Thaumaturge: Difference between revisions

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===Pathfinder 2nd===
===Pathfinder 2nd===
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coming out of [[Dark Archives]], the Thaumaturge is the spiritual successor to the [[Occultist]] with some [[Slayer#Pathfinder|Slayer]] and [[Inquisitor]] elements mixed in. Your the guy that hunts monsters and the supernatural of all flavors, using every scrap of obscure mystical lore and paraphernalia you have scrounged together to do so. If sherlock Homes is a [[investigator]], then Van Helsing is a Thaumaturge.
Coming out of [[Dark Archives]], the Thaumaturge is the spiritual successor to the [[Occultist]] with some [[Slayer#Pathfinder|Slayer]] and [[Inquisitor]] elements mixed in. Your the guy that hunts monsters and the supernatural of all flavors, using every scrap of obscure mystical lore and paraphernalia you have scrounged together to do so. If sherlock Homes is a [[investigator]], then Van Helsing is a Thaumaturge.


Your training makes you proficient with all the magic traditional skills and lore about every kind of creature, in addition to almost as many additional skills as the rogue. All this knowledge, collected from years of reading forbidden books and listening to the designated village madman, manifests in combat in two ways: first is finding or creating creature weakness, letting your stikes automatically deal extra weakness damage, making the Thaumaturge one of the most consistent Damage dealers of Marshall classes. The second, inspired by the [[Occultist]], is your implements, mystical knickknacks that do things while you hold them. Starting with 1 and gaining an additional one at lv5 and a third one at 18th.  
Your training makes you proficient with all the magic traditional skills and lore about every kind of creature, in addition to almost as many additional skills as the rogue. All this knowledge, collected from years of reading forbidden books and listening to the designated village madman, manifests in combat in two ways: first is finding or creating creature weakness, letting your stikes automatically deal extra weakness damage, making the Thaumaturge one of the most consistent Damage dealers of Marshall classes. The second, inspired by the [[Occultist]], is your implements, mystical knickknacks that do things while you hold them. Starting with 1 and gaining an additional one at lv5 and a third one at 18th.  

Revision as of 01:51, 3 July 2022

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In Spheres of Power, Thaumaturges are a High Caster like Incanter, but have an incredibly slow talent progression (getting their first bonus talent at level 2 and then getting them every other level). They're also medium or 3/4 BAB; the combination of these two traits makes them strangely comparable to the Spheres Cleric; which advances in this regard. However, Thaumaturges use their Forbidden Lore and Invocation abilities to enhance their abilities, and can even be relatively survivable in combat encounters.


Pathfinder 2nd

This article is a stub. You can help 1d4chan by expanding it

Coming out of Dark Archives, the Thaumaturge is the spiritual successor to the Occultist with some Slayer and Inquisitor elements mixed in. Your the guy that hunts monsters and the supernatural of all flavors, using every scrap of obscure mystical lore and paraphernalia you have scrounged together to do so. If sherlock Homes is a investigator, then Van Helsing is a Thaumaturge.

Your training makes you proficient with all the magic traditional skills and lore about every kind of creature, in addition to almost as many additional skills as the rogue. All this knowledge, collected from years of reading forbidden books and listening to the designated village madman, manifests in combat in two ways: first is finding or creating creature weakness, letting your stikes automatically deal extra weakness damage, making the Thaumaturge one of the most consistent Damage dealers of Marshall classes. The second, inspired by the Occultist, is your implements, mystical knickknacks that do things while you hold them. Starting with 1 and gaining an additional one at lv5 and a third one at 18th.

The Classes of Pathfinder 2nd Edition
Core Classes: Alchemist - Barbarian - Bard - Champion - Cleric - Druid
Fighter - Monk - Ranger - Rogue - Sorcerer - Wizard
Advanced Player's Guide: Investigator - Oracle - Swashbuckler - Witch
Secrets of Magic: Magus - Summoner
Guns and Gears: Gunslinger - Inventor
Dark Archive: Psychic - Thaumaturge
Other: Archetypes
The Classes of Pathfinder 1st Edition
Core Classes: Barbarian - Bard - Cleric - Druid - Fighter - Monk
Paladin - Ranger - Rogue - Sorcerer - Wizard
Advanced
Player's Guide:
Alchemist - Antipaladin - Cavalier
Inquisitor - Oracle - Summoner - Witch
Advanced
Class Guide:
Arcanist - Bloodrager - Brawler - Hunter - Investigator
Shaman - Skald - Slayer - Swashbuckler - Warpriest
Occult
Adventures:
Kineticist - Medium - Mesmerist
Occultist - Psychic - Spiritualist
Ultimate X: Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante
The Third Party Classes of Pathfinder
Psionics: Psion - Psychic Warrior - Soulknife - Wilder
Aegis - Cryptic - Dread - Marksman - Tactician - Vitalist
Path of War: Stalker - Warder - Warlord - Harbinger - Mystic - Zealot
Akashic Mysteries: Daevic - Eclipse - Guru - Nexus - Radiant - Rajah - Stormbound - Vizier - Zodiac
Spheres of Power: Armorist - Elementalist - Eliciter - Fey Adept - Hedgewitch - Incanter
Mageknight - Shifter - Soul Weaver - Symbiat - Thaumaturge - Wraith
Spheres of Might: Armiger - Blacksmith - Commander - Conscript
Savant - Scholar - Sentinel - Striker - Technician
Spheres of Guile: Agent - Courser - Envoy - Mastermind - Professional
Champions of the Spheres: Prodigy - Sage - Troubadour - Dragoon - Mountebank - Necros - Reaper
Warden - Crimson Dancer
Pact Magic: Pactmaker (formerly known as Medium)