Pathfinder Launches Playtest for Necromancer and Runesmith Classes

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Paizo is launching a new playtest for two new Pathfinder 2E classes - the Necromancer and Runesmith - starting today. Announced during a stream last week, Paizo will launch the playtest on both its Pathfinder Playtest website and Demiplane starting today. The necromancer is described as a prepared caster class that can summon disposable thralls to the field to hinder (or explode in the vicinity of) enemies, while the runesmith is a martial class that buffs themselves and allies via etched runes or alternatively debuffing foes.

The timing of the new playtest is interesting, as it signals a possible second set of classes released for Pathfinder 2E in 2025. Typically, Paizo releases a core rulebook in the summer months that adds new playtests to the game. So far, Pathfinder has 25 classes, with two more (the commander and guardian) set for release as part of the upcoming 2025 rulebook Battlecry. The fact that this playtest is named Impossible hints at a return to the Impossible Lands next year or in early 2026.

The playtest will run from December 9th through January 31st, 2025.
 

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Christian Hoffer

Christian Hoffer

Yet somewhere someone has a build that takes a dip in to everyone of them culminating in a 32nd level character that can cast a 69d6 fireball, burrow 120ft a round, and make knowledge (geography) skill test at +56..
I get that youre joking but for the record that's not at all how multiclassing works in 2E. It would be impossible to dip into every class the way that the system is designed.
 

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I got to try out Necromancer and a friend tried out Runesmith at unplugged, even at level one its all pretty good.

Necromancer is an interesting take on minionmancy since it involves constantly sacrificing your minions for useful effects (like the double attack line bone spear move, that dodges multiple attack penalty on two targets) but they still can move and attack when you create them.

I think a lot of players will enjoy taking the undead master archetype as they level so that they can mix in a more permanent minion (perhaps paizo should add some of those 'animal companion' feats to the necromancer like they are with the commander/ranger/champion) -- but that would enrich the experience without being necessary.
 



I got to try out Necromancer and a friend tried out Runesmith at unplugged, even at level one its all pretty good.

Necromancer is an interesting take on minionmancy since it involves constantly sacrificing your minions for useful effects (like the double attack line bone spear move, that dodges multiple attack penalty on two targets) but they still can move and attack when you create them.

I think a lot of players will enjoy taking the undead master archetype as they level so that they can mix in a more permanent minion (perhaps paizo should add some of those 'animal companion' feats to the necromancer like they are with the commander/ranger/champion) -- but that would enrich the experience without being necessary.
How would you characterize or pitch the big differences between a Necromancer class and a Wizard (or some other spellcaster) who specializes in necromancy?
 

How would you characterize or pitch the big differences between a Necromancer class and a Wizard (or some other spellcaster) who specializes in necromancy?
I would pitch it as them being (almost) entirely dissimilar, the play loop for Necromancer is really distinct, you use Create Thrall (or another ability that creates thralls) and it gets an optional attack, then you blow it up to make it do something, like launch a torrent of spears made of bone which is a series of attacks in a line, but there's a bunch of diff effects, and if we read it right, you can create thrall twice to set up a flank partner for an attack or two.

You have very few spells, that's the almost because you can do some of the same stuff (along with intelligence things like recall knowledge), but its almost entirely centered on creating thralls to spend on abilities, which are a kind of positional currency that determine when the effect happens when you want to spend them.

A Necro-Wizard meanwhile, wouldn't really do the same thing though their playstyle depends on spells, especially there's no Necromancy school for Wizards in remaster that fits the traditional necromancer.
 

I would pitch it as them being (almost) entirely dissimilar, the play loop for Necromancer is really distinct, you use Create Thrall (or another ability that creates thralls) and it gets an optional attack, then you blow it up to make it do something, like launch a torrent of spears made of bone which is a series of attacks in a line, but there's a bunch of diff effects, and if we read it right, you can create thrall twice to set up a flank partner for an attack or two.

You have very few spells, that's the almost because you can do some of the same stuff (along with intelligence things like recall knowledge), but its almost entirely centered on creating thralls to spend on abilities, which are a kind of positional currency that determine when the effect happens when you want to spend them.

A Necro-Wizard meanwhile, wouldn't really do the same thing though their playstyle depends on spells, especially there's no Necromancy school for Wizards in remaster that fits the traditional necromancer.
This is just feeling me with an unnecessary feeling of regret that D&D will likely never do the same with getting rid of spell schools and creating a dedicated necromancer class.
 

This is just feeling me with an unnecessary feeling of regret that D&D will likely never do the same with getting rid of spell schools and creating a dedicated necromancer class.
I'm more sad at the fact that this is probably the coolest version of the Necromancer I've seen for a D20 system and that it's a sin the thrall system hasn't been done like this before for it.

And yeah, I wish 5E had a better Necromancer too. (Dang you Diablo series for making like your take on the idea of a Necromancer the most).
 

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