Thinking about quitting PF2e


Advice


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Years ago we finished up Kingmaker (Pathfinder 1st edition). We are a combat heavy group. I played an Elven Summoner named Harm that hated everyone except Elves. This included party members. He extra-hates gnomes. It was a really fun campaign.e and the gnome Oracle had a lot of fun. Ran him up to 18th mainly summoning devils and demons. My most favorite character in over 25 years of playing. Fast forward to now, our GM has a plan and wanted us to convert our characters to PF2e. Holy crap, summoners suck, a lot. Harm could summon pairs of demons at a time and then start blasting. I can't make anything close that is powerful enough to pull off "being Harm". All the spellcasters I've built are useless for combat. Trying a Bard because they have a lot of spell slots. Im sorry, but buffing/debuffing isn't fun. Being in a long hallway and dropping a megalodon on the bad guys and killing them is fun. We are a party of 4. The Swashbuckler was doing >200 damage per round. I was doing about 40. Felt useless. This was our second game using the new characters. I took a good bit of damage and didn't even care. If it had been old Harm he would have cast Dragon Form and bulked up. Even that spell is nerfed in 2e.

Sorry, just needed to rant. Sad what they did to spellcasters.


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Both Pathfinder 1st Edition and Pathfinder 2nd Edition are good roleplaying systems, but they have different styles. PF1 is best for playing powerful characters. PF2 is best for using clever tactics. If you love the powerful characters--it really sounds like you do--then stick with PF1. Paizo wrote plenty of adventure paths and modules for PF1, so the material can last for many years of game sessions, despite Paizo not writing any more.

Currently, my wife and younger daughter are playing in both my PF2 Strength of Thousands campaign and another GM's PF1 Tyrant's Grasp campaign. They like both.


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Summoning pretty much ruined in PF2 for combat. They made summoned creatures way too weak to be useful in even mook combats past the low levels.

Summons and eidolon are ok in PF2. You will have to accept the lower power level across the board.

If you want to power up the game a little, talk to your group about using dual class. Dual class gives a little bit of the power missing from PF2 while not breaking the game.


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I'm someone who enjoyed the old broken casting of PF1. In PF2, I find I have a better time with classes like Thaumaturge or Commander - martials with a few interesting tricks.

The big exception is illusions. PF2 has great illusions that are generally much better than what I'm used to in PF1. Sustaining an illusion no longer eats up your whole turn, illusions all have built-in protections against low-ranl detection, there are specific illusion spells for faking creatures (although they do need a little work with the GM for various uncertain points), and turning things invisible is an incredibly versatile trick with a great duration off a low slot.

That said, I would definitely avoid converting characters. Whatever character you made was made to be as enjoyable as possible in a different system, so they'll almost always feel worse than a character made for this system.

And hey, if PF2 isn't for you, that's okay.


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A) While they share a lot of DNA, PF1e and PF2e are two fairly different games with different priorities. There's not going to be a 1-to-1 translation for some things.

2) Summoner, specifically, was one of the more busted PF1e classes. It had the absolute best pet in the game, 6th level spellcasting full of buffs, and additional free spells for further summoning. It snapped the action economy over its knee. If that's what you're looking for in PF2e, you're going to be disappointed as PF2e is considerably more balanced.

-) It's fine to bounce off PF2e, a lot of the old guard did and that's fine. That said, try some of the other classes. I bet the swashbuckler you mentioned is having a great time not being completely overshadowed in combat by spellcasters.


As has already been said, trying to directly port a character from 1E to 2E is a huge headache. I speak from experience that trying to help my players do such just results in a lot of friction on both our ends. If your GM wants to try PF2E, you're probably gonna have the most fun time trying to take it for what it is, and not try to put PF1E square pegs in the PF2E round hole. I'd recommend trying new characters, searching the game for something that appeals on its own merits, and playing from there.


The guy playing the swashbuckler was way OP in PF1. Heck the Oracle was way OP as well. In PF2e they are still very useful. Pretty sure the if the Swashbuckler beat me on initiate, he could kill me in one round.

My PF1 character could let my PF2e character attack for a few rounds and then kill him without worry. Spent hours and hours building characters, optimizing and trying to make something fun. The best I can do is pitiful damage and an Eidilon that can hit 1/6 of the time and does pitiful damage for something 18th level.

After a long week of work, gaming is supposed to be fun. This is not. I don't mind overly complicated (had spreadsheets built to keep track and run summons) when there is a payoff and my character is being useful. But this is complicated and my my usefulness is taking damage and debuffing something so someone else can kill it. Not fun or rewarding.


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...Eidolons should be perfectly competitive with swashbucklers in combat. Slightly lower damage to compensate for your spellcasting, but not by that much. Did you remember to use any of: Boost Eidolon, Void Warp, Vitality Lash alongside your Eidolon attackign twice? Did you remember that the Eidolon gets the ebenefits of weapon and armour potency/striking runes from you? Did you remember you have 4 actions total between the two of you?

The Eidolon should have exactly the same to-hit as a same level swashbuckler, if it doesn't you must have forgotten to apply or buy potency/striking runes and/or forgotten the ability boosts it gets from your class features. PF2e is a very tightly constrained game.

I double checked to make sure: Demon Eidolons can start with Dex 18 or Str 18. They get 4 ability boosts every 5 levels, same as all characters, and not the same boosts as the Summoner, so you can toss them all into Str. At 17, they get a final +2 (equivalent to an apex item) for free. They also get expert at 5th and master at 13th, again same as swashbuckler. And greater weapon spec at 15th. It isn't possible for you to be hitting lower than the swashbuckler.


Just realized that I was giving my Eidilon 4 actions as well as 4 for my Bard each round. Not that it mattered because the Eidilon couldn't hit. But that makes the builds usefulness even less.


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... How are you playing an Eidolon while playing a Bard? Like, you're performing so many rules violations I can't tell if the problem is with the feel of the SUmmoner or whether nobody was following the rules


I had runes on the Eidilon. He just couldn't hit. Heck, he was attacking 3 times each round but the damage is way weak. He hit twice (the entire gaming session) and both were single digit damage.

We're using Pathbuilder 2e. Could that be part of the problem?


Ryangwy wrote:
... How are you playing an Eidolon while playing a Bard? Like, you're performing so many rules violations I can't tell if the problem is with the feel of the SUmmoner or whether nobody was following the rules

Apparently I was taking double the amount of actions I was supposed to.

There is a build where a Bard can take an Eidilon.


Jason Chapman 97 wrote:
Just realized that I was giving my Eidilon 4 actions as well as 4 for my Bard each round. Not that it mattered because the Eidilon couldn't hit. But that makes the builds usefulness even less.

According to Pathbuilder thats all he could do.


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Jason Chapman 97 wrote:
Just realized that I was giving my Eidilon 4 actions as well as 4 for my Bard each round. Not that it mattered because the Eidilon couldn't hit. But that makes the builds usefulness even less.

The best way to attack with an eidolon is for the eidolon to attack twice and the summoner to use a save cantrip like electric arc or frostbite.

MAP is not helpful.

Not sure how long you been playing PF2, but once you learn to min-max PF2 style you will find the game more enjoyable.

It's much, much easier to run. So your DM will like that aspect. Much less broken and more balanced.

It takes some getting used to. I know my group wasn't happy at first, but they eventually adapted.

I really hated casters at first until I played a druid. The six hit point casters in PF2 other than the sorcerer are not great. All these years later the 6 hit point casters still don't feel great other than the sorcerer.

The 8 hit point casters seem to have everything form more hit points, better casting stats, on top of equal spellcasting ability with often better feats.

Just be glad you don't love wizards. Summoner in PF2 is better than the wizard once you learn to min-max it and use that great action economy.


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Jason Chapman 97 wrote:
Ryangwy wrote:
... How are you playing an Eidolon while playing a Bard? Like, you're performing so many rules violations I can't tell if the problem is with the feel of the SUmmoner or whether nobody was following the rules

Apparently I was taking double the amount of actions I was supposed to.

There is a build where a Bard can take an Eidilon.

You're playing the summoner archetype? that archetype is terrible. You don't even get act together. If you're playing the archetype, no wonder you are awful. The summoner archetype is one of the worst archetypes in the game. Get rid of it and take bard feats or rogue archetype. Do not ever take the Summoner Archetype. It is super terrible.


Like, mathematically speaking: At 18th level, both the eidolon and the swashbuckler should have a 23 in Str/Dex, which gives you +6 from attribute. Both are Master in attacks, so total of +24 proficiency. You should have a +3 greater striking weapon. In total, both have a to-hit of +33 before circumstance/status bonus.

Now let's look at damage. Baseline, assuming the Swashbuckler maxes out Str, they have +5 Str (remember, their KAS is Dex!) and are limited to a d8 weapon. They do get to stack three elemental damage runes for +3d6, plus GWS so their base Strike is, hmm, 3d8+3d6+11. Now, the Swashbuckler is an odd duck, because every turn they need to commit one action to gaining panache and only one action can be spent on a finisher. So they're making 2 attacks, one with +6 precision damage and one with +6d6. So, assuming both hits, they're dealing 6d8+12d6+28 damage? 97 damage per turn. 47 more they manage to AoO or Riposte while panache is up. Assuming they use a deadly weapon like a rapier and Deadly Grace, if one crits and rolls high it's possible to hit 200 damage? But that's, like, not very likely.

Now your demon! You could decide to do a funny and pick a d6 main weapon, I guess. You don't have elemental damage so it's 'just' 3d6+12. And then I'll assume you use the most basic, dialed in thing and do Boost Eidolon for another +6 damage. Each Strike now deals ~29 damage, and unlike the Swashbuckler you don't need to gain panache, so you can make three of this plus AoO! And that's just the floor of Summoner optimisation.

Edit: I was wrong, Eidolons get property runes. Your attacks can deal 3d8+3d6+12 like the swashbuckler.


Basically, if you want to play the guy who sticks a demon on people and laugh, be a full-time Summoner. Your eidolon hits for the same as any other martial if you cast Boost Eidolon, and you can do the Strike+save cantrip that's the holy grail of raw damage (because save spells don't up your MAP).

Or you can stick to being a Bard. Bards have crapton of damage! You just have to be willing to cast the big dmage spells from your 8th and 9th ranked slots. Wail of the Damned is 8d10 plus drained 1d4. Phantasmorgria is 14d6, confuses, and targets whoever you want. If you want to keep the feel of summoning demons, Unholy Army gives you a wide variety of demons to summon for 2 rounds that deal very good damage and comes with a lot of very useful effects.


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Pathfinder Adventure Path Subscriber

I think it is really challenging to convert to PF2 in the middle of a campaign that has hit 18th level. Is there a reason your GM decided to jump now and not finish the campaign and then start a new PF2 campaign at low level?

There are just so many things that are different about the games, especially at high level, that if you try to jump right into high level play it is very easy to miss stuff and not realize that certain spells that used to be good for certain things are not, while other types of spells, which used to feel underwhelming, are much better now. This is in addition to the fact that it seems you built a bard character who is dressed up as an summoner, but don't really want to play to support your allies, but rather boost your own summons/eidolons, which is really difficult to do action economy wise (the summons from spells act when you summon it and your songs don't kick in until you do them again, and your archetype eidolon is not a great combat ally, as it seems you have discovered).

It is kind of like wanting to play a high level damage-oriented gish in PF1 by putting half your levels into Fighter and half your levels into wizard instead of building a Magus or picking up prestige classes that advance spell casting and BAB.


Unicore wrote:

I think it is really challenging to convert to PF2 in the middle of a campaign that has hit 18th level. Is there a reason your GM decided to jump now and not finish the campaign and then start a new PF2 campaign at low level?

There are just so many things that are different about the games, especially at high level, that if you try to jump right into high level play it is very easy to miss stuff and not realize that certain spells that used to be good for certain things are not, while other types of spells, which used to feel underwhelming, are much better now. This is in addition to the fact that it seems you built a bard character who is dressed up as an summoner, but don't really want to play to support your allies, but rather boost your own summons/eidolons, which is really difficult to do action economy wise (the summons from spells act when you summon it and your songs don't kick in until you do them again, and your archetype eidolon is not a great combat ally, as it seems you have discovered).

It is kind of like wanting to play a high level damage-oriented gish in PF1 by putting half your levels into Fighter and half your levels into wizard instead of building a Magus or picking up prestige classes that advance spell casting and BAB.

Allies? You mean those non-Elven creatures that keep following me around? F those guys. ;)

Using pathbuilder, I built 5 summoners, 2 wizards, a sorcerer and 2 bards. On paper, the current bard has the best numbers.The bard seemed to have much more spell utility than the straight wizard. Doing the eidilon route was the only way to get a decent amount of hitpoints (222). My 1e summoner had almost that much as base.

We finished the campaign with this party years ago. The GM wants to bring those characters back but in PF2e.

As far as playing a straight summoner, you get 5 spells at 18th. Three 8 and two 9. The 9th level summons last until the end of your next turn. So you get 2 rounds with a 9th level summons? 10d10 being the most damage between the two. That's pretty weak for a 9th level spell. At best, I could summon 5 creatures for a total of 10 rounds of combat. Then be pretty useless after that with some 11d4 cantrips. Or, am I missing something?


Unicore wrote:

I think it is really challenging to convert to PF2 in the middle of a campaign that has hit 18th level. Is there a reason your GM decided to jump now and not finish the campaign and then start a new PF2 campaign at low level?

There are just so many things that are different about the games, especially at high level, that if you try to jump right into high level play it is very easy to miss stuff and not realize that certain spells that used to be good for certain things are not, while other types of spells, which used to feel underwhelming, are much better now. This is in addition to the fact that it seems you built a bard character who is dressed up as an summoner, but don't really want to play to support your allies, but rather boost your own summons/eidolons, which is really difficult to do action economy wise (the summons from spells act when you summon it and your songs don't kick in until you do them again, and your archetype eidolon is not a great combat ally, as it seems you have discovered).

It is kind of like wanting to play a high level damage-oriented gish in PF1 by putting half your levels into Fighter and half your levels into wizard instead of building a Magus or picking up prestige classes that advance spell casting and BAB.

Is there anyway to keep the summoned around longer than 2 rounds?


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It seems to me you really want to play a broken caster and that is simply impossible in PF2e because it was designed to be balanced. There is no secret recipe, no secret builds, except with extreme homebrewing, it will be impossible to make a caster broken like in 1e. If that is not fun for you, it's fine, stick with 1e.


Jason Chapman 97 wrote:

Allies? You mean those non-Elven creatures that keep following me around? F those guys. ;)

Using pathbuilder, I built 5 summoners, 2 wizards, a sorcerer and 2 bards. On paper, the current bard has the best numbers.The bard seemed to have much more spell utility than the straight wizard. Doing the eidilon route was the only way to get a decent amount of hitpoints (222). My 1e summoner had almost that much as base.

We finished the campaign with this party years ago. The GM wants to bring those characters back but in PF2e.

As far as playing a straight summoner, you get 5 spells at 18th. Three 8 and two 9. The 9th level summons last until the end of your next turn. So you get 2 rounds with a 9th level summons? 10d10 being the most damage between the two. That's pretty weak for a 9th level spell. At best, I could summon 5 creatures for a total of 10 rounds of combat. Then be pretty useless after that with some 11d4 cantrips. Or, am I missing something?

Okay, yeah, it definitely sounds like you're missing some things.

- It's specifically incarnate spells that only last until the end of your next turn. Those are just a type of regular spell with summoning flavor.
- Summons are sustained up to a minute. You spend three actions casting one, and it gets two actions that turn. Every turn after that, you need to spend one action to keep it around for another round- the sustain action. When you do, it gets its two actions for the round. One summon spell is supposed to last until the end of the fight, or until the enemy wastes enough damage to kill it. They're low accuracy, but they represent a bunch of health and body to get in the way and flank.
- If you really want to summon creatures, the Master Summoner feat lets you turn one top-rank slot into two summon or incarnate castings.

Also, your eidolon should be hitting more than 1/6 of the time if you're playing a Summoner. I think you'll need to post some specific build stats to clear that one up, but it seems like you might have missed another key piece.


Pathfinder Adventure Path Subscriber

Summons are sustained in PF2. If you spend an action sustaining one, it sticks around until the end of next round, when you can spend an action to sustain it again. Each time you sustain it, it gets to take 2 actions, and at high level you can take the feat effortlessly concentration that lets you sustain a spell as a free action.

But it is not easy to learn the rules of PF2 jumping in at high level is a challenge and gives you a lot of moving parts to try to work through and it becomes easy to blame one when another part might be the underlying issue.


Pathfinder Adventure Path Subscriber

The OP is playing a bard with a summoner archetype.


Pulled up the 18 Summoner and don't see anywhere listed where they can summon other than spells. According to pathbuilder, there are 3 level 8 and 2 level 9 summons. All 5 have "Duration until the end of your next turn". All of the summons have pretty poor damage, especially the level 8 spells.

Is it possible to summon by not using spells?

If my math is correct, I could only keep three summoned critters up if I'm spending 1 action each to keep them here.

The monsters the eidilon was trying to hit needed a roll of 14+. Pretty sure the the had around 300 hp.

Can't paste images so here goes:

Eidolon:

Fist: hit: d20+30 Damage: 3d8+7 +1d6 acid. (maybe his two hits were more than 10, but it was WAY below the Swashbuckler who was critting every round.

Wing: hit: d20+30 Damage: 3d6+7 +1d6 acid

Str +5, Dex +4, Con +5, Int +3, Wis +2, Cha +0
AC 40
HP 222 (shared)

Is there something better to use than pathbuilder?


Unicore wrote:
The OP is playing a bard with a summoner archetype.

Correct. Seemed like it had better spell options. The same amount of hp though.


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Jason Chapman 97 wrote:

Pulled up the 18 Summoner and don't see anywhere listed where they can summon other than spells. According to pathbuilder, there are 3 level 8 and 2 level 9 summons. All 5 have "Duration until the end of your next turn". All of the summons have pretty poor damage, especially the level 8 spells.

Is it possible to summon by not using spells?

If my math is correct, I could only keep three summoned critters up if I'm spending 1 action each to keep them here.

AH. There's the problem. You're missing heightened spells. All of the "summon a creature" spells are lower rank heightened spells. All of the summon spells are at the bottom of the page.

At low levels, you can usually only have one summon up, because the spells cost three actions to cast. At level 16, you can take Effortless Concentration to allow sustaining one of them as a free action. That leaves you with three actions to cast a second summoning spell, and you can have two summons active only spending one action per turn thanks to Effortless Concentration.

Now, it's definitely important to keep in mind that those summons are pretty weak- they're level 13 creatures in fights meant for level 18 characters. Finding useful special abilities, providing flanking, hoping for lucky twenties, blocking space- that's what they do.

Jason Chapman 97 wrote:

The monsters the eidilon was trying to hit needed a roll of 14+. Pretty sure the the had around 300 hp.

Can't paste images so here goes:

Eidolon:

Fist: hit: d20+30 Damage: 3d8+7 +1d6 acid. (maybe his two hits were more than 10, but it was WAY below the Swashbuckler who was critting every round.

Wing: hit: d20+30 Damage: 3d6+7 +1d6 acid

Str +5, Dex +4, Con +5, Int +3, Wis +2, Cha +0
AC 40
HP 222 (shared)

Is there something better to use than pathbuilder?

All right, let's see: 18 from level, 6 from master proficiency, 5 from stats, 3 from weapon bonus. Even before casting any status bonus buffs, you're missing +2 to your attack. You're missing the eidolon specialization damage, so the damage should be higher too. This is for playing an actual Summoner class, right, not Bard trying to fight with an eidolon from an archetype?

If you were trying to use Bard, then I can say that that's definitely the problem- the eidolon from an archetype is really only going to be useful outside of combat.


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Jason Chapman 97 wrote:
Is it possible to summon by not using spells?

Not really. You could use a scroll, wand, or staff, but that doesn't increase your abilities. As Deriven said, summoned beasties aren't that powerful at high levels in PF2E.

The "minion master", in general, is just not a theme supported well by PF2E. IMO your best bet for enjoying PF2E is maybe exploring a different character concept.

Quote:
If my math is correct, I could only keep three summoned critters up if I'm spending 1 action each to keep them here.

You won't even be able to get two without some weird tricks. Round 1, summon something. Round 2, you can't 1-action sustain that summon at the same time you 3-action summon a second one.

Quote:
it was WAY below the Swashbuckler who was critting every round.

Yes, for two reasons.

1. The swash has some damage-increasing class features, because attacking is it's main thing. You don't, because you're a Bard with a Summoner archetype. Casting is your main thing.
2. The archetype Summoner's eidolon does not advance in weapon proficiency like a martial. The Swash gets L5 expert then L13 master, while your eidolon gets L12 expert IF you take the specific archtype feat. So at L13+ your eidolon is at least 10% behind the swash on it's hit and crit chance, maybe 20% behind if you didn't take the feat...maybe even more, if you are not keeping a runed weapon up.

Those many more spell slots you liked by picking Bard? It means your eidolon does not fight as well as a martial, or even as well as an eidolon from a main class Summoner.

Quote:
Is there something better to use than pathbuilder?

Pathbuilder's great. Your expectations for what summons and archetypes add are too high.

A general rule of thumb for PF 2nd edition is that no secondary combat 'thing' (archetype, companion, summons, single action add-on attacks, sustained spells, etc.) will ever match your main combat 'thing' (for a bard: casting a spell). The system is kinda intentionally designed to prevent that sort of 'easter egg'-based character building.

So when you decide on what you want your concept to be, then be that thing. Take an appropriate class for the concept. Don't try to take a completely different class and back-door your way into a wildly different concept. A bard with archetype X will make you a really good bard and a meh X.


Jason Chapman 97 wrote:


Is there anyway to keep the summoned around longer than 2 rounds?

Those are incarnate spells I'm talking about - search Archive of Nethys with the Incarnate tag. They only last two rounds but get to be a lot nastier as a result. Proper summons are always going to be a bit naff due to their unbounded ceiling, but do you really need more than two rounds of a demon army?


Pathfinder Adventure Path Subscriber

One issue could be that classes in PF2 have a shtick and if you are not interested in doing the class' thing, then you are leaving a lot of the given power to that class on the table.

@Jason Chapman 97, If you want to have your character's thing be to have powerful allies (that are your minions and not other players) on the table, and to mostly use your actions supporting those creatures while they do your fighting for you, it is probably better to consider a Summoner main class with potentially either a bard archetype (if helping that creature fight well is your main priority), or a Companion archetype, like Beast Master.

Lower rank spell slots are not what they used to be and you can easily use scrolls for most of the things that you would use the missing slots from summoner to cast as a bard. Scrolls of the low rank spells are dirt cheap at high level. With a bag of holding you can have tons of them in reserve and start combat with one in hand that you know you want to cast.

Since you don't want to help buff your allies, if you want to attack with minions, consider using spells that debuff your enemies instead. For example, Dirge of Doom is a good debuffing bard composition cantrip to use that technically benefits all your allies, but doesn't have to feed into your characters desire not to directly buff allies.

Prioritizing more spell slots to cast more summoning spells is very unlikely to fufill your desires to dominate encounters and do as much damage as your martial allies. The only ranks that matter at all for summoning spells are your top ranked slots really, which is why the summoner doesn't have lower rank ones. Doing little utility and exploration tricks with low ranked summons works very well, but not for combat.


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Jason Chapman 97 wrote:
Unicore wrote:
The OP is playing a bard with a summoner archetype.

Correct. Seemed like it had better spell options. The same amount of hp though.

Less HP with the same CON. Bard is an 8HP class and Summoner is 10HP. Better spell options, but Summoner is really Eidolon focused and a lot of its power comes from there. As someone else mentioned: Summoner Archetype is awful, the one you get as a Bard in no way compares to the one an actual Summoner has. No one should take Summoner Archetype, ever.

One of my Ruby Phoenix games (a level 11-20 campaign) had a Summoner in it. He was awesome. His Eidolon was large size (huge with Evolution Surge), flying around, tripping everything in sight and then taking an attack of opportunity when it tried to get up. As they share HP, the Summoner could stay in the back shooting cantrips and spells as needed, and healing himself to also heal the Eidolon. He was very effective. He never cast a summon spell at any point in the campaign.

You're running into the main issue trying to start PF2 at high level: there are a lot of details tripping you up that you aren't aware of because you didn't learn them as you were progressing. You'll need some help to catch those details with your GM or us. :)

An actual Summoner has 4 effective actions a turn base (more than anyone else), can split them up between caster and eidolon (so if the Eidolon is confused or dominated you just don't give it actions), can be in two places at once, gets two exploration activities at the same time (because the Eidolon also gets one), and can effectively take two strikes and a save based cantrip every turn. The damage is solid. Grab a staff and some wands/scrolls for extra spells, and focus your slots on things that are high impact (like Moment of Renewal, the best heal in the game if you're Divine/Primal).

Summoning as in "summoning spells" is actually better on other classes due to more slots. Those spells are all 1 round sustained duration, so you can spend an action to keep them going for 10 rounds. The ones that last 2 rounds are "Incarnate" spells and are not summons the way you're thinking of them.

Summoner and Eidolon share weapon and armor runes, so you'll want to get handwraps of mighty blows and get runes on them, or get runes on your staff and invest it so your Eidolon gets those attack bonuses. But with those, the Eidolon's to hit is in line with martial classes. If you're missing everything as a Summoner, you're doing something wrong. (Unlike Bard with Summoner Dedication, where your Eidolon lags far behind. As said: this is a trap, don't do it.)

Bard as a spellcaster is really good, but it's strength is in its buff and debuff magic. If you want to do lots of damage, Sorcerer and Oracle are better at it (and also have even more spells).

And yeah, converting a beloved character from PF1 is hard. I can't make my favorite character in PF2 (my bard Yulia Brightmoon) because the class just works so differently that it doesn't feel the same.


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Jason Chapman 97 wrote:

Years ago we finished up Kingmaker (Pathfinder 1st edition). We are a combat heavy group. I played an Elven Summoner named Harm that hated everyone except Elves. This included party members. He extra-hates gnomes. It was a really fun campaign.e and the gnome Oracle had a lot of fun. Ran him up to 18th mainly summoning devils and demons. My most favorite character in over 25 years of playing. Fast forward to now, our GM has a plan and wanted us to convert our characters to PF2e. Holy crap, summoners suck, a lot. Harm could summon pairs of demons at a time and then start blasting. I can't make anything close that is powerful enough to pull off "being Harm". All the spellcasters I've built are useless for combat. Trying a Bard because they have a lot of spell slots. Im sorry, but buffing/debuffing isn't fun. Being in a long hallway and dropping a megalodon on the bad guys and killing them is fun. We are a party of 4. The Swashbuckler was doing >200 damage per round. I was doing about 40. Felt useless. This was our second game using the new characters. I took a good bit of damage and didn't even care. If it had been old Harm he would have cast Dragon Form and bulked up. Even that spell is nerfed in 2e.

Sorry, just needed to rant. Sad what they did to spellcasters.

PF2 is balanced very different from PF1. in PF1 casters ruled/ruined everything with their high level magic. Magic in PF2 has been reigned in quite a bit. It is still very useful, but it doesn't out scale what non-magical characters can accomplish comparatively, for the betterment of the overall system.

You're not wrong for liking what you like, but plenty of people like the new balance of PF2, and it's a much better system to be a GM in than PF1.

From a practical standpoint, I like to tell people that they shouldn't think of PF2 as the same game...because although it has the "same" lore (mostly, some stuff has changed) and it is a D20 system....but beyond those very high level concepts practically nothing is the same.

If you enjoyed the crazy high power levels and especially the overwhelming dominance of magic in PF1, nothing in PF2 will satisfy you. It's that simple.

If you want a more balanced game where casters and non-casters are relative equals with niches that each excels at, and is a easier more consistent game to run then PF2 is a great game.

It personally took me a long time to adjust from PF1 being used to being a crazy powerhouse as an individual character to learning to work as a team and learning not to try to solo a boss enemy, because it would only lead to disappointment.


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moosher12 wrote:
As has already been said, trying to directly port a character from 1E to 2E is a huge headache. I speak from experience that trying to help my players do such just results in a lot of friction on both our ends. If your GM wants to try PF2E, you're probably gonna have the most fun time trying to take it for what it is, and not try to put PF1E square pegs in the PF2E round hole. I'd recommend trying new characters, searching the game for something that appeals on its own merits, and playing from there.

I've had some moderate success converting characters when I ask myself what their absolute core gimmick or feature is. Sometimes it's in their mechanics, and sometimes it's in their high concept. Then I'll try to make a character in 2E that fits that specific thing as closely as possible.

My 3.5/PF1e dry lich cleric, Drybones Jones, wound up being an elemental sorcerer with the mummy archetype in PF2E, for example. His core thing was blasting people with gnarly spells, and hating water. I made him a sorcerer with the primal list, which has the most on-theme blasting spells, and asked a GM if I could convert the mummy's fire weakness to a water weakness, perhaps increasing that weakness because Water is a less frequent trait to put on damage than Fire. The Remaster has thrown a rench into that character concept because I don't know how to poach Harm anymore--Crossblooded Evolution works very differently now--though Drybones may work better as a mystic now, instead, or possibly an oracle. I'll have to revisit him sometime.

Dark Archive

I'd say for one last shot, try to get your GM to run using proficiency without level. It's probably the only way to get closer to what you want with summons. It can make games more swingy however.

Cognates

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Yeah you're just not getting pf1e levels of caster power in this system. It's kind of one of the goals of the system, to not have that.

That being said, it really sounds like your DM set you up for failure here. Learning to play the system at 18th level whilst trying to play a character that's radically changed between systems sounds like hell.

If you haven't been completely put off when you're going into a new campaign I would encourage you to keep an open mind. I personally find it a lot more rewarding than pf1e because it's not enough to blast something down with an absurd build, because absurd builds don't really exist. You have to work more with your party, and I really enjoy that.

If that doesn't sound appealing, it's probably not the system for you atm.


Tridus wrote:
Summoning as in "summoning spells" is actually better on other classes due to more slots.

I would love summoning on a Summoner, if the level of the summoned critter was higher. First and foremost, it's very thematic. Mechanically, fewer slots means it's great if you can cast 1 slot spell per combat and then sustain it rather than blasting out a new slot spell every round. Act Together gives you a lot of flex on how to fit in a 1a sustain, and they have that 2-for-1 summon spell feat at L6 which probably nobody takes right now because summons kinda stink, but which would be quite good if they didn't.

So really it's not a Summoner issue; it's that the "Summon..." spells need the level of the summoned creature increased. Something like [Spell Rank -1]x2 would work. That would not be as high level as a character but it would be consistently just a level or two behind.


Everyone, thank you for the comments! Y'all have verified my assumptions. If I have time before next Wednesday I'll try to roll up a sorcerer (again) and see if I can get anything fun out of it.

Is there anything better than pathbuilder2e? Character creation is really overwhelming, especially at 18th.


Jason Chapman 97 wrote:
Unicore wrote:
The OP is playing a bard with a summoner archetype.

Correct. Seemed like it had better spell options. The same amount of hp though.

You're way whacked on the rules then. Summoner Archetype never gets Act Together and doesn't get to use Tandem actions which are the action economy boosters of the summoner. You can't get four actions. You don't get Boost Eidolon as an innate cantrip.

If your DM figures out how the rules actually work, you're going to hate the summoner even more because the archetype is absolutely terrible.

If you are the table of a DM that knows the rules, boy, you would be in for a horrible, horrible time playing the summoner archetype.

Base summoner is ok, but archetype is one of the worst in the game. I hope your DM doesn't read it and see how little you get from it since Tandem Actions improving action economy are the bread and butter of the summoner. You can't take them.

Quote:
Due to your tenuous link, you can't gain or use tandem actions. Because you don't have Act Together, only you or your eidolon can perform an exploration activity at one time, so for instance you couldn't both be Searching or Investigating.

Min-maxing the bard is taking the Maestro muse for buffing and the Polymath must for the spellbook or extra spell.


Jason Chapman 97 wrote:

Everyone, thank you for the comments! Y'all have verified my assumptions. If I have time before next Wednesday I'll try to roll up a sorcerer (again) and see if I can get anything fun out of it.

Is there anything better than pathbuilder2e? Character creation is really overwhelming, especially at 18th.

Sorc is better. Imperial Sorc is the Arcane King now since they nuked the wizard and witch into weakness.

The most powerful, easy to play classes are the fighter and rogue with maybe the barbarian next if you want do hammer damage.

If you want to use something overpowered for PF2, the Starlit Span magus with the psychic dedication and imaginary weapon is about as overpowered as PF2 gets. You do get to massacre enemies with a bow shot from range.


Jason Chapman 97 wrote:
Everyone, thank you for the comments! Y'all have verified my assumptions. If I have time before next Wednesday I'll try to roll up a sorcerer (again) and see if I can get anything fun out of it.

If you want to blast stuff, Sorcerer is great. If you take Oracle archetype you can get some useful extra stuff like Foretell Harm, too.

Quote:
Is there anything better than pathbuilder2e? Character creation is really overwhelming, especially at 18th.

Wanderer's Guide is the other free builder. I'm not sure it's better, but it's laid out differently and might suit you better.

Pathfinder Nexus and Hero Lab Online are both paid options, and given that you're not sure you are interested in the system right now, I really can't recommend spending a bunch of money on them. Pathbuilder is the go to because it's "good enough" for most folks and doesn't require spending a bunch of money to get going.

High level play has a lot going on, and you're playing on hard mode trying to start there. I'd really suggest something lower level. I had new players starting at 11 and that was a challenge, and 18 is even higher!


Pathfinder Adventure Path Subscriber

Personally, with how easy buffing is in PF2, I don’t think level -3 to 4 is bad, but it jumps to -4 to 5 so quickly that you really have to have the perfect creature to summon by rank 4 or 5 to have it be worth it.

I think the trick is that you don’t really want summons to be at the level of a fully invested in animal companion or else animal companions would be a complete waste of time.


Tridus wrote:
Jason Chapman 97 wrote:
Everyone, thank you for the comments! Y'all have verified my assumptions. If I have time before next Wednesday I'll try to roll up a sorcerer (again) and see if I can get anything fun out of it.

If you want to blast stuff, Sorcerer is great. If you take Oracle archetype you can get some useful extra stuff like Foretell Harm, too.

Quote:
Is there anything better than pathbuilder2e? Character creation is really overwhelming, especially at 18th.

Wanderer's Guide is the other free builder. I'm not sure it's better, but it's laid out differently and might suit you better.

Pathfinder Nexus and Hero Lab Online are both paid options, and given that you're not sure you are interested in the system right now, I really can't recommend spending a bunch of money on them. Pathbuilder is the go to because it's "good enough" for most folks and doesn't require spending a bunch of money to get going.

High level play has a lot going on, and you're playing on hard mode trying to start there. I'd really suggest something lower level. I had new players starting at 11 and that was a challenge, and 18 is even higher!

Agreed. I'm not sure it's Pathbuilder so much as making a high-level character for your first trip into the system is going to be a bear, no matter what you do. The best advice I have there is to take it as though you were building a character from level 1. Pick your options based on what looks good to you at that level, rather than what you think can synergize with other things down the line.

Then, when the character is all mapped out, you can go back and look for cross-level synergies. This way, even if you don't find everything you're looking for, you've still got a character with cool stuff you want to try.

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