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I think the class would benefit GREATLY if it's power budget got rid of spellcasting from its power budget.
Make thralls into companions and can cast different focus spells depending on which type of undead they have. Then the necromancer can deal 1d4 damage (per every 2 levels) to the thrall to cast a focus spell without using a focus point. Some of the focus spells could be support spells such as the necromancer takes bones from a skeleton to create bone armor around an ally, or a spirit will create an aoe of void energy, etc etc. We also already have undead companions as initial support for the class.
Currently the thrall mechanism is super confusing when we already have companions as a concept. Can someone attack my thralls? What are their stats? Etc etc. I didn't immediately see where it's stats are.
The necromancer could simply be a companion focused class that can drain the life of it's companion in order to cast powerful focus spells. Furthermore it's focus spells could be slightly stronger than normal focus spells but can't cast any focus spells without the companion and their max focus spell points instead of 3 is 0.
We already have Vancian spellcasting for a necromancer like system through wizard where they can get an undead summon and cast necromancer spells etc. I think the class would be FAR more interesting and streamlined without vancian spellcasting. Plus, I'm personally a bit done with the Vancian system and having occult spells seems meh
Maybe include a mechanism where when you drain your thrall of life to cast a spell the more like you drain the stronger the spell.
For example.. deal 2d4 damage to the thrall, and ally gains temp hp equal to the amount drained.
And allow for a system where we can customize our thrall companions as well by allowing them to get their own feats depending on the type of undead it is.. make bone necromancers very different from flesh necromancers very different from spirit necromancers.
The class would feel significantly less clunky and combine familiarity with some new interpretations of this familiarity.

Martialmasters |

I'm of the opinion you only want this if you hate casters and are unable to imagine a necromancer without without melee weapons.
The only example I know is it's some action RPGs and I don't think paizo should be beholden to them.
Plus I love prepared casting so...
Edit: I do wish they were wisdom it Cha though, heck even con. Fact is I don't see an internal dirge or even a lot of what the necromancer does in this play test, as int based.
And I'd die happy finally getting a cha prepared caster.

Witch of Miracles |
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Spell slots serve an important role in the class design. They give you a resource to spend when setup is undesirable, inadvisable, or just plain difficult on your action economy. I would not want them taken away.
Right now, there's a meaningful dichotomy between most of the grave spells (which need setup or take time to have significant effects besides summoning thralls) and slotted spells (which have a more immediate effect)—and the limited amount of slots emphasizes resource management in a good way. I want it to stay that way.

Perpdepog |
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I really hope they don't start turning thralls into full companions. You'll either need to drastically reduce the number of thralls, at which point people will complain it isn't minion-y enough, or wind up with a class that's going to take ages to do stuff and need a lot of bookkeeping. I've been in games with those sorts of characters and they tend to be fun for exactly one person, and sometimes not even then.

AestheticDialectic |
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I like the spellcasting and it's pretty important for the class fantasy if you ask me. If anything I would say the power of these abilities would only marginally increase without the spellcasting. Thralls having actions is a table consideration and I would want them to remain like this even if they removed spellcasting, otherwise this class will be a headache

Ravingdork |
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I'm all for spelless necromancer and melee necromancers--just not as the default. Make them into class archetypes or feat packages.
No need to kill a classic and raise it as something unrecognizable for the few who want that, when we can have it as an alternative so that we all have something fun to play with.

AestheticDialectic |

I'm all for spelless necromancer and melee necromancers--just not as the default. Make them into class archetypes or feat packages.
No need to kill a classic and raise it as something unrecognizable for the few who want that, when we can have it as an alternative so that we all have something fun to play with.
I'm in this boat. I want a necromancer to feel "wizard-y" to some extent, but I think a way to make it fit a less wizard-y fantasy as an alternative would be really neat and I do want that for people

YuriP |
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I'm of the opinion you only want this if you hate casters and are unable to imagine a necromancer without without melee weapons.
The only example I know is it's some action RPGs and I don't think paizo should be beholden to them.
Plus I love prepared casting so...
Edit: I do wish they were wisdom it Cha though, heck even con. Fact is I don't see an internal dirge or even a lot of what the necromancer does in this play test, as int based.
And I'd die happy finally getting a cha prepared caster.
I'm one of those who strongly dislikes the current spell slot system. But this system still exists in PF2e and goes away from it for a specific caster class now will only go away from the concept of be a traditional spell caster. IMO necromancers still classify as a "traditional" spell caster.
IMO for it a better integration with class features and feats with spell slots is enought to improve it as a caster (or just give another spell slot per rank because the current level of focus spells aren't enought to justify the sacrifice of a spell slot per rank when we already have classes with strong focus spells and that also have 3 slots per rank like Bards and Druids).

PlantThings |
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I'd be open to a spell slot progression like Magus/Summoner depending on what we get for it. Maybe a tad more at 3 slots per two highest rank spells instead of 2.
Or maybe just have options that allow us to sacrifice/"spell blend" slots for other benefits or to activate other abilities. You know those grave spells that need an existing thrall? Maybe if you didn't want to sac a thrall for whatever reason, you can instead sac a low rank spell slot in place of a thrall to cast the grave spell directly from yourself.

turtle006 |
I'd be open to a spell slot progression like Magus/Summoner depending on what we get for it. Maybe a tad more at 3 slots per two highest rank spells instead of 2.
Or maybe just have options that allow us to sacrifice/"spell blend" slots for other benefits or to activate other abilities. You know those grave spells that need an existing thrall? Maybe if you didn't want to sac a thrall for whatever reason, you can instead sac a low rank spell slot in place of a thrall to cast the grave spell directly from yourself.
I like this idea. It also gives an option to not block off all available spaces with thralls.

AestheticDialectic |
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I don't think 2 slot per level is taking up all that much power budget at all, and frankly I think y'all should consider that something like getting an undead companion is already covered by the undead master at the same efficiency as it would appear in the class itself. The class will still keep the core thrall mechanic no matter what changes occur

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I don't think 2 slot per level is taking up all that much power budget at all, and frankly I think y'all should consider that something like getting an undead companion is already covered by the undead master at the same efficiency as it would appear in the class itself. The class will still keep the core thrall mechanic no matter what changes occur
Did they get rid of the evil alignment requirement for this though?

kwodo |
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AestheticDialectic wrote:I don't think 2 slot per level is taking up all that much power budget at all, and frankly I think y'all should consider that something like getting an undead companion is already covered by the undead master at the same efficiency as it would appear in the class itself. The class will still keep the core thrall mechanic no matter what changes occurDid they get rid of the evil alignment requirement for this though?
Well, with the remaster Evil alignment isn't a thing anymore, right? Might be changed to Unholy requirement instead but I don't think Paizo has commented on it at all yet.

Blave |
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Frankly, a "Graveknight" class archetype that changes the Necromancer to bounded spellcasting and martial proficiencies seems almost trivial to implement. Other than proficiencies, the class already supports this quite well. Add in a few more archetype feats and abilities that support melee a bit more and you're done.

The Ronyon |

Well, they already have better than average Focus point recovery.
I would love a "souls for spell slots" mechanic.
Make Life Tap a class feature, let it cost only one action, and have it grant a spell slot.
Maybe a maximum level slot, for all the hassle involved.
Obviously this would need some limits, but if these were the only slots available, the limits could be very liberal.
Another way to make a Necromancer with magical abilities but without spell slots would be a Focus spell that allows access to Summoning spells, and let's the summoned creatures use all of their Spells.
Giving the Necromancer way to trade Focus points/sacrifices to complete Rituals or to create magic items could also give them magic, without spell slots.

kwodo |
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AestheticDialectic wrote:I don't think 2 slot per level is taking up all that much power budget at all, and frankly I think y'all should consider that something like getting an undead companion is already covered by the undead master at the same efficiency as it would appear in the class itself. The class will still keep the core thrall mechanic no matter what changes occurSince the thrall mechanic is what is stopping it being an actual necromancer, I hope not.
I'm very confused by what you actually want from this class. The thrall mechanic IS this class, it's staying.

Perpdepog |
Frankly, a "Graveknight" class archetype that changes the Necromancer to bounded spellcasting and martial proficiencies seems almost trivial to implement. Other than proficiencies, the class already supports this quite well. Add in a few more archetype feats and abilities that support melee a bit more and you're done.
I'm assuming you're referring to a "graveknight" as some kind of martially-inclined necromancer, not the undead monster ; I'd be really sad if we finally got an official graveknight archetype and it was limited to only one class.

kwodo |
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kwodo wrote:Tremaine wrote:I'm very confused by what you actually want from this class. The thrall mechanic IS this class, it's staying.AestheticDialectic wrote:I don't think 2 slot per level is taking up all that much power budget at all, and frankly I think y'all should consider that something like getting an undead companion is already covered by the undead master at the same efficiency as it would appear in the class itself. The class will still keep the core thrall mechanic no matter what changes occurSince the thrall mechanic is what is stopping it being an actual necromancer, I hope not.How is 'I want minion based class that uses the reanimated bodies of the dead' confusing?
But your right this class is not a necromancer, and should not be called such.
Calling this a necromancer is like calling a limbless torso in a box a fighter.
The thralls ARE your reanimated undead minions. I definitely agree that we should be able to do more with them, but dismissing them entirely and saying that they're the main reason why this isn't a necromancer is just baffling. Thralls are your disposable undead cannon fodder, via focus spells you can summon stronger thralls or hordes of them and using your spell slots you can summon proper undead minions as well.

Tremaine |
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Tremaine wrote:The thralls ARE your reanimated undead minions. I definitely agree that we should be able to do more with them, but dismissing them entirely and saying that they're the main reason why this isn't a necromancer is just baffling. Thralls are your disposable undead cannon fodder, via focus spells you can summon stronger thralls or hordes of them and using your spell slots you can summon proper undead minions as well.kwodo wrote:Tremaine wrote:I'm very confused by what you actually want from this class. The thrall mechanic IS this class, it's staying.AestheticDialectic wrote:I don't think 2 slot per level is taking up all that much power budget at all, and frankly I think y'all should consider that something like getting an undead companion is already covered by the undead master at the same efficiency as it would appear in the class itself. The class will still keep the core thrall mechanic no matter what changes occurSince the thrall mechanic is what is stopping it being an actual necromancer, I hope not.How is 'I want minion based class that uses the reanimated bodies of the dead' confusing?
But your right this class is not a necromancer, and should not be called such.
Calling this a necromancer is like calling a limbless torso in a box a fighter.
No, they are summoned nothings that have the undead tag for...reasons, they are not reanimated bodies. The character didn't have to slit a few peasants throats in a ritual circle or rob a few graveyards for corpses to create said thralls, and those thralls aren't life hating abominations, they won't struggle to get free to go devour anything they can catch.

kwodo |
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kwodo wrote:The thralls ARE your reanimated undead minions. I definitely agree that we should be able to do more with them, but dismissing them entirely and saying that they're the main reason why this isn't a necromancer is just baffling. Thralls are your disposable undead cannon fodder, via focus spells you can summon stronger thralls or hordes of them and using your spell slots you can summon proper undead minions as well.No, they are summoned nothings that have the undead tag for...reasons, they are not reanimated bodies. The character didn't have to slit a few peasants throats in a ritual circle or rob a few graveyards for corpses to create said thralls, and those thralls aren't life hating abominations, they won't struggle to get free to go devour anything they can catch.
1) I'm sorry but having to do all that sounds miserable to play and an incredibly disruptive requirement to use your base class ability
2) I repeat what I said in another thread: I fail to see what the crucial difference between Create Thrall and Summon Undead is that one is indisputably necromancy but the other isn't when they both do the exact same thing. Literally the only difference is that your thralls are weaker and cheaper than the undead raised by that spell.
Tremaine |
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Tremaine wrote:kwodo wrote:The thralls ARE your reanimated undead minions. I definitely agree that we should be able to do more with them, but dismissing them entirely and saying that they're the main reason why this isn't a necromancer is just baffling. Thralls are your disposable undead cannon fodder, via focus spells you can summon stronger thralls or hordes of them and using your spell slots you can summon proper undead minions as well.No, they are summoned nothings that have the undead tag for...reasons, they are not reanimated bodies. The character didn't have to slit a few peasants throats in a ritual circle or rob a few graveyards for corpses to create said thralls, and those thralls aren't life hating abominations, they won't struggle to get free to go devour anything they can catch.1) I'm sorry but having to do all that sounds miserable to play and an incredibly disruptive requirement to use your base class ability
2) I repeat what I said in another thread: I fail to see what the crucial difference between Create Thrall and Summon Undead is that one is indisputably necromancy but the other isn't when they both do the exact same thing. Literally the only difference is that your thralls are weaker and cheaper than the undead raised by that spell.
1) which is why an actual Necromancer is hard to play, doesn't mean this thrall based thing is worthy of the name.
2) I don't like that spell either.

kwodo |
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kwodo wrote:Tremaine wrote:kwodo wrote:The thralls ARE your reanimated undead minions. I definitely agree that we should be able to do more with them, but dismissing them entirely and saying that they're the main reason why this isn't a necromancer is just baffling. Thralls are your disposable undead cannon fodder, via focus spells you can summon stronger thralls or hordes of them and using your spell slots you can summon proper undead minions as well.No, they are summoned nothings that have the undead tag for...reasons, they are not reanimated bodies. The character didn't have to slit a few peasants throats in a ritual circle or rob a few graveyards for corpses to create said thralls, and those thralls aren't life hating abominations, they won't struggle to get free to go devour anything they can catch.1) I'm sorry but having to do all that sounds miserable to play and an incredibly disruptive requirement to use your base class ability
2) I repeat what I said in another thread: I fail to see what the crucial difference between Create Thrall and Summon Undead is that one is indisputably necromancy but the other isn't when they both do the exact same thing. Literally the only difference is that your thralls are weaker and cheaper than the undead raised by that spell.1) which is why an actual Necromancer is hard to play, doesn't mean this thrall based thing is worthy of the name.
2) I don't like that spell either.
I don't think anything remotely playable is going to satisfy you then

GameDesignerDM |

'Actual' necromancers were those who communed with the dead and evolved from early shamanistic practices, and mostly summoned spirits to commune with or provide guidance and what have you.
The version that is being talked about being wanted (and that this class absolutely successfully emulates) is far more modern and isn't the 'only' way to do necromancy.

Tremaine |
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'Actual' necromancers were those who communed with the dead and evolved from early shamanistic practices, and mostly summoned spirits to commune with or provide guidance and what have you.
The version that is being talked about being wanted (and that this class absolutely successfully emulates) is far more modern and isn't the 'only' way to do necromancy.
How do summoned Thralls that stand still doing nothing, emulate animated bodies?

Sibelius Eos Owm |
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kwodo wrote:No, they are summoned nothings that have the undead tag for...reasons, they are not reanimated bodies. The character didn't have to slit a few peasants throats in a ritual circle or rob a few graveyards for corpses to create said thralls, and those thralls aren't life hating abominations, they won't struggle to get free to go devour anything they can catch.Tremaine wrote:The thralls ARE your reanimated undead minions. I definitely agree that we should be able to do more with them, but dismissing them entirely and saying that they're the main reason why this isn't a necromancer is just baffling. Thralls are your disposable undead cannon fodder, via focus spells you can summon stronger thralls or hordes of them and using your spell slots you can summon proper undead minions as well.kwodo wrote:Tremaine wrote:I'm very confused by what you actually want from this class. The thrall mechanic IS this class, it's staying.AestheticDialectic wrote:I don't think 2 slot per level is taking up all that much power budget at all, and frankly I think y'all should consider that something like getting an undead companion is already covered by the undead master at the same efficiency as it would appear in the class itself. The class will still keep the core thrall mechanic no matter what changes occurSince the thrall mechanic is what is stopping it being an actual necromancer, I hope not.How is 'I want minion based class that uses the reanimated bodies of the dead' confusing?
But your right this class is not a necromancer, and should not be called such.
Calling this a necromancer is like calling a limbless torso in a box a fighter.
... You know, I guess this take is less surprising when I remember that you were there arguing at the onset of 2e that champion reactions were morally reprehensible and complaining you don't like 2e combat...

GameDesignerDM |
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GameDesignerDM wrote:How do summoned Thralls that stand still doing nothing, emulate animated bodies?'Actual' necromancers were those who communed with the dead and evolved from early shamanistic practices, and mostly summoned spirits to commune with or provide guidance and what have you.
The version that is being talked about being wanted (and that this class absolutely successfully emulates) is far more modern and isn't the 'only' way to do necromancy.
You are using necromantic energies to summon creatures made of bone, flesh, or ectoplasm/spiritual essence - all things that are derived from the history of necromancers in both folklore, myth, and modern depictions.
Again, you are talking about one interpretation - not the only one. Paizo is carving out a bespoke niche for their named version, and its one that is clearly inspired by all kinds of necromancers, and is not more right or wrong than any other kind.

kwodo |
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kwodo wrote:After the first encounter or two of the day, should be plenty of bodies lying around, just summon some and torture some spirits into them and off we go.Tremaine wrote:I don't think anything remotely playable is going to satisfy you thenkwodo wrote:Tremaine wrote:kwodo wrote:The thralls ARE your reanimated undead minions. I definitely agree that we should be able to do more with them, but dismissing them entirely and saying that they're the main reason why this isn't a necromancer is just baffling. Thralls are your disposable undead cannon fodder, via focus spells you can summon stronger thralls or hordes of them and using your spell slots you can summon proper undead minions as well.No, they are summoned nothings that have the undead tag for...reasons, they are not reanimated bodies. The character didn't have to slit a few peasants throats in a ritual circle or rob a few graveyards for corpses to create said thralls, and those thralls aren't life hating abominations, they won't struggle to get free to go devour anything they can catch.1) I'm sorry but having to do all that sounds miserable to play and an incredibly disruptive requirement to use your base class ability
2) I repeat what I said in another thread: I fail to see what the crucial difference between Create Thrall and Summon Undead is that one is indisputably necromancy but the other isn't when they both do the exact same thing. Literally the only difference is that your thralls are weaker and cheaper than the undead raised by that spell.1) which is why an actual Necromancer is hard to play, doesn't mean this thrall based thing is worthy of the name.
2) I don't like that spell either.
...wouldn't that mean that the Necromancer lacks all its core features in "the first encounter or two of the day"? Again, that just sounds miserable to play in practice.

Sibelius Eos Owm |
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I'm... personally no longer concerned with your opinion of what the 'true' Necromancer play fantasy should look like.
For everyone else, there is more discussion to be had regarding what is and isn't core to the fantasy of being a Necromancer in the thread, "Is the name Necromancer the right name for this class" (which I direct you to not just because I recently put in a small essay about the very topic of whether or not the thrall mechanic can deliver the Necromancer fantasy desired by everyone)

Tremaine |
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*pruned wall of text*
...wouldn't that mean that the Necromancer lacks all its core features in "the first encounter or two of the day"? Again, that just sounds miserable to play in practice.
Mmm day might be to much, so have them sustainable/reanimatable over night, but yes a core feature would be reliant on having bodies available, which isn't much worse than having martial classes reliant on level appropriate equipment.
Hell you could have a necromancer that bought bodies before the event.

kwodo |
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*pruned wall of text*
kwodo wrote:
...wouldn't that mean that the Necromancer lacks all its core features in "the first encounter or two of the day"? Again, that just sounds miserable to play in practice.
Mmm day might be to much, so have them sustainable/reanimatable over night, but yes a core feature would be reliant on having bodies available, which isn't much worse than having martial classes reliant on level appropriate equipment.
Hell you could have a necromancer that bought bodies before the event.
Except level appropriate equipment is permanent and doesn't become available to you AFTER the fight. What happens when your only encounter in the adventuring day is being held up by bandits on the road, is the Necromancers just useless that day unless they lug around 6 bulk per minion?

Tremaine |
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Tremaine wrote:Except level appropriate equipment is permanent and doesn't become available to you AFTER the fight. What happens when your only encounter in the adventuring day is being held up by bandits on the road, is the Necromancers just useless that day unless they lug around 6 bulk per minion?*pruned wall of text*
kwodo wrote:
...wouldn't that mean that the Necromancer lacks all its core features in "the first encounter or two of the day"? Again, that just sounds miserable to play in practice.
Mmm day might be to much, so have them sustainable/reanimatable over night, but yes a core feature would be reliant on having bodies available, which isn't much worse than having martial classes reliant on level appropriate equipment.
Hell you could have a necromancer that bought bodies before the event.
They would still be a death aspected caster, so could do at least some casting to do damage/debuff, but should not be anywhere near a same level damage caster.

kwodo |
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kwodo wrote:They would still be a death aspected caster, so could do at least some casting to do damage/debuff, but should not be anywhere near a same level damage caster.Tremaine wrote:Except level appropriate equipment is permanent and doesn't become available to you AFTER the fight. What happens when your only encounter in the adventuring day is being held up by bandits on the road, is the Necromancers just useless that day unless they lug around 6 bulk per minion?*pruned wall of text*
kwodo wrote:
...wouldn't that mean that the Necromancer lacks all its core features in "the first encounter or two of the day"? Again, that just sounds miserable to play in practice.
Mmm day might be to much, so have them sustainable/reanimatable over night, but yes a core feature would be reliant on having bodies available, which isn't much worse than having martial classes reliant on level appropriate equipment.
Hell you could have a necromancer that bought bodies before the event.
I think we disagree not only on what this class should be, but on what is fun to play in a TTRPG on such a fundamental level that further discussion is pointless.

YuriP |
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No, it absolutely is a necromancer - it just doesn't fit what you specifically want, but it does for plenty of others.
I agree I saw a lot of complains about "but this necromancer is not a real necromancer because of..." but ignores that there's a lot of necromancers concept in pop culture and rarely they have a standard beyond "I cast 'dead' magic".
This necromancer is a necromancer that creates many of very simple yet very useful undeads direct from void energies to serve as weapons, tools and fuel for the spells.

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This class is also the only one putting lots of disposable bodies on the battlefield and making use of them as its main thing.
And the biggest trope that fits is the undead horde of a necromancer.
The mechanics are just that and the playtest is here to help Paizo refine this to fit the trope as much as possible while still staying within the limits of the PF2 system.