Yu-Gi-Oh Summoner


Homebrew and House Rules


So I have a guy who wants to make his own archetype for the summoner that is compatible with the story summoner but has more Yu-Gi-Oh additions. Basically he gets a tarot deck of 54 cards. The cards are split into 6 categories (one for each stat) and there are 9 cards per category, one for each of the alignments. He has proposed to further subdivide the cards to elements (fire, earth, water and air). NG and NE are water, CG and CE are fire, LG and LE are air, and LN and CN are earth. Additionally dex, wis, and cha are evil, while str, con, and int are good. He has the card names on a spreadsheet, along with the element, stat, and alignment. Additionally he wants to use this deck for a variant spell-casting system. Cantrips are normal in terms of how they work (spells known and all that) but the first to sixth level spells are different. He wants to have all his available spells in the deck, so he's got a list of all the summoner spells of 1st level and has organized them into the deck of cards and noted which spell goes with what card on the spreadsheet. Because there are only 35 or so summoner spells, he's repeated a few choice spells throughout the deck. Basically the way it works is he has a number of cards in his hand equal to his spells per day (which is four right now). Other than cantrips he can only use the spells he has in his hand, and after a card is used it is reshuffled back into the deck and a new card is drawn. He is allowed to play more than his spells per day, but loses hit points for each additional spell cast. The hit points lost are equal to the level of the spell squared. As for eidolons, he has five full strength eidolons, although they can't all be in play without repercussions. Each eidolon is elementally themed, and can only be summoned by playing the matching card (fire, air, earth, water, and true neutral is fey). Summoning an eidolon does not count as casting a spell, so the eidolon would be summoned, the card reshuffled, and another one drawn without penalty. Additional eidolons can be played, however hit points, attack bonuses, and the total damage per hit is affected proportionally. For these three stats, they are always equal to their normal number over the number of eidolons in play, so if there are five eidolons, those three stats are divided by five. Additionally he wants to sacrifice feats for the eidolons in exchange for elemental damage and resistances. The resistance would be for a corresponding element, and would be equal to the hit dice of the eidolon. The elemental damage would also correspond to the eidolon's element, and would be an additional dice on all attacks equal to the eidolon's hit dice. He wanted to try and balance some of it out so I think there was something about whenever he dismissed an eidolon it got all of its hit points back, but he lost health equal to half of the evolution points of the eidolon. If the eidolon dies then he loses health equal to the evolution points of the eidolon. At this moment his eidolons get max hit-points for their first three hit dice, and then roll for it afterwards. He's also using the story-kin eidolon and summoner's arcana from the story summoner (http://www.d20pfsrd.com/classes/unchained-classes/summoner/archetypes/paiz o---summoner-archetypes/story-summoner-summoner-archetype) - btw, how do you put a link into one of those blue 'here' buttons on this message board? He isn't using the evolve base form from the story summoner archetype but is still losing transposition. What I'm asking for is advice on how to make this work in terms of game balance while still retaining some of the flavour, as I think this is probably unbalanced. It's not just a Yu-Gi-Oh themed summoner as he got the original idea from (http://joshcorpuz85.deviantart.com/art/Beacon-The-Seer-485507747) but it started to turn out that way. Thoughts?


@magispitt - check the "How to format your text" spoiler just below the posting box.

LINK to Story Summoner.

This was achieved by posting this:

[url=http://www.d20pfsrd.com/classes/unchained-classes/summoner/archetypes/paizo---summoner-archetypes/story-summoner-summoner-archetype]LINK[/url

- but with the final bracket added.

Also, you will get a lot more interest and help if you break your message up into comprehensible and readable paragraphs. Otherwise it is just a wall o'text.


Oceanshieldwolf wrote:

@magispitt - check the "How to format your text" spoiler just below the posting box.

LINK to Story Summoner.

This was achieved by posting this:

LINK

- but with the final bracket added.

Also, you will get a lot more interest and help if you break your message up into comprehensible and readable paragraphs. Otherwise it is just a wall o'text.

LINK

Alright, thanks for the info!

Oh, and yeah, sorry, that is a wall of text (6th level spell)

I have to be off right now unfortunately so I might miss the 'edit' window but I'll certainly take a look at the text formatting and repost it when I have the time.


Alright, I'm going to try and revamp the wall of text into something readable (courtesy of Oceanshieldwolf)

The first change to the character is the card deck.

Cards:

54 Cards:
split into 6 different stats (str, dex, etc)
each stat has nine cards, one for each alignment
cards are further grouped into elements based on alignment
- NG and NE are water
- CG and CE are fire
- LG and LE are air
- LN and CN are earth.
- N is 'fey'

Then there is spell stuff he wants to change, cantrips are the same, all other spells are as follows:

Spells:

Each of the 54 cards is listed on a spreadsheet with the relevant stat, alignment, and element, as well as an additional column for associated spell.

For any of the spell levels he can cast, he can associate a spell with a card. As he is level 3, he has access to first level spells (and cantrips, which are normal). Therefore of the 35 or so first level spells available to a summoner a card can be associated with each of them, and multiple cards can be associated with the same spell.

At any time he can have no more cards in his hand then he has spells per day (which is four right now). Except for cantrips he can only use the associated spells he has in his hand. After the associated card is used it is reshuffled back into the deck, which frees up a spot in his hand for another card.

He is allowed to play more than his spells per day, but loses hit points for each additional spell cast. The hit points lost are equal to the level of the spell squared.

Eidolons have been changed dramatically, with the following differences.

Eidolons:

He has five different eidolons, themed to match each of the four elements + fey.

Eidolons are summoned by playing a card that matches their element (or is a fey card). Summoning uses up the card as normal, but does not count as casting a spell. More than one eidolon can be summoned, but not without penalty.

Hit points, attack bonuses, and total damage per hit is affected proportionally to the number of eidolons summoned. For these three stats, they are always equal to their normal number over the number of eidolons in play, so if there are five eidolons, those three stats are divided by five for each eidolon.

The eidolons do not receive feats, instead they gain elemental damage and resistance to their corresponding element. The resistance to the element is equal to the hit dice of the eidolon. The elemental damage is an extra dice on all attack rolls equal to the eidolon's hit dice.

If an eidolon dies the summoner loses hit points equal to the evolution points of the eidolon. If the eidolon is dismissed the summoner loses half as many hit points as if the eidolon had died. Summoned eidolons start with no wounds.

All five eidolons currently have max hit points for the first three hit dice, and then roll afterwards.

These changes are compatable with the story summoner, except that evolve base form is not gained, but transposition is still lost.

He said that the original idea came from here and while it's cool, I think it might be overpowered.

Thoughts?


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I think it's damned cool. But depending on your players I'd say run it as a playtest. If they don't mind sucking compared to him if he ends up OP, and he's not an ass who won't give anyone else a chance to play if he can run right over the enemy then go for it. Just make it clear it's being tested.

Oh, and run him through a challenge that's his current level. If he can easily solo it, he needs tweaking.

Grand Lodge

magispitt wrote:
The eidolons do not receive feats, instead they gain elemental damage and resistance to their corresponding element. The resistance to the element is equal to the hit dice of the eidolon. The elemental damage is an extra dice on all attack rolls equal to the eidolon's hit dice.

So, at tenth level, his fire eidolon will have 8d6 fire per hit? That is a lot of damage to be dishing out every round, especially if it has multiple attacks.


It doesn't feel right if you can't sacrifice two eidolons to get a bigger one.


FLite wrote:
magispitt wrote:
The eidolons do not receive feats, instead they gain elemental damage and resistance to their corresponding element. The resistance to the element is equal to the hit dice of the eidolon. The elemental damage is an extra dice on all attack rolls equal to the eidolon's hit dice.
So, at tenth level, his fire eidolon will have 8d6 fire per hit? That is a lot of damage to be dishing out every round, especially if it has multiple attacks.

Ah, no, sorry, my mistake. At tenth level the hit dice would be eight, so the fire eidolon would get d8 fire damage per hit.


Mechagamera wrote:
It doesn't feel right if you can't sacrifice two eidolons to get a bigger one.

Hmmn, that sounds interesting...

I'm holding off on giving him extra abilities at this point but it sounds cool.

If he does ask to do that how would one balance it?

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