This is a new 5th level character with free archetype, focused on thrown weapons and some debuffing, along with face skills.
Heritage is dark fields kitsune for the non-language-based intimidate and because it looks cool. Ancestry feats are Kitsune Lore and Myriad Forms.
We're using the free archetype rule, so I took the rogue mc archetype for quick draw and eventually strong arm.
Attribute bonuses at 5th level are +2/4/2/0/0/4
Picked up a thrower's bandolier, added a striking rune, then loaded it up with shuriken, hatchets, light hammers, and a starknife.
Wearing +1 leather armor
I'm planning to use bon mot and/or intimidation, along with exploit vulnerability, obviously. Using regalia and mirror implements. I also have scroll thaumaturgy and trick magic item (from magical misfit background) for backup versatility.
The mirror and the feather step feat should let me stay out of melee range, but within 20 feet, so I'm in the first range increment. Unless I need the mirror, I'll generally be holding regalia in hand, for the aura and other passive boosts.
Can y'all see any mechanical/rules reason why this won't work? Any advice to make it better? There's a long backstory filled in and that does inform some of my choices, because it's such a great (IMO) story.
I run a throwing magus, so somewhat related, and the biggest two things I can point out are action economy and MAD. I'm not very familiar with thaumaturge's action economy, but with magus having a 2 action mechanic that is essential to it's operation makes deciding what my third action is very tough. I took the rogue dedication as well, for the same reasons and it definitely helped out.
I don't think you can adjust much with your stats, and I'll point out that you are getting the +4 in dex and your class attribute, so you're already better off than the magus I have. Spells with saves are tough for me to use with a lower int, but you shouldn't have as many problems. I will say not to reduce your constitution modifier any more because operating within the 20-30 feet range means you're one move action or less away from most things, you will get hit, and it will hurt a lot.
On the weapons, I'd suggest throwing a couple of bolas in there, especially if you can take assurance on athletics. They're cheap, provide nonlethal and bludgeoning, and have ranged trip. Get more than one because even with a returning rune, if you use them to trip, they do not return unless you miss. You've got a couple of thrown weapons that can be used to threaten at melee range in there, so remember that if you can't avoid close-quarter fights, you can still set up flanking to help out your party members.
Thanks for the tip on bolas... I hadn't looked at those.
The bandolier has a 2 action thing you can do that returns all weapons to their various pockets. I think I have enough of each weapon that I won't actually need to use the 2 actions in combat, so I'm holding off on adding a returning rune to the bandolier for the moment.
The beauty of having the mirror implement on a ranged character is that it makes it easy-ish to "teleport" out of melee range, though it only helps on my turn. I definitely won't skimp on con points though.
I forgot about the interact action on bandoliers; I actually just picked it up for my magus so I can hold multiple bolas for tripping (in addition to a windlass bola), so I need to remember that when I get a chance to play that character again.