
MRblahface |

I am going to be joining a game where I am a gnome Summoner starting at lv one. I had to roll for stats and I placed them in the following locations.
STR: 10 (-2)= -8
DEX: 10
CON: 11 (+2)= 13
INT: 16
WIS: 11
CHA: 16 (+2)= 18
Was that good? For my Feat I chose Improved Initiative.
for my Eidolon he is a Quadruped (which I will ride) with the Mount,Improved Natural armor, and tail evolutions.
My skills are, Knowledge planes 7, Linguistics 7, ride 3, spell craft 7, and use magic device 9. And the Eidolons are Planes 0, perception 4, survival 4 and swim 6. My feat is improved Initiative and his is Deep Sight. As power goes how is my Eidolon? How is my character? How should I handle offense? I have clubs and what not. I just don't know what to do about that, I was thinking just using either the clubs or use Wands when I can afford them? any help would be help full!

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Nothing particuarly wrong there. Remember you're first level... experiment and just settle that you'll suck like all first levels do. :)
Remember your other tools as well, your spells and your summon monster spell like ability which lasts for 10 rounds at first level and only takes a standard action to cast. Your eidolon is a powerful tool but not the only one in your arsenal.

Maerimydra |

Because of your low Strength and Dexterity scores, I would suggest you to use the Aid Another action in battle when you're out of spells and better options. In this way, you can help one of your allies, or your eidolon, to hit the bad guys. Even if you're not good in melee combat, remember that you still give to your buddy (and to yourself) a +2 bonus on attack rolls when you're flanking with him. I suggest you to buy some alchemist's fires, this will help you in hitting the bad guys despite your low Dexterity score, because ranged touch attack are easy to succeed.
Have fun!

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I am going to be joining a game where I am a gnome Summoner starting at lv one. I had to roll for stats and I placed them in the following locations.
STR: 10 (-2)= -8
DEX: 10
CON: 11 (+2)= 13
INT: 16
WIS: 11
CHA: 16 (+2)= 18Was that good? For my Feat I chose Improved Initiative.
for my Eidolon he is a Quadruped (which I will ride) with the Mount,Improved Natural armor, and tail evolutions.
My skills are, Knowledge planes 7, Linguistics 7, ride 3, spell craft 7, and use magic device 9. And the Eidolons are Planes 0, perception 4, survival 4 and swim 6. My feat is improved Initiative and his is Deep Sight. As power goes how is my Eidolon? How is my character? How should I handle offense? I have clubs and what not. I just don't know what to do about that, I was thinking just using either the clubs or use Wands when I can afford them? any help would be help full!
I would suggest you beef up some of your physical traits. Summoners need to fight with the eidolon. By itself it's not strong enough to handle everything. Which is why dislike having gnome summoners mechanically because of the STR penalty.
I would also consider dropping the CHA to 10 (with your +2 pushing to 12) because many summoner spells do not need high DC. They have a few debuff spells, but for the most part, it's buff spells. It can be dispelled, but since Dispel Magic has been nerfed, it cannot get rid of all of your buffs at the same time anymore.
And finally, it depends a lot on your party make up. If you have lot of melee, then it's not as important for you to be able to fight. Summoner's lives are much easier with a cleric since the summoner cannot easily heal his eidolon early on (2 spells at level 1 isn't really enough, even with a high CHA for bonus spells). Quadruped and bipedal are better forms for eidolons. Serpentine isn't as good later for fighting (pounce is really good for quad, and wielding magic weapons is also really good for bi).
And remember a summoner cannot replace a full caster like wizard for skills and casting power. It's an unique class with lots of fun things about it, but also suffers from lots of stupid rules and lower power output than full casters (overall, but most aren't as good as full casters) or optimized fighters (for damage).

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Take a look at:
STR: 10 (-2)= -8
DEX: 16
CON: 11 (+2)= 13
INT: 16
WIS: 11
CHA: 10 (+2)= 12
Feat: Mounted Combat
Weapon: Long Spear
Skill: a point in Ride
Evolutions: Claws(legs) instead of tail.
Now, you are +7 to Ride, and make an immediate ride check against what an attacker rolled to negate one attack at the eidolon per round. It becomes your (d20+7) vs. (d20+their to hit). So, you start a little ahead, but a 55/45 chance to not take damage is nice. Since it is an immediate response action outside your turn, it does not cost you your attack actions. The long spear also gives you reach. Next level, you add reach(bite) for the eidolon, and you both can attack at the 10' range. You carry a quiver of short spears to throw for short ranged attacks, those will benefit from the dex bump. a light crossbow is also a useful weapon because it will not take the str penalty.
The dex bump gives you back 3 of the 4 initiative that you lost by changing feats. You dont need more CHA as a stat until 7th level, and by that time, you will have had one stat increase, and could afford an item to increase it as well.
Deep Sight is a nice feat for the eidolon, but I kind of like Combat Reflexes. Once it has the reach evolution, the Combat Reflexes becomes sweeter. The size and shape of the eidolon is unfamiliar enough that opponents will not automatically know if it has reach, and the GM should be playing the mooks as assuming it doesn't. It is not a static monster that a knowledge check can determine it's fighting prowess easily.
Evolutions: Claws(legs) gives you a bite/claw/claw full attack. The tail requires adding a tail slap evolution too before you were able to do bite/tail slap. So, this give you more attack opportunities.
Eidolon Skills: Acrobatics needs to be on his chosen class skill list. That, combined with the Skilled(Acrobatics) evolution when you can fit it in allows him to dance through threatened square avoiding attacks of opportunity easily.
As you level, Skill Focus(Ride) will give you an extra +3 if you have been using it in the past successfully. After 10th level, Animal Affinity would bump that another +4. A bit feat intensive, but may be worth it to negate damage.
Spells: Mage Armor is always good to cast on the eidolon. Wear a chain shirt for yourself because you have so few spell slots to start. Expeditious Retreat is very interesting, as your eidolon will then move 70' as a base move. Since you are riding it, it wouldn't get out of range in a double move. Buy a couple scrolls of mount for emergencies when your buddy disappears. Grease is always good as a spell. Shield will allow you to bump ACs high, but it is a grab later spell.

erik542 |

I would suggest you beef up some of your physical traits. Summoners need to fight with the eidolon. By itself it's not strong enough to handle everything. Which is why dislike having gnome summoners mechanically because of the STR penalty.
Just don't make it a glass cannon and go for the more controlling combat maneuvers early. Between trip and grease, you should be able to make through the first few levels. As far as flanking, if you really need it, you can just stand on the other side and take full defensive. The summoner needs to take advantage of what only they uniquely has access to: really high combat maneuvers. Making your eidolon a mount while pumping that ride skill is good also.

Maerimydra |

Quote:I would suggest you beef up some of your physical traits. Summoners need to fight with the eidolon. By itself it's not strong enough to handle everything. Which is why dislike having gnome summoners mechanically because of the STR penalty.Just don't make it a glass cannon and go for the more controlling combat maneuvers early. Between trip and grease, you should be able to make through the first few levels. As far as flanking, if you really need it, you can just stand on the other side and take full defensive. The summoner needs to take advantage of what only they uniquely has access to: really high combat maneuvers. Making your eidolon a mount while pumping that ride skill is good also.
Or use Fighting on the Defensive coupled with the Aid Another standard action instead of Total Defense. I must admit that I'm not sure if you can flank an opponent while using Total Defense, since you can't make Attacks of Opportunity in Total Defense (CRB 186). Because of that rule, my interpretation is that you can't give flanking bonus to your allies while using Total Defense, since you don't threaten any square.

erik542 |

erik542 wrote:Or use Fighting on the Defensive coupled with the Aid Another standard action instead of Total Defense. I must admit that I'm not sure if you can flank an opponent while using Total Defense, since you can't make Attacks of Opportunity in Total Defense (CRB 186). Because of that rule, my interpretation is that you can't give flanking bonus to your allies while using Total Defense, since you don't threaten any square.Quote:I would suggest you beef up some of your physical traits. Summoners need to fight with the eidolon. By itself it's not strong enough to handle everything. Which is why dislike having gnome summoners mechanically because of the STR penalty.Just don't make it a glass cannon and go for the more controlling combat maneuvers early. Between trip and grease, you should be able to make through the first few levels. As far as flanking, if you really need it, you can just stand on the other side and take full defensive. The summoner needs to take advantage of what only they uniquely has access to: really high combat maneuvers. Making your eidolon a mount while pumping that ride skill is good also.
You threaten all squares into which you can make a melee attack, even when it is not your turn
You're still threatening them because you can make an attack into their square, you just are choosing not to; flanking only requires threatening their square.

james maissen |
I am going to be joining a game where I am a gnome Summoner starting at lv one. I had to roll for stats and I placed them in the following locations.
A few questions:
Why gnome?
Why a 16INT?
Perhaps consider the following: A halfling with 18DEX/CHA that uses a good deal of stealth.
You can have plenty of mounts as a summoner, don't pay to let your eidolon be one.
-James

MRblahface |

MRblahface wrote:I am going to be joining a game where I am a gnome Summoner starting at lv one. I had to roll for stats and I placed them in the following locations.
A few questions:
Why gnome?
Why a 16INT?
Perhaps consider the following: A halfling with 18DEX/CHA that uses a good deal of stealth.
You can have plenty of mounts as a summoner, don't pay to let your eidolon be one.
-James
I rolled what I rolled and just thought that the summoner was a caster and needed the CHA boost. Also I never played a Gnome before, and didn't read the Half-ling. The Int was for Skills and I had no idea where else to put it.

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I would suggest you sit down and think about what concept you want to play and focus on what you want to play rather than getting whatever grab bag the forum posters feed you.
If you wanted a gnome riding the eidolon I've seen some interesting mounted charger builds. Charging with a lance on a mount that has pounce can make for some pretty impressive first round damage. The gnome would spend the non-charging rounds doing aid another for the eidolon or casting.
Once you figure out what you want to do then you can ask for more specific advice.

Maerimydra |

I would suggest you sit down and think about what concept you want to play and focus on what you want to play rather than getting whatever grab bag the forum posters feed you.
If you wanted a gnome riding the eidolon I've seen some interesting mounted charger builds. Charging with a lance on a mount that has pounce can make for some pretty impressive first round damage. The gnome would spend the non-charging rounds doing aid another for the eidolon or casting.
Once you figure out what you want to do then you can ask for more specific advice.
I agree with Ogre, if you want to play a gnome, play a gnome, don't play an halfling just because people tell you that halflings are better than gnomes. Beside, roleplaying a gnome is not like roleplaying an halfling, so the combat mechanics are not the only things you have to consider.

james maissen |
I agree with Ogre, if you want to play a gnome, play a gnome, don't play an halfling just because people tell you that halflings are better than gnomes. Beside, roleplaying a gnome is not like roleplaying an halfling, so the combat mechanics are not the only things you have to consider.
Honestly I agree with Ogre as well. You'll note I asked why, rather than saying 'don't do this'.
Sometimes people make choices with very little to back them up. Then for whatever reason find themselves locked into them.
If the OP wanted a very smart PC, a ton of listed skills or something else for the 16INT that's one thing.
If it was a general 'I think I want to have a bunch of skills' without really sitting down to figure it out, then he's likely wasting his only other decent ability.
Personally with his stats, he's not going to shine in combat. He could, however, afford to do the following:
STR 9 (11-2)
INT 10
WIS 10
DEX 18 (16+2)
CON 11
CHA 18 (16+2)
And play a halfling PC that lurks/hides around while buffing/casting.
Stats would boost CHA each time.
Skills would be: Stealth & Diplomacy (or Bluff take your pick), favored class would include some dips for ranks in skills such as UMD, handle animal, and fly.
These are the stats of someone that doesn't want to be in direct combat as a summoner.
-James