Alphadork |
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Finally had some time to playtest last weekend and have three ideas for tweaks to the Thaumaturge (that are far from fully formed or thought out and might simply be the incoherent ramblings of an aged GM)
1) Move the ability to swap implements as a free action to 5th level (when their second implement becomes available) rather than 7th level
2) Whenever the Thaumaturge gains a Skill increase they also gain an additional skill increase in Arcana, Nature, Occultism or Religion - this would reflect their growing knowledge of Esoterica and still allow other skill development
3) Combine Find Flaw (FF) and Esoteric Antithesis (EA) into a single action that I call "Impose Esoteric Flaw"
Critical Success: as FF and EA combined and a +1 AC modifier vs the target
Success: as FF and EA combined and a +1 Attack Bonus vs the target
Failure: as FF and EA combined
Critical Failure: Flat-Footed
My group found the Thaumaturge struggled with action economy - hoping suggestion three inspires other to come up with more well developed ideas