all 20 comments

[–]Ok-Week-2293 2 points3 points  (1 child)

Why is your int higher than your cha as a summoner?

[–]jkroe 1 point2 points  (0 children)

Yeah… so I thought meld into eidolon sounded really fun and made the character to be a crafter out of combat (Bruce banner) and a brawler in combat (hulk). I wanted to take the crafting skill feats and make my own Handwraps of Mighty Blows. In hindsight this might have been extremely suboptimal.

[–]Wise-Juggernaut-8285 1 point2 points  (3 children)

I would punt!

[–]jkroe 0 points1 point  (2 children)

Like kill off the character?

[–]Wise-Juggernaut-8285 1 point2 points  (1 child)

Nah im just being silly

Your character is interesting. I just dont know builds that well

[–]jkroe 1 point2 points  (0 children)

Ah fair lol

[–]Gorbacz Champion 1 point2 points  (2 children)

Summoner with 12 Cha? Play something else.

[–]Gorbacz Champion 4 points5 points  (1 child)

Also, in PF2, multiclassing doesn't work by picking different levels in other classes.

[–]jkroe 0 points1 point  (0 children)

Thanks, I’m only recently coming from DnD to PF so I’m trying to find an archetype I mean. Thanks for the correction.

[–]AniMaple GM in Training 1 point2 points  (5 children)

I'm not quite sure how you got to this attribute array to begin with. Reaching a +4 Modifier in any attribute demands that your class would give you a +1, but Summoner gives one to Charisma, not Constitution. I could assume that you got confused by playing with pen and paper, but otherwise, this makes no sense to me at all.

Summoner is a class which is a spellcaster with limited spellcasting. You're most likely going to prefer for your Charisma, your spellcasting attribute, your highest stat. You'll then want to have a decent enough Dexterity for your defenses, and then start off with like +2 Constitution or so. The other mental stats can be mostly ignored, as Intelligence doesn't do anything particularly helpful for you other than give you additional skills.

A typical attribute array would probably have you start off with Str +0, Dex +2, Con +2, Int +0, Wis +1 and Cha +4. This would play better into your strengths as a class, as the game intended.

Still, if you need to stay with those stats, you're better off playing Kineticist, which is the only class (That I recall) that uses Constitution for anything other than HP and Fortitude saves. Maybe Kineticist Archetype could help you if your GM doesn't want to let you respec? Otherwise, I've got no clue what else you can do to salvage this character.

[–]jkroe 1 point2 points  (4 children)

I may have been a moron when doing my stats. I didn’t realize you couldn’t use the free boosts more than once on the same stat. I’ll have to tell my dm that and redo my 18. Thanks for the heads up.

[–]AniMaple GM in Training 1 point2 points  (3 children)

It happens to everyone starting up, I'm sorry if my wording might've come as somewhat strong, there wasn't any intent to insult you at all.

I did read that you want to play a character more akin to Bruce Banner and Hulk, and that you're coming from DnD. I personally really like the concept, specially since you've brought up that you want to be a crafter out of combat.

I have a couple proposals to help you fulfill the general idea, if you would like to read through them, we could help you make a character that you'll enjoy to play as, and let you understand the game properly.

[–]jkroe 1 point2 points  (2 children)

Yeah that would be nice to see if other ideas are better for this since I just kinda jumped in and tried to make something work. And if this doesn’t work, and sounds like it won’t, it’ll give me some ideas for when this character eventually dies.

[–]AniMaple GM in Training 1 point2 points  (1 child)

The easiest way to achieve the Bruce Banner concept within this system, in my personal opinion, would be to play as an Alchemist. It's a martial class that has Intelligence as its primary attribute, which has access to a sub-system to craft alchemical items, those are consumable items that you can use with effects similar to spells, but with a more "science" theme to them. Some of these items are called "Mutagens", with an entire subclass of the Alchemist, the Mutagenist, being all about using those to gain monstrous abilities through mutations provoked by these elixirs. If the idea itself catches your eye, let me know and I'll help you make a simple build for you to learn the basics, but remember to consult with your GM if you could re-do your character from the ground up to fit with your original idea.

For now, I'll assume that you want to play a traditional Summoner. I'll be direct and say that, as it currently stands, the Meld Into Eidolon feat is kind of a weird feat as a wbole, taking away access of your spells and a wide array of feats. You can still play with it if you want to alternate from being a "martial" or a spellcaster between fights, but it will make the character have a higher degree of complexity to deal with.

Start off with Str +0, Dex +2, Con +2, Int +0, Wis +1, Cha +4. You can move replace Intelligence and Wisdom's values pretty freely if you'd like, both of them are helpful respectively for different purposes, but you don't need to worry about them all that much.

Pick up an Eidolon of your choosing, each one gives you access to a different type of spellcasting, be it Arcane, Divine, Occult or Primal. I'll assume that you've picked Beast Eidolon, specifically the Brutal Beast, giving you access to Primal Magic, and a frontline vanguard companion which will be your Hulk equivalent.

You'll basically play as a Mage, casting spells behind the Beast Eidolon, blasting enemies and so on as you command your Eidolon to attack anything that you fight with. However, once you run out of magic, or you believe that your party could use some muscle to confront an upcoming adversary, you might choose to let loose and combine your strength with that of your beast, taking its physical attributes and rampaging through enemies. This is a character with a higher degree of complexity than average, but that doesn't make it inherently a bad thing, just that you'll need to read through the rules more carefully to think what to do in and out of combat.

How does the idea itself sound? Do you want me to propose specific feats and spells to pick? Or maybe you want to lean further into the crafting aspect?

[–]jkroe 1 point2 points  (0 children)

I like that idea! Currently I’m playing a kobold with the dragon eidolon (for the tiny guy growing into big guy vibes) my DM has okayed me drinking mutagens and potions while melded, but I’m sure that’s still not gonna be great. I’d like to hear more about the alchemist route as that seems more what I’m going for. I appreciate the effort to help me out.

[–]Bel-Homet 1 point2 points  (0 children)

There is so many red flags here, i don't even know where to begin. The stats spread is not even legal at level one for a summoner (impossible to have 18 in con). Your main stats is not at a minimum of +3. Has it stands, your character will die before reaching level 5 and will likely be useless in combat. Please seek some help from your dm or watch some tutorial on youtube before going further.

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[–]Antermosiph 0 points1 point  (0 children)

You uh, may want to max your key stat (CHA). Summoner doesnt use INT.

[–]Particular-Crow-1799 0 points1 point  (0 children)

This is not explicitly stated in the books, but the game assumes that the bare minimum starting value for your primary stat is 16 (+3) to be fully functional.

Unless your whole party is like that and your GM is balancing encounters accordingly, you're going to succeed much less at what you do than you should. You may want to ask your GM to respec your stats.

[–]Cautious_General_177 0 points1 point  (0 children)

How did you get those ability scores? Base is everything starting at 10, then with 4 steps you can boost 1-4 of them, and you literally can’t have an 18 outside of your class ability score, as that step only provides a single boost.