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)

Primary: Cavalier.

Secondary: Alchemist.

Alignment: Any.

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 Constitution as his primary ability, it applies a secondary bonus to his Wisdom and a penalty to his Charisma. If the ambrosia enhances his Intelligence as his primary ability, it applies a secondary bonus to his Dexterity and a penalty to his Strength. If it enhances his Wisdom as his primary ability, it applies a secondary bonus to his Constitution and a penalty to his Dexterity. If it enhances his Charisma as his primary ability, it applies a secondary bonus to his Strength and a penalty to his Constitution.

A non-ambrose knight who drinks a dose of ambrosia must make a Fortitude save (DC 10 + 1/2 the ambrose knight's level + the ambrose knight’s Charisma modifier) or become nauseated for 1 hour—a non-ambrose knight can never gain the benefit of ambrosia, but an ambrose knight can gain the effects of another ambrose knight's ambrosia if he drinks it. (Although if the other ambrose knight creates a different ambrosia, the effects of the “stolen” ambrosia immediately cease.) The effects of ambrosia do not stack. Whenever an ambrose knight drinks a ambrosia, the effects of any previous ambrosia immediately end.

In addition, once the ambrose knight has attained 4th level, from that point forward, he and his mount gain the benefits of the Lingering Spirit alchemist discovery.

Challenge (Su): This is exactly like the cavalier’s ability of the same name, except that the ambrose knight can use this ability once per day at 1st level, and an additional time per day at 4th, 10th, 13th, and 19th level, up to a maximum of five times per day.

Mount (Ex): This is exactly like the cavalier’s ability of the same name, except for the following changes. Starting at 1st level, the ambrose knight can share his ambrosia with his mount, instead of drinking it himself. This ability does not allow the mount to share abilities that are not ambrosia. At 4th level, the mount gains the benefits of the Lingering Spirit alchemist discovery (see Ambrosia). At 9th level, the mount gains the benefits of the Spontaneous Healing alchemist discovery (see Greater Ambrosia). At 17th level, the mount gains the benefits of the Preserve Organs alchemist discovery (see Grand Ambrosia). At 20th level, he benefits from the ambrose knight’s resistance to age effects and can come back to life if slain (see Immortal Knight).

Extracts: Beginning at 4th level, an ambrose knight gains the ability to create a small number of extracts drawn from the ambrose knight formulae list. To learn or create an extract, an ambrose knight must have a Charisma score equal to at least 10 + the extract level. He can create extracts he knows without preparing them ahead of time. The saving throw DC against an ambrose knight's extract is 10 + the extract’s level + the ambrose knight's Charisma modifier.

Like other alchemists, an ambrose knight can create only a certain number of extracts of each level per day. His base daily extract allotment is given on Table: Ambrose Knight. In addition, he receives bonus extracts per day if he has a high Charisma score. The ambrose knight does not need to prepare these extracts in advance; he can create any extract he knows at any time, assuming he hasn't yet used up his allotment of extracts per day for the extract's level.

The ambrose knight's selection of extracts is limited. At 4th level, an ambrose knight knows two 1st-level extracts of his choice. An ambrose knight gains more extracts as he increases in level, as indicated on Table: Ambrose Knight Extracts Known. Unlike extracts per day, the number of extracts an ambrose knight knows is not affected by his Charisma score. This ability otherwise functions as the alchemist’s extract ability.

Swift Alchemy: At 4th level, an ambrose knight gains the alchemist’s swift alchemy ability. This ability replaces expert trainer.

Shared Ambrosia (Su): Starting at 5th level, an ambrose knight can, share any one dose of ambrosia with a single ally (including his mount). Doing so, the ally gains half the ambrosia’s bonuses and penalty for 10 minutes. The ambrose knight continues to gain the normal bonuses and penalty for the normal duration. For example, if a 6th level ambrose knight shares his ambrosia with an ally, he gains the normal +2 bonus to the primary ability score, +2 bonus to the secondary ability score, and a –2 penalty to the associated ability score for 60 minutes, while the his ally gains only a +1 bonus to the primary ability score, a +1 bonus to the secondary ability score, and a –1 penalty to the associated ability score for 10 minutes. This ability replaces banner.

Bonus Feats: This is exactly like the cavalier ability of the same name, except that he adds Brew Potion to the list of feats he can select. In addition, whenever the ambrose knight could choose a bonus feat, he can select one of the following alchemist discoveries: Combine Extracts, Dilution, Enhance Potion, Eternal Potion, Extend Potion, Grand Mutagen, Greater Mutagen, Infusion, Infuse Mutagen, and Mutagen. The ambrose knight must meet the requirements of the chosen discovery and uses his ambrose knight level as his alchemist level for the purpose of qualifying for discoveries with level requirements.

Guarded Life (Ex): At 7th level, whenever the ambrose knight is reduced below 0 hit points during a challenge, 1 hit point of lethal damage per ambrose knight level is converted to nonlethal damage. If the ambrose knight is at negative hit points due to lethal damage, he immediately stabilizes. This ability replaces challenge 3/day.

Greater Ambrosia (Su): At 9th level, an ambrose knight’s ambrosia now grants a +4 alchemical bonus to his primary ability score and a +2 alchemical bonus to his secondary ability score. The ambrose knight takes a –2 penalty to his associated ability score as long as the ambrosia persists. In addition, from this point forward, the ambrose knight and his mount gain the benefits of the Spontaneous Healing alchemist discovery. This ability replaces greater tactician.

Greater Sharing (Su): At 14th level, an ambrose knight can share any one dose of ambrosia with a number of allies equal to his Charisma modifier (unadjusted by his ambrosia). All allies gain half the bonuses and penalty of the ambrosia for 10 minutes. This ability replaces greater banner.

Internal Fortitude (Ex): At 16th level, the ambrose knight is immune to the nauseated and sickened conditions during a challenge. This ability replaces challenge 6/day.

Grand Ambrosia (Su): At 17th level, an ambrose knight’s ambrosia now grants a +6 alchemical bonus to his primary ability score and a +4 alchemical bonus to his secondary ability score. The ambrose knight takes a –2 penalty to his associated ability score as long as the ambrosia persists. In addition, from this point forward, the ambrose knight and his mount gain the benefits of the Preserve Organs alchemist discovery. This ability replaces master tactician.

Knight Immortal (Su): At 20th level, an ambrose knight’s ambrosia now grants a +8 alchemical bonus to his primary ability score and a +6 alchemical bonus to his secondary ability score. The ambrose knight takes a –2 penalty to his associated ability score as long as the ambrosia persists. Also, from this point forward, the ambrose knight and his mount take no penalty to his physical ability scores from advanced age. If the ambrose knight is already taking such penalties, they are removed at this time.

In addition, if the ambrose knight or his mount is killed, they return to life 24 hours later, regardless of the condition of their body or the means by which they were killed. When the ambrose knight or his mount return to life, they have only 1 hit point and are exhausted. Also the ambrose knight and his mount aren’t treated as if they had rested, and don't regain the use of abilities that recharge with rest until their next rest. This ability doesn't apply if the ambrose knight or his mount was killed by a coup de grace or critical hit. This ability replaces supreme charge.

Ambrose Knight Formulae List

Ambrose knights gain access to the following extracts.

1st-Level Ambrose Knight Extracts—ant haul, anticipate peril, comprehend languages, crafter’s fortune, cure light wounds, detect secret doors, endure elements, expeditious retreats, jump, keen sense, longshot, touch of the sea.

2nd-Level Ambrose Knight Extracts—aid, alchemical allocation, barkskin, bear’s endurance, bestow weapon proficiency, bullet shield, bull’s strength, cure moderate wounds, darkvision, delay poison, eagle’s splendor, false life, kinetic reverberation, levitate, protection from arrows, resist energy, spider climb, undetectable alignment.

3rd-Level Ambrose Knight Extracts—absorb toxicity, amplify elixir, arcane sight, burrow, burst of speed, cure serious wounds, heroism, nondetection, protection from energy, remove blindness/deafness, remove curse, remove disease, tongues, water breathing.

4th-Level Ambrose Knight Extracts—cure critical wounds, darkvision (greater), death ward, detonate, discern lies, false life (greater), fire shield, fluid form, freedom of movement, neutralize poison, stoneskin, universal formula, vitriolic mist.

Table: Ambrose Knight

Table: Ambrose Knight Extracts Known