We're getting Necromancers and Runesmiths on Monday


Pathfinder Second Edition General Discussion

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Blave wrote:
RPG-Geek wrote:
I will never understand why Paizo got rid of the 2/3rds and half casters for PF2 when these were the classes that often felt the best in PF1. This and removing bespoke spell lists may have made things easier at first, but now it feels extremely limiting to what can be done with the system.
Spell rank is a HUGE factor in PF2, significantly more so than spell level was in PF1. Having a class that's outright limited to 6th level spells would feel terrible.

You could give any class that would suffer from that a booster that applies when casting their highest (or even second highest) rank of spells and brings them up to par. Or you could design such that spell rank isn't as important to the equation, and instead level once again takes that role. This shifts how casting archetypes work, but you can count their levels as halved for this purpose without much effort.


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RPG-Geek wrote:
Blave wrote:
RPG-Geek wrote:
I will never understand why Paizo got rid of the 2/3rds and half casters for PF2 when these were the classes that often felt the best in PF1. This and removing bespoke spell lists may have made things easier at first, but now it feels extremely limiting to what can be done with the system.
Spell rank is a HUGE factor in PF2, significantly more so than spell level was in PF1. Having a class that's outright limited to 6th level spells would feel terrible.
You could give any class that would suffer from that a booster that applies when casting their highest (or even second highest) rank of spells and brings them up to par.

Giving them low level slots for utility and making their highest rank slots level appropriate sounds a lot like what bounded spellcasters like the Magus already do, no?


Blave wrote:
Giving them low level slots for utility and making their highest rank slots level appropriate sounds a lot like what bounded spellcasters like the Magus already do, no?

There's a distinction. The 2/3rds casters would only get 6th rank spells which would also impact heightening spells. This gives you a fair bit of extra room in terms of spellcasting impact, allowing casters to lean more heavily into their martial side or gain other abilities.


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RPG-Geek wrote:
Blave wrote:
Giving them low level slots for utility and making their highest rank slots level appropriate sounds a lot like what bounded spellcasters like the Magus already do, no?
There's a distinction. The 2/3rds casters would only get 6th rank spells which would also impact heightening spells. This gives you a fair bit of extra room in terms of spellcasting impact, allowing casters to lean more heavily into their martial side or gain other abilities.

Still seems rather same-ish to me. A Magus can already either focus on more martial abilities or get more spellcasting via an archetype.

I actually think it would be great if all bounded spellcasters had in-class feat options to get spellcasting benefits similar to what an archetype could provide. It's a bit weird that a Bloodrager potentially can cast more spells than a Magus. But then again, I guess Bloodrager is still an archetype.


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Bounded Casters for all intents and purposes are the 6-level 2/3rds casters as far as overall design niche--limit spellcasting to gain cool non-spell abilities, namely martial prowess or an eidolon that fights for you.

Incidentally, I would love to see more bounded casters. I feel like there's a lot of untapped design space for "has some spellcasting but doesn't rely exclusively on it" that could really make some character concepts sing. For one, I would love to see a 'warrior-poet' type Bard-archetype that pulled a Magus but with bardic themes and powers. Would be a spiritual successor to the skald, although perhaps not exactly made from the same DNA.


Pathfinder Lost Omens, Starfinder Society Subscriber

Will say, I would be INCREDIBLY shocked if we got art of the iconics for these two classes given we don't even have Guardian and Commander's iconics yet.


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Just quoting what seems to be the previous word on the necromancy ethics subtopic, not necessarily a directed reply:

Errenor wrote:
JiCi wrote:
Point is that Paizo has the chance to "decriminalize" the Necromancer as a de facto evil character and make the "art of life and death" available to everyone with a semblance of morality.
I just don't see it if they want to keep their current lore. When their central neutral deity totally despises necromancy and undead, when the lore is they are abominations and their animating force makes them always hungry mostly for destructing life, when they are forced to become evil or be evil, when almost all undead-related gods are totally evil...

There is certainly a tension in the lore between undead being (almost) always evil and undead PC options, but I don't think it necessarily has to be a binary between getting an evil-only class or forcing a retcon. It will be interesting to see how/if they attempt to resolve this, but it seems doable to fill in the gap with forms of thrall-type necromancy that escape the always-evil aspects of pre-existing options without necessarily refuting them.

Even leaving aside that undead mastery technically isn't evil without alignment, the Summon Undead spell doesn't have the unholy tag, nor for that matter did its predecessor Animate Dead have the evil trait. At the very least, it seems like creating a short term puppet isn't automatically evil in the eyes of the universe (even if Pharasma disapproves).

Considering the spell list chosen, I speculate that this modern Necromancer won't be forced to be sanctified unholy, which is the closest we have to mechanical evil these days. Without that, it's possible the lore text surrounding the class will emphasize that only cruel and inhuman people are capable of performing the soul-dirge that makes capital-N Necromancy possible, but I rather expect to find a middle ground of 'dark but misunderstood practices' that distinguish themselves from undead mastery as we knew it so that anti-hero characters can have their thrall exploding fun, too.

---

Side note, I wish we knew more about the Runesmith. It feels like the discussion is dominated by the necromancer just because there's already so much grounds for speculation, where runesmith is a bit more of an enigma what it's going to look like or do. Ah well, I guess we'll see in a few more days.


It certainly is possible to be a good undead. But it's, within lore (at least Legacy lore), a difficult thing. Being undead has been established to give you a slowly building disregard and potential disdain for mortal life. You might initially see humans as your peers, but as time passes, they might be relegated to that of a beloved pet, to a random animal, to an insect in their impact. Until eventually you're asking the some annoying peasants to count how many slices of bread they've eaten in their lifetime when they have the gall to ask how many meatsacks you've devoured

Now, the main deal is it's an issue of willpower. For one undead, this transformation can take a few weeks, for another, this can take years, and for another, they can maintain their respect for mortals for millennia. But the tragic thing is that, assuming you are not destroyed, when you lose your affection for life is not a matter of if, but when. Live long enough, and you'll eventually fall to this manner of thinking.

The point being, an undead can be good, even in within the scope of a campaign's timeframe. But, that still requires you to get passed the rightful reservation of the other PCs and NPCs around you, who will see your existence as antithetical to conventional acceptance. And it truly is an exception to the rule. It would require a difficult act of deliberate and continuous willpower to maintain your humanity for so long as an undead.

But that's being an undead. Creating undead is going to be another matter entirely. If I recall right, even the Pathfinder Society has sanctioned Necromancers, so it's not infeasible for them to be allowed at least in a PFS scenario, but in no way do I see them being common or decriminalized. They will always have that sort of stigma.


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Oh, right, one more bit of speculation because I guess I wasn't done yet.

I think I would be surprised if the Necromancer class was built to clog the battlefield. We know that they're going to have expendable thralls that are individually weaker than traditional companions, and I assume this means you'll have the ability to have multiple thralls at once, but unless the designers are planning to ignore the design philosophy behind minions in 2e up until this point, I imagine that they'll be looking for ways to reap the feel of being a horde master without the traditional drawbacks.

For one, it would be strange if the Necromancer can just control all of their thralls at once in a single turn. Perhaps they can issue general, simple commands (Advance, Group Up, Retreat, etc.) that take up very little extra time resolving each thrall, but no matter how weak the thralls, I don't see them rolling dozens of attacks per turn for their horde. Either they'll be limited to only a couple thralls on the field at a time, or they won't be able to command all thralls in one turn. Possibly both.

Likewise, even if there's a low thralls fielded limit, I wouldn't be surprised if the thralls had a special swarming ability that allows them to share a space with another creature, allowing them to stand among your allies without blocking them from participating in the fight.

(... and if the designers somehow happen to have forgotten about room size limitations, it will be our job to remind them soon)


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I do think the Necromancer is the perfect opportunity to apply the swarm or troop traits to minions, however temporary they may be. To my knowledge there isn't any means of currently summoning a minion with the swarm trait (not even the Swarmkeeper, funnily enough), yet that's the common trait used to bundle weaker creatures together into a stronger unit. Directing a horde of mindless undead against a foe very much sounds like it would be within the class's wheelhouse, and in fact it feels like you could even apply this trait to any kind of individual minion to choose whether to summon a unit or a horde each time.


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Pathfinder Rulebook Subscriber
Sibelius Eos Owm wrote:

Oh, right, one more bit of speculation because I guess I wasn't done yet.

I think I would be surprised if the Necromancer class was built to clog the battlefield. We know that they're going to have expendable thralls that are individually weaker than traditional companions, and I assume this means you'll have the ability to have multiple thralls at once, but unless the designers are planning to ignore the design philosophy behind minions in 2e up until this point, I imagine that they'll be looking for ways to reap the feel of being a horde master without the traditional drawbacks.

For one, it would be strange if the Necromancer can just control all of their thralls at once in a single turn. Perhaps they can issue general, simple commands (Advance, Group Up, Retreat, etc.) that take up very little extra time resolving each thrall, but no matter how weak the thralls, I don't see them rolling dozens of attacks per turn for their horde. Either they'll be limited to only a couple thralls on the field at a time, or they won't be able to command all thralls in one turn. Possibly both.

Likewise, even if there's a low thralls fielded limit, I wouldn't be surprised if the thralls had a special swarming ability that allows them to share a space with another creature, allowing them to stand among your allies without blocking them from participating in the fight.

(... and if the designers somehow happen to have forgotten about room size limitations, it will be our job to remind them soon)

I suspect we will have no more than 3 maybe 4 concurrent thralls and that's *if* they can be concurrent.

From what we've seen so far I expect this necromancer to play at the horde fantasy kind of like necromancer sienna in vermintide 2, small groups for actual summons and then abilities that summon short term masses for specific effects and sacrifice members of those small replaceable groups.

This in my opinion is the smartest way to do it outside of a war game as it effectively implies numbers without actually needing to model individuals to an obnoxious and typically unhelpful degree

Dark Archive

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Pathfinder Lost Omens, Rulebook Subscriber

I wouldn't be shocked if the Necromancer is something like a beefed up version of the Exorcist archetype, stapled onto a 3 slot caster, bard like chasis, with Int or Charisma as it's KAS.

Thralls working as an encounter resource, which get created and spent analogous to a 2nd set of focus points.

The build paths would then lean either more towards the spiritual side, more closely aligned to the Exorcist above, one, the more material where thralls gets to act like actual minions but are still intended to be spent like the spiritual side.

Minion thralls won't be good for much, but once you hit 3-4, at least deliver on a desired playstyle and theme.


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Teridax wrote:
I do think the Necromancer is the perfect opportunity to apply the swarm or troop traits to minions, however temporary they may be.

I agree. Whether Paizo goes with that or not...we'll have to see. In my mind it would definitely be the "GM service" way to go - to have the thralls as a group have one set of 3 actions, one pool of HP, etc.

But I suspect some of the player base is looking for the exact opposite - i.e. to have the flexibility of having thralls act in many places at once, against different targets at once, with their own actions, to "die" separately, etc. If they go with thralls-as-swarm I bet we'll get immediate complaints that the ability to control a single swarm NPC is just reflavored Summoner and not a true implementation of the 'multiple NPC controller' theme.

But, we'll just have to wait and see what Paizo does. And then what they redo after playtest feedback.


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Yeah, I get the feeling one of the main points of tension is going to come from players wanting a unit micromanager class in PF2e. Summoning in other tabletop games slows down encounters to a crawl as the summoner spends ages directing all of their different minions individually, and Paizo have clearly tried to avoid this at all costs by having minions use up your actions when commanding them, and generally making it very difficult to summon lots of different minions in one go. Either they follow this convention with the necromancer and inevitably get flak from the more old-school players who might see this as the golden opportunity to flood the battle arena with lots of individually-controlled minions, or they break convention and do implement a minion-mancer with hour-long turns, in which case they'd get flak from pretty much everyone else. They're not going to be able to please everyone, and that's okay.


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I think the announcement stream emphasized that Necromancers will be more complicated, due to being able to take advantage of having many points of attack and bodies to flank on a battlefield.

However, it didn't say "you'll have more actions" or "you'll swarm enemies underneath bodies"... Just more tactics and positioning

So my conspiracy? You'll be able to use your actions on ANY thrall you have out, but you only have 2-3 actions to move them all. That means that a level 20 necromancer with 5 thralls will have many POSSIBILE options, but its turns will have the same amount of actions as a level 1 necromancer with one thrall.

This would allow for the complexity of the class to naturally increase over time, without increasing the average length it takes to resolve your turn. (Give or take the added minutes needed to contemplate your options).

Then, things like feats or focus spells will allow unique action combinations. They'll probably try to make them intuitive to remember - so lots of stuff like "each thrull you control takes X action".

For instance, "Flee, Fools" will allow each thrall you control to take one stride as a reaction away from an enemy. "Bury Them Alive" will make one thrall strike, and allow any adjacent thrall to strike the same enemy.

I genuinely think people should lowball the amount of thralls we're gonna get. My gut answer is starting with 1 and peaking at 5. It's really FUNNY to think they'd launch a book allowing one player to control 10 thralls in one turn, but there's no universe where it's a good idea.


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Sibelius Eos Owm wrote:
...I think I would be surprised if the Necromancer class was built to clog the battlefield. We know that they're going to have expendable thralls that are individually weaker than traditional companions, and I assume this means you'll have the ability to have multiple thralls at once, but unless the designers are planning to ignore the design philosophy behind minions in 2e up until this point, I imagine that they'll be looking for ways to reap the feel of being a horde master without the traditional drawbacks...

Guys, Troop. I'm surprised nobody (*) remembered this. This is a way to have a horde with it still being one creature (even if having a bit more complex mechanic). They could make for necromances some variation of troop mechanic.

Not that I really expect this :) My understanding of what is obvious solution and theirs are rather different almost all the time.

* And of course the moment I've written that I've discovered several people had written that too :) Teridax and others.

Envoy's Alliance

Pathfinder Rulebook Subscriber

Building on that Idea, it's probably likely that if the Thrall's don't share YOUR MAP, they will share a MAP of their own.


Errenor wrote:
Guys, Troop. I'm surprised nobody (?) remembered this.

ahem.

Teridax wrote:
I do think the Necromancer is the perfect opportunity to apply the swarm or troop traits to minions, however temporary they may be.

I will say, with troops it gets a little complicated with the size adjustments, though if the HP thresholds are made clear to the Necromancer, that could be manageable.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I once ran a spooky scary skeleton oneshot where one of the skeleton PCs could command a troop of skeletons. It was actually pretty easy to handle, all things considered.

Envoy's Alliance

Pathfinder Rulebook Subscriber

So Since so much of this has revolved around theories of the Necromancer (which is what I'm most interested in too) I'm gonna go ahead and yank the reigns to the left and say, What about Runesmith?

Is it going to be like the Kineticist where He only gets Runes from feats?

Or is it going to be more like the Commander/pre-master alchemist, who can learn all kinds of runes from a list, and choose which ones they can prepare that day?

Will the runes be something applied at daily prep or in downtime, or are they something that can be applied in the heat of battle?


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I'm expecting Runesmith to actually lean towards a remastered Alchemist resource model. Long-term runes handed out at the start of the day to allies, and a replenishing pool of short-term runes mainly used to slap onto enemies in fights.


Teridax wrote:
ahem.

I've took this into account :)

Teridax wrote:
I will say, with troops it gets a little complicated with the size adjustments, though if the HP thresholds are made clear to the Necromancer, that could be manageable.

Of course necro would have full control and knowledge of their thrall, it's their unit. And the devs could make some adjustments in mechanics anyway.

WatersLethe wrote:
I once ran a spooky scary skeleton oneshot where one of the skeleton PCs could command a troop of skeletons. It was actually pretty easy to handle, all things considered.

Yep. I very much believe this.


Justnobodyfqwl wrote:

I think the announcement stream emphasized that Necromancers will be more complicated, due to being able to take advantage of having many points of attack and bodies to flank on a battlefield.

However, it didn't say "you'll have more actions" or "you'll swarm enemies underneath bodies"... Just more tactics and positioning

So my conspiracy? You'll be able to use your actions on ANY thrall you have out, but you only have 2-3 actions to move them all. That means that a level 20 necromancer with 5 thralls will have many POSSIBILE options, but its turns will have the same amount of actions as a level 1 necromancer with one thrall.

This would allow for the complexity of the class to naturally increase over time, without increasing the average length it takes to resolve your turn. (Give or take the added minutes needed to contemplate your options).

Then, things like feats or focus spells will allow unique action combinations. They'll probably try to make them intuitive to remember - so lots of stuff like "each thrull you control takes X action".

For instance, "Flee, Fools" will allow each thrall you control to take one stride as a reaction away from an enemy. "Bury Them Alive" will make one thrall strike, and allow any adjacent thrall to strike the same enemy.

I genuinely think people should lowball the amount of thralls we're gonna get. My gut answer is starting with 1 and peaking at 5. It's really FUNNY to think they'd launch a book allowing one player to control 10 thralls in one turn, but there's no universe where it's a good idea.

Assuming your thralls are separate from you, I'm anticipating four, myself. That's the cap on how many minions all the creature creation rituals give you, and should be plenty for doing what needs doing, assuming thralls are relatively easy to replace or repair between encounters.

As for the runesmith, I'm hoping their runes function like commander tactics, where you have a book or folio or what have you of runes you've memorized or written down, and you choose a selection of those you can deploy each day, so you're a semi-prepared class.
I'm also honestly more excited for the kinds of systems that spring up around a runesmith more than the runesmith itself. I'm a sucker for stuff like truenaming and words of power, older, funkier, and often clunkier kinds of magic.

Shadow Lodge

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Sibelius Eos Owm wrote:

Oh, right, one more bit of speculation because I guess I wasn't done yet.

I think I would be surprised if the Necromancer class was built to clog the battlefield. We know that they're going to have expendable thralls that are individually weaker than traditional companions, and I assume this means you'll have the ability to have multiple thralls at once, but unless the designers are planning to ignore the design philosophy behind minions in 2e up until this point, I imagine that they'll be looking for ways to reap the feel of being a horde master without the traditional drawbacks.

For one, it would be strange if the Necromancer can just control all of their thralls at once in a single turn. Perhaps they can issue general, simple commands (Advance, Group Up, Retreat, etc.) that take up very little extra time resolving each thrall, but no matter how weak the thralls, I don't see them rolling dozens of attacks per turn for their horde. Either they'll be limited to only a couple thralls on the field at a time, or they won't be able to command all thralls in one turn. Possibly both.

You know, this is actually possible.

There is a PFS scenario where the big bad is a necromancer with a bunch of low level undead, and they gave it a mechanic where he could, as two actions, issue a command to the horde, but then they all have to perform the *exact* same action. (Move 10' North. Attack the creature in the space to your east. Etc.)

Be interesting if that was a test of concept.


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Looks like they are already handing out the playtest document at PAX and we got some first information.

Both classes are Int-based.

The necro is a 2 slot caster. Creating a thralls within 30 ft takes one action. Thralls have only 1 HP and are automatically hit by anything thrown their way. Thqy can provide flanking. The Necro has a large number of focus spells available (most of them as feats I'd guess).

Haven't looked at the runesmith information close enough to cover it.

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

EDIT: Ninja'd by Blave

From a reddit post that says they have access to the classes via a PAX Unplugged playtest:

Necromancer is an int-based, prepared, occult caster with 2 slots per rank. At level 1 they get a focus cantrip called Create Thrall that, as 1 action, makes a thrall w/in 30ft that lasts a minute. Thralls are creatures with 1 hit point that are always hit by attacks and always fail saving throws. They have no actions, but can provide flanking (some feats/focus spells let you move thralls or have them attack with your spell attack modifier). You can destroy your thralls to do various things, like consuming one to gain a focus point once per 10mins. It seems to be a very focus-focused caster, with 14 feats that grant focus spells.

Runesmith is an int-based martial. You get a runic repertoire at level 1 with 4 runes from a list. You can apply runes by etching (10 min exploration activity) or tracing (1-2 actions). When you etch a rune onto something it lasts indefinitely, and you can have up to two etched runes at a time. When you trace a rune it lasts till the end of your next turn. You can use 1 action to trace a rune onto an adjacent target, or 2 to put it on something within 30ft. Both the size or the runic repertoire and the number of runes you can have etched at a time increase as you level up. The runes themselves are considered magical in the same way kineticist impulses are, and have effects scaling with your level. Each rune has a passive effect (either a buff or a debuff), and an invoke effect. You can use 1 action to invoke any number of your runes within 30ft of you; they produce their invoke effect and then disappear.


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https://www.reddit.com/r/Pathfinder2e/comments/1h86alr/ive_got_the_necroman cer_and_runesmith_playtest_at/

Some details from a PAX playtest!

Quote:

"Necromancer is an int-based, prepared, occult caster with 2 slots per rank. At level 1 they get a focus cantrip called Create Thrall that, as 1 action, makes a thrall w/in 30ft that lasts a minute. Thralls are creatures with 1 hit point that are always hit by attacks and always fail saving throws. They have no actions, but can provide flanking (some feats/focus spells let you move thralls or have them attack with your spell attack modifier). You can destroy your thralls to do various things, like consuming one to gain a focus point once per 10mins. It seems to be a very focus-focused caster, with 14 feats that grant focus spells.

Runesmith is an int-based martial. You get a runic repertoire at level 1 with 4 runes from a list. You can apply runes by etching (10 min exploration activity) or tracing (1-2 actions). When you etch a rune onto something it lasts indefinitely, and you can have up to two etched runes at a time. When you trace a rune it lasts till the end of your next turn. You can use 1 action to trace a rune onto an adjacent target, or 2 to put it on something within 30ft. Both the size or the runic repertoire and the number of runes you can have etched at a time increase as you level up. The runes themselves are considered magical in the same way kineticist impulses are, and have effects scaling with your level. Each rune has a passive effect (either a buff or a debuff), and an invoke effect. You can use 1 action to invoke any number of your runes within 30ft of you; they produce their invoke effect and then disappear."

Well, slap my keister and call me Sally, it doesnt look like there's a Thrall limit since it's a focus cantrip. Instead, it seems like the big bottleneck is needing feats and focus spells in order to allow them to take actions.

Can't say I was expecting that, and I'm sure people are gonna flip about it. But it seems like a novel way to differentiate them from minions, familiars, animal companions, etc.

It sounds like the intended gameplay loop is that you're balancing the actions it takes to summon Thralls with the fact that it takes resources to make them do anything.

I REALLY like the ways that these classes seem to interact with the 3 action economy, especially in the ways that spells don't. Runesmith especially seems super cool in how variable their action costs are.

(Ninja'd! That's what I get for commentating)


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Blave wrote:

Looks like they are already handing out the playtest document at PAX and we got some first information.

Both classes are Int-based.

The necro is a 2 slot caster. Creating a thralls within 30 ft takes one action. Thralls have only 1 HP and are automatically hit by anything thrown their way. Thqy can provide flanking. The Necro has a large number of focus spells available (most of them as feats I'd guess).

Haven't looked at the runesmith information close enough to cover it.

Thanks for the info!

First thought:

Auto-hit makes 3rd action attacks more useful for foes who might otherwise just flail and miss, but now get to use it to turn off a thrall.

Also interesting to see how hiring a squad of level 1 NPCs to counter the necromancer's thralls would play out.


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WatersLethe wrote:
Blave wrote:

Looks like they are already handing out the playtest document at PAX and we got some first information.

Both classes are Int-based.

The necro is a 2 slot caster. Creating a thralls within 30 ft takes one action. Thralls have only 1 HP and are automatically hit by anything thrown their way. Thqy can provide flanking. The Necro has a large number of focus spells available (most of them as feats I'd guess).

Haven't looked at the runesmith information close enough to cover it.

Thanks for the info!

First thought:

Auto-hit makes 3rd action attacks more useful for foes who might otherwise just flail and miss, but now get to use it to turn off a thrall.

Also interesting to see how hiring a squad of level 1 NPCs to counter the necromancer's thralls would play out.

Readying a Strike to trigger when a thralls appears will probably annoy necromancers to no end.

Envoy's Alliance

Pathfinder Rulebook Subscriber

Okay, I thought something like two slot casting would be the case for the Necromancer. ANd it looks like the thralls, before any of your feats, are just bodies. to be torn through, which I can definitely understand. And depending on how Action Economy works, I can definitely see you building up a small horde

The RUnesmith is working just like I thought, but Interesting thing I'm catching is that YOU can invoke your runes. Meaning even if you put it on an ally if the invoked effect could save them, you can do it on your turn, saving them actions.


Thralls could have some rider granted to them by a Feat or Dirge that has something to the effect of doing a small amount of damage any time its killed (outside of the AoE ability you can do) so that even if enemies go and kill your Thrall, they are still getting hit with something.

Shadow Lodge

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Zoken44 wrote:
The RUnesmith is working just like I thought, but Interesting thing I'm catching is that YOU can invoke your runes. Meaning even if you put it on an ally if the invoked effect could save them, you can do it on your turn, saving them actions.

Hey, this may actually be a Mesmerist replacement. That's exactly the mechanism for PF1 Mesmerist tricks.

(Currently playing a Mesmerist in a PF1 campaign and it just may be my favorite class. It's got a playstyle that's a little tricky to wrap your head around, but can do things no one else can.)

Dark Archive

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One thing left out of the paragraph about the summon Thrall cantrip is that as part of the summoning the thrall gets an initial attack. It goes off your spell attack modifier and damage is low (that scales), but this makes a HUGE difference in my opinion.


Sounds like my hopes for how runesmiths have runes were answered, nice! I'm looking forward to seeing what they can do.

I am also interested in how they're handling thralls. I like that they're functionally cheap, renewable summons; that's a fun direction to go in. I wouldn't be surprised if there is eventually a feat or something that lets you summon two at a time, perhaps with a limit of once per day, or once per hour. Reanimator has something similar, but with full summons.
I also hope that we get a focus spell to make a thrall tankier for a short time, at least enough to force an enemy to Strike them twice before dealing with them.


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Apparatently the thralls creating cantrip also scales with your proficiency. You can create more thralls as your spllcasting proficiency improves. (I'm guessing two at once at expert, three at master and 4 at legendary.)

Also...

Quote:
Necromancers get auto-scaling proficiency in undead lore, and they have a level 2 class feat that lets them use undead lore to Recall Knowledge about any creature that has a skeleton

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As info creeps in I'm loving Necromancer

1-action cantrip to summon a Thrall that can flank, gets to attack upon being summoned, takes up a square, has no apparent limit on how many you can have, scales in damage, scales at proficiency ranks for how many it summons, and fuels feats and focus spells or to replenish a focus point!

Psychic progression spells that allow for more power budget to go to class feats and class abilities while still giving decent slots

Int based class (I personally love Int based classes)

Scaling undead lore with a feat that lets it be used on any creature with a skeleton!

What's not to love so far?


pH unbalanced wrote:
Necromancer is an int-based, prepared, occult caster with 2 slots per rank. At level 1 they get a focus cantrip called Create Thrall that, as 1 action, makes a thrall w/in 30ft that lasts a minute. Thralls are creatures with 1 hit point that are always hit by attacks and always fail saving throws. They have no actions, but can provide flanking (some feats/focus spells let you move thralls or have them attack with your spell attack modifier). You can destroy your thralls to do various things...

Wow that doesn't sound like a minion master at all. It sounds more like a bank-resources-before-the-fight-then-spend-them-during concept. Personally I'm okay with that, but it's probably not the concept that a lot of the folks clamoring for a necromancer wanted.


Interesting design choice for the Necromancer; kind of feels like a class archetype of Psychic but instead of cantrips they get spawnable minions that support or even potentially be used for damage.

Runesmith being Int does open some nice interactions with Inventor and/or Alchemist, maybe even Investigator. I just hope it has some more mechanics that differentiate it from them in a significant way.

Staying optimistic about it, though. I am definitely more excited about these classes than I have for the previous ones, so I will be looking forward to the playtest document (if/when they post it) for a deeper dive on what to expect.

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Easl wrote:
pH unbalanced wrote:
Necromancer is an int-based, prepared, occult caster with 2 slots per rank. At level 1 they get a focus cantrip called Create Thrall that, as 1 action, makes a thrall w/in 30ft that lasts a minute. Thralls are creatures with 1 hit point that are always hit by attacks and always fail saving throws. They have no actions, but can provide flanking (some feats/focus spells let you move thralls or have them attack with your spell attack modifier). You can destroy your thralls to do various things...
Wow that doesn't sound like a minion master at all. It sounds more like a bank-resources-before-the-fight-then-spend-them-during concept. Personally I'm okay with that, but it's probably not the concept that a lot of the folks clamoring for a necromancer wanted.

That post left off a number of things. I added one just above your post that elaborate more. I think it is looking a lot like a minion master class honestly, though kept within the balance of PF2e and avoids the 30 minute turn issue.


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Invictus Fatum wrote:
Easl wrote:
pH unbalanced wrote:
Necromancer is an int-based, prepared, occult caster with 2 slots per rank. At level 1 they get a focus cantrip called Create Thrall that, as 1 action, makes a thrall w/in 30ft that lasts a minute. Thralls are creatures with 1 hit point that are always hit by attacks and always fail saving throws. They have no actions, but can provide flanking (some feats/focus spells let you move thralls or have them attack with your spell attack modifier). You can destroy your thralls to do various things...
Wow that doesn't sound like a minion master at all. It sounds more like a bank-resources-before-the-fight-then-spend-them-during concept. Personally I'm okay with that, but it's probably not the concept that a lot of the folks clamoring for a necromancer wanted.
That post left off a number of things. I added one just above your post that elaborate more. I think it is looking a lot like a minion master class honestly, though kept within the balance of PF2e and avoids the 30 minute turn issue.

Exactly. This minimum-maintenance minion method abides to PF2 principles (or that of any polished TTRPG IMO) while providing the ongoing onslaught of undead. One thing I had liked in concept was the D&D4 minion, though its execution created narrative gaps I couldn't abide. The Necro's mechanics smooths those over by tying minions directly to the power budget of a separate entity. Genius. I had kind of envisioned creating creatures in combat, but this extrapolates and refines that so well. (Note I don't recall that I've ever called an RPG mechanic genius before.)

Plus, I'm thinking it's likely that Necros get the opportunity to pick up an undead companion w/ a feat chain. That wouldn't (necessarily) warrant playtesting, if only to give more time to the newer mechanics.

I imagine some interesting archetypes along these lines.


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One action to create within 30 feet and takes up a square? That's broken, hello new bonewall/bonecage. Every turn you block off 3 sides of a boss, if you ever get more then you completely surround one enemy every turn and then can double layer thrallwall. If taking away actions is the name of the game, necro wins.


OrochiFuror wrote:
One action to create within 30 feet and takes up a square? That's broken, hello new bonewall/bonecage. Every turn you block off 3 sides of a boss, if you ever get more then you completely surround one enemy every turn and then can double layer thrallwall. If taking away actions is the name of the game, necro wins.

This is probably why they always fail saves, always get hit and have 1 HP, but I gotta see this in action, but I think it is probably exactly as good as it needs to be


Easl wrote:
pH unbalanced wrote:
Necromancer is an int-based, prepared, occult caster with 2 slots per rank. At level 1 they get a focus cantrip called Create Thrall that, as 1 action, makes a thrall w/in 30ft that lasts a minute. Thralls are creatures with 1 hit point that are always hit by attacks and always fail saving throws. They have no actions, but can provide flanking (some feats/focus spells let you move thralls or have them attack with your spell attack modifier). You can destroy your thralls to do various things...
Wow that doesn't sound like a minion master at all. It sounds more like a bank-resources-before-the-fight-then-spend-them-during concept. Personally I'm okay with that, but it's probably not the concept that a lot of the folks clamoring for a necromancer wanted.

This is the complaint I'm most expecting to see once the playtest drops, honestly. People are going to hear necromancer, jump to a game like Diablo II in their heads, and then either be frustrated they can't have giant blobs of guys, or have to wait a long time to have a mechanic that simulates them.


Invictus Fatum wrote:
That post left off a number of things. I added one just above your post that elaborate more. I think it is looking a lot like a minion master class honestly, though kept within the balance of PF2e and avoids the 30 minute turn issue.

Fair. Though a minion that you summon for 1a, attacks, then goes away could have easily have been written as an attack cantrip. Or just a "Necromancer Strike." Hopefully Paizo does a good job of balancing the benefit of the "1 min resource" potential against the potential of having, what, (2 sec summon vs. 60 sec duration =) 30 of them active at a time??? I'm not being cynical, I'm looking forward to seeing what they do. Call me curious, though.


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Easl wrote:


Fair. Though a minion that you summon for 1a, attacks, then goes away could have easily have been written as an attack cantrip. Or just a "Necromancer Strike."

In Starfinder 2e terms, this "necromantic strike" is basically a short range gun that leaves behind deployed cover....hold on, I need to go play an Eox Necromancer who alternates between firearms and taking corpsecover :•)

"Admiral! Drop like the useless bag of bones you are and cover my fire!"

"Nrrngghh ...("500 years of this, and still no promotion?")"


OrochiFuror wrote:
One action to create within 30 feet and takes up a square? That's broken, hello new bonewall/bonecage. Every turn you block off 3 sides of a boss, if you ever get more then you completely surround one enemy every turn and then can double layer thrallwall. If taking away actions is the name of the game, necro wins.

And it scales with your proficiency. At level 19 you can create 4 thralls per action!


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Perpdepog wrote:
Easl wrote:
pH unbalanced wrote:
Necromancer is an int-based, prepared, occult caster with 2 slots per rank. At level 1 they get a focus cantrip called Create Thrall that, as 1 action, makes a thrall w/in 30ft that lasts a minute. Thralls are creatures with 1 hit point that are always hit by attacks and always fail saving throws. They have no actions, but can provide flanking (some feats/focus spells let you move thralls or have them attack with your spell attack modifier). You can destroy your thralls to do various things...
Wow that doesn't sound like a minion master at all. It sounds more like a bank-resources-before-the-fight-then-spend-them-during concept. Personally I'm okay with that, but it's probably not the concept that a lot of the folks clamoring for a necromancer wanted.
This is the complaint I'm most expecting to see once the playtest drops, honestly. People are going to hear necromancer, jump to a game like Diablo II in their heads, and then either be frustrated they can't have giant blobs of guys, or have to wait a long time to have a mechanic that simulates them.

Honestly the thrall system seems way more diablo necro than I was expecting they would let it. You can pop out a lot of thralls but they are super squishy and totally disposable. I would bet there will be feats that let you boss a blob of them around so it probably will scratch that itch pretty well.


kaid wrote:
Perpdepog wrote:
Easl wrote:
pH unbalanced wrote:
Necromancer is an int-based, prepared, occult caster with 2 slots per rank. At level 1 they get a focus cantrip called Create Thrall that, as 1 action, makes a thrall w/in 30ft that lasts a minute. Thralls are creatures with 1 hit point that are always hit by attacks and always fail saving throws. They have no actions, but can provide flanking (some feats/focus spells let you move thralls or have them attack with your spell attack modifier). You can destroy your thralls to do various things...
Wow that doesn't sound like a minion master at all. It sounds more like a bank-resources-before-the-fight-then-spend-them-during concept. Personally I'm okay with that, but it's probably not the concept that a lot of the folks clamoring for a necromancer wanted.
This is the complaint I'm most expecting to see once the playtest drops, honestly. People are going to hear necromancer, jump to a game like Diablo II in their heads, and then either be frustrated they can't have giant blobs of guys, or have to wait a long time to have a mechanic that simulates them.
Honestly the thrall system seems way more diablo necro than I was expecting they would let it. You can pop out a lot of thralls but they are super squishy and totally disposable. I would bet there will be feats that let you boss a blob of them around so it probably will scratch that itch pretty well.

Well, there is always the Undead Master class archetype to fill that niche.


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The poster mentioned they get some Feats that interact with weapons which sound pretty cool -

Quote:
They've got caster proficiencies, but some feats about using weapons, such as one that lets them use certain martial weapons, one that lets then summon a weapon with maxed out fundamental runes and a Decaying rune, and one that lets them make a strike where they sacrifice thralls to deal bonus damage and regain HP on a hit

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