Starting new Kingmaker Campaign, Need advice for Thaumaturge Build


Advice


Hello everyone o/
I will start playing a new campaign of Kingmaker soon, I have this build in mind but I am unsure about higher levels feats and skills. We will be using Free Archetype, as everyone should.

Thaumaturge with Pathfinder Agent and Bellflower Tiller dedication.
Halfling (Aphorite), Ulfen Raider*

Lvl1
Ability Score
FOR -1 DEX +3 CON +1 INT +1 WIS +1 CHA +4
Acrobatics, Diplomacy, Intimidation*, Stealth, Survival.
Intuitive Cooperation, Diverse Loreª, Regalia Implement, Intimidating Glare*, Dubious Knowledgeª.
Lvl2
Ammunition Thaumaturgy (Will be using a Slide Pistol), Pathfinder Agent Dedication (Intimidation>Expert), Terrifying Resistance.
Lvl3
Survival>Expert, Fleet.
Lvl4
Scroll Thaumaturgy, Deft Cooperation, Through Reports.
Lvl5
DEX, CON, INT(Thievery), CHA
Stealth>Expert, Lemma of Vision, Weapon Implement.
Lvl6
Scroll Exoterica, Bellflower Dedication, Quiet Allies.
Lvl7
Intimidation>Master, Thoughness, Regalia>Adept.
Lvl8
Scarecrow, Practiced Guidance, Battle Cry.
Lvl 9
Skill Increase(Blank), Arcana>Expert, Helpfull Halfling.
Lvl10
DEX, CON, WIS, CHA
Share Weakness, Tiller's Aid, Terrified Retreat.
Lvl11
Skill Increase(Blank), Incredible Investiture, Weapon>Adept.
Lvl12
Elaborate Scroll Esoterica, Swordmaster Dedication, Skill Feat(Blank).
Lvl13
Skill Increase(Blank), Ancestry Feat(Blank).
Lvl14
Esoterica Reflexes, Quick Stow, Skill Feat(Blank.
Lvl15
DEX, CON, INT/WIS, CHA
Intimidation>Legendary, General Feat(Blank), Third Implement(Blank).
Lvl16
Death's Door, Tiller's Drive, Scare to Death.

After that is more blanks, aside from Grand Scroll Esoterica.

Focusing on Aid and Demoralize as buff/debuff alongside scrolls for versatility, like Slow. I'm trying to optimize mostly and trying to choose a new Skill(s) to upgrade and get it's feats. Every Advice and/or Insights will be appreciated ^^
TY ALL :3

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I would caution against using a gun on a thaumaturge, action economy is really tight and reload, especially without an archetype reload feat, taxes it further.
As you are another +1 to hit behind during some of your career the crit-fishing that firearms rely on won't work well.
I really wanted to use a firearm for my alkenstar thaumaturge, but switched to a reach weapon (Asp Coil). Throwing weapons can also work.

Aid, especially with bellflower tiller, is a strong option. However, to use it in combat you would be better advised to have a mechanism to aid attacks, for examle using swashbuckler archetype and its "one for all" feat. Which is not compatible with tillers aid unless your DM decides otherwise.

Intimidation with regalia works really well. I combined it with marshal archetype (diplomacy) to nivellate the to-hit and support my allies at the same time.


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My best advice is to not stress too much about optimizing the character. Play what will be engaging to you personally.

I've seen in play, and played, Thaumaturge with reload 1 weapons. For being a fun and enjoyable character, it isn't bad. It doesn't compete with the ranged DPR that a shortbow Rogue that has allies applying off-guard on the enemies has, but what does? Most ranged characters either don't have exceptional damage (bow/shuriken users with no additional gimmicks) or only get one attack for two actions (spellcasters, firearm users, Starlit Span Magus). So reload 1 weapons on a Thaumaturge seems fine to me. Perhaps a bit better than most because of the extra damage from Exploit Vulnerability.

And the action economy cost is somewhat offset by the oppressive area control that is Implement's Interruption on a ranged Weapon Implement. Just make sure to end your turn with the weapon reloaded.

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I don't see "area control" on an effect limited to a single target and within a range of 10ft.


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Thaumaturge is a lot easier if you use a Returning throwing weapon instead of a gun. The action economy is just really rough for reloading a gun and you don't have to do that with a thrown weapon (as Returning puts it back in your hand).

Weapon implement also needs to be at close range or melee to use its reaction, so if you're taking that you probably don't want to be really far away and thus there isn't much benefit to a gun over a throwing weapon. Plus, not getting to use your reaction because you didn't have the actions to reload your gun feels lousy in play.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If you are really set on a gun-wielding thaumaturge, I would recommend one of the one-handed combination firearms (such as a dagger pistol, mace multipistol, piercing wind, rapier pistol, or triggerbrand) instead of a slide pistol. That way, you can at least make melee strikes instead of spending actions on reloading.


Ty guys, I dropped the gun idea for a better action economy and started leaning towards throw/return weapons, since melee with reach has little damage and I won't have athletics anyways(all being whips), I figured out that peps like chakram and chakri but i sat my eyes on something else... a shield. It seems like you can have a buckler with something light in hand that is not a weapon, like most of the implements, the throwing shield(buckler) has the same damage as the chakri, a d6, but less reach, I will only need 10 as a weapon implement. I am also thinking about swapping the weapon for the amulet, and getting the weapon at 15th once i have the extra reaction feat, but i also fear it hurting the reaction too much since i'll already be using Aid. mauybei I drop em both to focus on aid...

BTW thanks everyone I really appreciate, I don't really worry about building i just think it's fun like a puzzle


There are actually two uncommon d6 Reach martial weapons- The Hobgoblin Breaching Pike from Treasure Vault, and the Asp Coil associated with the Aspis Consortium from Grand Bazaar. They're worth considering if your GM allows you to pick one.

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Squark wrote:
Asp Coil associated with the Aspis Consortium from Grand Bazaar.

Former aspsis agent is also a good background for a Thaumaturge.

I used an Asp Coil with my Orc Thaumaturge and was quite satisfied, especially after i got extra mobility via Psychic archetype later on.
I retrained my weapon implement, the reaction did not come up often - reactive strike via marshal archetype was better.

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