no way to interact with wands / staves via the class?


Thaumaturge Class


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Pathfinder Starfinder Roleplaying Game Subscriber

Perhaps there is a good reason related to balance, but wands/staves are weird magical implements that seem within the wheelhouse here (especially wands since there is a wand implement). I feel like this would apply to any magical artifact requiring access to a certain spell casting tradition to activate.

I would imagine this as a class feature (even as simple as gaining trick magic item as a free skill feat, maybe keyed off of charisma instead of int), but with scrolls being tied to feats, it probably makes more sense as feat related (possibly with scroll thaumaturgy being a prerequisite, and maybe the ability to recharge a staff in some limited way as its own feat).

beyond mechanically, I think something like this would feel good as a way to tie the flavor of the thaumaturge to the adventure at hand, being able to gain access to more of the artifacts revealed by the adventure.


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I was kinda expecting the class to get Trick Magic Item for free, especially after seeing that it is trained in all magic skills.

Liberty's Edge

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Same here. Trick magic item based on CHA would feel like a great class feature. Let's have the old Use magic device feeling back.


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Since they can get the ability to use any spell scroll without a check or additional action as a 1st level feat, I don't think it would be an issue to add a feat that lets them do the same with wands or staves at say, 4th or 6th level.


Personally, I'd prefer a restricted Trick Magic Item free as part of the wand implement, and then have that expanded as a 4th or 6th level feat (maybe a chain along the lines of Fused Staff?).


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Do non-spellcasters already have a way to tricks wands into working for them? If so, they may have been left out of the playtest because that is something they already know how to do -- and all the Thaumaturge would need is slightly easier access to this ability.


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David knott 242 wrote:


Do non-spellcasters already have a way to tricks wands into working for them? If so, they may have been left out of the playtest because that is something they already know how to do -- and all the Thaumaturge would need is slightly easier access to this ability.

via a the trick magic item feat. if there's anything more, I'm unaware of it.


I'm not sure I'd want a class feat version of Trick Magic Item. It would be cool as a class feature, but at the same time, I'm not sure that every thaumaturge would want or use it.


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RexAliquid wrote:
I'm not sure I'd want a class feat version of Trick Magic Item. It would be cool as a class feature, but at the same time, I'm not sure that every thaumaturge would want or use it.

Isn't that the point of class feats? Fitting abilities that not everyone might want?


Golurkcanfly wrote:
RexAliquid wrote:
I'm not sure I'd want a class feat version of Trick Magic Item. It would be cool as a class feature, but at the same time, I'm not sure that every thaumaturge would want or use it.
Isn't that the point of class feats? Fitting abilities that not everyone might want?

I think they just forgot to add the "-ure" to the end the time they said feat.

(I've actually noticed that this even happens in the errata documents for the core rulebook - some changes tell you to change the text of "X class feat" or "Y class feature" when said thing is actually a feature or a feat respectively.


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Golurkcanfly wrote:
RexAliquid wrote:
I'm not sure I'd want a class feat version of Trick Magic Item. It would be cool as a class feature, but at the same time, I'm not sure that every thaumaturge would want or use it.
Isn't that the point of class feats? Fitting abilities that not everyone might want?

A skill feat is a much lower price to pay than a class feat.


So...you could still just use the weaker skill feat version if you wanted to. Doesn't really harm anything to have the option, at least not in a vacuum. ¯\_('•')_/¯


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I think I now see how the Thaumaturge gets an advantage with Trick Magic Item. Its prerequisite is training in one of four skills, and it lets you use magic items that cast spells of the tradition(s) associated with whichever of these skills you are trained in. And it just so happens that the Thaumaturge gets free training increases in these skills, thereby improving the chance that he has decent proficiency bonuses in more than one of these skills.


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I'd rather get Trick Magic Item instead of the free Dubious Knowledge I don't want and can't turn off. :P

Dark Archive

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A 1st feat that grants Trick Magic Item and allows it to run off Charisma would really bring the class together, like a fine rug.


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Old_Man_Robot wrote:
A 1st feat that grants Trick Magic Item and allows it to run off Charisma would really bring the class together, like a fine rug.

Personally, I'd rather it not run off trick magic item and just basically be scroll thaumaturgy, but for wands. Trading class feats for something that provides the benefit of a skill feat doesn't feel good for the alchemist, and won't feel good for the thaumaturge.

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