Familiar Implement?


Thaumaturge Class


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Playtest document wrote:

For the playtest, we’re focusing on five implements, but

the final class will have a total of nine, thrice three.

So exactly four is hidden in playtest.

I found Familiar related feats in.

So, like Wizard's familiar attunment, if we have Familiar Implement, that familiar's ability count should be same with Witch's.


I think Familiars are probably going to stay just a Feat Chain, rather than an Implement. I think they do wind up on equal footing though, given the final feat gives it 6 abilities. A good 10 levels earlier than Witch gains its 6th ability at that. Heck, only 2 levels after Witch gains its fourth.


Laclale♪ wrote:
Playtest document wrote:

For the playtest, we’re focusing on five implements, but

the final class will have a total of nine, thrice three.

So exactly four is hidden in playtest.

The five implements are Amulet, Chalice, Lantern, Wand, and Weapon


It's the first pure martial (I don't count alchemist) that gets a familiar and the only class besides witch that gets incredible familiar natively.


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And it does nothing currently with that familiar that is worth anything that I can tell. You don't get any added utility out of a familiar without buying into another class for a spell list so you can grab a cantrip, or focus spells, or alchemy.

It is flavorful for the Thaumaturge to have access to a familiar, but right now to me it feels like wasted design space. If a new familiar ability that maybe grants additional "temporary" items, say Talismans, if you have a feature that grants them, that would make up for the lack of use for that familiar imo.


beowulf99 wrote:
If a new familiar ability that maybe grants additional "temporary" items, say Talismans, if you have a feature that grants them, that would make up for the lack of use for that familiar imo.

(Like alchemist's extra regents)

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