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Sanityfaerie wrote:
John R. wrote:
I think they meant that while you are hasted you can wand + strike + strike.
"probably just try and use Wand twice a round" suggests otherwise.

I did not say that, that was someone else. I just said with haste Wand+Strike+Strike is an excellent turn.


John R. wrote:
I think they meant that while you are hasted you can wand + strike + strike.

Yes exactly.


Drow Shootist I believe is the best ranged focus Thaumaturge Archetype, above Gunslinger or Ranger. Its action economy benefits are just so helpful and even two feats is a great low feat cost investment.

An underrated aspect of it I believe is the dedications "Shootist's Draw" because it allows you to open doors, pull levers, use potions, etc... without wasting actions. For a class that always has its hand's full I believe that makes it very useful for those situations.

Also Van Helsing vibes are always great.


Ryuujin-sama wrote:

Was hoping you would go in on some suggestions on how to supplement a Wand primary playstyle. Since the Wand is an attack implement that one can rely on as a main playstyle, that doesn't really benefit from a lot of the Thaumaturge's damage boosts.

Bringing up Cursed Effigy, maybe listing some ways to get physical attacks possibly at range, etc.

I think the best wand focused build (where you are trying to use it often) would be Wand/Bell with Drow Shootist archetype to get either a repeating hand crossbow or using "Reloading Trick".

Cursed effigy will lower their saves against your Bell and Wand. Clumsy makes your wand and strikes both hit easier. Electricity wand helps your strikes by making the enemy flat footed.

Both implements and your strikes will have decent range too. Better then the Weapon or Amulet Reactions.

Repeating Handcrossbow is better if you get haste or ony plan to use your wand every other turn. If you want to use it every turn or won't have access to Haste then a regular handcrossbow with "Reloading Trick" is fine.

Wand+Strike or Hasted Wand+Strike+Strike are very good damage turns.


graystone wrote:
Nauta wrote:
IMO Drow Shootist is almost mandatory for ranged Thaumaturges unless you are going with a throwing build.
Air repeater works: they are simple and characters from Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav and the Shackles have access [no feats needed plus they have 1 more shot than the crossbow and even have agile if you want to make multiple shots. The only downside is the d4 vs the crossbows d6.

Thats true, I forget about them. Also don't really like the feel of using just a pellet gun, it feels weird though the agile is nice.

Drow Shootist can give you actions saving when you reload though. Down to two actions or with running reload 2 actions for a reload+stride which is very good.


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Onkonk wrote:

As usual for all non-alchemist bombers, the supply is a huge issue.

Multiclassing gets you really crappy bombs (and bombs are already delayed 1 level compared to weapons) and you also get so few of them. They're also very expensive if you're gonna buy on-level bombs.

If you want to keep a bomb for a MAP-5 or MAP-10 attack as a backup you'll run into the issue of hands. Even if you have Quick Draw you need some kind of Quick Stow as well or the action economy is gonna be real bad.

Drow Shootist + Repeating Crossbow can help with this since you get a Draw+Shoot, and Shoot+Stow action. So you can start a combat with a bomb in your hand and throw it for the persistent damage. Then you can Draw+Shoot for one action. If you need to throw a bomb later you can Shoot+Stow and then throw a bomb (quick draw if you have the alchemist feat). This gives you a pretty good way of mixing in bombs and regular crossbow strikes.

Also lets you conserve bombs by using a crossbow and using bombs to apply persistent damage or hit clumps on enemies (using exploit weakness/shared vulnerabilities if they apply) instead of trying to use bombs every turn.

It is very feat heavy to do both Drow Shootist and Gunslinger/Alchemist though.

IMO Drow Shootist is almost mandatory for ranged Thaumaturges unless you are going with a throwing build.


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Does the Thaumaturge feat "Paired Link" allow you to use the Chalice's action to give temp hp to your paired ally at 30 ft?

The chalice sip/drink does not list a range (only says adjacent) but I don't see any other Thaumaturge actions with a range of touch either so it seems strange that this feat just only works with spells when it also lists Thaumaturge abilities.

As a GM I would rule it does work for the Chalice and "Root to Life" (the mental image of a Thaumturge drinking the chalice but it healing their ally 30 ft away is cool and still not overly powerful since you are only paired with one ally.)


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I am from southern Brazil and so for the chalice I was thinking about using a mate or chimarrão gourd and sipping through the bombilla/bomba (filtered metal straw).

The gourds can have designs or be plain, just look up mate or chimarrao for examples.

Could even be from Arcadia I guess with the South American influences.


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I feel like a reach weapon feels really important for this class since it is pretty squishy. Especially if you go weapon since it will hopefully give more opportunities to go off if your target approaches you.