Role: A thaumaturge is a focused caster, often choosing at most one or two specialties, but using those specialties in ways no other caster could. A thaumaturge’s role depends on what spheres and talents he chooses, and as such a thaumaturge could deal damage, heal allies, or manipulate enemies with equal ability.
Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The thaumaturge’s class skills are Craft (Int), Disguise (Cha), Diplomacy (Cha), Fly (Int), Heal (Wis), Intimidate (Cha), Knowledge (all; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks Per Level: 4 + Int modifier.
Class Features
Table: The ThaumaturgeLevel | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Caster Level | Magic Talents |
---|---|---|---|---|---|---|---|
1 | 0 | +0 | +0 | +2 | Forbidden lore (+2), invocations | +1 | 0 (+2) |
2 | +1 | +0 | +0 | +3 | Occult knowledge +1 | +2 | 1 |
3 | +2 | +1 | +1 | +3 | Invocations | +3 | 1 |
4 | +3 | +1 | +1 | +4 | Bonus feat | +4 | 2 |
5 | +3 | +1 | +1 | +4 | Forbidden lore (+3) | +5 | 2 |
6 | +4 | +2 | +2 | +5 | Occult knowledge +2 | +6 | 3 |
7 | +5 | +2 | +2 | +5 | Invocations | +7 | 3 |
8 | +6/+1 | +2 | +2 | +6 | Bonus feat | +8 | 4 |
9 | +6/+1 | +3 | +3 | +6 | Forbidden lore (+4) | +9 | 4 |
10 | +7/+2 | +3 | +3 | +7 | Occult knowledge +3 | +10 | 5 |
11 | +8/+3 | +3 | +3 | +7 | Invocations | +11 | 5 |
12 | +9/+4 | +4 | +4 | +8 | Bonus feat | +12 | 6 |
13 | +9/+4 | +4 | +4 | +8 | Forbidden lore (+5) | +13 | 6 |
14 | +10/+5 | +4 | +4 | +9 | Occult knowledge +4 | +14 | 7 |
15 | +11/+6/+1 | +5 | +5 | +9 | Invocations | +15 | 7 |
16 | +12/+7/+2 | +5 | +5 | +10 | Bonus feat | +16 | 8 |
17 | +12/+7/+2 | +5 | +5 | +10 | Forbidden lore (+6) | +17 | 8 |
18 | +13/+8/+3 | +6 | +6 | +11 | Occult knowledge +5 | +18 | 9 |
19 | +14/+9/+4 | +6 | +6 | +11 | Invocations | +19 | 9 |
20 | +15/+10/+5 | +6 | +6 | +12 | Bonus feat, master invoker | +20 | 10 |
Weapon and Armor Training
A thaumaturge is proficient with all simple weapons and light armor.
Casting
A thaumaturge may combine spheres and talents to create magical effects. A thaumaturge is considered a High-Caster. He may use either Intelligence, Wisdom, or Charisma as his casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool
A thaumaturge gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
A thaumaturge gains a magic talent at 2nd level and every 2 levels thereafter, according to Table: Thaumaturge.
Forbidden Lore
Thaumaturges use bargains, secrets, and dangerous magical practices to push their casting to greater heights than their more careful contemporaries achieve. A thaumaturge may, as part of the action required to use a spell or sphere effect, increase his caster level by 2 for that effect. This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of HD of reanimated creatures that may be controlled through the Death sphere). This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.
Whenever a thaumaturge uses forbidden lore to enhance their magic, there is a 15% chance the thaumaturge will suffer backlash; the spell or sphere effect does not manifest, and any spell slot or spell points spent are lost. In addition, the thaumaturge suffers a -1 penalty to attack rolls, saving throws, skill checks, and to their effective caster level (minimum: 1), which lasts until he rests to regain spell points. This penalty is cumulative; every time the thaumaturge suffers backlash in a day, these penalties increase by 1.
Invocations
Thaumaturges control power in its purest form; whether through bargains with outsiders, the summoning of primal spirits, or simply an untamable spark in their soul, a thaumaturge can invoke a limited amount of truly wondrous power.
A thaumaturge may use invocations a number of times per day equal to his casting ability modifier, which refreshes when he rests to regain spell points. Whenever an invocation calls for a saving throw, the DC is equal to 10 + 1/2 the thaumaturge’s level + the thaumaturge’s casting ability modifier. A thaumaturge may only use invocations of his level or lower. Using an invocation is a free action that may be taken even when it isn't the Thaumaturge's turn.
Meditation
At 1st level, the thaumaturge may reroll a failed Knowledge check. The thaumaturge may only use this ability once for any given Knowledge check.
Lingering Pain
At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to become sickened for 1 round (Fortitude negates).
Lingering Blessing
At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to gain 1 temporary hit point per thaumaturge level. These temporary hit points stack with any the target already possesses, and last for 1 round.
Empowered Defense
At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a dodge bonus to AC equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.
Empowered Attack
At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a bonus to attack rolls equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.
Channel Punishment
At 7th level, if the thaumaturge suffers backlash when using forbidden lore, he may use an invocation to pass the penalty off to another creature within 30 ft. If that creature is unwilling, they are allowed a Will save to negate this effect. On a successful save, the thaumaturge suffers the effect of the backlash as normal.
Defensive Invocation
At 7th level, before making a saving throw, the thaumaturge may use an invocation to add his forbidden lore bonus to the roll.
Soulfire
At 11th level, when the thaumaturge suffers backlash from using forbidden lore, he may use an invocation to empower himself. He gains a bonus to attack rolls, saving throws, and a dodge bonus to AC equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier. This does not negate the penalty gained through the backlash itself.
Item Lore
At 11th level, the thaumaturge may use an invocation to add his forbidden lore bonus to the caster level of a spell-completion or spell-trigger magic item he is wielding for 1 round. This bonus only functions while the item is being wielded by the thaumaturge.
Empowered Resistance
At 15th level, if the thaumaturge successfully makes a saving throw against an attack that has a reduced effect on a successful save, he may use an invocation to negate the effect entirely.
Flexible Caster
At 15th level, the thaumaturge may use an invocation to gain use of a single magic talent of his choice for 1 minute. A thaumaturge may only have one use of flexible caster active at any one time; using this invocation again replaces the previous use.
Rebuke Death
At 19th level, when the thaumaturge is reduced to 0 hit points or fewer, the thaumaturge may use all his remaining invocations to instead be reduced to 1 hit point. Effects that kill the thaumaturge outright without dealing hit point damage are not affected by this ability.
Occult Knowledge
At 2nd level, a thaumaturge gains a +1 bonus to all Knowledge checks, Spellcraft checks, and Use Magic Device checks. This bonus increases by 1 for every 4 additional thaumaturge levels possessed, to a maximum of +5 at 18th level.
Bonus Feats
At 4th level and every 4 levels thereafter, a thaumaturge gains a bonus feat. This may be spent to gain an extra magic talent, or any feat which has casting as a prerequisite (Craft Item feats, Metamagic feats, Sphere Focus, Circle Casting, etc.).
Master Invoker
At 20th level, the thaumaturge selects two invocations other than rebuke death; he may use these invocations at will without using one of his invocations per day.
Feats
The following feats are particularly relevant or appropriate for Thaumaturges.
Extra Invocations [Core]
Prerequisite: Invocations class feature.
Benefit: Increase the number of times per day you may use Invocations by 2. You may take this feat multiple times. The effects stack.
Extra Magic Talent [Core]
Prerequisite: Basic Magic Training or Casting class feature.
Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.
Extra Spell Points [Core]
Prerequisite: Spell Pool.
Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.
Extra Unseen Augmentation (Unseen Horror only)
Prerequisites: Unseen Forces class feature
Benefit: You gain an additional unseen augmentation for which you qualify. You may take this feat multiple times. The effects stack.
Forbidden Totem
Prerequisites: War sphere, forbidden lore class feature.
Benefit: Whenever you successfully use forbidden lore with a totem, all allies within the totem receive a morale bonus equal to your base forbidden lore bonus to one of the following, chosen by you when you create the totem: attack rolls, damage rolls, AC, saving throws, skill checks, magic skill checks, or CMB and CMD. Bonuses to your forbidden lore bonus do not increase this bonus. Multiple totems can give allies multiple bonuses, but two similar bonuses do not stack.
Master Artisan [Core]
Prerequisites: Forbidden lore class feature, at least 1 item creation feat.
Benefit: Choose one item creation feat that you possess. Add your forbidden lore bonus to your caster level when determining how powerful of an enchantment you may place upon an item.
Master of Blood
Prerequisites: Forbidden lore class feature, Extract Blood Construct.
Benefit: Add your forbidden lore bonus to your caster level when determining the number of Hit Dice of blood constructs you may control at any one time through the Extract Blood Construct talent. Blood constructs created this way gain a bonus to natural attack damage equal to your forbidden lore bonus.
Master of Cosmos [Core]
Prerequisites: Forbidden lore class feature, Conjuration sphere.
Benefit: Your companions gain a circumstance bonus to attack rolls and skill checks equal to your forbidden lore bonus.
Master of Death [Core]
Prerequisites: Forbidden lore class feature, Death sphere.
Benefit: Add your forbidden lore bonus to your caster level when determining the number of undead creatures you may control at any one time through the Death sphere.
Master of Faerie [Fey HB]
Prerequisites: Fallen Fey sphere, Summon Fairy, forbidden lore class feature.
Benefit: Add your forbidden lore bonus to your caster level when determining the total Hit Dice of fey creatures you may have summoned at one time.
Occult Savant [Core]
Prerequisites: Occult Knowledge class feature, Spellcraft, Use Magic Device, or any Knowledge skill 10 ranks.
Benefit: You may take 10 with any Knowledge, Spellcraft, or Use Magic Device check, regardless of stress or other situations where taking 10 would otherwise be impossible.
Totem of the Darkest Aberration
Prerequisites: War sphere, forbidden lore class feature.
Benefit: You must spend a spell point to create a totem of the darkest aberration. When an ally within this totem uses a sphere ability, you may use an immediate action to allow them to benefit from your forbidden lore class feature. If backlash occurs, it affects only you, but the ability still fails. A sphere ability can only benefit from forbidden lore once.
Totem of the Deepest Curse
Prerequisites: War sphere, forbidden lore class feature.
Benefit: You must spend a spell point to create a totem of the deepest curse. The area of this totem is desecrated with the aberrations you commune with. Enemies within this totem must make a Will save or they suffer the effects you currently suffer from due to any backlash you have accumulated.
Favored Class Bonuses
Aasimar
Increase the temporary hit points granted by Lingering Blessing by +1/2.
Dwarf
Increase the duration of Empowered Defense by 1/4th of a round.
Elf
+1/6 bonus to the thaumaturge’s Occult Knowledge bonuses.
Gnome
Reduce the thaumaturge’s Forbidden Lore backlash percent chance by 1/4th of a percent.
Goblin
Gain +1/4th of a spell point.
Half-Elf
Gain +1/6th of a bonus magic talent.
Half-orc
Increase the duration of Empowered Offense by 1/4th of a round.
Halfling
Gain +1/4th of a daily use of Invocations.
Human
Increase the thaumaturge’s Forbidden Lore bonus by +1/8, but increase the backlash percentage chance by 5% for every 8 times this is gained.
Merfolk
Increase the save DCs of the thaumaturge’s Invocations by +1/6.
Orc
Whenever the thaumaturge uses the Nature sphere to deal damage (for example, increasing a fire’s size or using a tree to pummel a target), increase the damage dealt by +1/2.
Tiefling
Increase the duration of the Lingering Pain Invocation by 1/4th of a round.
Archetypes
-Old Devourer
A devourer has a higher chance of a backlash from using their Forbidden Lore skill during normal times, but can use it with no chance of backlash at all after they steal some of a foe's energy.
-Old Eldritch Cultist
The Eldritch Cultist has no chance of losing their magic, but may become confused as their minds tap into dangerous knowledge. They also gain some talent with Divination to help them understand more of the world around them.
-Old Experimentalist
The experimentalist exchanges their forbidden knowledge for the secrets of alchemy, as well as the ability to gain power from consuming parts of other creatures. (Alternate options are available for those concerned about the morality of this.)
-Old Knight of Willpower
Knights of Willpower focus on creating items through sheer force of will, and are particularly specialized in the Creation, Light, and Telekinesis spheres.
-Old Pactmage
The Pactmage has a partnership with some kind of outsider, which grants them unique invocations in return for the loss of their occult knowledge.
-Old Pact Master
The Pact Master trades most of their casting power for the ability to call and control extraplanar creatures.
-Old Savant [Core]
The Savant is a martial practitioner that trades their casting abilities for a more direct way of harming their foes.
-Old Soulfire Master
The Soulfire Master accepts damage to their vitality to ensure their spells finish correctly, eventually growing more adept at doing so.
-Old Unseen Horror
The Unseen Horror is the master of a lurking force that hovers around them, and they can eventually learn to improve its powers so it can help them in new ways.
-Old Void Gazer
The Void Gazer gains mastery of the Dark sphere, though at the cost of some of their sight.
-Old Wild Mage
The Wild Mage realizes that raw magic is difficult to control without risk - so they throw caution to the wind in return for pure power.
Archetype Compatibility
Weapon & Armor Proficiencies | Magic Talents | Forbidden Lore | Invocations | Occult Knowledge | Bonus Feats | Master Invoker | |
---|---|---|---|---|---|---|---|
Devourer | M | ||||||
Eldritch Cultist | M | ||||||
Experimentalist | M | X | X | X | M | ||
Pactmage | X | ||||||
Savant | M | X | X | X | X | X | X |
Soulfire Master | M1 | M | |||||
Unseen Horror | M | ||||||
Void Gazer | M | M |
Guide: M = Modifies, X = Replaces, Blank = No Change
1: Unlike most modifications made by archetypes, the change made by the Soulfire Master to its Forbidden Lore feature does stack with other archetypes that change the backlash risk.