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Subject: Custom New Base Class--Quixotic Priest

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05/27/2006 2:55 PM  
My DM and I have put together a new class similar to a Favored Soul or Mystic in that this class casts divine magic like a sorcerer. We want feedback--anywhere from general opinion to editing suggestions from experienced DM's here at maxminis. Note that there is some connection in the inspiration for this class and Don Quixote. After incorporating some ideas from zenthrus and Monsoon28 (with adaptations), this is the current version--------

Here is the class information:

Quixotic Priest

Description:
All deities have several followers. Some of them worship in their own way. Quixotic Priests are an example of this. They choose to worship their deity in their own way, with a touch of rebellion and arrogance, but unaware that there is anything wrong with this.

Adventures:
Quixotic Priests go adventuring in a haphazard, comically heroic fashion. They enjoy unusual circumstances and remain calm in the face of danger—inadvertently doing funny things without realizing it. Their flexibility in spellcasting makes them a potentially valuable and potent part of any adventuring party.

Characteristics:
Quixotic Priests have access to five clerical domains, but cast their spells like a sorcerer. Although they cast divine spells, they do not turn or rebuke undead like a cleric.

Quixotic Priests have some combat training. They can use simple weapons, and they are trained I the use of armor, since armor does not interfere with divine spells the way it does with arcane spells. Quixotic Priests may sacrifice a spell slot for bonus to attack and damage for a round. This ability is called quixotic smite.

Alignment:
Quixotic Priests must be nonlawful. They must select a deity and be one step away from that deity’s alignment. This is because they are a touch out of step with whichever deity they worship. For example, a Quixotic Priest with a Neutral Good deity must either be Chaotic Good or Neutral, but not Neutral Good.

Religion:
A Quixotic Priest must devote himself to one deity in order to have divine spellcasting ability. Their power comes from their deity. By selecting a deity, a quixotic priest then selects at least two of their five cleric domains from that deity’s list.

Background:
Quixotic Priests do not belong to any organized religion. They do not actively preach for their deity, but do express allegiance to their deity if the topic comes up in conversation or activity. They like to demonstrate the powers that their deity grants them to others, often in flamboyant displays, and this way they believe they are showing their faith. It is not uncommon for a quixotic priest to have a someone inaccurate perception of himself. A quixotic priest may believe that his lowest ability score is his actually his best. For example, a quixotic priest may have a strength of 8, with his other abilities being higher. This quixotic priest may believe that he is particularly strong, and volunteer to perform actions requiring greater strength, and not quite perceive that he is failing because of his low strength.

Races:
Humans are the most common to choose this class. However, elves, half-elves, gnomes, and halflings are known to choose this path at times. Half-orc quixotic priests are very rare, but not unheard of. Dwarves very rarely follow this path of religious zeal.

Other Classes:
Clerics and paladins do not appreciate the flamboyant and arrogant nature of quixotic priests. Other classes are not bothered by them nearly as much, and find that they can be quite useful traveling companions—though sometimes they need encouragement to stay focused on the task at hand.

Role:
The precise nature of the quixotic priest’s role is difficult to pinpoint because they can be quite unpredictable. They might stand back casting useful spells, only to step into combat in the next round when other alternatives might have been wiser.

GAME RULE INFORMATION
Quixotic Priests have the following game statistics.
Abilities: Charisma determines how powerful a spell a quixotic priest can cast, how many spells per day, and how hard these spells are to resist (see spells below). Strength and constitution are also helpful for when they step into combat.
Alignment: A Quixotic Priest’s alignment must be exactly one step away from his deity’s (that is, it must be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). They cannot be lawful.
Hit Die: d8.

Class Skills
The Quixotic Priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (geography) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis) See PHB Chapter 4: Skills for skill descriptions.
Domains and Class Skills:
A Quixotic Priest who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the quixotic priest class skills listed above. A quixotic priest who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A quixotic priest who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domain, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2+Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the quixotic priest.
Weapon and Armor Proficiency: Quixotic Priests are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Every deity has a favored weapon (see PHB Deities, page 106), and his or her quixotic priests consider it a point of pride to wield that weapon.
Spells: A quixotic priest casts divine spells, which are drawn from the list of spells granted to him by his chosen domains.
To cast a spell, a quixotic priest must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st level spells, Cha 12 for 2nd level spells, and so forth). The difficulty class for a saving throw against a quixotic priest’s spell is 10 + the spell level + the quixotic priest’s Charisma modifier.
Like other spellcasters, a quixotic priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table below. In addition, he receives bonus spells per day if he has a high charisma score (see PHB Table 1-1: Ability Modifiers and Bonus Spells, page 8).
Unlike a cleric, a quixotic priest need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. Like a sorcerer, he may use a higher spell slot to cast a lower level spell.
Deity, Domains, and Domain Spells: Choose a deity for your quixotic priest. Sample deities are listed on Table 3-7: Deities, PHB page 32, and are described on PHB pages 106-108. The quixotic priest’s deity influences his alignment, his values, and how others see him. You may not choose for your quixotic priest to have no deity.
When you have chosen an alignment and a deity for your quixotic priest, choose two domains from among those given on Table 3-7: Deities, PHB page 32, for the deity. These are the aspects of that deity’s interests in which you have chosen to place particular interest.
Each domain gives your quixotic priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. A quixotic priest gets the granted powers of both domains selected. Domain spells and granted powers are given in Cleric Domains, PHB pages 185-189.
In addition, the quixotic priest can choose up to three bonus domains from the Cleric Domains list. These represent his areas of interest and how they diverge from his deity’s. He does not get the granted power for each of these other domains, but does gain access to the spells listed as part of that domain.
All five of these domains must be chosen at first level and cannot be changed thereafter. The spells listed under your chosen domains constitute your spell list permanently. The quixotic priest cannot switch domains nor add new domains to his repertoire.

Quixotic Smite (Su): At first level, a quixotic priest gains the quixotic smite ability. He can choose to lose a spell slot in exchange for an attack and damage bonus for one round. He can choose to use an unused spell slot for a luck bonus to attack and damage equal to the level of the spell slot he is using for this ability.
For example, a quixotic priest can give up one of his 3rd level spell slots and gain a +3 luck bonus to attack and a +3 luck bonus to damage. This ability stacks with other attack and damage bonuses that the quixotic priest may have from other effects.
He can use this ability as long as he has spell slots he is willing to give up.

Quixotic Rambling (Sp): At first level, a quixotic priest gains the quixotic rambling ability. The quixotic priest starts talking about absolutely nothing and cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to hear him, able understand the language he is talking in, and able to pay attention to him. The quixotic priest must also be able to see the creature. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels beyond first, he can target one additional creature with a single use of this ability (two at 4th level, three at 7th level, and so on).
To use this ability, a quixotic priest makes a Bluff check. His check result is the DC for each affected creature’s will save against the effect. If a creatures saving throw succeeds, the quixotic priest cannot attempt to fascinate that creature again for 24 hours. If its fails, the creature stands quietly and listens to the ramblings, taking no other actions, for as long as the quixotic priest continues to ramble on and concentrate (up to 1 round per quixotic priest level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as an ally of the quixotic priest approaching the fascinated creature, requires the quixotic priest to make another Bluff check and allows the creature a new saving throw against a DC equal to the new Bluff check result. Any obvious threat, such as someone drawing a weapon, or aiming a ranged weapon at the target, automatically breaks the effect. Quixotic rambling is an enchantment (compulsion), mind-affecting ability.

Donkey Rider (Ex): At first level, a quixotic priest gains a +5 bonus to his ride checks when riding a donkey. Quixotic Priest’s favor donkeys as mounts.

Summon Windmill (Sp): At 3rd level, a quixotic priest gains the spell like ability to summon a windmill. Once per day, the quixotic priest can summon a windmill. The windmill is 10’x10’ and is 20’ high. The quixotic priest is convinced he just summoned a dragon, and as part of the casting, shouts “Hey look! A dragon!” Everybody within line of sight of the windmill must make a will save or become dazed for one round. The DC for this save is 10 + the quixotic priest’s level + his charisma modifier. Once you have either made the save or been affected by this spell like ability once, you will have no need to save against it for that particular quixotic priest again ever (but you may be affected by the same ability cast by a different quixotic priest).
A quixotic priest can use this ability an additional time per day upon gaining an additional three levels and every three levels after that. Once at 3rd level, twice at 6th level, three times at 9th level, etc.

Luck of the Blunderer (Ex): At fifth level, a quixotic priest adds a luck bonus to all his saving throws equal to his charisma modifier if he has any. This benefit is a direct result of the quixotic priest’s clumsiness and as he embraces his lack of coordination, he suffers a -2 penalty to his dexterity score (minimum of 6). Quixotic Priests may be clumsy, but they seem to be able to survive almost any situation.

Luck of the Delusional (Ex): At tenth level, a quixotic priest adds a luck bonus to his armor class equal to his charisma bonus (if any). This is due to a general lack of contact with reality, and the quixotic priest suffers a -2 penalty to his wisdom score (minimum of 6). Quixotic Priest’s have extraordinary luck which often allows them to escape bad situations. This often causes (of inflates) a rather large ego. The repeated hits to the head can’t help his perception of reality either.

Luck of the Oblivious (Ex): At fifteenth level, a quixotic priest gains the ability to shrug off massive damage. Once per day, a quixotic priest may choose to remain oblivious to the damage. This negates the damage dealt completely. This damage must either be massive damage of 50 of more hit points or it must be damage that would bring him down below zero hit points. The quixotic priest must declare that they are using this unique ability after the damage is rolled. After the quixotic priest uses this ability, they are fatigued for the duration of the current encounter (unless he is a 20th level quixotic priest, at which point this limitation no longer applies; see below). The line between reality and whatever fantasy life the quixotic priest is living becomes so blurred that he can just shrug off this massive damage.

Tireless Luck of the Oblivious (Ex): At 20th level and higher, a quixotic priest no longer becomes fatigued after using his luck of the oblivious ability.

Bonus Languages: A quixotic priest’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders respectively). These choices are in addition to the bonus languages available to the character because of his race (see Race and Languages, PHB page 12, and the Speak Language skill, PHB page 82).

Ex-Quixotic Priests
A quixotic priest who grossly violates the code of conduct required by his god (generally by acting in ways opposed to the god’s alignment or purposes) loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a quixotic priest until he atones (see the atonement spell description, PHB page 201). This will require going to a cleric of that quixotic priest’s deity. Due to the unfavorable nature of the relationship between quixotic priests and clerics, this can be a very humbling experience.

NOTE: There would be a table here showing BAB progression and Saves progression of cleric. Special Abilities (Quixotic Smite, Quixotic Rambling) both gained at level one. Other special abilities are gained as described in their text. Spells per day is same as cleric, except instead of 3+1 for three spells plus a divine spell, there would be 4 spell slots.

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zenthrus
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05/27/2006 5:02 PM  
How many times per day can the Quixotic Smite be used? As it's described, it could be used an unlimited number of times (assuming spells slots are still available). If it isn't meant to be unlimited, I'd change it to once per day per 3 levels (1/3/6/9 etc).

Also, Quixotic Priests should be proficient in martial weapons (at the very least, in the lance and longsword).

I'd change Quixotic Rambling to Blather [:D]

I'd consider adding something along the lines of:

Luck of the blunderer (Level 5): At 5th level, a Quixotic Priest adds a luck bonus to his saving throws equal to his Charisma bonus (if any). Quixotic Priests are clumsy, but amazingly seem to survive most any situation. Unfortunately, this benefit is a direct result of the Quixotic Priests clumsiness, and as he embraces his lack of coordination, he suffers a permanent -2 penalty to his Dexterity score (minimum 6).

Luck of the Senile (Level 10): At 10th level, a Quixotic Priest adds a luck bonus to his armor class equal to his Charisma bonus (if any). Quixotic Priests have extraordinary luck, which often allows them to escape bad situations relatively unscathed. Unfortunately, this is a result of the onset of senility (usually caused by one too many blows to the head) and the Quixotic Priest suffers a permanent -2 penalty to their Wisdom score (minimum 6).

Luck of the Crusader (Level 15): At 15th level, a Quixotic Priest gaines the ability to shrug off massive damage. Once per day, a Quixotic Priest may choose to negate damage. This damage must either be massive (50+) or must be damage that would normally drop the Quixotic Priest to -1 or less hit points. The Quixotic Priest must delcare that they are using this ability after the damage is rolled. The Quixotic Priest is fatigued after using this ability.
Upon reaching 20th level, a Quixotic Priest may use this ability twice per day and is no longer fatigued afterwards.

I'd also consider adding in the Leadership feat as a freebie (somewhere between 6-9th level).

Not entirely sure if these ideas would completely unbalance the class or not. They'd certainly add more of the Don Quixote flavor [:D]


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05/28/2006 2:31 AM  
I love it. The character concept is well thought out, and sounds very fun to play. zenthrus' suggestions look like they fit in with the character concept pretty well too.

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05/28/2006 6:15 PM  
Don't forget to give them Spell-like ability 3x per day Summon Windmills errrr Giants I mean! [:P]

Seriously a class for a Priest who are basically delusional schizophrenic is classic! Is this for a Garweeze/Knight of the Round Table sort of world or a more serious setting? (Including a serious Garweeze campaign.)

Can I be Sancho Panza? [:D]

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05/28/2006 6:35 PM  
quote:
Originally posted by Monsoon28
Seriously a class for a Priest who are basically delusional schizophrenic is classic! Is this for a Garweeze/Knight of the Round Table sort of world or a more serious setting? (Including a serious Garweeze campaign.)

Can I be Sancho Panza? [:D]



Actually, this class started as a class so we could make a character for his wife. He liked the quixotic word, and so I said some things about Don Quixote, and it influenced our decisions in fleshing out the class. Mostly, it was to come up with a fun class for his wife to have a character. She didn't like choosing spells in the morning, but wanted a caster that could sometimes come up to combat when she got bored of casting spells and not be entirely ineffective nor have too few hp to survive. We chose cleric type since the cleric has a d8 for hit dice.

I don't know who Sancho Panza is.

We don't mind if others use this class if they want to.

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05/29/2006 12:48 AM  
I talked over the class and the suggestions posted here with my friend. He will be revising the class and I will post it again soon. The windmill idea has been developed further, and the Luck of the ... series has been adapted (mostly minor adaptation) and incorporated.

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05/29/2006 12:58 AM  
quote:
Originally posted by Corim Danex


I don't know who Sancho Panza is.





ACK! Sancho Panza was Don Quixotes faithful friend, sidekick, and squire.

Im out- find me on Hordelings if you want to chat.
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05/29/2006 1:03 AM  
quote:
Originally posted by AesophDarkfable

quote:
Originally posted by Corim Danex


I don't know who Sancho Panza is.





ACK! Sancho Panza was Don Quixotes faithful friend, sidekick, and squire.


Sweet. I only read a short excerpt of Don Quixote back in 1990. I have a copy of it in the original Spanish (very outdated). I haven't gotten around to trying to make sense out of that copy.

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05/30/2006 12:02 AM  
Revised version posted.

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05/30/2006 5:12 AM  
A few wording notes; more detailed analysis to come later.

Bonus Languages: A quixotic priest adds Celestial, Abyssal, and Infernal to their list of bonus languages available at character creation (see Race and Languages, PHB page 12, and the Speak Language skill, PHB page 82). This should come first along with the rest of the first level abilities

Quixotic Smite (Su): At first level, a quixotic priest gains the quixotic smite ability. He As a swift action, a Quixotic Priest can choose to lose expend a spell slotin exchange for an attack and damage bonus for one round. He can choose to use an unused spell slot for a luck bonus to attack and damage equal to the level of the spell slot he is using for this ability. to gain a luck bonus to attack and damage equal to the level of the slot expended for the remainder of the round.
For example, a quixotic priest can give up one of his 3rd level spell slots and gain a +3 luck bonus to attack and a +3 luck bonus to damage. This ability stacks with other attack and damage bonuses that the quixotic priest may have from other effects.
He can use this ability as long as he has spell slots he is willing to give up.
No need to have "At 1st level" for an ability all Q.Ps gain. Normal stacking rules apply; the wording makes it seem like the luck bonuses stack with other luck bonuses, which they shouldn't

Quixotic Rambling (Sp): At first level, a quixotic priest gains the quixotic rambling ability. The As a standard action, the quixotic priest starts talking about absolutely nothing and cause one or more creatures within 90 feet to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to hear him, able understand the language he is talking in, and able to pay attention to him. The quixotic priest must also be able to see the creature. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels beyond first, he can target one additional creature with a single use of this ability (two at 4th level, three at 7th level, and so on).
To use this ability, a quixotic priest makes a Bluff check. His check result is the DC for each affected creature’s will save against the effect. If a creatures saving throw succeeds, the quixotic priest cannot attempt to fascinate that creature again for 24 hours. If its fails, the creature stands quietly and listens to the ramblings, taking no other actions, for as long as the quixotic priest continues to ramble on and concentrate (up to 1 round per quixotic priest level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as an ally of the quixotic priest approaching the fascinated creature, requires the quixotic priest to make another Bluff check and allows the creature a new saving throw against a DC equal to the new Bluff check result. Any obvious threat, such as someone drawing a weapon, or aiming a ranged weapon at the target, automatically breaks the effect. Quixotic rambling is an enchantment (compulsion), mind-affecting ability.

Summon Windmill (Sp): At 3rd level, a quixotic priest gains the spell like ability to summon a windmill. Once per day, as a full round action, the quixotic priest can summon a windmill. The windmill is 10’x10’ and is 20’ high. The quixotic priest is convinced he just summoned a dragon, and as part of the casting, shouts “Hey look! A dragon!” Everybody within line of sight of the windmill must make a Will save or become dazed for one round. The DC for this save is 10 + one half of the quixotic priest’s level + his charisma modifier. Once you have either made the save or been affected by this spell like ability once, you will have no need to save against it for that particular quixotic priest again ever (but you may be affected by the same ability cast by a different quixotic priest). A creature may only be affected by this ability once per day. Character class saves are half level; Prestige class saves are at level.

A quixotic priest can use this ability an additional time per day upon gaining an additional three levels and every three levels after that. Once at 3rd level, twice at 6th level, three times at 9th level, etc.

Luck of the Blunderer (Ex): At fifth level, a quixotic priest adds a luck bonus to all his saving throws equal to his charisma modifier bonus (if any). This benefit is a direct result of the quixotic priest’s clumsiness and as he embraces his lack of coordination, he suffers a -2 penalty to his dexterity score (minimum of 6). Quixotic Priests may be clumsy, but they seem to be able to survive almost any situation.

Luck of the Oblivious (Ex): At fifteenth level, a quixotic priest gains the ability to shrug off massive damage. Once per day, as an immediate action a quixotic priest may choose to remain oblivious to the damage. This negates the damage dealt completely. This damage must either be massive damage of 50 of more hit points or it must be damage that would bring him down below zero hit points. negate all damage dealt to him from one spell, attack or effect. The quixotic priest must may declare that they are using this unique ability after the damage is rolled. After the quixotic priest uses this ability, they are fatigued for the duration of the current encounter (unless he is a 20th level quixotic priest, at which point this limitation no longer applies; see below). The line between reality and whatever fantasy life the quixotic priest is living becomes so blurred that he can just shrug off this massive damage.

Tireless Luck of the Oblivious (Ex): At 20th level and higher, a quixotic priest no longer becomes fatigued after using his Luck of the Oblivious ability.

###

Hmm - an interesting class. Do I take it correctly that the only spells it can cast are on the domain lists?

Cheers!

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05/30/2006 11:16 AM  
quote:
Originally posted by MerricB

Hmm - an interesting class. Do I take it correctly that the only spells it can cast are on the domain lists?

Cheers!



Yes, the only spells available are the domain lists. Well, they could use scrolls and wands for other divine spells. Would they need to make some kind of caster level check (I don't know how those work) for spells they don't have access to cast?

Thanks for taking the time to look this over.

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05/30/2006 2:50 PM  
Haha :) This is likely to yield rather amusing RPG situations. Congrats on an original new class.

One of the players in my group plays (with some significant measure of success) a barbarian-sorceress with 4 in wisdom. Although she's not without good ideas sometimes (INT 10), she's simply completely disconnected from the rest of the world.

I have no comments or suggestions for the time being however on your new class, except that you could also think about a quixotic paladin or quixotic knight that might be even closer to the role model.

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05/30/2006 3:01 PM  
quote:
Originally posted by Skyscraper
I have no comments or suggestions for the time being however on your new class, except that you could also think about a quixotic paladin or quixotic knight that might be even closer to the role model.


I agree that a knight or paladin version would have been closer to the role model. We started with the idea of a divine caster (sorcerer style) with five domains and then searched a thesaurus for possible names. My friend (who didn't know who Don Quixote was) stumbled upon quixotic and liked the word. We had quixotic priest, and that led to the flavor additions as a tribute to Don Quixote. Thanks for the compliments.

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05/31/2006 11:44 PM  
I honestly think Quixotic Smite gives up too much in order to use. You could have cast a 1st level spell that gives you +1 to hit/damage for 1 min./level (magic weapon), why waste that spell slot to get +1 to hit/damage for 1 round? This deficit only gets much, much worse for 2nd or higher level spells. I think this should scale just like the paladin's smite (based on Charisma) and be used a certain number of times per day without using spell slots.

You probably need to add a note about the properties of the windmill. If you summon it on top of creature does it take damage? Is it trapped? Is it forced to spend 10 rounds grinding wheat into flour?

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06/01/2006 12:20 AM  
quote:
Originally posted by wildmage
You probably need to add a note about the properties of the windmill. If you summon it on top of creature does it take damage? Is it trapped? Is it forced to spend 10 rounds grinding wheat into flour?


The windmill can only be summoned in an empty 10x10 area. If there is no open area, it can't be summoned. It can't be summoned in the air, but must be summoned on a surface. It probably would only last for a couple of rounds. Creatures required to make a save only are dazed for one round on failure. It probably doesn't accomplish much after that. It's more of a flashy flavor ability than something of tremendous value. The donkey riding skill boost is also for flavor more than any practical benefit.

About the quixotic smite--we were trying not to mimic the paladin smite evil too closely. I agree, now that you point it out, that the benefit of quixotic smite is not very high for what you give up. Would multiplying the spell slot by three to get the bonus do the trick?

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06/01/2006 1:36 AM  
Don Quixote mistook Windmills for giants, not dragons (now I'm being nitpicky).

For the Quixotic Smite, I'd multiply the spell level by 2 (not three). Giving up a level 1 spell would net you a +2 to attacks and damage. I'd also let it last for a number of rounds equal to 2 times the spell level + Charisma bonus.

Thus, a Quixotic Priest with an 18 Charisma, giving up a 4th level spell, would gain +8 to attack rolls and damage for 8 rounds. Not too shabby and not supremely overpowered.

If you went with a 3x multiplier and kept the effect only lasting 1 round, in the same scenario you'd end up with +12 to attack rolls and damage (that's a lot) for one round (that's kind of weak).

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06/25/2006 11:40 PM  
I think this looks great! For those who don't know, and that is probably everybody but Corim Danex, I was the one developing this with him. We are currently play-testing the class as it develops to see what parts of this are going to work right. I didn't notice anywhere that Corim told anybody that my wife (who we are developing this class for) didn't like D&D right up untill a couple of months ago when we filaly got her to sit down and play a couple of sessions.

I will edit the class description and see how it works at our next game night an Saturday. I will post it after that with further comments about how well it works.[/font=Andale Mono][/font=Arial]

Try to relax and enjoy the crisis.
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Forums > Role Playing Games (RPG's) > Dungeons & Dragons 1e-3.5e > Custom New Base Class--Quixotic Priest



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