, or being a psychoanalyst which feels like intelligence. As for themes, well delving into themes, allegory, symbolism, semiotics even, are all intellectual processes. Dissecting art is an academic process. I think the problem here lies in the tradition of the bard being a charisma class because of it's performance, and in moving away from being a rogue archetype into a full caster it's reliance on charisma feels stranger and stranger. At least, to me. I think the assumption at some point in design for 3.x or maybe even earlier is that a bard would use int and cha for different parts of their theme. Since knowledge skills still work off int in 3.x, and in 2e it seems nature and religion are wisdom so that druids and clerics can excel at their knowledge category where in the previous edition wizards, or bards, were better at religion rolls lmao. Fitting in my opinion, because I see wizards as theologians and esotericists of sorts since kabbalah is the source of the modern image of the wizard... But this is off topic...


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I suspect that if charisma is not doing recall knowledge anymore, that the new knowledge implement (likely the tome), will give a sizable buff to recall knowledge similar to outwit rangers, +2 and +4 at higher levels to help offset the madness of the class.


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One question arises from this: when forging a connection as a Thaumaturge, what's actually forming the basis for the check?

A class DC-10 check? Or a CHA-based skill check?

The difference between these two is very significant. The former likely caps out at Master with no bonuses, while the latter can hit legendary (and faster) and get item bonuses (and potentially status bonuses) as well, representing at least a 4 or 5 point difference in modifier.


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TheGentlemanDM wrote:

One question arises from this: when forging a connection as a Thaumaturge, what's actually forming the basis for the check?

A class DC-10 check? Or a CHA-based skill check?

The difference between these two is very significant. The former likely caps out at Master with no bonuses, while the latter can hit legendary (and faster) and get item bonuses (and potentially status bonuses) as well, representing at least a 4 or 5 point difference in modifier.

If it were straight up negotiated as an attack roll with additional effects, then it would be splitting the difference with potency and standard martial progression.


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I like the creature echo feats. I hope there are quite a few rather than just a handful. I’d like one that I can give to my player that died from the sea Hag special ability. Because I am still really annoyed that this happened to them!

Although our game could well be mostly done by then!


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TheGentlemanDM wrote:

One question arises from this: when forging a connection as a Thaumaturge, what's actually forming the basis for the check?

A class DC-10 check? Or a CHA-based skill check?

The difference between these two is very significant. The former likely caps out at Master with no bonuses, while the latter can hit legendary (and faster) and get item bonuses (and potentially status bonuses) as well, representing at least a 4 or 5 point difference in modifier.

My preference would be either class DC-10, or even just a flat check.

Another benefit to moving away from recall knowledge is that you can set the DC to whatever the heck they want, ignoring rarity and other RK modifiers.

I also hope that Thaums get legendary class DC though. It would help the MADness at the top end. Maybe if they drop the free skill bumps (somewhat unneeded now) there’s room in the class budget for the additional class DC bump.


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What do folks think about it being a will save vs class DC? Especially for debuffs type effects?

I guess it depends on the fluf for what makes the most sense. If I'm using my connection to divine the weakness or if I'm using it to create the weakness.

Like does the connection tell me the creature is weak to something or will be sickened by it or is th connection creating the weakness.


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With all this, I am eagerly looking forward to Dark Archives' publication.

The psychic sounds like it will be more fun. I really hope we see more flexibility in how psychics access unleash options so that they can be tailored to define the way the personality of the psychic operates.

The thaumaturge sounds better, too, though I am holding my breath a little to see how forge a connection is finalized. I hope it doesn't demands much improvisation; or, rather, I hope the improvisation it demands is very structured. A frequent, core power that constantly demands freestyle improvisation about causality in the world seems like it could quickly veer into the sort of silliness that would weaken the narrative coherence of a campaign.

I like pact feats being broadly available; I would have almost certainly had use for that in the game I'm running now. I also wonder if they might be the sort of thing that a witch could use to build out their patron relationship in a more concrete fashion.

(I really want a thaumaturge class that, with a witch archetype and a couple pact feats with the fey, will allow me to fulfill my super-witchy witch fantasies in PF2. Forge connections sounds like it might be perfect for that--I'm crossing my fingers.)


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keftiu wrote:
I feel bad for Thaumaturge fans; as a Psychic girl, it sounds like I’m getting almost all of what I wanted. I hope y’all can enjoy the final version of your class, too.

Meanwhile I’m the reverse; the aspects I most liked about the psychic are going away, while the Thaum is getting fixed up in almost exactly the way I’d prefer (pending final mechanics on forge connection). Some minor reflavoring (which I can handle table side), I feel like this is going to be the class I wanted it to be.

If I gave an impression otherwise, I apologize for being unclear.

Dark Archive

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AnimatedPaper wrote:
I also hope that Thaums get legendary class DC though. It would help the MADness at the top end. Maybe if they drop the free skill bumps (somewhat unneeded now) there’s room in the class budget for the additional class DC bump.

I think you mentioned this earlier and I wanted to say I agree. I thought about bringing it up during the playtest but thought, "Nah....no other class gets anything like that (other than spellcasters with spells). Why would the Thaumaturge? Why bother bringing it up?" Now I kinda regret not suggesting it. Lol.


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One of the most common complaints I heard about the Thaumaturge (once you got past the issue of numbers at least) was that despite all of their esoteric flavor and themes they really boiled down to Just Another Single Target Martial Striker.

Legendary Class DC + alternative Forge Connections + Implement skills + Plenty of feats that give you debuffs/buffs/atypical abilities/aoe damage would be an amazing way of making them stand out more while also emphasizing their magical weirdness while also exploring design space that frankly just is not fleshed out enough in PF2.

I really like how the Inventor has a bunch of unique abilities they can pick up and I'd love to see the Thaumaturge run even more wild with that.


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Pathfinder Lost Omens Subscriber

I love the thaumaturge, excited to see where it goes and would love to see legendary class dc.


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John R. wrote:
AnimatedPaper wrote:
I also hope that Thaums get legendary class DC though. It would help the MADness at the top end. Maybe if they drop the free skill bumps (somewhat unneeded now) there’s room in the class budget for the additional class DC bump.
I think you mentioned this earlier and I wanted to say I agree. I thought about bringing it up during the playtest but thought, "Nah....no other class gets anything like that (other than spellcasters with spells). Why would the Thaumaturge? Why bother bringing it up?" Now I kinda regret not suggesting it. Lol.

Better now than never! Design doesn’t sound like it’s finalized, so there’s probably at least a couple more weeks to bend their ear.

Whether that fits with what they want to do, I’ve no clue, but it certainly be something that would make it stand out.


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Perhaps they'll tie it to something other than class DC, such as a defined Esoteric Lore skill in the base class (should they keep some of the same flavor) or Perception (using CHA instead of WIS) since that also scales with classes naturally.

Class DCs just scale very awkwardly since they're both slow to progress and don't get item bonuses, so when targeted against the same DCs or statistics as other abilities, they fall behind.

A good comparison for this is just Demoralize/StD vs Spell DC vs Class DC all against a creature's Will save. That range, especially at higher levels, is enormous. At 15th level you can have Legendary + Item bonuses vs Master vs Expert against the same defense, which makes those rather tricky to balance.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

It occurs to me that a big part of the problem here is that we all seem to disagree on what the boundaries between charisma and the other mental stats actually are.

Like someone said Charisma can't be Will because Wisdom is Will, but Sorcerers have been fueling their Willpower magic with Charisma for over two decades at this point.

Someone said knowledge is Intelligence, and memory is Wisdom, but Bards have oral traditions and esoteric scholarly lore written all over them and use Charisma.

My sense is that it intersects with both offensive willpower (the ability to project one's force of personality) and one's... creative intelligence? Like what you use to draw connections when discussing literature, or synthesize your influences to create something new, or feel something so completely you can understand it and project it outwards.

Its your 'sentiment' and strength of feeling, to borrow a term from the Tale of Genji.

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