In some village in La Mancha, whose name I do not care to recall, there dwelt not so long ago a gentleman of the type wont to keep an unused lance, an old shield, a skinny old horse, and a greyhound for racing...
The Quixote is someone who has had too much free time to read those poisonous romance novels and listen to troubadours sing tales of chivalry and honor and courtly love. He envisions himself as the perfect knight-errant. His mind has become rattled, unable to separate reality from fantasy. Through blundering and buffoonery, the Quixote somehow manages to occasionally pull things through.
Requirements: Wisdom must be below 9
Prime Attribute: Charisma 13+
Hit Dice: 1d8 per level
Saving Throw: One better than the Fighter class
Experience: As Fighter
Attacks: As Fighter
Quixotic Points: Whenever the Quixote does something outlandish or idiotic in the name of chivalry, he gains a quixotic point. He can have at any given time a number of quixotic points equal to his level.
Quixotic Combat: The Quixote can spend one quixotic point when in combat to blunder and accidentally aid himself and his allies. The action is determined by a d8 roll:
1 The Quixote trips over his own weapon, and in doing so, crashes into a foe. One enemy within melee range of the Quixote falls prone.
2 The Quixote mistakes some inanimate, nonmagical object for a thing of evil, such as a giant or a dark artifact. If the Quixote can land an attack against it this combat, he strikes with such fervor that it is destroyed.
3 The Quixote decides it necessary to rattle off some pseudo-philosophical nonsense to an enemy. As long as it can understand, the enemy loses it's next turn as it stares incredulously at the Quixote.
4 The Quixote remembers reading about a similar foe in one of his books of chivalric romance. Although the information is completely wrong, if the Quixote spends one round prepping some unusual attack (such as coating a lance in butter, or swallowing gold coins), he gains a +5 bonus to hit and to damage as a result from the ensuing confidence.
5 The Quixote's ill-fitting helmet slips over his eyes, causing him to swing wildly. He can make three attacks this round, but at a -4 penalty.
6 The Quixote stubbornly charges an enemy. If the attack hits, it deals double the normal damage. Regardless, the Quixote is unhorsed and knocked prone at the end of this attack.
7 Whatever the enemy did last round has dishonored the Quixote's beloved. The Quixote rolls twice to hit against this enemy, and takes the better of the two options.
8 The Quixote passes wind, loses his pants, unhorses himself, or something of equal un-grace. All enemies must spend each round laughing uncontrollably until they make a successful save.
Addled: The Quixote automatically sees through all magical illusions--manipulating reality's appearance doesn't affect him because he's already trapped in the illusions of his own mind.
Knightly Honesty: The Quixote cannot tell a lie, for to do so would be to go against the chivalric code. He holds everyone to this standard, and as such, always must take everyone at their word.
Chivalrous Command (3rd): Once per day at third level, the Quixote can spend a quixotic point and make a chivalrous demand upon a Lawful creature that can understand him. That creature must make a save or be forced to uphold the demand (as per the spell Suggestion). If the creature succeeds at the save, the Quixote believes them to be upholding it. For example, if a Quixote demanded of a cleric of a Lawful deity to not sacrifice a maiden, and the creature fails the save, it cannot make the sacrifice. But if the cleric succeeds and sacrifices her, the Quixote might think that the Cleric had tripped and accidentally slit her throat, or might "realize" that the maiden was a demon in disguise.
This class was inspired by Zak Sabbath's Alice class (they're both literature-based, I guess?)