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Quixotic Knight (Cavalier Archetype)
Some people favor idealism over reality. Spurred on by their overactive imaginations and whims of fancy, quixotic knights abandon the harsh truths of the world for a life of fantastic quests and heroic deeds. Ever blinded by their skewed outlooks, quixotic knights combine blissful ignorance with delusional notions of valor.
Inherited Arms and Armor
At 1st level, a quixotic knight gains a collection of equipment consisting of two martial weapons, a suit of medium armor, and a wooden shield (large or small). This starting equipment is old and rusty, and only he knows how to use it properly. All other creatures treat his equipment as if it had the broken condition. If a piece of this equipment already has the broken condition, it does not work at all for anyone else trying to use it. This starting equipment can only be sold for scrap (it’s worth 4d10 gp when sold).
This replaces tactician.
Disorder
A quixotic knight does not belong to an order and no sane order will have him. His delusional disorder still functions like a cavalier order, however.
Edicts: A quixotic knight has no edicts, per se, and is free to conduct his adventures as he pleases.
Challenge: A quixotic knight’s challenges often leave him physically broken and embarrassed, for he often picks fights he has small chance of winning. This, however, makes victory all the sweeter when it is achieved. Whenever the target of his challenge deals him damage from a critical hit or sneak attack, the quixotic knight treats the damage as non-lethal.
Skills: A quixotic knight adds Perform (storytelling) (Cha) and Bluff (Cha) to his list of class skills. In addition, whenever a quixotic knight attempts to Bluff about his heroic prowess, he gains a bonus on this check equal to half his cavalier level (minimum +1).
This replaces order.
Out of Touch with Reality
At 2nd level, a quixotic knight begins to believe his own lies to the point where his own fanciful falsehoods overpower his own will. In short, he becomes so delusional that magic that distorts his own perception reality is less often effective. He adds his Charisma bonus to all Will saves against enchantment and illusion effects. By 10th level, he becomes immune to fear and charm effects.
This replaces the order ability gained at 2nd level.
Balm of Fierabras (Ex)
At 8th level, a quixotic knight learns the recipe for a special balm that heals wounds and renews vigor. This special balm takes 10 minutes to brew and heals 3d8 points of damage and removes the fatigued condition for up to 1 hour. The Balm of Fierabras can only function for a true knight (a creature with paladin or cavalier levels) and it is rendered inert if not imbibed within 24 hours of its creation. A quixotic knight can brew a dose of the balm once per day at 8th level, twice per day at 15th level, and three times per day at 20th level. If a false knight (a creature without paladin or cavalier levels), they become nauseated for 1d4 rounds.
This replaces the order ability gained at 8th level.
Timeless Classic (Ex)
At 15th level, a quixotic knight no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred are removed. Bonuses still accrue, and the quixotic knight still dies of old age when his time is up.
In addition, the quixotic knight is now immune to fatigue and exhaustion.
This replaces the order ability gained at 15th level.
Treasured Equipment (Ex)
Starting at 4th level, a quixotic knight treats all of his inherited arms and armor as if it were masterwork quality. He can get this equipment enhancement magically, but the enhancements work only for him. If any part of his inherited equipment is lost or destroyed, it can only be replaced by a similar item won from an enemy he defeated through his challenge ability.
This replaces expert trainer.
Inexplicable Fortune (Ex)
Starting at 9th level, a quixotic knight gains a +1 bonus to attack and damage rolls when wielding his inherited weapons and a +1 luck bonus to his AC when wearing his inherited armor.
These bonuses increase by 1 at 17th level.
This replaces greater tactician and master tactician.