Ambrose Knight (Cavalier/Alchemist)
Cavaliers are typically found at the forefront of battle, and like any warrior, constantly place their lives on the line, which forces them to come face-to-face with their own mortality. No one wants to die, even cavaliers who wield sword, lance, and shield in defense of their liege lord or some noble cause. As such, certain cavaliers quest in search of the mysteries and myths of immortality and the secrets of ambrosia–the nectar of the gods. Ambrose knights have had the process of creating small quantities of ambrosia bestowed upon them by a divine source. By imbibing this divine elixir, the ambrose knight becomes more and more resilient to the ravages of combat. Eventually, he becomes immune to the ravages of time itself, allowing him to laugh in the face of death when on the field of battle. (Original Concept by Elghinn Lightbringer)
Hit Dice: d10.
Bonus Skills and Ranks: The ambrose knight selects three alchemist skills to add to his class skills in addition to the normal cavalier class skills. The ambrose knight gains a number of ranks at each level equal to +4 Int modifier.
Weapon and Armor Proficiency: The ambrose knight is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Alchemy (Su): At 1st level, an ambrose knight gains the alchemist’s alchemy ability He gains a competence bonus equal to his ambrose knight level on all Craft (alchemy) checks. In addition, he can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. The ambrose knight can only create mundane alchemical items, extracts, and ambrosia, but not bombs. This ability and ambrosia replace tactician.
Ambrosia (Su): At 1st level, an ambrose knight discovers how to create a concoction that he can imbibe in order to come one step closer to godhood. This drink, called ambrosia, is believed to be the “nectar of the gods” and allows the imbiber to obtain a form of immortality. It takes 1 hour to brew a dose of ambrosia, and once brewed, it remains potent until used. An ambrose knight can only maintain one dose of ambrosia at a time—if he brews a second dose, any existing ambrosia becomes inert. As with an extract or bomb, ambrosia that is not in an ambrose knight's possession becomes inert until an ambrose knight picks it up again.
When an ambrose knight brews a dose of ambrosia, he selects one physical ability score—either Strength, Dexterity, or Constitution, and one mental score—either Intelligence, Wisdom, or Charisma. It's a standard action to drink ambrosia. Upon being imbibed, the ambrosia causes the ambrose knight to take on an aspect of godhood, granting him a +2 alchemical bonus to one primary ability score and a +2 alchemical bonus to a secondary ability score for 10 minutes per ambrose knight level. In addition, while the ambrosia is in effect, the ambrose knight takes a –2 penalty to one physical or mental ability scores, dependent upon his chosen primary ability score. If the ambrosia enhances his Strength as his primary ability, it applies a secondary bonus to his Charisma and a penalty to his Intelligence. If it enhances his Dexterity as his primary ability, it applies a secondary bonus to his Intelligence and a penalty to his Wisdom. If it enhances his Constitut