Thaumaturge Guide


Pathfinder Second Edition General Discussion

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John R. wrote:
Wait....Idea....What if one hand is constantly holding an implement and ALL of your scrolls? Is there a limit on how many esoterica you can have in one hand? I really don't think this works but it's worth the shot of throwing it out there.

As mentioned above, you would lose out on Implement's Empowerment bonus damage even if you get your GM to allow it.

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QuidEst wrote:
John R. wrote:
Wait....Idea....What if one hand is constantly holding an implement and ALL of your scrolls? Is there a limit on how many esoterica you can have in one hand? I really don't think this works but it's worth the shot of throwing it out there.
As mentioned above, you would lose out on Implement's Empowerment bonus damage even if you get your GM to allow it.

"You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit."

I could be mistaken but between Scroll Thaumaturgy and Scroll Esoterica, don't scrolls count as esoterica (or at least the temporary scrolls)? If so, then it should still work. But yeah, overall my idea is reaching quite a lot.

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Updated the Implement Combination section to be a bit more in depth and cover every combination. Forewarning, about half of them have no synergy, unless someone can point out something I missed.


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A couple combos that I thought of:

Bell + Wand: Making a foe clumsy means their reflex save are worse.

Bell + Weapon: Similarly, a clumsy foe has lower AC.

Lantern + Wand: This one only works at the end of your adventuring career, but you don't roll a flat check to target a concealed target with an AoE attack. Reveal any invisible foes with the lantern, and then drop a mini-fireball/icestorm/lightning surprise on them.

Mirror + Weapon: Mirror lets you flank with yourself, and to be in more positions to react with Implement's Interruption.

Regalia + Weapon: The Regalia's Paragon Aura is buffing your weapon damage rolls, including the damage from Implement's Interruption (assuming you're holding your regalia in one hand and your implement weapon in the other, and why wouldn't you?).


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John R. wrote:
QuidEst wrote:
John R. wrote:
Wait....Idea....What if one hand is constantly holding an implement and ALL of your scrolls? Is there a limit on how many esoterica you can have in one hand? I really don't think this works but it's worth the shot of throwing it out there.
As mentioned above, you would lose out on Implement's Empowerment bonus damage even if you get your GM to allow it.

"You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit."

I could be mistaken but between Scroll Thaumaturgy and Scroll Esoterica, don't scrolls count as esoterica (or at least the temporary scrolls)? If so, then it should still work. But yeah, overall my idea is reaching quite a lot.

Scroll Esoterica says that your esoterica includes the scraps that you make into the scrolls. The feat is labeled esoterica because it's a feat to make temporary scrolls, and you can't make temporary scrolls if all your materials are confiscated.

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Ventnor wrote:

A couple combos that I thought of:

Bell + Wand: Making a foe clumsy means their reflex save are worse.

Bell + Weapon: Similarly, a clumsy foe has lower AC.

Lantern + Wand: This one only works at the end of your adventuring career, but you don't roll a flat check to target a concealed target with an AoE attack. Reveal any invisible foes with the lantern, and then drop a mini-fireball/icestorm/lightning surprise on them.

Mirror + Weapon: Mirror lets you flank with yourself, and to be in more positions to react with Implement's Interruption.

Regalia + Weapon: The Regalia's Paragon Aura is buffing your weapon damage rolls, including the damage from Implement's Interruption (assuming you're holding your regalia in one hand and your implement weapon in the other, and why wouldn't you?).

Awesome! Thank you!

But about this one:

Ventnor wrote:

Mirror + Weapon: Mirror lets you flank with yourself, and to be in more positions to react with Implement's Interruption.

These just don't seem like actual synergies for the implements.

You don't need the weapon implement to flank with yourself if you already have the mirror and I don't think you can really double up on areas where your EV target can trigger Implement's Interruption. Like...if they're within reach, they're within reach.

Although, they do combo nicely if you need to be somewhere else at the same time, so I'll give you that if that's what you meant.


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John R. wrote:
Ventnor wrote:

A couple combos that I thought of:

Bell + Wand: Making a foe clumsy means their reflex save are worse.

Bell + Weapon: Similarly, a clumsy foe has lower AC.

Lantern + Wand: This one only works at the end of your adventuring career, but you don't roll a flat check to target a concealed target with an AoE attack. Reveal any invisible foes with the lantern, and then drop a mini-fireball/icestorm/lightning surprise on them.

Mirror + Weapon: Mirror lets you flank with yourself, and to be in more positions to react with Implement's Interruption.

Regalia + Weapon: The Regalia's Paragon Aura is buffing your weapon damage rolls, including the damage from Implement's Interruption (assuming you're holding your regalia in one hand and your implement weapon in the other, and why wouldn't you?).

Awesome! Thank you!

But about this one:

Ventnor wrote:

Mirror + Weapon: Mirror lets you flank with yourself, and to be in more positions to react with Implement's Interruption.

These just don't seem like actual synergies for the implements.

You don't need the weapon implement to flank with yourself if you already have the mirror and I don't think you can really double up on areas where your EV target can trigger Implement's Interruption. Like...if they're within reach, they're within reach.

Although, they do combo nicely if you need to be somewhere else at the same time, so I'll give you that if that's what you meant.

Flanking with yourself (orthogonally, not diagonally) with a weapon implement means that stepping won't get them out of reaction range. It makes non-reach weapon implements a lot more effective.

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QuidEst wrote:
John R. wrote:
QuidEst wrote:
John R. wrote:
Wait....Idea....What if one hand is constantly holding an implement and ALL of your scrolls? Is there a limit on how many esoterica you can have in one hand? I really don't think this works but it's worth the shot of throwing it out there.
As mentioned above, you would lose out on Implement's Empowerment bonus damage even if you get your GM to allow it.

"You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit."

I could be mistaken but between Scroll Thaumaturgy and Scroll Esoterica, don't scrolls count as esoterica (or at least the temporary scrolls)? If so, then it should still work. But yeah, overall my idea is reaching quite a lot.

Scroll Esoterica says that your esoterica includes the scraps that you make into the scrolls. The feat is labeled esoterica because it's a feat to make temporary scrolls, and you can't make temporary scrolls if all your materials are confiscated.

Fair enough. Sound argument.

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QuidEst wrote:
John R. wrote:
Ventnor wrote:

A couple combos that I thought of:

Bell + Wand: Making a foe clumsy means their reflex save are worse.

Bell + Weapon: Similarly, a clumsy foe has lower AC.

Lantern + Wand: This one only works at the end of your adventuring career, but you don't roll a flat check to target a concealed target with an AoE attack. Reveal any invisible foes with the lantern, and then drop a mini-fireball/icestorm/lightning surprise on them.

Mirror + Weapon: Mirror lets you flank with yourself, and to be in more positions to react with Implement's Interruption.

Regalia + Weapon: The Regalia's Paragon Aura is buffing your weapon damage rolls, including the damage from Implement's Interruption (assuming you're holding your regalia in one hand and your implement weapon in the other, and why wouldn't you?).

Awesome! Thank you!

But about this one:

Ventnor wrote:

Mirror + Weapon: Mirror lets you flank with yourself, and to be in more positions to react with Implement's Interruption.

These just don't seem like actual synergies for the implements.

You don't need the weapon implement to flank with yourself if you already have the mirror and I don't think you can really double up on areas where your EV target can trigger Implement's Interruption. Like...if they're within reach, they're within reach.

Although, they do combo nicely if you need to be somewhere else at the same time, so I'll give you that if that's what you meant.

Flanking with yourself (orthogonally, not diagonally) with a weapon implement means that stepping won't get them out of reaction range. It makes non-reach weapon implements a lot more effective.

Ooo, that's a good and clever one. Thank you.


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John R. wrote:


Ooo, that's a good and clever one. Thank you.

I'm fond of it, because I'll take any additional alternatives to the thrice-accursed game-warping mess that is flickmace.

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I'm sure a bunch of people are all into the Kineticist playtest right now. Just wanted to mention I've made a few updates, mainly to some multiclass opinions. Also wanted to see if anyone had any suggestions on other topics you think I should cover. Just a heads up, one I won't cover is ancestries. There are too many and they all have their own bunch of feats and it's just too much for me to want to handle, especially for such an open ended class as the Thaumaturge.

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Pathfinder Lost Omens, Rulebook Subscriber
John R. wrote:
I'm sure a bunch of people are all into the Kineticist playtest right now. Just wanted to mention I've made a few updates, mainly to some multiclass opinions. Also wanted to see if anyone had any suggestions on other topics you think I should cover. Just a heads up, one I won't cover is ancestries. There are too many and they all have their own bunch of feats and it's just too much for me to want to handle, especially for such an open ended class as the Thaumaturge.

The only ancestry that I think really needs a call out is plain old human.

The Thaumaturge is in the rare position of having several very desirable 1st level class feats. Natural Ambition really shines here.


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Weapon selection might not be a bad section. You know, once you get past the obligatory “just get a flickmace you doofus” disclaimer.

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Ventnor wrote:
Weapon selection might not be a bad section. You know, once you get past the obligatory “just get a flickmace you doofus” disclaimer.

Yeah.

I playtested with a returning trident weapon implement, that was quite something.

The thaumaturge also seems like a good class to use a whip if you want to splash in some es-Indiana Jones flavor.


John R. wrote:

I wrote a guide for the Thaumaturge. Apologies for typos and minor misunderstandings of the rules. I'll try my best to keep it updated and correct any errors people find and add any suggestions I'm in favor of - I'm sure there will be plenty once more people get real play experience and after errata. I'll try my best to remember to give credit where it's due.

Also, I believe VampByDay is putting out a guide soon as well so keep your eyes out for theirs as well.

Here is the link.

One thing I would like to point out:

You can't actually stop someone from getting up from prone with a reaction like AoO. It happens after the standing is complete. You still get the attack, but they aren't prone during it (so not Flatfooted) and don't fall back down if you disrupt it...because it can't be disrupted, it's already done.

Also, have you considered ancestry breakdowns for the guide? At least like "these have good no-hand unarmed attacks, these have innate spells that you may be interested in" type of thing.


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I'd rate Beastmaster higher than green because Thaum seems action starved and this could give you basically a free stride each turn.

Especially if you have amulet to protect your mount from attacks.

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Sinnyil wrote:
John R. wrote:

I wrote a guide for the Thaumaturge. Apologies for typos and minor misunderstandings of the rules. I'll try my best to keep it updated and correct any errors people find and add any suggestions I'm in favor of - I'm sure there will be plenty once more people get real play experience and after errata. I'll try my best to remember to give credit where it's due.

Also, I believe VampByDay is putting out a guide soon as well so keep your eyes out for theirs as well.

Here is the link.

One thing I would like to point out:

You can't actually stop someone from getting up from prone with a reaction like AoO. It happens after the standing is complete. You still get the attack, but they aren't prone during it (so not Flatfooted) and don't fall back down if you disrupt it...because it can't be disrupted, it's already done.

Also, have you considered ancestry breakdowns for the guide? At least like "these have good no-hand unarmed attacks, these have innate spells that you may be interested in" type of thing.

With Attack of Opportunity, yes, it does not disrupt move actions. Implement's Interruption on the other hand disrupts any action that triggered the reaction, move actions included, and standing is a move action.

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shroudb wrote:

I'd rate Beastmaster higher than green because Thaum seems action starved and this could give you basically a free stride each turn.

Especially if you have amulet to protect your mount from attacks.

Yeah, you've got a good point about that. Noted.

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Added a weapon TRAITS section at the end.


One thing I haven't seen much discussion of is that Implements can themselves be existing magical items with other abilities. (If they couldn't weapon implements would become obsolete really fast.) I'm running Abomination Vaults and realizing how many cool and potent plot items could be implements for the Thaumaturge, and I expect most campaigns will have similar examples.

Might be worth mentioning in the Implement section that it could pay off to not get your heart set on second and third implements ahead of schedule, because you might find really cool options that make you change your mind. I've suggested our 5th level Thaumaturge might want to go a session or two without their new implement to see what shakes out.


Captain Morgan wrote:

One thing I haven't seen much discussion of is that Implements can themselves be existing magical items with other abilities. (If they couldn't weapon implements would become obsolete really fast.) I'm running Abomination Vaults and realizing how many cool and potent plot items could be implements for the Thaumaturge, and I expect most campaigns will have similar examples.

Might be worth mentioning in the Implement section that it could pay off to not get your heart set on second and third implements ahead of schedule, because you might find really cool options that make you change your mind. I've suggested our 5th level Thaumaturge might want to go a session or two without their new implement to see what shakes out.

I don't think that's actually true; the entry for Implements specifically says they are mundane items.

As for weapons, they aren't actually magical in of themselves; the runes on them have the magic. This is why inventors can rune up their innovation despite being limited to a level 1 weapon; the rune aren't technically the weapons


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Alchemic_Genius wrote:
Captain Morgan wrote:

One thing I haven't seen much discussion of is that Implements can themselves be existing magical items with other abilities. (If they couldn't weapon implements would become obsolete really fast.) I'm running Abomination Vaults and realizing how many cool and potent plot items could be implements for the Thaumaturge, and I expect most campaigns will have similar examples.

Might be worth mentioning in the Implement section that it could pay off to not get your heart set on second and third implements ahead of schedule, because you might find really cool options that make you change your mind. I've suggested our 5th level Thaumaturge might want to go a session or two without their new implement to see what shakes out.

I don't think that's actually true; the entry for Implements specifically says they are mundane items.

As for weapons, they aren't actually magical in of themselves; the runes on them have the magic. This is why inventors can rune up their innovation despite being limited to a level 1 weapon; the rune aren't technically the weapons

i think it's only the starting implement that is forced to be the mundane item.

if you find a treasure that can fit your implement type, you can switch to it with a day of downtime.
at least that's how i read that section.


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Yeah, I read it the same as shroud. Here is what it says: You begin play with a mundane item of that type, and you gain the initiate benefit for that implement. While an implement is useful to you, it typically has no value if sold. If you acquire a new object of the same general implement type, you can switch your implement to the new object by spending 1 day of downtime with the new item.

So I guess it depends on whether you define being mundane as part of the "same general implement type." But technically I think a magical sword is considered a magical item as a whole, not just a mundane item with runes. The weapon's level becomes that of the highest level rune it has, for example. The inventor also specifically has language about adding runes the Thaumaturge packs: "An innovation weapon can have fundamental and property runes added to it in the same way as an ordinary weapon."

Thematically, I find it entirely appropriate for the class. Especially when you look at all the feats they have to wring extra juice from preexisting magical items. There are also specific magic weapons to consider. I don't buy those being banned from being Implements for a second.


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I get your argument, and solidly agree that a magic item as an implement is pretty cool, and possibly even intended, but I can also see that being potentially difficult to adjudicate in an organized play setting; weapons are fairly obvious, but I can also see there being table varience on what exactly counts as a regalia, and other catagories; it could probably be argued that in some cultures, a sword could just as much be considered a piece of regalia as it could be a weapon (this is extremely common in militaries). A Thaumaturge with religious affiliation might consider a holy symbol regalia.

If it's just mundane items, this isn't at all an issue, but if it allows magic items, it could be a possible issue if one DM says "Yeah, horns are common ways to command large groups of people, absolutely a Regalia" and another says "no, that's a reach; you could maybe count it as a bell though".

In a home game, it's no big, but in a game where characters can be transferable to multiple tables, it could be a big deal, and I generally assume pf 2e to be designed with running in pfs smoothly in mind


A sword can totally be regalia, but it will be an ornamental sword and not functional as a weapon. The filigree is important! Or at least, you're going to need to polish it back up afterwards.

On the other hand, since you get to free action swap implements anyways, I'm not sure I care enough to press the issue.


The interesting thing is that I've noticed, after a numebr of re-reads, you can have a sword weapon implement, and a sword regalia implementa t the same time, but if you do you can't dual wield them and still use implement empowerment.

The ones that get real interesting, though, are the wacky edge cases - like having your Tengu Fan be a piece of regalia, for the "throwing cantrips with my Class DC" trick while maintaining efficiency.

Or even the more cheeseball things like trying to claim that your sword is both your weapon implement and your regalia implement. I'm pretty sure that... basically all of this stuff needs to be DM adjudication, one way or another.

Oh! It's worse than that! I think that by a hard reading of the rules, you can get Implement's Empowerment with a two-handed weapon, as long as that weapon is an implement. Weapon impleent are only permitted to be one-handed, but there's nothign technically stopping you from declaring that some other implement is a two-handed weapon. Still, there are RAW limits. Let's see...

- Amulet: pretty straightforward. Not a two-handed weapon.

- Bell: "any type of portable musical instrument that is played with one hand". This is not a two-handed weapon either.

- Chalice: must be a vessel that fills with liquid. Arguably must be from the exhaustive list of "cup, goblet, small amphora, polished gourd, or hollowed-out skull". Stretching this to fit a two-handed weapon is not particularly viable.

- Lantern: "You might use a common glass lantern, torch, paper lantern, or other similar light source." Technically not an exhaustive list ("you might") but practically speaking it's going to be a hard sell to push past it... and a two-handed weapon is not going to count as sufficiently similar to the above listed without _really_ stretching things. No two-handed weapons.

- Mirror: "thaumaturges always choose small, portable, handheld mirrors as implements". "portable handheld" says no on the two-handed weapon thing.

- Regalia: Here we go. "While they differ in shape depending on regional customs and markers used to signify authority, common regalia implements are scepters, jeweled orbs, and heraldic banners." No real limits here. Coudl plausibly be a two-handed weapon.

- Tome: This one works too. "tome implements can have as many different form factors as there are ways to store knowledge, from carved clay tablets to bundles of knotted cords." If you have enough runes inscribed on the surface of your blade, you're good to go.

- Wand: "short, lightweight batons". That's a "no".

- Weapon: "You can choose only a one-handed weapon as an implement". That's a pretty hard limit, though it does not prevent you from wielding that weapon in two hands (unless an errata that I'm not aware of has said otherwise). "which allows you to channel energies into your weapon" is not a particularly good omen for this particular block of cheese. It certainly seems to indicate that it was not intended. That particular limitation, though, is not reflected in the rules.

/**********/

For the record, I'm not trying to present this as evidence that anyone should allow me to use my halberd as an implement and empower it accordingly just because I carved some symbols into the haft. I'm presenting this as evidence that this whole thing pretty much has to be DM adjudication at some level, because the technical RAW answer is pretty clearly incorrect.

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Pathfinder Lost Omens, Rulebook Subscriber

If we get a version of the PF1 weapon cords, I think a Free-hand weapon Thaumaturge that uses something like Double Slice, or the flurry ranger feats, could be on the cards.


John R. wrote:
Sanityfaerie wrote:
- You actually mention the Sentinel archetype in the discussion of the Champion archetype, but you don't list it for itself.
I only mentioned Sentinel in the Champion section as a method to get the most out of the heavy armor proficiency. On its own, I don't think it synergizes in any special way with the Thaumaturge to justify it as a standout archetype.

I was re-reading this, and somethign felt off to me. I looked back over the Sentinel side of things... it gives you that heavy armor proficiency itself. Like, Thaum starts with light and medium, so Sentinel has heavy just built right in. The core Thaum/Sentinel synergy is "You can go full-str and completely dump dex, while your AC actually goes up, on a MAD character who's built for melee but a touch on the fragile side". The synergy isn't profound and game-breaking or anything, but it's also not entirely trivial.

Basically, though, Thaum/Champions just straight-up don't getting as much from Sentinel as standard thaums do. The two archetypes have antisynergies with each other, as far as the thaum is concerned.


Ventnor wrote:
The Theoretical Acumen ancestry feat looks like a very nice trick for Gnome Thaumaturges to have in their back pocket.

If you had the Tome implement with the adept ability, does that count as a use of "recall knowledge" or is just "rolling to recall knowledge" not actually using it?

If this qualifies for Theoretical Acumen it could make it very good since you are getting a free recall knowledge every turn.

The next question would be if the skill modifier includes the +1 bonus from Tome implement or not.


Hello people! Can you help me with some questions? So, I want to play a Thaumaturge, but I would like to know if Acrobat would be a good option, how would they build a character once it was a reasonable striker? At first I'm considering weapon implement as first, human Versatile Heritage for Fleet Martial Disciple (Acrobatics) Natural Ambition for Diverse Lore and Scroll Thaumaturgy, by the way, is Scroll Thaumaturgy worth it? I'm going from human just to have you, (along with Diverse Lore), on the first level, (and Talisman Esoterica on the second...), am I doing okay? By the way, Mirror in my opinion doesn't work very well with Acrobat since if I move, (do a stunt...), my reflection disappears, so starting with Weapon, (I'm going to use a Scorpio Whip), is ideal ? Suggestions are welcome! Thanks! English is not my native language, any mistake is Google's fault!


Acrobat doesn't have any synergy with the Thaumaturge but I guess it doesn't hurt either.


It works reasonably well. The main thing is you get one of the two skills that you need automatically ranked. Which gives you spare skills to do something else.


John R. wrote:
Sinnyil wrote:
John R. wrote:

I wrote a guide for the Thaumaturge. Apologies for typos and minor misunderstandings of the rules. I'll try my best to keep it updated and correct any errors people find and add any suggestions I'm in favor of - I'm sure there will be plenty once more people get real play experience and after errata. I'll try my best to remember to give credit where it's due.

Also, I believe VampByDay is putting out a guide soon as well so keep your eyes out for theirs as well.

Here is the link.

One thing I would like to point out:

You can't actually stop someone from getting up from prone with a reaction like AoO. It happens after the standing is complete. You still get the attack, but they aren't prone during it (so not Flatfooted) and don't fall back down if you disrupt it...because it can't be disrupted, it's already done.

Also, have you considered ancestry breakdowns for the guide? At least like "these have good no-hand unarmed attacks, these have innate spells that you may be interested in" type of thing.

With Attack of Opportunity, yes, it does not disrupt move actions. Implement's Interruption on the other hand disrupts any action that triggered the reaction, move actions included, and standing is a move action.

I apologize that my usage of the AoO term led to this misunderstanding. I tend to use it as a blanket term, and I shouldn't. AoO is not stand still, nor is it implement's interruption, as you pointed out.

However...

You still can't stop someone from standing up with a reaction.

https://2e.aonprd.com/Rules.aspx?ID=446

Move Actions that Trigger Reactions wrote:
If you use a move action but don’t move out of a square, the trigger instead happens at the end of that action or ability.

Since you aren't moving out of the square, it happens at the end of the action, after standing up is completed. There is no longer anything to disrupt.

They added this due to lessons from 1e and the "stand up go immediately prone" shenanigans that would take place.

My monk was very sad to learn this.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The AoO trip people tried to use as the most basic method of that didn't actually work in 1E, either, since the AoO was resolved before standing, there. (I believe they'd learned from the "stand up and immediately go prone" shenanigans that happened in DND3.


Sanityfaerie wrote:

The interesting thing is that I've noticed, after a numebr of re-reads, you can have a sword weapon implement, and a sword regalia implementa t the same time, but if you do you can't dual wield them and still use implement empowerment.

The ones that get real interesting, though, are the wacky edge cases - like having your Tengu Fan be a piece of regalia, for the "throwing cantrips with my Class DC" trick while maintaining efficiency.

Or even the more cheeseball things like trying to claim that your sword is both your weapon implement and your regalia implement. I'm pretty sure that... basically all of this stuff needs to be DM adjudication, one way or another.

Oh! It's worse than that! I think that by a hard reading of the rules, you can get Implement's Empowerment with a two-handed weapon, as long as that weapon is an implement. Weapon impleent are only permitted to be one-handed, but there's nothign technically stopping you from declaring that some other implement is a two-handed weapon. Still, there are RAW limits. Let's see...

- Amulet: pretty straightforward. Not a two-handed weapon.

- Bell: "any type of portable musical instrument that is played with one hand". This is not a two-handed weapon either.

- Chalice: must be a vessel that fills with liquid. Arguably must be from the exhaustive list of "cup, goblet, small amphora, polished gourd, or hollowed-out skull". Stretching this to fit a two-handed weapon is not particularly viable.

- Lantern: "You might use a common glass lantern, torch, paper lantern, or other similar light source." Technically not an exhaustive list ("you might") but practically speaking it's going to be a hard sell to push past it... and a two-handed weapon is not going to count as sufficiently similar to the above listed without _really_ stretching things. No two-handed weapons.

- Mirror: "thaumaturges always choose small, portable, handheld mirrors as implements". "portable handheld" says no on the...

I've been thinking that you could make an Improvised Weapon build, using the Regalia (sceptre) as an Improvised Weapon. You should be able to benefit from Implement's Empowerment as it says you can hold an implement in one of the hands and a weapon in the other. So you could potentially dual wield or even Double Slice with your Weapon implement and your Regalia, and get runes to power your Regalia via a Doubling Ring (improvised weapons are considered Simple Weapons). It synergises well with weaknesses and the status damage that you get from the Thaumaturge but you obviously wouldn't want to use some of the feats of the weapon improviser that breaks your improvised weapon on a crit.

Not sure this is completely RAW, pretty sure it's not RAI.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It's not either RAW or RAI. You're currently using your regalia as a 1 handed weapon? Then a 1 handed weapon on your other hand isn't "a single 1 handed weapon" but "your second 1 handed weapon".

The list of cases where implement empowerment actually works with double slice is:

End of list.


HammerJack wrote:

It's not either RAW or RAI. You're currently using your regalia as a 1 handed weapon? Then a 1 handed weapon on your other hand isn't "a single 1 handed weapon" but "your second 1 handed weapon".

The list of cases where implement empowerment actually works with double slice is:

End of list.

Technically, you absolutely can dual slice with a weapon and a shield bash with a buckler or even a full shield with Nimble Shield Hand and have an implement in the shield hand


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That's inaccurate. Double Slice has "Requirements You are wielding two melee weapons, each in a different hand"

It doesn't technically work without shield spikes or a shield boss.

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Sinnyil wrote:
John R. wrote:
Sinnyil wrote:
John R. wrote:

I wrote a guide for the Thaumaturge. Apologies for typos and minor misunderstandings of the rules. I'll try my best to keep it updated and correct any errors people find and add any suggestions I'm in favor of - I'm sure there will be plenty once more people get real play experience and after errata. I'll try my best to remember to give credit where it's due.

Also, I believe VampByDay is putting out a guide soon as well so keep your eyes out for theirs as well.

Here is the link.

One thing I would like to point out:

You can't actually stop someone from getting up from prone with a reaction like AoO. It happens after the standing is complete. You still get the attack, but they aren't prone during it (so not Flatfooted) and don't fall back down if you disrupt it...because it can't be disrupted, it's already done.

Also, have you considered ancestry breakdowns for the guide? At least like "these have good no-hand unarmed attacks, these have innate spells that you may be interested in" type of thing.

With Attack of Opportunity, yes, it does not disrupt move actions. Implement's Interruption on the other hand disrupts any action that triggered the reaction, move actions included, and standing is a move action.

I apologize that my usage of the AoO term led to this misunderstanding. I tend to use it as a blanket term, and I shouldn't. AoO is not stand still, nor is it implement's interruption, as you pointed out.

However...

You still can't stop someone from standing up with a reaction.

https://2e.aonprd.com/Rules.aspx?ID=446

Move Actions that Trigger Reactions wrote:
If you use a move action but don’t move out of a square, the trigger instead happens at the end of that action or ability.
Since you aren't moving out of the square, it happens at the end of the action, after...

Thank you for pointing that out. Figures that rule is far off somewhere separate from AoO rules and such.


Hello everybody! So, I have some doubts, I think they've already been answered, but I really don't remember... anyway... Does Diverse Lore receive the bonuses granted to RK via Tome? Also, is Adept Benefit's RK roll a free action? And generally speaking, are Tome and Regalia, in fact, strong in a build that has hands free and uses an unarmed strike? In my case I'm thinking about Sacred Nagaji... Thanks for the help!


LordeAlvenaharr wrote:
Hello everybody! So, I have some doubts, I think they've already been answered, but I really don't remember... anyway... Does Diverse Lore receive the bonuses granted to RK via Tome? Also, is Adept Benefit's RK roll a free action? And generally speaking, are Tome and Regalia, in fact, strong in a build that has hands free and uses an unarmed strike? In my case I'm thinking about Sacred Nagaji... Thanks for the help!

Yes, yes, and yes. Tome + regalia is a potent skill focused build to help out the whole party. You can prepare specific skills for your party to follow the leader with your big bonuses.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Depends which effect of Diverse Lore you mean.

Compare your Exploit Vulnerability check against RK DC to get extra information? Tome doesn't apply.

Diverse Knowledge allowing you to use Esoteric Lore to RK about things it doesn't normally cover? The Tome bonus to all RK absolutely applies.

The Adept benefit RK being free is simpler. It is a "start of your turn" effect, and those are resolved before you gain your actions for the turn, so it could not possibly cost an action.


Ah thanks for the help, as for Exploit Vulnerability I'm aware that it doesn't apply, it's just for RK tests... I want to be the guy who "knows everything and is never caught off guard". As for construction, is Sacred Nagaji a solid choice? I want to go Regalia first, focus on Intimidate and get Marshall. Thanks again for your help.


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* +Str/+? is a solid start, if you throw that ? into CHA.
* The tail attack isn't terrible, as such things go. It serves its purpose.
* Being able to take Imprecise (scent) 30 as a level 1 feat also isn't bad for party support purposes.

Worth noting that going Marshal means that you're going to want to be in the thick of things. The default aura range isn't great. Ideally, you want a party with at least two other melee characters in it. Having a champion to hang out with (possibly one that takes Inspiring Marshal?) would be especially nice, as they tend to want people to cluster pretty close too, and can help you deal with that "Melee Thaumaturge is still a bit squishy" issue.

Unfortunately, it's even worse than that, as the Dread Marshal Stance and the Regalia are both handing out status bonuses to damage, and wont' stack. Perhaps Inspiring Marshal instead?

I'd like to encourage you to invest in athletics, but if you're planning on filling your hands with implements that aren't trip/grapple weapons, then that starts becoming much more of a hassle. It's a bit of a shame there's no way to give your tail attack trip and/or grapple, and you can't get it out of a monk stance because your stance is spoken for.

Snaring Anandi heritage would get you both grapple and trip on your bite, but might not be what you're looking for, especially as they are +Dex/+Wis/+?/-Con.


Google is wonderful! He translated Athletics as sports, into Portuguese it sounded like it encourages me to play sports (which is not a bad thing!), but anyway, then, I would really just like an unarmed attack to have both the benefits (when available) of Regalia and Tome always active, but I'm open to suggestions. Monk is really good? If so, would any ancestry be better? Yes we will have a champion, (probably a paladin in the group), in addition to a sorcerer and a rogue, is another player not decided yet?


I've made an adjustment to the above, which you can peruse. Monk offers some very nice unarmed attacks, but you have to spend class feats on the archetype and then use your stance, and the Marshal is also stance-dependent. It doesn't make sense to try to take both.

Champion+Rogue is a fine set of fellow characters for Marshal, but Dread Marshal doesn't stack with Regalia basically at all. Inspiring works with Regalia a fair bit better (other than the relatively minor nonstacking bonus to saves against fear), but doesn't have the Intimidate benefits.

Late-hit edit: Tailed Goblin Heritage plus Hard Tail will also permit you a decent hands-free unarmed attack with hands-free trip. Goblins are +Dex/+Cha/+Free/-Wis, which is a lot friendlier for what you're looking for statwise. Also, Goblin!

I mean, Goblin Thaumaturge! Goblin Implements! If you can't get some sort of humor out of that, then you just aren't trying very hard.


Really goblin is one of the characters I have ready in Pathbuilder, focusing on the bite is deliciously hilarious to go goblin! Even because we are going to play Age of Ashes. If I didn't have a Champion I would even go with this multiclass, from what I understand, monk is good for the action economy right? My spirit of going up and hitting hard is bigger in me lol!


Sanityfaerie wrote:

I've made an adjustment to the above, which you can peruse. Monk offers some very nice unarmed attacks, but you have to spend class feats on the archetype and then use your stance, and the Marshal is also stance-dependent. It doesn't make sense to try to take both.

Champion+Rogue is a fine set of fellow characters for Marshal, but Dread Marshal doesn't stack with Regalia basically at all. Inspiring works with Regalia a fair bit better (other than the relatively minor nonstacking bonus to saves against fear), but doesn't have the Intimidate benefits.

Late-hit edit: Tailed Goblin Heritage plus Hard Tail will also permit you a decent hands-free unarmed attack with hands-free trip. Goblins are +Dex/+Cha/+Free/-Wis, which is a lot friendlier for what you're looking for statwise. Also, Goblin!

I mean, Goblin Thaumaturge! Goblin Implements! If you can't get some sort of humor out of that, then you just aren't trying very hard.

Oh how did I miss this?!???!! Yes Yes Yes! I'll be a goblin monkey with its tail for sure! Thank you, even if it's not absurdly powerful, and even fragile, God, it's a goblin!!! What's the best thing about being a goblin?!???!!


LordeAlvenaharr wrote:
Really goblin is one of the characters I have ready in Pathbuilder, focusing on the bite is deliciously hilarious to go goblin! Even because we are going to play Age of Ashes. If I didn't have a Champion I would even go with this multiclass, from what I understand, monk is good for the action economy right? My spirit of going up and hitting hard is bigger in me lol!

Not bite. Tail. Goblin bite is mutually exclusive with tail (both require heritages) and you need the tail to get the hands-free tripping. Fortunately, you can spend your level 1 ancestry feat on "Hard Tail", and get a decent unarmed attack anyway.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

For unarmed attacks, I think getting Stumbling Stance is a very good choice for both Strength and Dexterity Thaumaturges. It works well with Regalia as well (+1 circumstance is the same as the stance gives you, but you eventually get better from Regalia), and you can use both hands for implements with it since they aren't explicitly hand-based attacks.

Kashrishi can get a 1d8 finesse horn attack which is a solid choice for a Dex thaumaturge, surprisingly. You'll probably want to start with only 16 Cha and 16 Dex.

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