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Thaumaturge (3.5e Class)

73 bytes added, 19:32, 25 November 2014
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Class Features
*Feats that affect spell-like abilities a number of times per day such as [[SRD:Quicken_Spell-Like_Ability|quicken spell-like ability]] treat all Path Abilities as a single spell-like. Thus, if a creature took [[SRD:Empower_Spell-Like_Ability|empower spell-like ability]] and chose Path Abilities as their spell-like ability for that feat, they would be able to empower any Path Abilities cast, but only up to three times per day. If a feat affects a spell-like ability permanently, a specific Path Ability must be chosen (though this may be re-chosen if that Path Ability is switched with another.
At first level a thaumaturge knows 4 different Path Abilities chosen from the paths he picked, and gains more according to the table above (which lists the total number known). A thaumaturge can ready a number Path Abilities up to the amount noted in the "Path Abilities Readied" column plus one-half of his [[Charisma]] modifier (rounded up), chosen from his Path Abilities known(up to a max equal to his Path Abilities known), but none more than once. A thaumaturge may cast any of the Path Abilities they have readied once before they are expended, and cannot be used again until regained. By spending five minutes of uninterrupted concentration, meditation, or prayer, the thaumaturge may change their currently readied Path Abilities with any others on their list of known Path Abilities. If one of your readied Path Abilities is switched out while still in effect, its effect immediately ends. A single Path Ability may be readied at most once.
A thaumaturge may regain all of their readied Path Abilities by taking a swift action followed immediately by a standard action which can be a simple meditation to a mighty flair of the wrist. At the thaumaturge's option, they may also cast an eldritch bolt of power when regaining their Path Abilities which is a ranged touch attack with a medium range that deals 1d6 damage for every two character levels the thaumaturge possesses (minimum 1d6). Using the bolt counts as a Path Ability.

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