Initial Thaumaturge impressions


Thaumaturge Class


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I'll preface this by saying that I don't think this is the class for me. It's very flavourful, and very well designed, but it's just not my sort of flavour. But I would still like to put in my input for others sake, both as someone who may GM for one, and for those who may love the class!!

Concerns

- Stat usage is something that might be looked at. Charisma being a key stat and being very important to the class (recall knowledge not working is a big bummer for this class, need that cha as high as possible, as well as things like class DC) means that the class will be one behind in the early levels. It might even be as high as two behind in later levels, depending on the apex item chosen, I'm not sure which stat is the right choice here. That being said, this is relatively minor, just something to consider when adding feedback and playtesting.

- Recall knowledge being a huge part of the class presents a few problems to me. Others may not be in the same boat, but I really hate dubious knowledge as a gm. Just adds more work and I'm bad at it, I would prefer my players don't take it. It being forced in is kind of annoying. Recall knowledge being so important to the combat of the class means that one almost has to spend all of their skill increases in nature/religion/occult/arcane, and even then a thaumaturge might run into something that can only be identified with society or crafting or another skill they haven't increased. So not only does it feel like their skill increases are forced on them, but even spending all increases on those RK skills they still may not be able to use their main class feature on enemies. Lastly, and this may be my own confusion but I'm sure others could get caught on it as well - a failed recall knowledge means the character can't recall knowledge anymore. Isn't that a big deal or am I missing something?

- This one is more personal and I honestly have yet to find someone who feels the same way, so feel free to disregard. But I can't stand playing classes who are powerless when you take away their toys, and Thaumaturge seems to maybe be the prime example of this. I know there is a feat to call ones implement, but a mile isn't super far, and bags of holding are everywhere. And what if they're destroyed? Also take away their esoterica and you have a similar problem. I would personally love a feat, maybe a higher level one with the prerequisite of Call Implement, that allows the Thaumaturge to call their stuff from anywhere, even another plane, and rebuild it if it's destroyed. But again that's just me.

Things I love

- Feats for making both scrolls and talisman is very cool. Two pools of objects to be able to make (and use thaumaturge DC, awesome) means a ton of variety for the class, and only if one wants it.

- All the tools for making a supernatural hunter are there. I couldn't think of anything else a class like this could want, really knocked it out of the park here.

- A lot of variety in playstyle. The more I think about it, the more builds one could make. Could make a gish with scrolls and wand, a damage support, healer, single target damage dealer, even a bit of a tank.


I really like the implements presented so far.

I'm a bit iffy on Lantern - I don't think I could ever justify it as my first implement, but it would be a very useful second implement. But at the same time... the opportunity cost of the Adept benefit feels significant compared to most of the other options. It's easy to get a second implement with low combat utility, but the Adept benefit is fairly narrow right now, only useful against a specific subset of creatures.

The other four implements are all wonderful and have clear benefits and goals for your playstyle. I'm somewhat concerned that the Chalice Adept benefit requires taking a critical hit or bleed though to activate.


Gotta say, the class does seem flexible (especially considering available feats), though I am a little bummed that the most baseline stuff is about bonking things on the head - both Find Flaws and Esoteric Antithesis are simply about dishing out damage/getting the right source of damage. To my mind those could be optional feats, which would make space for something more... creative.

The implements are kinda cool as they play on various supernatural hunter characters - I can easily imagine John Constantine choosing the amulet (or the wand, but I think it'd be the amulet), the chalice is an obvious reference to classic occultism (and I like it!), wand seems like the most bland out of all of them, the weapon one makes you a Witcher, and my favorite - the Lantern - produces beautiful horror story potential.

Though, I must say, I'm not sure why I would choose the chalice. It's a glorified healing potion. Nothing money can't buy, while to me at least occult stories are literally about stuff that cannot or shouldn't be bought.

I love the concept behind the warding circle, though not sure about how useful it can be. You would probably want to use it against something dangerous (or a mass of weak creatures, in which case it's totally fine), but "something dangerous" will probably have higher CR than the Thaumaturge, so its Will should break the circle quite easily.
If I was playing this class (and I hope I will get to sometime), I would be seriously bummed if, after a minute of drawing while listening to the gruntles of the monster, after a full minute of describing how my character gets on his knees and starts drawin a triangle inside a triangle, inside a hexagon, filled with protective spells in long-forgotten languages of angels...
I would be bummed if after all this the monster would instantly cross the border by rolling a 5 on the die, still beating my circle, as it's a mini-boss. Why did we sneak around it, why did I choose to spend the last minute on this, why all the effort? I could've spent that time on buffing from scrolls to get those sweet bonuses.

Imagining that, I'm not sure why I would choose this over the always useful option - Pact of Fey Glamour.

Wouldn't it be more enticing if the DC to cross was at least class DC +2 on its first attempt, DC +0 on the second, and maybe DC -2 on the third attempt, to keep it in line with the well-known Rule of Three and give the circle a higher chance of actually working, weakening with repeated attempts?

Or am I missing something? I am a fan of everything narration-oriented, so it always saddens me when I can see that more damage/overall utility/mechanics-focused stuff is simply a better choice. I might be biased though.

I also love the design of Rule of Three, though I wish it also gave bonuses to maneuvers and spellcasting, should the Thaumaturge also have such a capability. Gotta say, +x to attack is the most boring kind of bonus - a necessary one, but come on - would it really be so op if it also helped casting and attempts on tripping, grappling, etc? Wouldn't it be immensely enticing to see a caster starting each round with a voiced intent of banishing a creature, and casting a spell on round three, sending the conjured creature back to its plane thanks to that bonus specifically?
Wouldn't it be nice to see an Athletics expert tripping and pinning the creature to the ground while uttering those intent-driven echantments on it?
To me at least those two are equally as baddass as striking the creature... If not more badass.

Frankly, as much as I love PF2e, this kind of reservations applies to many mechanics of the game - Marshall's buffs for allies affect only attack rolls, flat-footed enemies don't have any penalties to Reflex saves, stuff like that. If the Thaumaturge could blaze the trail towards helping more creative stuff than simply attacking happen, I would be on cloud nine!

Despite the very theoretical and not really data-driven criticism (obviously didn't get to testing this stuff in-game yet), I am thankful to see that both classes ooze just the right vibe!


Dubious Scholar wrote:

I really like the implements presented so far.

I'm a bit iffy on Lantern - I don't think I could ever justify it as my first implement, but it would be a very useful second implement. But at the same time... the opportunity cost of the Adept benefit feels significant compared to most of the other options. It's easy to get a second implement with low combat utility, but the Adept benefit is fairly narrow right now, only useful against a specific subset of creatures.

The other four implements are all wonderful and have clear benefits and goals for your playstyle. I'm somewhat concerned that the Chalice Adept benefit requires taking a critical hit or bleed though to activate.

I could not disagree more about the Lantern. A bonus to your schtick all the time, Recall Knowledges, that also buffs any other recall based characters in the party that also gives you automatic check for hazards, haunts and secrets? Dope.

The other implements are reasonably good, with my personal exception of the Chalice. I see nothing that it does that you couldn't get as a non-multi classed Thaumaturge by training Medicine. The Temp HP is too short lived to truly be useful, and costs an action each turn. The Healing is decent, but time gated exactly like every other out of combat heal, but you can only treat one person at a time.

I'd much rather take the Lantern and your choice of the other 3 than the Chalice and anything else.


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I'm putting a high value on the combat uses of implements - I'd probably always take Lantern as my second one.

Looking over chalice again, you're right. It needs some help there. I'd make the temp HP last longer probably on the first level. The second I'm not sure... it's just a problem when a benefit requires you to get clobbered hard before it does it anything. You get bleed sometimes without it being too bad, but eating a crit on Thaumaturge is basically time to retreat, and the healing isn't going to help there (and while that's a really nice buffer of temp HP, it's only once per getting crit!).

Amulet and Weapon both provide good combat reactions right away (This is the first class besides Fighter to have any form of AoO available at level 1, which is big). Wand gives you a respectable ranged option that comes with very nice upgrades.

That said, I do think the wand's burning needs to scale up a bit with higher levels. Persistent damage that doesn't ever improve eventually becomes pointless (though the cold and electric effects are good at any level I think, and of course getting an AoE option is strong... as is that ridiculous range).

Also, as written, Fling Magic does not provoke Attack of Opportunity. It doesn't have the Manipulate trait (which spells normally pick up from their components), and it's not a ranged Attack either. That seems like an error to correct.

Edit: Holy crap, Implement's Interruption is better than AoO on your marked target, since it can trigger on Concentrate.


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beowulf99 wrote:
The other implements are reasonably good, with my personal exception of the Chalice. I see nothing that it does that you couldn't get as a non-multi classed Thaumaturge by training Medicine. The Temp HP is too short lived to truly be useful, and costs an action each turn. The Healing is decent, but time gated exactly like every other out of combat heal, but you can only treat one person at a time.

Okay but the Chalice refills without you having to do anything, so a Thaumaturge with the Chalice can do another Exploration activity (including Medicine related healing) and let someone drink from the chalice during a 10 minute rest. Or if the Medicine is good enough it's on hand as an extra bit of emergency healing that can recharge itself. As for the THP, it may not be much, but that little bit could be the difference between a hit downing you or not, and since I believe THP is still lost first it fading next round shouldn't really mean that much if you're expecting to get hit anyways. It seems to me to be more of a thing you do to get someone out of harm's way rather than something you do every round, though if you don't really have a better use for your third action might as well keep some THP up.


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Thematically this might be my favourite pathfinder class yet.

As the theme of the class is on point and I don't think there is anyhing I would like to change (I really apreciate how hard they went on some class feat descriptions), I will only talk about mechanics.

Inventor taught me that starting at 16 on your to hit stat can work if the rest of the class compensates for it. The plain damage boost seems to be compensating for the hand you loose to use your implements, so I will only count the weaknesses. 2 + half level or easy access to weaknesses seems like fair damage boost, but I think that the weapon damage should be either partially or totally converted to [weakness] damage at some point. I feel they will have some problems punching through resistances and as they are putting all their eggs in the same basket I fear the class will suffer from very polarizing encounters.

No master in fort saves is a little bit weird too, at least comparing the class to other martial characters.

The class also haves the same problems with apex items than playtest summoner and inventor had. I don't think that a level 17 class feature that goes "Apex items give you the same stat increase to either STR, DEX or CHA, (player choice, but can't choose the same stat as the apex item)" could work. If you are going to do this, the class that revolves around using magic trinkets is the best choice I think.

I would also love to see at level 3 a class feature to select a magic tradition skill and become expert in it, automatically improving it to master and legendary at levels 7 and 15 respectively. If you can't recall knowledge the class will have a hard time in combat, and with the plentiful amount of skills that are used to recall knowledge I think this will be needed (would also make improving your crafting skill more justifiable).

Pact feats are awesome, probably my favourite class feats from the thaumaturge. They are both mechanically impactful and defining at a character level, would love to see more of them when the book gets released.

I also really like that there are no must pick feats this time around, everything looks cool and balanced at first glance.

Using crossbows was mentioned somewhere in the weapon implement section, but the class will have a hard time reloading hand crossbows with most other second implements. Adding a line in the weapon implement description to allow you to reload your crossbow with your other hand holding an implement would help.


I'm pretty sold on most of the implements. Wand seems like it would be a great candidate to be a variable action swiss army knife, rather than just a ranged blast. If its theme is sort of collecting the ambient magic around it I think it makes sense for it to be a bit of a toolkit. The others all seem solid, and they have interesting niches, and I think any level 1 Thaumaturge would have fun with them.

Chalice, though, seems the weakest of the bunch. Its rate is low, but I don't know how you'd increase it without it becoming too much. I think the nature of it being an always on ability that pretty explicitly doesn't use focus points makes it hard to balance.

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Ont that note, I know that the class is supposed to have no magic, and no focus spells, but it really doesn't sit well with me after reading through it for the class to have absolutely no focus spells. Ranger gets warden spells, Monks get their ki, Champions get focus spells. Thaumaturge is less mystically inclined than any of those? That's incongruous to me.

It also seems to restrict its design space just a little. I'm not thinking it needs, like, focus cantrips or whatever, but a space for abilities that can be big encounter abilities, or things that fill in that "resonance" theme from the 1e Occultist could be really interesting.

Totally get that that isn't the vision, but man would I love to plop a focus point into an implement and supercharge it for a round.


I have decided to make a Chalice Thaumaturge. Level 3, for the current game. I see a lot of people saying it feels weak, but looking at it I think it will put me on similar level of the Barbarian. A bit less to hit, but better ac and comparable hp assuming I don't get one shot. I also like how I don't need to identify someone for it to be useful.

I will see how it plays out.


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Lets see...

Recall with Cha? Good! 6 skills needed to ID whatever foes you might meet and it's not a Int class... Bad.

Esoteric Antithesis seem interesting but I think it might feel bad when the weakness is higher than granted by the feature as you spent an action for nothing.

Dubious Knowledge... Boy, I loathe that feat and now it's attached to a class and I can't get rid of it or turn it off... great... :P

Implements:
Amulets seem good with a reaction to pass around resistances you can get at 1st.
Chalice is an action to get temp hp every round and can heal 1/10 min without any action from the user to recharge. Adept requires getting a specific type of crit and/or persistent damage which seems pointlessly difficult for the only benefit of an entire upgrade. Paragon is fine.
Lantern has good benefits that pair well with you basic shtick of recall and detection.
Wands do OKish damage at pretty good to great range and eventually getting burst damage.
Weapon gives an improved version of Attack of Opportunity but only after Esoteric Antithesis AND it works with a ranged weapon [only 10' though] with upgrades improving it.
Overall they all need a hand [or more] and you get 3 so that's a lot of hands... Maybe I'll need to take Juggle skill feat so I can wield them all at once. ;)

Notable Feats:
Esoteric Lore, with luck, might get you some Recall checks and if you're lucky, maybe with a better DC. Too bad it's Int when you aren't looking at a creature. :P
Haunting Cunning is pretty niche.
Root to Life is pretty much a buffed Stabilize, though it being LOS IS impressive.
Scroll Thaumaturgy good!
Call Implement another niche one: how often are you disarmed or your stuff is stolen?
Talisman Esoterica [and the follow ups] is pretty much a copy/paste from the dedication: I don't like it for the same reasons.
Pack of Fey Glamour has lots of flavor but how often do you need an illusory disguise each day let alone the permanent disguise?
One More Activation is another interesting but it will depend on what you have that has limited activations.
Turn Away Misfortune really depends on how often you get misfortune spells cast on you.
Scroll Esoterica and the follow ups all kinds of good.
Know it all buff something you're going to do anyway.
Thaumaturges Investiture for those that need to invest 20 items at once...
I'll stop at 10th level


graystone wrote:


Overall they all need a hand [or more] and you get 3 so that's a lot of hands... Maybe I'll need to take Juggle skill feat so I can wield them all at once. ;)

Level 7 feature lets you juggle implements. Missed that one at first, is pretty cool.


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Squiggit wrote:
graystone wrote:


Overall they all need a hand [or more] and you get 3 so that's a lot of hands... Maybe I'll need to take Juggle skill feat so I can wield them all at once. ;)
Level 7 feature lets you juggle implements. Missed that one at first, is pretty cool.

Yep, I noticed that. I just want to see where people are stowing a lit torch, a bastard sword and/or an amphora full of liquid as a free action. ;)


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Pathfinder Lost Omens Subscriber

My chalice is a sippy cup. We are good to go.


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Just to note, I adore Dubious Knowledge, and was delighted to see it being free on this class! :D

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