Playing Yuna


Homebrew and House Rules


Hi! Today I'm looking for help on a homebrew class alteration.

Ever since I read the Summoner class for the first time, I've wanted to play Yuna (from Final Fantasy X). Recently, I've realized that the Summoner isn't actually the best class to accomplish this.

Mechanically, I'm *really* just looking to play a cleric. This gives me the white and support magic that Yuna had, while also giving access to summon monster spells. The only alteration I need is the ability to summon as a standard action (to represent the same turn summoning that Yuna gets in FFX).

This is a pretty big boost to any summon focused character. I'm really not looking to powergame this build, so I'm looking for nerfs that will balance the new ability while also better representing Yuna's abilities.

My chief thought so far is to create a custom domain. The domain power would turn all summon monster spells into a standard action. However, all summon monsters can summon 1 monster only, instead of also having the multiple lower level monsters option.

An additional idea: to simulate Yuna's rather limited selection list, this class cannot have instant access to all summoned monsters upon learning a new summon monster spell. They get a small number of freebies decided by the GM, and have to earn the cooperation of the others. This could be done with a special low level planar communication spell, or perhaps a unique item. The character would have to negotiate with each summon and perhaps run missions to earn their consent. This simulates the 'questing for more powerful summons' aspect of FFX.

If the list ends up being a small number of creatures, perhaps lower level summons can be summoned as advanced creatures using higher level spells. Hopefully the list won't get too small though, as part of the strength of the Summon Monster line is the variety of possible summons.

This scheme allows the GM to control the power level of the character throughout the game. If it seems a little weak or too strong, new summons can be introduced, old summons can be made advanced, and too powerful summons can simply decide not to be summoned anymore.

Another thought: should this class spontaneously cast healing or summon spells?

Liberty's Edge

There's a feat in Ultimate magic that allows you to summon as a standard action if you summon a celestial and have a good aura. Sacred Summons.
Prerequisites: Aura class feature, ability to cast summon monster.

Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

Done.


I had a similar problem when my immediate response to seeing a Summoner class was "now I can make Rydia!".

Sadly the class is more of a pet class than a call in monsters for strikes class. Also, whip is pretty awful.

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