
Zwordsman |
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I'm already adapting an alchemist character. They're exploring the world and documenting every creature, biology, ecology and creating guidebooks to them all.
His purpose is to prevent any needless tragedies by creating guidebooks for all. So no one mistakes the signs of a raiding party nearby, or the signs of a new creature entering a territory etc.
Basically Dummy's guide to mosnters or a creature compendiam. They were previously using alchemist (lots of items, int based, easy to target weaknesses) and loremaster. but I want to try them out using Thaumaturge..
Thaumaturge gets a lroe similiar to loremaster lore. So that is a comparible thing. though I think lroemaster archetype is still desirable. As with the right choices. You can take 10 (which you can via a few skill feats though), but you can also decipher writing with it. Which.. IMO deciphering writings and obscure forgotten rituals etc is very inline with the concept.
I'm worried abotu skill numbers though. Being Cha based. I'm still hoping final product is cha or int as a choice.

Physicskid42 |
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I'm already adapting an alchemist character. They're exploring the world and documenting every creature, biology, ecology and creating guidebooks to them all.
His purpose is to prevent any needless tragedies by creating guidebooks for all. So no one mistakes the signs of a raiding party nearby, or the signs of a new creature entering a territory etc.
Basically Dummy's guide to mosnters or a creature compendiam. They were previously using alchemist (lots of items, int based, easy to target weaknesses) and loremaster. but I want to try them out using Thaumaturge..
Thaumaturge gets a lroe similiar to loremaster lore. So that is a comparible thing. though I think lroemaster archetype is still desirable. As with the right choices. You can take 10 (which you can via a few skill feats though), but you can also decipher writing with it. Which.. IMO deciphering writings and obscure forgotten rituals etc is very inline with the concept.
I'm worried abotu skill numbers though. Being Cha based. I'm still hoping final product is cha or int as a choice.
That sounds pretty cool. I bet you could do an interesting variation of that concept who's a chef; they would want to sample every kind of monster in the world.

Zwordsman |
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The other idea I have is a Librarian, a very old one. They seem young but they actually work for the Akashic library. They've read many things over such a long time in the library. Yet their physical mind can only hold so much (hence trained/expert esoteric lore/loremaster lore).
They're goal is recovering a series of tomes that were stolen by a coalition of deamons, demons, devils, celestials and cultists who formed some strange quazi alliance for the purpose of knowledge theft.
A series of librarians were sent out to recover the tomes, or destroy them. As they're not meant for the mortal realm. The library keepers cannot enter that realm but the former mortals can. With limitationso n what they were.
but again I hit the issue of Charisma. I need to read the class..
Honestly the only requirement for Charisma is resolve points, and Find Flaws not being optional tos witch out Charisma. If it had said "you may use charisma" then I'd just dump charisma and focus on INT.
Only Find Flaw, the Goblet's temp hp, the Wands' Fling Magic DC (which cannot benefit from the antithesis), or having more attunement slots are the only uses for Charisma.

pixierose |

That makes me think of a thaumaturge that instead of vast esoteric knowledge, gets by with random junk and dumb luck. An accidental magic expert who gets everything wrong.
Thats probably how I would fluff my idea! A
A more serious character is to rebuild a Dhampir character of mine from 1e. In 1e they were an inquisitor archetype that got occultist implements and a warpriest( it was gestalt/dual class) I think they would translate well to the Thaumaturge especially since my group usually plays with free archetypes so If I wanted to I could pick up cleric or sorcerer spells for some magic. She was a worshiper of Saranrae and was in a party of other Sarenties who all had slightly different philosophies and connections to the goddess. Out of game we called them the Dawn Brigade.
Mechanically I would probably have her use the amulet and the weapon implements, with maybe the lantern or chalice as her third. She wouldn't be interested in making pacts, so I would instead probably focus on the weird pseudo casting and item management feats.

Puna'chong |

The Occultist I played in 1e was the latest in a family with a proud history of adventurers. She had all sorts of items that were nothing special to anyone else, but were passed down the generations and gained power because of the power she believed they had.
So her great-grandmother's tool vest, and her uncle's goggles, the maul her mother took off of an ogre, etc.
I like the idea of someone kitted out in a bunch of ill-fitting legacy items which all seem to work, and all of them have a personal story that they've heard or told a hundred times.
Here, probably also a satchel that always seems to have just the right thing in it. Maybe one of her ancestors forgot a string of beads that just so happens to be exactly what she needs. A lantern to start with, though if handedness is less of a concern I'd go for the maul. I like smacking things with big hammers.

Ventnor |

An idea I had is an ancient elf who used to be a monk in the service of Irori. He used to wander the land and accumulated all kinds of knowledge, both of the martial arts and of various other topics. He's been retired a while and is rather rusty, but gets called out of retirement and finds he needs to use more ad-hoc methods of fighting these days using the various trinkets and knick-knacks he picked up during his travels rather than the discipline he had in his youth.

Physicskid42 |
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There is one that I thought of. IT may sound crazy but I make it a bit of a challenge to build a magical girl in every system; I think a Thaumaturge with the vigilante archetype would be perfect. All you have to do is reimagine all the skulls and voodoo dolls as ribbons and bells and you have it.
you can summon your weapon to your hand, get a familiar, and make a pact with a fairy queen.

Blave |
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How about a dwarf who wields his Clan Dagger as his Weapon Implement in his offhand and a big weapon (Dwarven Waraxe?) in his main hand?
Basically drawing from the dagger's generations* of traditions and ancestral knowledge to imbue the axe with power.
(*I know the Clan dagger is only as old as its owner but I assume it will still have runes and markings linked to the clan's history.=

Salamileg |
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A dhampir (or potentially full vampire with the options in Book of the Dead) with the chalice implement seems like an obvious choice. Casually sipping blood in the heat of battle.
You can also come pretty close to making Thresh from League of Legends with the lantern and weapon implements. There's nothing quite like his scythe in the game yet, probably a reflavored scorpion whip would be the closest. And the Thaumaturge mechanic of discovering and creating weaknesses works well with him always wanting to inflict pain and misery.

Alchemic_Genius |
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My current ideas are:
-An archivist that works at a magical library that uses her knowledge and a collection of dusty old forgotten artifacts to overcome challenges. She's not very good at channeling magic, but shes extremely versed in magical theory. Of the current implements, she's most likely going to pick wand (primary, and symbolic of her skill at magic), weapon (a practical, if aggressive, implement for an adventurer), and kind of a tie between the rest
-A goblin who's knowledge comes mostly from oral tradition, who's esoterica is mostly random garbage they picked up; seeing potential where others did not. To create an Esoteric Antithesis, they spin a grandiose tale about the item, it's power, and why it's their foe's downfall. Their most likely implements will be party and campaign based; choosen based on what items will keep them and their party alive and effectively defeat their foes.
-A shrine maiden that uses spiritualism to ward off evil. Her esoterica are almost entirely comprised of various talismans and prayers, both from her as well as written prayers and wishes placed upon trees at her shrine from worshippers, and she draws whichever prayer is most suiting to the situation. Her implications are most likely amulet (a protection charm to spare both her friends and herself from harm), wand (a ceremonial tool thats uses to exorcise evil when asking nicely fails), and chalice (purified waters to heal the body and cleanse the soul)

Alchemic_Genius |
1 person marked this as a favorite. |

There is one that I thought of. IT may sound crazy but I make it a bit of a challenge to build a magical girl in every system; I think a Thaumaturge with the vigilante archetype would be perfect. All you have to do is reimagine all the skulls and voodoo dolls as ribbons and bells and you have it.
you can summon your weapon to your hand, get a familiar, and make a pact with a fairy queen.
I take that challenge further and make every class a magical girl :p
I'm now adding "chunibyo who has delusions of being a magical girl, esoterica are their various magical weapons and tools, and their sheer force of belief somehow makes it work" to my list of ideas. Better still that the advantages they get only work to them, so onlookers think she's delusional, but ascribe her "powers" to alarming competancy in combat despite it

AnimatedPaper |
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Kenicki has not been purposely sober since…well, it’s been a while. Raised within a community devoted to Cayden Cailean, his trusty mug and holy symbol have seldom left his side since infancy.
Lately however, his trusty items have gotten more interesting. Beer really DOES cure what ails him, and his symbol is a shield against a dark and sometimes terrifying world.
Also useful against that jerk that was looking at him funny in the last bar.

fanatic66 |

A dhampir (or potentially full vampire with the options in Book of the Dead) with the chalice implement seems like an obvious choice. Casually sipping blood in the heat of battle.
You can also come pretty close to making Thresh from League of Legends with the lantern and weapon implements. There's nothing quite like his scythe in the game yet, probably a reflavored scorpion whip would be the closest. And the Thaumaturge mechanic of discovering and creating weaknesses works well with him always wanting to inflict pain and misery.
As a big fan of LoL and especially Thresh, that sounds super cool. I would probably go scorpion whip for his hook as it seems most appropriate.

Deathsworn |
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My current idea is an aasimar that uses divine runes as their Esoteric, combining them to make key words and phrases that apply to the desired weakness. It was an evolution on the Shrine Maiden idea I initially had, flavored to fit the character more. Instead of tags and charms, they manipulate the runes and apply them to their Implements.

Alchemic_Genius |
2 people marked this as a favorite. |

My current idea is an aasimar that uses divine runes as their Esoteric, combining them to make key words and phrases that apply to the desired weakness. It was an evolution on the Shrine Maiden idea I initially had, flavored to fit the character more. Instead of tags and charms, they manipulate the runes and apply them to their Implements.
Stealing the flavor for my archivist; she's also an aasimar with some Irez flavor, and has divine runes and star charts tattooed onto her body

pixierose |
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So I still need to figure out the fluff but I've decided, I am going to build a Thaumaturge to test how far I can stretch the class.
I am going to build a skill monkey version of the class, using Primarilly Charisma and Int. I'm going to for go martial weapons in favor of my wand, and utilize skill feats, scrolls, and other items and see if it is fun/effective. I will probably keep a weapon just in case if I come across something that my wand won't work against, but it won't be my primary option.

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I'm going to recreate my Psychodermist which I've been using Investigator as a substitute class for until now. All the implements and esoterica are going to be reskinned as monster trophies.
Charisma as the key ability has been making it very difficult. Luckily, I think there has been enough pressure from the community to change the key ability or give an option. Until that happens, my current planned ability score development is as follows:
1st - 14/12/12/14/10/16
5th - 14/14/14/14/12/18
10th - 16/14/16/16/12/19
15th - 16/16/16/18/14/20
20th - 18/18/18/18/16/20
I'll be starting off with the wand implement to keep me from needing to be in the mess of melee until my physical stats improve. Then I should be OK to invest in the weapon implement at 5th. And then....not sure what the 3rd will be. The book will probably be released by then.
The character will probably focus on the recall knowledge, scrolls and esoteric antithesis combat related feats. We're using free archetype right now but I'm not sure if I want to choose anything that will overshadow the Thaumaturge base. Though, if Beast Gunner can work with what I've got, that would be perfect.

Ventnor |
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So I still need to figure out the fluff but I've decided, I am going to build a Thaumaturge to test how far I can stretch the class.
I am going to build a skill monkey version of the class, using Primarilly Charisma and Int. I'm going to for go martial weapons in favor of my wand, and utilize skill feats, scrolls, and other items and see if it is fun/effective. I will probably keep a weapon just in case if I come across something that my wand won't work against, but it won't be my primary option.
I mean, that idea you posted earlier in the thread about a goblin who insists that he is a mighty wizard sounds pretty fun.

GameDesignerDM |

I'm planning on revamping my old Inquisitor character.
He's a Dhampir raised by a sect of Pharasmin priests/clerics who took pity on his existence and raised him within the faith, and he became a vampire hunter and eventually a larger occult hunter/investigator and destroyer of all things anathema to the world and his faith. Partially inspired by the Hugh Jackman Van Helsing vibe, and the "wandering monster hunter" tropes.
For implements, Weapon -> Amulet -> Lantern is the progression I'm thinking, and then eventually taking the Pact feat that makes a deal with psychopomps for the extra Pharasma flavor.