*Party is adventuring, Thaumaturge is gathering esoterica* Champion: Why are you picking up the pieces of my old shield? Thaum: They bear a righteous defender's protection. Wizard: And my spent bat guano powder? Thaum: Fueled by the fires of knowledge! Rogue: I JUST put those caltrops down, they're for our enemies! Thaum: These? They are the essence of pain itself.
I think this might be the most important class for any fantasy ttrpg, it's basically the "adventurer" class. There is so much fiction about the conventional adventurer that doesn't translate to being fighter or rogue. This manages to fix that in so many ways. You got nobles, cultists, anime protagonists, and so much more.
Not to mention it doubling as an magic- item using "artificer", an monster hunter who cleverly exploits the weaknesses of monsters, holy priest and exorcist, historian and relic hunter
@@defensivekobra3873 Definitely gives that kind of "van helsing" style monster hunting vibe. Also reminds me of a "mortal" chacter type from another RPG called Exalted oddly enough a kind of "thaumaturge" called Scavenger Lord (If memory serves).
Dnd 3e had a class from its dungeonscape book that this reminds me of. Though it was a bit more of a jack of all trades. It could soft switch between various roles.
The way they built thaumaturge makes it great for using a reach weapon like a whip, and actually dealing respectable damage still. Aka they made this class with the Belmonts in mind. I really like how they theme this and how they mechanically give it some oomph.
My favorite aspect about the Thaumaturge is that you start off with your implement from level one. This gives you the ability to make that implement an iconic item for yourself where it has backstory significance but also is useful and practical in an adventure. I had a character whose soul is magically bound to a pocketwatch as part of a freak accident, and that pocketwatch would work excellent as an amulet implement.
With MAYBE the exception of a weapon, every implement is something you could have from level one, you just were never able to unlock its power until you reached the pre-requisite level. Since they're almost all mundane weapons with no mechanics outside of being implements, with the exception of weapon and arguably lantern. So if you have your build in mind already, you can still reference your other items in roleplay, and their significance, either with your thaumaturge actively trying to unlock its power the whole time, or maybe entirely unknowing of its latent powers until he has a revelation at the right level.
Don't know if you realized, but the Tresspass Teleportation reaction also works with Ubiquitous Weakness as well. So if the Big Bad teleports from the boss fight and you have both these feats, they're not getting away from the party. Everyone effected by Ubiquitous Weakness is following.
Thaumaturge pairs *so* well with so many archetypes, it's actually absurd. You can go with something that plays up the esoteric scholar part, like bard, investigator, ritualist, witch, wizard, or eldritch researcher. You can go with something that pairs well with the "I always have the right thing for the situation" aspect like scroll trickster, scrounger, alchemist, talisman dabbler, or weapon improviser. You can lean into one of the magical traditions - any of the spellcaster multiclasses like druid, cleric, bard or wizard, or something less immediate but still thematic, like a herbalist who cultivates strange plants if they lean into Nature/the primal tradition. You can link it up with your implements - marshal for a regalia implement, any martial multiclass for a weapon implement like rogue or swashbuckler. And that's just the broad strokes stuff, I bet you can get even weirder with specific character concepts! Ugh, I want to play this class like you wouldn't believe. Easily my new favorite in PF2.
This should be the gold standard by which all class designs Paizo should follow. Flavorful AND effective while being able to sprinkle the additional you want without being too punished.
Unless you also have a bunch of spellcasting archetypes on top and thus gain the Learn a Spell activity, scroll trickster on an thaumaturge is completely redundant
Honestly love the Unlimited Demesne Feat, you basically own 10k sq ft of land and can summon it to you once per day, I especially love the idea of pairing that with the regalia, imagine a king traveling and then he's like "well I'm getting tired" and spends a minute to summon his entire kingdom to him The other problem is I recently finished watching Jujutsu Kaisen, so all I can think of is just "Domain Expansion"
I once played a goblin sorcerer, who in his backstory had seen a grand wizard using his magic and he became obsessed with magic and especially looked up to wizards, and dedicated himself to learning magic which he had absolutely no ability to truly learn and no wizards would teach some random goblin. Instead, he turned to stealing magical items- cursed items, artifacts, tomes full of secret rituals which he performed poorly. Eventually, the unstable energy rubbed off on him, resulting in raw elemental sorcery. If thaumaturge was out back then, it would have been the PERFECT class for him!
Thaumaturges have 3 options as overarching character types: They're either grizzled monster hunters, weirdly sentimental adventurers Or, they're just 40k Orks, that's it, they just believe this shit works, and it well... it does!
I feel like this book added the "Reflection" Versatile Heritage for the specific scenario of a Thaumaturge taking Mirror as their first-level Implement and immediately being able to continue as their animated reflection as a replacement character.
Adsuming free archetype this class synergizes so well with the ritualist archetype i think. With the profeciencies in arcane, nature, occultism and religion they could reliably perform all rituals basically.
Rogues and investigators are still able to progress faster with relevant skills, and both would be able to gain int as their core abillity, thus giving them a higher score. Still not a worthless idea thematically
it’s also really good with the champion archetype because you can wear heavy armor from level 1 and actually have a really good AC without sacrificing anything
Just bought bestiary1, core rulebook, and the gamemastery guide. The two things I'm excited about are the action economy and the classic focus on feats. I made a character with my 8 year old son. He wanted to make a magmaist wizard, we were able to make his idea happen! Can't really do that in 5e without homebrewing shit...
Implement's Interruption is even better than it seems, even just Sustaining A Spell or Activation triggers the reaction, and interrupting a Hover action to knock someone out of the air is a wild power move.
The whole thaumaturge vs. Fighter thing for Instructive Strike is that there's no text saying that the target is immune to instructive strike for 24 hours like the fighter's feat does. If you fail you can keep poking away until you figure it out. The Thaumaturge looks pretty dang cool. I'm actually going to try out a 'Wild West Sheriff' build using a firearm as the weapon implement and a badge of office as his second (regalia) implement. So far it looks amazing.
Thank you for doing all this! I just used this video to build my first Thaumaturge. Before adventuring the Halfling Milo grew up on a farm in Andoran close to the border of Cheliax. His Nan would often recant old cautionary folktales to him, so when he discovered an old cowbell etched with ancient symbols of Erathis, he knew he had something special. When Hellknights showed up in their village and dragged some of the good folk back to Cheliax, Milo took his magic bell, his father's rusty old shortsword and his Nan's folk knowledge and set off to rescue his neighbours...
Unlimited Esoterica is even better than being Permanently Quickened. Because it changes it to a Free Action, you can still be Quickened and use a fourth action for something else. If this only gave you an action that you can use for Exploit/Intensify then you wouldn't be able to use Haste or Quickened for a Stride, Step, or Strike.
English is no my native language, but you speak very clear - thanks for that. Also the content is perfect. Now I can imagine how to play thaumaturge much more than before.
And I'm very glad someone like you do this content for beginners like me. We already finished our D&D campaign and now we are going to Pathfinder 2nd. So I watch your videos regularly. Keep your great work. Your humble follower 😊
Trespass Teleportation reminds me of my favorite feat from 13th Age, the aptly named "Dig Two Graves." It has a very similar effect, wherin if a target moves, teleports, or escapes the scene by any means, you travel with them. It's a monk feat, based on the old quote "Before you embark on a journey of revenge, dig two graves," and the name was more apt there, since there was no clause for allies to join.
I really love the idea of the thaumaturg using all traditions, it basically says "I don't care why it works as long as it works". Also, it gives me Sam Winchester from supernatural vibes for the same reason and that he doesn't back down from getting messy in battles.
Wonder Worker is definitely a big feat for a Tome Implement. Pick Legendary in two skills on top of the Legendary skills you pick from your Paragon Tome: you can now cast Wish of ALL traditions. Really living up to its name, lol.
Hey Nonat, looks like the Drink From The Chalice action has a frequency of once per round, so you wouldn't be able to give your whole party temp hit points all at once, like you explained in the vid.
Getting all the formulas for talismans is amazing. Tome thaumaturge's that can prepare max proficiency crafting on downtime days have a lot of talismans they can craft.
49:37 The move action and leaving a square within your reach are separate triggers, too, not the same thing. You can use that AoO to hit a creature, for instance, standing up or dropping prone, even if they stay in the same square. The only thing the actual Attack of Opportunity has over Implement's Interruption is that you can use AoO on someone attempting a ranged attack. 58:43 It might be 4th level as opposed to 1st because Combat Assessment is limited to once per day per creature. You could use Instructive Strike instead of a regular Strike every time, if you wanted to. 1:05:52 The extra damage from the implement also triggers on anything other than a crit fail on the strike. Even if you miss your attack, they'll still take weakness damage. I feel like this many bullet points are getting ridiculous, but at 1:07:07, the Intensify Investiture item is now an item using your Class DC, so it would trigger the -2 penalty from the Cursed Effigy feat!
> The only thing the actual Attack of Opportunity has over Implement's Interruption is that you can use AoO on someone attempting a ranged attack. Implement interruption works on ranged attacks, too. Or, well, at least attacks with bows, specifically. Every ranged weapon (EDIT: that uses ammunition) needs to be reloaded before being shot, and reloading is a manipulate action. Bows simply have reload 0, which means that they get reloaded as part of their Strike action, effectively making a Strike with a bow a manipulate action. Incidentally, that would make implement's interruption NOT work on a gun or a crossbow that was pre-loaded, because Strike action of those weapons would not include reloading. It's fairly rule-lawyer'y, but RAW that's how it works.
This class is the perfect replacement for my PF1 Undine Inquisitor. It'll be a little bit more flavorful in it's manner of getting the somewhat divine aspect I had from Inquistor back, but I am not at all upset by that. That being said, a P2e Inquisitor would be absolutely amazing to have as well. But Thaumaturge is probably the most exciting class to me since Summoner.
Fantastic vid! A little error I caught was you mentioned sipping from the chalice multiple times in a round to give your team temp hp, but you can only drink from the chalice once per round.
1:06:50 This really works well with more invested items, as you will be hanging on to the magic items you pick up for longer I forsee a hoarder build, which is kind of what the class is anyway. 1:07:45 I can't wait to see the specifics of those rituals. 1:09:55 Now I kind of want to create a character who flies by surfing on their sword. 1:12:34 Correction you have a gigantic house on 10.000 square feet of magically protected land, complete with servants, guards and enough conjured food to feed 150 people. Resplendent mansion is a level 9 spell and this is a vastly upgraded version, you get for free, once per day. If those 10.000 square feet you own include a village, it would most likely come along for the ride. The potential in this feat is immense.
The mirror's reflection can also flash a copy of himself through areas with bars or through a keyhole. Things like that. You can outright skip enemy traps or through transparent objects like glass. Add another mirror to it and you can teleport around corners too. Oh boy, when I bring this to my group it's going to be GAMED TO HELL. I already have a Rogue that may as well be prying everything up with crowbar and an Inventor that's trying to build... something. I'm not sure what... This will be bonkers.
1:11:50 That's why you personally train a militia of 100 townspeople; so when the Ancient Red Dragon attacks their volley of of crossbow bolts will do an average of 122.5 damage. Increase that that if you can squeeze more than one person into a square, or set up some higher levels. But even just 122 damage is over a quarter of its health.
Two things: Breach defense can be used to attack incorporeal creatures normally and intense implement is better for support style characters like what me and my best friend like to play (we only ever have one support cause I gm 2e and my friend does 1e)
Okay that Mirror is so absolutely rad. It’s the type of power I wanna see more of. Mirror, Tome, and Wand are probably my favorite three, and such a rad subclass that I get to take all of them to some extent. Wielding a wand and a pistol could be potentially really fun.
Worth noting how despite being basically the same feat chain, this one gives you any common spell (not just the ones from the core rulebook) plus any spells to whom you have Access, whereas scroll cache is any common spell from the core rulebook + any spell gained via the Learn a Spell activity
The Otherverse webserials Pact and Pale by Wildbow was one of the inspirations for this class. The wizards can only have one implement though, and not everyone chooses to get one. The implement shapes the spells/acts like a notation on a magic diagram, if you have a sword implement, your spells are better at damages, non combative spells would be hurt in strength though. If you have a spy glass implement, you get better at info gatherings, but if you know a shield spell, it would be weakened because glass is delicate.
Demesne is a thing too, the wizard has to do a ritual that alerts other Wizards and magical creatures in the area, they then have to fight any challengers against the demesne claim.
The bell's Intensify Vulnerability is "weak" in that it's technically not a strong effect, but it does buff another strong effect. A -1/-2 on a save against a 3 turn debuff with no ongoing save is pretty useful, especially since the -1/-2 itself is applied by an action you'll probably already be doing.
Weapon implement thaumaturge dare some of the best characters to go into fighter archetypes. This is because weapon implements let you hold your esoterica and weapon in one hand. A lot of fighter feats want you to be a one handed fighter to use things like dueling parry or combat grab. Normally I find the benefits aren’t great compare to getting a shield or a two handed weapon. With thaumaturge you lose out on implements empowerment by taking a shield and most feats don’t work with two handed weapons. As a result, thaumaturge just going straight into fighter for feats past level 1 is just the way to go for a weapon thaumaturge for combat effectiveness. Granted for versatility it isn’t the best, but sometimes you gotta give up the Swiss part to get a really good knife
I love how the thamaturge is the build your own class class that if you didn't like the flavor or mechanics of a class you can basically recreate that class with a version with a little modification
100% turning my investigator that used spellstrike and a lot of scrolls and magic into a Thaumaturge with a focus on the Tome/Amulet and Spellcasting from scrolls.
Instructive Strike is level 4 because you can use it as often as you need to for a given subject. Combat Assessment can only be used once per day per target.
The difference between the Thaumaturge level four feat, and the Fighter level one that does almost exactly the same thing, is that the thaumaturge can *keep doing it*, whereas the fighter's target is immune to it for a day afterward. EDIT: also, the Thaumaturge's one doesn't specify melee, only strike. That may make it more easily applicable?
Charisma for learning esoterica -- it is you personal power of personality - your fine tuned 'will' in its rawest sense - pushing you to accept, learn adapt and overcome the visceral barriers to that esoteric knowledge so important to the class. Think Cthulhu games and the difference between reg occult knowledge and actual mythos knowledge. Just one of many reasons the Thaumaturge just sings!
I'm super excited for this class! It fits the monster hunter character I was going to make for my next class perfectly! I think I'm going to go with the Weapon, the Mirror, and the Amulet implements as my paragon, adept, and initiate ones respectively. Definitely gonna have them dual wielding a Star knife and a cracked ass pocket mirror and hopefully have a great time, lmao.
Thaumaturge clearing out a Cave of "X" creatures Takes Snarecrafter Dedication, affixes the exploitative objects to the traps. Person with Bullhorn spell then blasts the cavern and makes them run to their death
A bit late to the party, but I just created a Thaumaturge in combination with a captivator and as race a kitsune with the reflection heritage, which works greate with the mirror trinket. Might not be the best build but a martial class with a lot of mind fckry is quite funny. entertaining.
As I'm rewatching this, hyping for the release, I realize a Bastard Sword is a one handed weapon with the two handed d12 trait, meaning it technically counts as one handed allowing it to be an implement, but then gets two handed damage. It doesn't really let you trade implements effectively while staying armed but even level 1, I'd expect 1d12 + 3 Str + 2 weakness + 2 Implements empowerment for an average of 13.5 damage. Have fun fellow miracle workers.
So want to build Luz from Owl House by double-dipping on the Scroll Esoterica and Scroll Trickster. Figuring out Implements and additional feats is going to take some time, but the bones of a strong build is there.
I want a Thaumaturge and an Inventor in the same party, and they keep arguing over what works and why... They also share the 30' AoE "my weapon thwaps everyone" feat, which is perfect!
yeah Thaumaturge, so hyped :) But I realized I am missing a few of the cool playtest feats like rule of three or the salt circle one :( I guess the pacts are coming in a seperate chapter thats why they are no feats anymore?
In spoilers at the con, it looks like pacts are being treated similar to Contracts from Legends, and there's also an archetype for becoming a vessel for eldritch forces, so I think it's more that they are no longer Thaumaturge specific
the thaumaturge can be bulky and defensive if you build that way though. say you have chalice , amulet and mirror as implements. if you sip every turn (or at least when you are likely to be attacked) and create a mirror image, the damage you will take will go down significantly
With 9 implements and the ability to take 3, thaumaturges essentially have *504* subclasses to choose from. You could play a different thaumaturge every week for almost a *decade* without repeating. And that's the flexibility before we even bring feats into the mix
Granted, that's 504 when accounting for ordering, which while it does matter for leveling up, matters less at an individual point in time. Not counting for order, there are 84 combinations of 3 implements, which is still quite a lot.
After I’m done playing my current character (Human Ghost Oracle with Life Mystery), I’m definitely playing a Thaumaturge with Rogue multiclass archetype, mirror, weapon, and wand implements.
I am so excited for this with our dual class campaign. Just trying to figure out what I want to pair with it lol. I was mostly just listening to this, so I didn't get to read the things it can do. If it's fun abilities don't have concentrate, I'm thinking about a barbarian... all the bonus damage. Or a magus
I love the Thaumaturge. It has so much flavor and so much vulnerability. Of the top of my head, I’d like to either play one as a Jack-of-all trades monster hunter or play Wand Thaumaturge with a Familiar and bunch of scrolls who pretends to be a Wizard. Like maybe he comes from a long line of Wizards but isn’t good enough to cut the mustard, so he just takes it. “Of course, I’m a Wizard! Don’t you see my wand and my familiar?” Speaking of fake Wizards, these would also make great misdirection NPCs. Fake being one class then surprise the party by revealing they were a Thaumaturge all along!
An important caveat on the Tome: since you gain those skills temporarily, they would probably not qualify you for skill feats requiring ranks in those skills. So a Tome thaumaturge would need to plan their skill feats so they know which skills they need to know permanently, and which they can pick up as they go. Funny little interaction, too: a paragon Tome thaumaturge with Wonder Worker can automatically become Legendary in two of the knowledge skills needed to cast spells from those traditions.
My thoughts exactly... Tome is insanely good late game and usually chosen last of the implements in my opinion... which is fine considering the exploitation of Wonder Worker...
@@Blizz3112 You cannot choose it last if you want to gain the Paragon benefit from it, since you get your third implement after advancing the second one to Adept, but yeah. It really ramps up *hard* at later levels.
So with the weapon implement and divine disharmony, you can go intensify, divine disharmony, and then attack with +2 status bonus and +2 circumstance bonus to that one attack? Seems sick vs a boss with high AC or if you'd rather crit once.
Being one 1 attack from STR behind doesn’t matter when your class can grant max status and circumstance bonuses. Organsight scrolls probably wouldn’t be bad since you can use Esoteric Lore on creatures instead of using Medicine.
about the amulet intensivy vunerability: you can stack the bonus with a shield the action would give you +2 status bonus to AC, and raise a shield gives you +2 circumstance bonus to ac
about the mirror: couldn't you climb with it walls too? like have a climbing kit or even without it and take the combat climber or a feat/heritage who gives you the option to have a hand free. you can use the mirror, tp 15ft up, hold onto the wall and do it again
Parangon tome thaumathurge + lv20 feat "Wonder Worker" = a level 8 spell from any of 3 different traditions (two changeable each day). Rather large selection !
Ranged unarmed attacks are gonna be very popular with this class I think. Allows for 2 passive or a passive and an active implement without the need for a weapon. Foxfire thaumaturge ftw
I think this is gonna be excellent for a Barbarian class that wants a little more mystical flavor. Animal Instinct generally had free hands to hold the implements. Glimpse Vulnerability and all the implements do not have the concentrate action. So you can use these abilities while raging.
I don't know how to evaluate the fact that they do so much damage, rivaling the barbarian... But on a crit that extra damage does not get doubled. And also they hit less often than other martials from lvls 1st-4th and from 10th-14th and 20th
Unless I'm missing something wouldn't a weapon implement thaumaturge by RAW be able to use a bastard sword or dwarven war axe to have a d12 weapon that benefits from implements empowerment? Because those weapons are explicitly classified as 1-handed weapons and the two-hand trait doesn't change that so even though you're using more than one hand to hold it you're still only holding a single one-handed weapon.
Yup! 1d8+2 = 6.5 avg 1d12 = 6.5 avg Implement’s empowerment 1-h bastard sword = 2H bastard sword. It’s actually better coz you deal more consistent damage. I’m going to fluff my thaumaturge as wielding an old, worn greatsword with one-hand (just refluffing the bastard sword to be a LOT bigger). Also, get the formula for Dragonbone Arrowhead talismans and talisman esoterica, you can essentially chuck your “greatsword” at people twice. It’s essentially a short range, hard-hitting Hand of the Apprentice! On your thaumaturge!
@@shredderswipe Oh, sorry misread, but absolutely not. One, it’s no longer a one-handed weapon at that point. Two, it requires a hand available to trace the patterns either with your implement or your esoterica, which cannot be done while gripping a weapon with two hands. Three, if something seems to good to be true, then hen it’s not. The intention is that the thaumaturge is unable to wield 2H weapons due to needing their other hand for their abilities. Implement’s empowerment is specifically meant to buff the baseline of every thaumaturge because of that.
@@toodleselnoodos6738 1. by RAW it's still a one-handed weapon, the entry specifically states that it is a one-handed weapon, not a one or two handed weapon like a bayonet nor a 1+ handed weapon like the bows, it is specifically a one handed weapon and nowhere in RAW does it say the two-hand trait changes that making it a one-handed weapon being wielded with both hands 2. the weapon is the implement in this case. 3. I totally agree that it's not intended and shouldn't be allowed but my point was that strictly by RAW it works.
@@shredderswipeSo, these are the parts from the CRB that I’m taking which implies that it’s 2-H at that point: Carrying Items A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Weapon>Hands Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn’t require two hands or have the two-hand trait. Wielding Items Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around-you're ready to use it. Other abilities might require you to be wearing the item, to be holding it, or simply to have it. So with these, even if the ability Implement’s Empowerment doesn’t mention it, I don’t think a 1H weapon with a 2H trait being used in 2H qualifies anymore because it’s being treated as a two-handed weapon in order to gain the benefit of two-hands and additionally, you don’t have an extra to perform the “free” action of tracing your symbol. Also, it must be wielded with two hands to be effective for the two-handed trait. I’ll accept that RAW, with ONLY that excerpt, yes, it seems like you should. But I think it’s unnecessary because the CRB describes the overall intention. But honestly, I don’t want to get into a semantic war over this so, if you think it’s acceptable RAW, ok. Kudos to ya! If it’s gonna be more fun for everyone at the table, then it’s definitely acceptable!
There is an additional note about the intensify vulnerability of the weapon, by the way. It also makes it easier to crit with the reaction, ie it makes it easier to interrupt stuff.
So this is what I'm gathering about thaumaturge: "Alright, so what is everybody's job?" Fighter: "hit things, and hit things." Wizard: "cast magic and know weird sh*t." Magus: "hit things and cast magic." Thaum: "hit things and know weird sh*t."
Is Mario a Thaumaturge? He and his other selves and siblings look for weaknesses of a boss or hard monster, or personal antithesis such as cricket noises against Hooktail in Paper Mario The Thousand Year Door.
For my 2e campaign starting in two days, my planned character build is a thaumaturge (duh) trained in crafting (saved by clockwork background, very cool flavor for a thaumaturge imo) with the scroll thaumaturgy as my first level class feat and magic crafting as my second level skill feat. The party composition makes me doubt I'll have that much access to damaging aoe spells, which puts a bit of a damper on my vision of activating an aoe spell then using the mirror implement innate benefit to help me get out of dodge, but I'm still really excited to explore what this build has to offer! If I have one complaint about this class, it's that the idea of charisma being used for occultist knowledge feels cool because being an occultist is all about personal ambition and extreme obsession, but for a class that's largely based around knowing shit, I'd much rather have intelligence or wisdom as my main stat. I need high charisma for obvious reasons, but I'd also like to be able to boost my four starting class skills (when not using esoteric lore) and being an expert in perception and will saves with high stat values. Combine this with how being a martial class benefits from high constitution for hp, high strength for greater damage and armor with better ac, and the suboptimal character mechanics choices of wanting high dexterity to use finesse weapons and be trained in thievery for flavor reasons, and yeah... the campaign hasn't even started yet, and I'm already itching to get to level five for those sweet sweet ability boosts.
Got a thaumaturge that works alongside an investigator as a buddycop duo and holy crud are they insanely OP together. I didn’t realize how useful this class could be until I met one that was used right.
*Party is adventuring, Thaumaturge is gathering esoterica*
Champion: Why are you picking up the pieces of my old shield?
Thaum: They bear a righteous defender's protection.
Wizard: And my spent bat guano powder?
Thaum: Fueled by the fires of knowledge!
Rogue: I JUST put those caltrops down, they're for our enemies!
Thaum: These? They are the essence of pain itself.
I love this so much
This is false. Nobody ever uses caltrops.
Rogue: You'll be the essence of pain if you don't put them back down right now!
Nah, "essence of pain" would be Lego bricks
@@psuedonym1342 I mean that's what caltrops are aren't they?
I think this might be the most important class for any fantasy ttrpg, it's basically the "adventurer" class. There is so much fiction about the conventional adventurer that doesn't translate to being fighter or rogue. This manages to fix that in so many ways. You got nobles, cultists, anime protagonists, and so much more.
Not to mention it doubling as an magic- item using "artificer", an monster hunter who cleverly exploits the weaknesses of monsters, holy priest and exorcist, historian and relic hunter
@@defensivekobra3873 Definitely gives that kind of "van helsing" style monster hunting vibe. Also reminds me of a "mortal" chacter type from another RPG called Exalted oddly enough a kind of "thaumaturge" called Scavenger Lord (If memory serves).
So it's basically 3.5's Factotum.
Dnd 3e had a class from its dungeonscape book that this reminds me of. Though it was a bit more of a jack of all trades. It could soft switch between various roles.
The way they built thaumaturge makes it great for using a reach weapon like a whip, and actually dealing respectable damage still.
Aka they made this class with the Belmonts in mind.
I really like how they theme this and how they mechanically give it some oomph.
It also seems to be the artificer stand-in for this setting, there's like a million things going on with it. Also hi famous person
I'm currently playing a thrown weapon magus with a chakram. Super satisfying to deal +4 flat damage on a thrown weapon attack.
I mean with the demese feats you can own your own castlevania
Thaumaturge, vampire hunter archetype
You're also able to play Thor and just throw your hammer and call it back with Call Implement and the Weapon Implement.
My favorite aspect about the Thaumaturge is that you start off with your implement from level one. This gives you the ability to make that implement an iconic item for yourself where it has backstory significance but also is useful and practical in an adventure. I had a character whose soul is magically bound to a pocketwatch as part of a freak accident, and that pocketwatch would work excellent as an amulet implement.
Doctor Who fan?
With MAYBE the exception of a weapon, every implement is something you could have from level one, you just were never able to unlock its power until you reached the pre-requisite level. Since they're almost all mundane weapons with no mechanics outside of being implements, with the exception of weapon and arguably lantern.
So if you have your build in mind already, you can still reference your other items in roleplay, and their significance, either with your thaumaturge actively trying to unlock its power the whole time, or maybe entirely unknowing of its latent powers until he has a revelation at the right level.
4:55 class features
19:35 implements
51:48 class feats
Thanks! I'm working on some thaumaturge PCs and this will be very helpful
Don't know if you realized, but the Tresspass Teleportation reaction also works with Ubiquitous Weakness as well. So if the Big Bad teleports from the boss fight and you have both these feats, they're not getting away from the party. Everyone effected by Ubiquitous Weakness is following.
Thaumaturge pairs *so* well with so many archetypes, it's actually absurd.
You can go with something that plays up the esoteric scholar part, like bard, investigator, ritualist, witch, wizard, or eldritch researcher.
You can go with something that pairs well with the "I always have the right thing for the situation" aspect like scroll trickster, scrounger, alchemist, talisman dabbler, or weapon improviser.
You can lean into one of the magical traditions - any of the spellcaster multiclasses like druid, cleric, bard or wizard, or something less immediate but still thematic, like a herbalist who cultivates strange plants if they lean into Nature/the primal tradition.
You can link it up with your implements - marshal for a regalia implement, any martial multiclass for a weapon implement like rogue or swashbuckler.
And that's just the broad strokes stuff, I bet you can get even weirder with specific character concepts!
Ugh, I want to play this class like you wouldn't believe. Easily my new favorite in PF2.
This should be the gold standard by which all class designs Paizo should follow.
Flavorful AND effective while being able to sprinkle the additional you want without being too punished.
Unless you also have a bunch of spellcasting archetypes on top and thus gain the Learn a Spell activity, scroll trickster on an thaumaturge is completely redundant
Pair with Ranger? Both are v powerful single target classes. Feel like they would complement each other well.
Honestly love the Unlimited Demesne Feat, you basically own 10k sq ft of land and can summon it to you once per day, I especially love the idea of pairing that with the regalia, imagine a king traveling and then he's like "well I'm getting tired" and spends a minute to summon his entire kingdom to him
The other problem is I recently finished watching Jujutsu Kaisen, so all I can think of is just "Domain Expansion"
OMG.... insert speech from Iksander to Arturia in Fate Zero here... IONIAN H I T E R O I ! ! ! !
I once played a goblin sorcerer, who in his backstory had seen a grand wizard using his magic and he became obsessed with magic and especially looked up to wizards, and dedicated himself to learning magic which he had absolutely no ability to truly learn and no wizards would teach some random goblin. Instead, he turned to stealing magical items- cursed items, artifacts, tomes full of secret rituals which he performed poorly. Eventually, the unstable energy rubbed off on him, resulting in raw elemental sorcery. If thaumaturge was out back then, it would have been the PERFECT class for him!
Thaumaturges have 3 options as overarching character types: They're either grizzled monster hunters, weirdly sentimental adventurers
Or, they're just 40k Orks, that's it, they just believe this shit works, and it well... it does!
Holy fuck….Ork thamaturge…..YEEEEEES
Alright you win this comment section with that
I feel like this book added the "Reflection" Versatile Heritage for the specific scenario of a Thaumaturge taking Mirror as their first-level Implement and immediately being able to continue as their animated reflection as a replacement character.
Adsuming free archetype this class synergizes so well with the ritualist archetype i think. With the profeciencies in arcane, nature, occultism and religion they could reliably perform all rituals basically.
Rogues and investigators are still able to progress faster with relevant skills, and both would be able to gain int as their core abillity, thus giving them a higher score.
Still not a worthless idea thematically
Thematically Scroll Trickster also works super well! You have a passing understanding of all magic and can mimic almost any of it
@@PlaneswalkerTARDIS ....which is why the relevant feats for that archetype come built-in except better in *almost* every way
@@defensivekobra3873 yeah, but they stack!
it’s also really good with the champion archetype because you can wear heavy armor from level 1 and actually have a really good AC without sacrificing anything
Just bought bestiary1, core rulebook, and the gamemastery guide. The two things I'm excited about are the action economy and the classic focus on feats. I made a character with my 8 year old son. He wanted to make a magmaist wizard, we were able to make his idea happen! Can't really do that in 5e without homebrewing shit...
Implement's Interruption is even better than it seems, even just Sustaining A Spell or Activation triggers the reaction, and interrupting a Hover action to knock someone out of the air is a wild power move.
The whole thaumaturge vs. Fighter thing for Instructive Strike is that there's no text saying that the target is immune to instructive strike for 24 hours like the fighter's feat does. If you fail you can keep poking away until you figure it out.
The Thaumaturge looks pretty dang cool. I'm actually going to try out a 'Wild West Sheriff' build using a firearm as the weapon implement and a badge of office as his second (regalia) implement. So far it looks amazing.
Thank you for doing all this! I just used this video to build my first Thaumaturge. Before adventuring the Halfling Milo grew up on a farm in Andoran close to the border of Cheliax. His Nan would often recant old cautionary folktales to him, so when he discovered an old cowbell etched with ancient symbols of Erathis, he knew he had something special. When Hellknights showed up in their village and dragged some of the good folk back to Cheliax, Milo took his magic bell, his father's rusty old shortsword and his Nan's folk knowledge and set off to rescue his neighbours...
Unlimited Esoterica is even better than being Permanently Quickened. Because it changes it to a Free Action, you can still be Quickened and use a fourth action for something else. If this only gave you an action that you can use for Exploit/Intensify then you wouldn't be able to use Haste or Quickened for a Stride, Step, or Strike.
English is no my native language, but you speak very clear - thanks for that. Also the content is perfect. Now I can imagine how to play thaumaturge much more than before.
Comments like this mean the world to me and keep me motivated to make more content. Thank you so much for enjoying the video. 💙
And I'm very glad someone like you do this content for beginners like me. We already finished our D&D campaign and now we are going to Pathfinder 2nd. So I watch your videos regularly. Keep your great work. Your humble follower 😊
Trespass Teleportation reminds me of my favorite feat from 13th Age, the aptly named "Dig Two Graves." It has a very similar effect, wherin if a target moves, teleports, or escapes the scene by any means, you travel with them. It's a monk feat, based on the old quote "Before you embark on a journey of revenge, dig two graves," and the name was more apt there, since there was no clause for allies to join.
Time to make the cursed Thaumaturge build, Beastkin Thaumaturge with the bell, become untitled Goode game
Ruin everyone's day with the bing bong.
@@Nonat1s then take the mirror, for double bing bong
I really love the idea of the thaumaturg using all traditions, it basically says "I don't care why it works as long as it works". Also, it gives me Sam Winchester from supernatural vibes for the same reason and that he doesn't back down from getting messy in battles.
Wonder Worker is definitely a big feat for a Tome Implement. Pick Legendary in two skills on top of the Legendary skills you pick from your Paragon Tome: you can now cast Wish of ALL traditions.
Really living up to its name, lol.
Hey Nonat, looks like the Drink From The Chalice action has a frequency of once per round, so you wouldn't be able to give your whole party temp hit points all at once, like you explained in the vid.
Getting all the formulas for talismans is amazing. Tome thaumaturge's that can prepare max proficiency crafting on downtime days have a lot of talismans they can craft.
49:37 The move action and leaving a square within your reach are separate triggers, too, not the same thing. You can use that AoO to hit a creature, for instance, standing up or dropping prone, even if they stay in the same square. The only thing the actual Attack of Opportunity has over Implement's Interruption is that you can use AoO on someone attempting a ranged attack.
58:43 It might be 4th level as opposed to 1st because Combat Assessment is limited to once per day per creature. You could use Instructive Strike instead of a regular Strike every time, if you wanted to.
1:05:52 The extra damage from the implement also triggers on anything other than a crit fail on the strike. Even if you miss your attack, they'll still take weakness damage.
I feel like this many bullet points are getting ridiculous, but at 1:07:07, the Intensify Investiture item is now an item using your Class DC, so it would trigger the -2 penalty from the Cursed Effigy feat!
> The only thing the actual Attack of Opportunity has over Implement's Interruption is that you can use AoO on someone attempting a ranged attack.
Implement interruption works on ranged attacks, too. Or, well, at least attacks with bows, specifically.
Every ranged weapon (EDIT: that uses ammunition) needs to be reloaded before being shot, and reloading is a manipulate action. Bows simply have reload 0, which means that they get reloaded as part of their Strike action, effectively making a Strike with a bow a manipulate action.
Incidentally, that would make implement's interruption NOT work on a gun or a crossbow that was pre-loaded, because Strike action of those weapons would not include reloading.
It's fairly rule-lawyer'y, but RAW that's how it works.
This class is the perfect replacement for my PF1 Undine Inquisitor. It'll be a little bit more flavorful in it's manner of getting the somewhat divine aspect I had from Inquistor back, but I am not at all upset by that.
That being said, a P2e Inquisitor would be absolutely amazing to have as well. But Thaumaturge is probably the most exciting class to me since Summoner.
Fantastic vid! A little error I caught was you mentioned sipping from the chalice multiple times in a round to give your team temp hp, but you can only drink from the chalice once per round.
I love how much of this class feels inspired by the books DSP produced for pf1e, feels like a mix of mystic, malefex and occultist
1:06:50 This really works well with more invested items, as you will be hanging on to the magic items you pick up for longer
I forsee a hoarder build, which is kind of what the class is anyway.
1:07:45 I can't wait to see the specifics of those rituals.
1:09:55 Now I kind of want to create a character who flies by surfing on their sword.
1:12:34 Correction you have a gigantic house on 10.000 square feet of magically protected land, complete with servants, guards and enough conjured food to feed 150 people.
Resplendent mansion is a level 9 spell and this is a vastly upgraded version, you get for free, once per day.
If those 10.000 square feet you own include a village, it would most likely come along for the ride.
The potential in this feat is immense.
A village? 10.000 square feet is just over 30x30 meters.
@@daanvinke 929.03 m²
The mirror's reflection can also flash a copy of himself through areas with bars or through a keyhole. Things like that. You can outright skip enemy traps or through transparent objects like glass. Add another mirror to it and you can teleport around corners too.
Oh boy, when I bring this to my group it's going to be GAMED TO HELL.
I already have a Rogue that may as well be prying everything up with crowbar and an Inventor that's trying to build... something. I'm not sure what... This will be bonkers.
LOVE the Basically Good Podcast! They are such great, fun, hilarious guys! They got me into podcasts AND dnd. Also, yes music is 🔥🔥🔥
1:11:50
That's why you personally train a militia of 100 townspeople; so when the Ancient Red Dragon attacks their volley of of crossbow bolts will do an average of 122.5 damage.
Increase that that if you can squeeze more than one person into a square, or set up some higher levels.
But even just 122 damage is over a quarter of its health.
Two things: Breach defense can be used to attack incorporeal creatures normally and intense implement is better for support style characters like what me and my best friend like to play (we only ever have one support cause I gm 2e and my friend does 1e)
Okay that Mirror is so absolutely rad. It’s the type of power I wanna see more of.
Mirror, Tome, and Wand are probably my favorite three, and such a rad subclass that I get to take all of them to some extent. Wielding a wand and a pistol could be potentially really fun.
Worth noting how despite being basically the same feat chain, this one gives you any common spell (not just the ones from the core rulebook) plus any spells to whom you have Access, whereas scroll cache is any common spell from the core rulebook + any spell gained via the Learn a Spell activity
Implement assault: *exists*
Scimitar and orc necksplitter: "Is for me?"
"you are not your own ally". Thanks for reminding me nonat.
The Otherverse webserials Pact and Pale by Wildbow was one of the inspirations for this class.
The wizards can only have one implement though, and not everyone chooses to get one. The implement shapes the spells/acts like a notation on a magic diagram, if you have a sword implement, your spells are better at damages, non combative spells would be hurt in strength though. If you have a spy glass implement, you get better at info gatherings, but if you know a shield spell, it would be weakened because glass is delicate.
Demesne is a thing too, the wizard has to do a ritual that alerts other Wizards and magical creatures in the area, they then have to fight any challengers against the demesne claim.
A Thaumaturge with the Regalia implement in a Kingmaker game? Well, you just found your newest king. I find it kinda perfect.
Was gonna make a true name build with this lad as soon as I heard it was a CHAR-class, but damn the regalia is just icing on top
The bell's Intensify Vulnerability is "weak" in that it's technically not a strong effect, but it does buff another strong effect. A -1/-2 on a save against a 3 turn debuff with no ongoing save is pretty useful, especially since the -1/-2 itself is applied by an action you'll probably already be doing.
I can’t wait to see the Thaumaturge archetype. I’m picturing a Duskwalker Gunslinger with the free archetype of Thaumaturge
Weapon implement thaumaturge dare some of the best characters to go into fighter archetypes. This is because weapon implements let you hold your esoterica and weapon in one hand.
A lot of fighter feats want you to be a one handed fighter to use things like dueling parry or combat grab. Normally I find the benefits aren’t great compare to getting a shield or a two handed weapon.
With thaumaturge you lose out on implements empowerment by taking a shield and most feats don’t work with two handed weapons.
As a result, thaumaturge just going straight into fighter for feats past level 1 is just the way to go for a weapon thaumaturge for combat effectiveness.
Granted for versatility it isn’t the best, but sometimes you gotta give up the Swiss part to get a really good knife
I was about to listen to Basically Good, but they are doing the same AP as my group so I can't until my group finishes to avoid spoilers.
subscribed to basically good pod on spotify bc of their placement here.
I love how the thamaturge is the build your own class class that if you didn't like the flavor or mechanics of a class you can basically recreate that class with a version with a little modification
As someone who loves the Occulist from 1E, this is so awesome, I will miss the ability to share implements but this class still looks amazing
Love it! Now I just want this for the Psychic… 😁
2
100% turning my investigator that used spellstrike and a lot of scrolls and magic into a Thaumaturge with a focus on the Tome/Amulet and Spellcasting from scrolls.
Instructive Strike is level 4 because you can use it as often as you need to for a given subject. Combat Assessment can only be used once per day per target.
The difference between the Thaumaturge level four feat, and the Fighter level one that does almost exactly the same thing, is that the thaumaturge can *keep doing it*, whereas the fighter's target is immune to it for a day afterward.
EDIT: also, the Thaumaturge's one doesn't specify melee, only strike. That may make it more easily applicable?
Charisma for learning esoterica -- it is you personal power of personality - your fine tuned 'will' in its rawest sense - pushing you to accept, learn adapt and overcome the visceral barriers to that esoteric knowledge so important to the class. Think Cthulhu games and the difference between reg occult knowledge and actual mythos knowledge. Just one of many reasons the Thaumaturge just sings!
I'm super excited for this class! It fits the monster hunter character I was going to make for my next class perfectly! I think I'm going to go with the Weapon, the Mirror, and the Amulet implements as my paragon, adept, and initiate ones respectively. Definitely gonna have them dual wielding a Star knife and a cracked ass pocket mirror and hopefully have a great time, lmao.
Hearmeout hearmeout: Thieves' Guild Thaumaturge who handles and fences Eldritch artifacts
Thaumaturge clearing out a Cave of "X" creatures
Takes Snarecrafter Dedication, affixes the exploitative objects to the traps.
Person with Bullhorn spell then blasts the cavern and makes them run to their death
A bit late to the party, but I just created a Thaumaturge in combination with a captivator and as race a kitsune with the reflection heritage, which works greate with the mirror trinket. Might not be the best build but a martial class with a lot of mind fckry is quite funny. entertaining.
As I'm rewatching this, hyping for the release, I realize a Bastard Sword is a one handed weapon with the two handed d12 trait, meaning it technically counts as one handed allowing it to be an implement, but then gets two handed damage. It doesn't really let you trade implements effectively while staying armed but even level 1, I'd expect 1d12 + 3 Str + 2 weakness + 2 Implements empowerment for an average of 13.5 damage. Have fun fellow miracle workers.
So want to build Luz from Owl House by double-dipping on the Scroll Esoterica and Scroll Trickster. Figuring out Implements and additional feats is going to take some time, but the bones of a strong build is there.
I want a Thaumaturge and an Inventor in the same party, and they keep arguing over what works and why... They also share the 30' AoE "my weapon thwaps everyone" feat, which is perfect!
Love the thaumaturge so much. Hope to also see the second part of the sorcerer deep dive and the wizard's one day too
*watches video … immediately runs off to build Constantine in PF*. Thaumaturge’s Demesne is even the friggin’ House of Mystery! 😂
Thaumaturge is easily my favorite class. Just gotta resist the urge to name them Belmont or Geralt.
51:52 Here is where the feats begin.
yeah Thaumaturge, so hyped :) But I realized I am missing a few of the cool playtest feats like rule of three or the salt circle one :( I guess the pacts are coming in a seperate chapter thats why they are no feats anymore?
In spoilers at the con, it looks like pacts are being treated similar to Contracts from Legends, and there's also an archetype for becoming a vessel for eldritch forces, so I think it's more that they are no longer Thaumaturge specific
@@nicholasromero238 yeah thought something like that, but thats okay, is a weird thing to give it one classe only anyway
I absolutely love the Thamaturge and I wanna play it
All hail the shiny dingle dangle class. Bell plus mirror
So soon after the stream? Nice. Pretty awesome class.
the thaumaturge can be bulky and defensive if you build that way though. say you have chalice , amulet and mirror as implements. if you sip every turn (or at least when you are likely to be attacked) and create a mirror image, the damage you will take will go down significantly
With 9 implements and the ability to take 3, thaumaturges essentially have *504* subclasses to choose from. You could play a different thaumaturge every week for almost a *decade* without repeating.
And that's the flexibility before we even bring feats into the mix
Granted, that's 504 when accounting for ordering, which while it does matter for leveling up, matters less at an individual point in time. Not counting for order, there are 84 combinations of 3 implements, which is still quite a lot.
It's even higher once you factor in Initiate/Adept/Paragon. Either 3/1/1 or 2/2/1 (with the +1 Adept feat that becomes 3/2/1 or 2/2/2).
So it's the new inquisitor? Which had an inquisitrix as an icon.
Regalia improves diplomcy and intimidation checks. And is a badge of office.
After I’m done playing my current character (Human Ghost Oracle with Life Mystery), I’m definitely playing a Thaumaturge with Rogue multiclass archetype, mirror, weapon, and wand implements.
I am so excited for this with our dual class campaign. Just trying to figure out what I want to pair with it lol. I was mostly just listening to this, so I didn't get to read the things it can do. If it's fun abilities don't have concentrate, I'm thinking about a barbarian... all the bonus damage. Or a magus
Flurry Ranger would be trigger the weakness damage a lot. Takes two actions to setup but after that its very strong.
Yeah, plus a bunch of the Thaumaturge stuff is Concentrate so doesn't seem to pair well with Barb.
@@freych1 there is something to say about wit ranger
"nooo! sword is the best implement! youll be suboptimal without it!!"
"Yes."
I love the Thaumaturge. It has so much flavor and so much vulnerability. Of the top of my head, I’d like to either play one as a Jack-of-all trades monster hunter or play Wand Thaumaturge with a Familiar and bunch of scrolls who pretends to be a Wizard. Like maybe he comes from a long line of Wizards but isn’t good enough to cut the mustard, so he just takes it.
“Of course, I’m a Wizard! Don’t you see my wand and my familiar?”
Speaking of fake Wizards, these would also make great misdirection NPCs. Fake being one class then surprise the party by revealing they were a Thaumaturge all along!
I haven't even saw the video and this ia already my favorite class
An important caveat on the Tome: since you gain those skills temporarily, they would probably not qualify you for skill feats requiring ranks in those skills. So a Tome thaumaturge would need to plan their skill feats so they know which skills they need to know permanently, and which they can pick up as they go.
Funny little interaction, too: a paragon Tome thaumaturge with Wonder Worker can automatically become Legendary in two of the knowledge skills needed to cast spells from those traditions.
My thoughts exactly... Tome is insanely good late game and usually chosen last of the implements in my opinion... which is fine considering the exploitation of Wonder Worker...
@@Blizz3112 You cannot choose it last if you want to gain the Paragon benefit from it, since you get your third implement after advancing the second one to Adept, but yeah. It really ramps up *hard* at later levels.
So with the weapon implement and divine disharmony, you can go intensify, divine disharmony, and then attack with +2 status bonus and +2 circumstance bonus to that one attack? Seems sick vs a boss with high AC or if you'd rather crit once.
Being one 1 attack from STR behind doesn’t matter when your class can grant max status and circumstance bonuses.
Organsight scrolls probably wouldn’t be bad since you can use Esoteric Lore on creatures instead of using Medicine.
I've been looking for more actual plays. I'll have to check them out.
Absolutely my favorite class so far. Can't wait to try one out!
about the amulet intensivy vunerability:
you can stack the bonus with a shield
the action would give you +2 status bonus to AC, and raise a shield gives you +2 circumstance bonus to ac
about the mirror: couldn't you climb with it walls too?
like have a climbing kit or even without it and take the combat climber or a feat/heritage who gives you the option to have a hand free. you can use the mirror, tp 15ft up, hold onto the wall and do it again
note: twin weakness triggers the implement dmg even on a failure
Parangon tome thaumathurge + lv20 feat "Wonder Worker" = a level 8 spell from any of 3 different traditions (two changeable each day).
Rather large selection !
Thaumaturge hits level 5:
This is getting out of hand! Now there is two of them!
Ranged unarmed attacks are gonna be very popular with this class I think. Allows for 2 passive or a passive and an active implement without the need for a weapon. Foxfire thaumaturge ftw
I love the fact you can literally use “Bell, Book, and Candle”.
Scroll Esoterica, you can have the Scroll Trickster do something similar if you have the skills trained for the corresponding traditions
Super excited for this class and view possibilities for it as an archetype
I think this is gonna be excellent for a Barbarian class that wants a little more mystical flavor. Animal Instinct generally had free hands to hold the implements.
Glimpse Vulnerability and all the implements do not have the concentrate action. So you can use these abilities while raging.
I caught most of it live but I had to come back to see the feats.
I don't know how to evaluate the fact that they do so much damage, rivaling the barbarian... But on a crit that extra damage does not get doubled. And also they hit less often than other martials from lvls 1st-4th and from 10th-14th and 20th
That was an incredible guide, my man!
Unless I'm missing something wouldn't a weapon implement thaumaturge by RAW be able to use a bastard sword or dwarven war axe to have a d12 weapon that benefits from implements empowerment? Because those weapons are explicitly classified as 1-handed weapons and the two-hand trait doesn't change that so even though you're using more than one hand to hold it you're still only holding a single one-handed weapon.
Yup!
1d8+2 = 6.5 avg
1d12 = 6.5 avg
Implement’s empowerment 1-h bastard sword = 2H bastard sword. It’s actually better coz you deal more consistent damage.
I’m going to fluff my thaumaturge as wielding an old, worn greatsword with one-hand (just refluffing the bastard sword to be a LOT bigger).
Also, get the formula for Dragonbone Arrowhead talismans and talisman esoterica, you can essentially chuck your “greatsword” at people twice.
It’s essentially a short range, hard-hitting Hand of the Apprentice! On your thaumaturge!
@@toodleselnoodos6738 I was actually meaning that you could do 1d12+2.
@@shredderswipe Oh, sorry misread, but absolutely not.
One, it’s no longer a one-handed weapon at that point.
Two, it requires a hand available to trace the patterns either with your implement or your esoterica, which cannot be done while gripping a weapon with two hands.
Three, if something seems to good to be true, then hen it’s not. The intention is that the thaumaturge is unable to wield 2H weapons due to needing their other hand for their abilities. Implement’s empowerment is specifically meant to buff the baseline of every thaumaturge because of that.
@@toodleselnoodos6738
1. by RAW it's still a one-handed weapon, the entry specifically states that it is a one-handed weapon, not a one or two handed weapon like a bayonet nor a 1+ handed weapon like the bows, it is specifically a one handed weapon and nowhere in RAW does it say the two-hand trait changes that making it a one-handed weapon being wielded with both hands
2. the weapon is the implement in this case.
3. I totally agree that it's not intended and shouldn't be allowed but my point was that strictly by RAW it works.
@@shredderswipeSo, these are the parts from the CRB that I’m taking which implies that it’s 2-H at that point:
Carrying Items
A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands.
Weapon>Hands
Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn’t require two hands or have the two-hand trait.
Wielding Items
Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around-you're ready to use it. Other abilities might require you to be wearing the item, to be holding it, or simply to have it.
So with these, even if the ability Implement’s Empowerment doesn’t mention it, I don’t think a 1H weapon with a 2H trait being used in 2H qualifies anymore because it’s being treated as a two-handed weapon in order to gain the benefit of two-hands and additionally, you don’t have an extra to perform the “free” action of tracing your symbol. Also, it must be wielded with two hands to be effective for the two-handed trait.
I’ll accept that RAW, with ONLY that excerpt, yes, it seems like you should. But I think it’s unnecessary because the CRB describes the overall intention.
But honestly, I don’t want to get into a semantic war over this so, if you think it’s acceptable RAW, ok. Kudos to ya! If it’s gonna be more fun for everyone at the table, then it’s definitely acceptable!
There is an additional note about the intensify vulnerability of the weapon, by the way. It also makes it easier to crit with the reaction, ie it makes it easier to interrupt stuff.
I just started playing one. My first implement is the wand and my second one is going to be weapon. I also have the scroll Thaumaturgy
Already one of my favorite classes!!!
The trick magic item skill feat would fit well on this class
So this is what I'm gathering about thaumaturge:
"Alright, so what is everybody's job?"
Fighter: "hit things, and hit things."
Wizard: "cast magic and know weird sh*t."
Magus: "hit things and cast magic."
Thaum: "hit things and know weird sh*t."
Is Mario a Thaumaturge? He and his other selves and siblings look for weaknesses of a boss or hard monster, or personal antithesis such as cricket noises against Hooktail in Paper Mario The Thousand Year Door.
Yes.
For my 2e campaign starting in two days, my planned character build is a thaumaturge (duh) trained in crafting (saved by clockwork background, very cool flavor for a thaumaturge imo) with the scroll thaumaturgy as my first level class feat and magic crafting as my second level skill feat. The party composition makes me doubt I'll have that much access to damaging aoe spells, which puts a bit of a damper on my vision of activating an aoe spell then using the mirror implement innate benefit to help me get out of dodge, but I'm still really excited to explore what this build has to offer!
If I have one complaint about this class, it's that the idea of charisma being used for occultist knowledge feels cool because being an occultist is all about personal ambition and extreme obsession, but for a class that's largely based around knowing shit, I'd much rather have intelligence or wisdom as my main stat. I need high charisma for obvious reasons, but I'd also like to be able to boost my four starting class skills (when not using esoteric lore) and being an expert in perception and will saves with high stat values. Combine this with how being a martial class benefits from high constitution for hp, high strength for greater damage and armor with better ac, and the suboptimal character mechanics choices of wanting high dexterity to use finesse weapons and be trained in thievery for flavor reasons, and yeah... the campaign hasn't even started yet, and I'm already itching to get to level five for those sweet sweet ability boosts.
Appreciate the breakdown, been looking at the class but... There's a lot to it.
Taking Sorcerer with Free Archetype is going to be rather incredible.
Got a thaumaturge that works alongside an investigator as a buddycop duo and holy crud are they insanely OP together. I didn’t realize how useful this class could be until I met one that was used right.
32:38 it says right there in the print that the illusion is still there just that the light allows you to see through it