Stowing / Drawing Items Action Economy


Thaumaturge Class


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In order for the class to function, it has several abilities that let it "cheat" the action economy/hands limit when it comes to pulling items out and putting them away, but these abilities all work in different ways and there are some weird holes in them like you can stow and draw a new Implement as a free action but can't draw one with an empty hand as a free action.

Would it be possible to instead consolidate these into a single, defined feature that could also be applied to other feats in the future?

Right now the abilities that get better action economy or ignore "hands limits" are:

1) Esoteric Antithesis (doesn't need any free hands)
2) Implement Adept (can swap Implements as a free action but needs one already in one hand)
3) Handy Esoterica (takes 2 actions instead of 1 minute)
4) Implausible Esoterica (upgrade to Handy Esoterica to take 1 action)

There are also some other abilities that could benefit from similar action economy adjustments, such as Scroll and Talisman Esoterica.

Because of this, a defined feature built into Esoterica that allows you to draw/stow items more freely into the Esoterica could help cut down on this extra space. All these items could be stored in the Esoterica and items can be stowed freely in the Esoterica and pulled out with a number of actions determined by the ability in question. This could also get around some of the "hands limit" issues that can come up, like when using a two-handed Weapon Implement.

Examples:

Esoterica could have "You may store items that are part of your Esoterica as a free action. Certain abilities may add items to your Esoterica."

Implement Adept could read "Your Implements are part of your Esoterica. You may pull an Implement from your Esoterica as a free action when activating its ability or otherwise using the Implement"

Handy Esoterica can read "The items you create with your Prescient Planner/Consumable features are part of your Esoterica. You may pull the items from Prescient Planner and Prescient Consumable from your Esoterica as a two-action activity."

Scroll Esoterica could have an ability that says "The Scrolls you create are part of your Esoterica. You may pull these Scrolls from your Esoterica as a free action when activating them."

There could also be additional feats in the future that add more items to your Esoterica, and this would help future-proof for those feats to make sure they interact cleanly with other abilities.


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Another thing I've noticed with the Implement Adept feature is that the wording is a little vague.

Quote:
While you’re holding an implement in one hand, you can quickly switch it with another implement you’re wearing to use an action of the implement you’re switching to.

Does the "handedness" clause count bows as one-handed because they're held in one hand but fired with two, or are they two-handed because they need two to fire? Does Striking with a Weapon Implement count as an action of the Weapon Implement for the purposes of "use an action of the Implement you're switching to"?

Some sort of better codification and unification of the action economy cheats the Thaumaturge has could certainly clear this up.

In addition, some of the various feats and customization options of the class are kneecapped without giving them these action economy cheats. For example, to use a scroll from Scroll Esoterica while wielding a weapon and an Implement, you need to spend 3 additional actions compared to just casting the spell: 1 to stow the Implement/Weapon, 1 to draw the scroll, and another to draw the Implement/Weapon again after casting. While I understand there's power in versatility and the Thaumaturge has a higher casting DC compared to multiclassing, it is both behind in terms of casting progression and doesn't get the "doubling feat" of spellcasting archetypes.


I would love this. Especially for scrolls, as they are extremely clunky to use mid-combat for a class that is basically forced to have both of its hands taken.


Yeah, the want for a third hand is real. Weapon implement is practically a mandatory pick if you want to be able to use your scrolls and other knicknacks from the class. I feel this issue would be solved though if implement adept allowed you to go from an implement to a free hand and vise versa as well, or if holding an implement in hand wasn't a requirement fornmany of them; I could see amulet and lanturn reasonably not needing hands, by simply being worn around the neck/on a belt, respectively.

If wand proced EA and all those feats as well, wand as a main attack becomes viable early game, allowing for more mystical thaum that flings magic and casts from a cache of scrolls.

That said, we also don't know what the other implements are. If, say, there was a tome implement with a passive that could store, idk, cha modifier scrolls in it and allow you to cast them without drawing them out individually and gave a bonus to identifying and recognizing spells, then the scroll thing becomes a bit of a non issue and scroll focused thaums just take the tome implement


A familiar could also join the interact/stow/pass routine.


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HumbleGamer wrote:
A familiar could also join the interact/stow/pass routine.

Valet doesn't put items back on your belt though, so you'd have to do some shenanigans to really get a benefit off of this. The best way I can think is have your familiar have manual dexterity, already be carrying the item you want to draw, and command it to take your implement with the other hand and give you the scroll. Even then, you'll probably want independent so it can pass you the implement back next turn without eating an action.

Doable, but kinda janky


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I would not want to put a familiar on the shoulder of a melee combatant...


Very much same. I also don't really relish familiars being a patch to a weird hand issue when it could be solved in house. I also really don't want weapon implement to be a mandatory pick for thaumaturges that wish to use scrolls or bows, since having a weapon in one hand, implement in the other leaves no open hand for a scroll or to shoot an arrow


Alchemic_Genius wrote:
HumbleGamer wrote:
A familiar could also join the interact/stow/pass routine.

Valet doesn't put items back on your belt though, so you'd have to do some shenanigans to really get a benefit off of this. The best way I can think is have your familiar have manual dexterity, already be carrying the item you want to draw, and command it to take your implement with the other hand and give you the scroll. Even then, you'll probably want independent so it can pass you the implement back next turn without eating an action.

Doable, but kinda janky

I gave for granted that when talking about familiars helping you it was obviously referring to independent + manual dex ones.

Did see some alchemist feeding elixirs with a familiar assistance back then ( until clarifications), and no major issue with being melee.

It's unlikely for the enemy to waste an AoO on a critter, as it's unlikely for the DM to directly target a familiar ( would be like stomping the horse of a cavalier until it's horsemeat. Or make the enemy stomp the little spider which is delivering a spell. It may happen, but probably at bad tables Imo).

What may happen is a familiar being under some AoE, like fireball or dragon's breath, but this would probably require a save regardless the familiar position in the room ( unless in his save dimentional space).


Tbh, GMs not targeting familiars, animal companions, etc is more of a courtesy/gentleman's agreement than anything else.

Dropping an AoO on an easy to kill target that grants someone an extra action is hardly a bad idea, just most groups dont do it because players get really attached to their pets and having them die is a massive feelbad moment, and from a storytelling perspective, it feels really bad for the cavalier to replace their trusty steed or the monster scholar to replace their beloved cat that fetches their items after every boss fight because the villain recognized that killing them would put the character at a disadvantage.


I mean... It's also kinda narratively embarrassing if the big bad death knight towering over you switched his target to the tiny squirrel by your shoulder.

He would never hear the end of it in the annual big bads symposium.


shroudb wrote:

I mean... It's also kinda narratively embarrassing if the big bad death knight towering over you switched his target to the tiny squirrel by your shoulder.

He would never hear the end of it in the annual big bads symposium.

Not as embarrassing as being defeated because you ignored the squirrel that kept feeding the target healing elixirs... Once a pet/familiar takes an active role in combat, all bets are off IMO.


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That squirrel had it coming!!!

But seriously, back when Cleave was a thing (a different, very common thing), I'd call familiars Cleavebait as a forewarning to either getting one or using one actively in combat. If a monster feels it won't lose an attack because it can Cleave through the pet and hit you too, it would.
And did.

And in PF2 too, if a familiar delivers an effective spell, "That squirrel killed my Succubus lover!", killing it can be like a Sunder on the caster's "weapon" which lets them cast touch spells at range (which also often takes the squirrel off the shoulder).
If it's harmless, it likely won't get harmed (at least as the single target), but if a legitimate source of annoyance? It might just be easy enough to brush it off, perhaps with the inkling it'll really disturb your enemy whom you might not yet respect.

That said, it's the AoEs, some of which aren't big enough to hit the whole party, but will often hit the front row. Or the ones that come in a different form, like a Hazard, Engulf, Trample, Gaze Attacks, a Hydra's Storm of Jaws, a Fire Giant's Flaming Stroke, and so forth. Humanoids not so much other than casters who will hit most everybody, but monsters, they have some nasty attacks that'll kill the familiar it didn't even know was there.


graystone wrote:
shroudb wrote:

I mean... It's also kinda narratively embarrassing if the big bad death knight towering over you switched his target to the tiny squirrel by your shoulder.

He would never hear the end of it in the annual big bads symposium.

Not as embarrassing as being defeated because you ignored the squirrel that kept feeding the target healing elixirs... Once a pet/familiar takes an active role in combat, all bets are off IMO.

If you are defeated by a squirrel you either way lose your big bad privileges.

It's lose-lose situation for the poor death knight from there.

But seriously now, I do usually have my nemesis npcs being suitably arrogant and having an ego rather than being a stat stick.

If they have an AoO, as an example, it stands to reason for them to keep it for their antagonists rather than a trivial pet.

Especially since the pet has the exact same difficulty to be hit (equal AC) and will take several such hits to be killed.


shroudb wrote:
graystone wrote:
shroudb wrote:

I mean... It's also kinda narratively embarrassing if the big bad death knight towering over you switched his target to the tiny squirrel by your shoulder.

He would never hear the end of it in the annual big bads symposium.

Not as embarrassing as being defeated because you ignored the squirrel that kept feeding the target healing elixirs... Once a pet/familiar takes an active role in combat, all bets are off IMO.

If you are defeated by a squirrel you either way lose your big bad privileges.

It's lose-lose situation for the poor death knight from there.

But seriously now, I do usually have my nemesis npcs being suitably arrogant and having an ego rather than being a stat stick.

If they have an AoO, as an example, it stands to reason for them to keep it for their antagonists rather than a trivial pet.

Especially since the pet has the exact same difficulty to be hit (equal AC) and will take several such hits to be killed.

*shrug* If the familiar is casting a spell, personally I would be shocked of an AoO WASN'T used if for no other reason than to disrupt the spell. Even something like a potion handoff that's disrupted would be an action wasted for the target to pick it back up, so it's not a wasted AoO. So, really, if the pet is doing something that provokes an AoO, it's likely worth the attack.

The Wicked Witch of the West: "I'll get you my pretty, and your little dog too!"


shroudb wrote:
graystone wrote:
shroudb wrote:

I mean... It's also kinda narratively embarrassing if the big bad death knight towering over you switched his target to the tiny squirrel by your shoulder.

He would never hear the end of it in the annual big bads symposium.

Not as embarrassing as being defeated because you ignored the squirrel that kept feeding the target healing elixirs... Once a pet/familiar takes an active role in combat, all bets are off IMO.

If you are defeated by a squirrel you either way lose your big bad privileges.

It's lose-lose situation for the poor death knight from there.

But seriously now, I do usually have my nemesis npcs being suitably arrogant and having an ego rather than being a stat stick.

If they have an AoO, as an example, it stands to reason for them to keep it for their antagonists rather than a trivial pet.

Especially since the pet has the exact same difficulty to be hit (equal AC) and will take several such hits to be killed.

I dunno, a sadistic big bad might revel in killing the companion first, "I will take everything you love and make you beg me for death" style.

I'm definately in the camp of "I won't attack pets unless they take an active combat role", though I do allow one free disengagement; for example, if the ranger sends out their wolf to flank and support, and the wolf takes some good licks and the range commands them to sit out the rest of the battle, I wont have the bad guy harrass the poor pup anymore, unless the ranger calls the companion back into the fray, in which case bets are off again.

It feels cinematic enough and matches the fantasy of animal friends, in that it lets them live fight to fight, but still has the companions face peril


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Needing a Familiar so you can work around the inconsistencies on what you can and cannot freely swap is strange.

It's jarring and really limits the utility of various abilities if the class about pulling out all these strange items can only quickly swap Implements, rather than all of their Esoterica.


Well, I wouldn't play a cavalier knowing that my dm would stomp on the horse all the fight.

Same goes with a DM playing whack a mole with a familiar ( though after delivering a touch spell, I'd expect the creature to consider attacking the familiar).


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They should probably get access to Quick Stow or a variation thereof.


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HumbleGamer wrote:

Well, I wouldn't play a cavalier knowing that my dm would stomp on the horse all the fight.

Same goes with a DM playing whack a mole with a familiar ( though after delivering a touch spell, I'd expect the creature to consider attacking the familiar).

Yeah, riding on top a creature is kind of a grey area for me. Typically for me, the animal has to actually attack or use an offensive support (like the bird pecking people's eyes) before seriously focusing attacks at the animal. Usually I opt to unhorse a rider with a shove or tossing a move speed penalty on the horse vs killing/injuring the horse for villains that want to deal with the cavalier's speed

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