Thaumaturge "connections" and Conditions


Thaumaturge Class


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I absolutely adore this new class. Everything about it seems incredibly fun, and the flavor of many of its abilities flows right into what I would expect. But I feel like it could have something more. ​

One of the developers (I think Mark Seifter) wrote the following about the Thaumaturge: "A thaumaturge is based on the idea that it's not just that you might know things. You are connected to things and you can manipulate those connections and create them. Part of it is like convincing the universe that this is a thing, akin to the idea of magic maybe plowing the field for future casting from SoM treatises on the nature of magic. Is this broken chain from a freed slave a good connection to damage this tyrannical king? Well he doesn't have any weaknesses normally, but you're pushing the universe to create a new bespoke weakness just for you.
You can use Cha for a special in battle Recall Knowledge to suss out existing weaknesses or make a new one. Even if you fail, you can spend another Interact action to just pull out tons of different possibilities and try them until something works. So a success is not necessary to do your thing."

I also am a huge fan of the Kingkiller Chronicles, and everything about making connections between two seemingly unrelated things reminds me of the magic found within those books. Some of my favorite parts are when Kvothe uses the properties of one object to apply new properties to something else.

So my question is this... why limit those connections to simply damage? What about our fabulous list of Conditions?

I would love to see a Thaumaturge who carries around weights with him and makes connections to enemies in order to Slow them.
Give me a Thaumaturge who uses rabbit's feet to Haste his allies.
Needles and a jar of eyeballs to Blind your enemies.
A bit of chain/manacles to Immobilize
Etc....

Now, I understand that this starts stepping on the toes of several other classes, namely Rogues and their fabulous Debilitating Strikes feature.
So here is what I propose:

Add Conditions as an additional alternative option to damage as part of Esoteric Antithesis. Then, the Thaumaturge can choose to either do extra damage, or provide crowd control and status effects. Then, Rogues still get their time in the sun (getting both bonus damage AND status effects on sneak attacks), and the Thaumaturge has options to choose from while in combat. You could even allow the Thaumaturge to make multiple connections to a single target, and do both damage and a condition at the cost of multiple actions.

Imagine being able to wrap a chain around your bow and Immobilize someone because you've convinced the universe that they are now bound to the chain... and not because you critically hit them, but because you put in the work (aka spent actions) to form connections and now can ruin their day.


This also helps with the issue of not doing anything if you're already hitting the weakness.

That said, I'd be concerned about it stepping on the toes of debuff casters than Rogue, TBH, Rogue has more options. I.e. applying a constant Sickened (which was suggested elsewhere) then makes ALL debuff spells that don't do more than 1 magnitude useless on that enemy. And making it a non-Status penalty would probably be too strong. I do like the idea though, just not sure how to balance it.


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Possibly require certain implements in order to access certain conditions. One of the other threads complained about the lack of interaction between implements and Find Flaw; this would be a way of tying those two abilities together. Like, say, having a chalice implement allows you to apply the drained condition, but the lantern allows you to apply the dazzled or blinded conditions, while the amulet makes them flat footed. These need not all be of the same level, so they don't necessarily need to be of the same strength.

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