Tweaks to the Thaumaturge


Thaumaturge Class


3 people marked this as a favorite.

Finally had some time to playtest last weekend and have three ideas for tweaks to the Thaumaturge (that are far from fully formed or thought out and might simply be the incoherent ramblings of an aged GM)

1) Move the ability to swap implements as a free action to 5th level (when their second implement becomes available) rather than 7th level

2) Whenever the Thaumaturge gains a Skill increase they also gain an additional skill increase in Arcana, Nature, Occultism or Religion - this would reflect their growing knowledge of Esoterica and still allow other skill development

3) Combine Find Flaw (FF) and Esoteric Antithesis (EA) into a single action that I call "Impose Esoteric Flaw"

Critical Success: as FF and EA combined and a +1 AC modifier vs the target
Success: as FF and EA combined and a +1 Attack Bonus vs the target
Failure: as FF and EA combined
Critical Failure: Flat-Footed

My group found the Thaumaturge struggled with action economy - hoping suggestion three inspires other to come up with more well developed ideas


Alphadork wrote:
2) Whenever the Thaumaturge gains a Skill increase they also gain an additional skill increase in Arcana, Nature, Occultism or Religion - this would reflect their growing knowledge of Esoterica and still allow other skill development

I saw this too. Even appearing that thaumaturge would be great in many RK skills this also locks too much it's skill choices because the player cannot select skills to develop because it's already need to improve the 4 main RK skills to avoid being weak when FF+EA.

Alphadork wrote:
3) Combine Find Flaw (FF) and Esoteric Antithesis (EA) into a single action that I call "Impose Esoteric Flaw"

I also agree here. Having 2 tests every round slow downs the gameplay unnecessarily.


In an earlier post, I also rallied for a combined action. As is, it's a little confusing, not to mention keeping the actions the same removes the metagame knowledge of knowing if your rk failed.

Extra skill ups for rk skills was another idea I pitched, though I suggested 9 increases over odd levels, Investigator style


Alchemic_Genius wrote:
Extra skill ups for rk skills was another idea I pitched, though I suggested 9 increases over odd levels, Investigator style

Thought about that as an option but figured tying the extra RK skill to the regular skill progression felt more unique to the Thaumaturge, plus the regular skill increase could also be spent on an RK skill too


@Alphadork - you should post your thoughts on the Official Thaumaturge Playtest Feedback thread - with your insights particularly.


@OCEANSHIELDWOLPF 2.0 - My group will be playing again this coming Saturday, will make best efforts to keep notes of how the session goes for our brand new Thaumaturge and then post in the Feedback Thread

Community / Forums / Pathfinder / Pathfinder Second Edition / Dark Archive Playtest / Thaumaturge Class / Tweaks to the Thaumaturge All Messageboards