Jeweled Knight (Cavalier Archetype)
The City of 7 Seraphs

Jeweled Knights and Psionic Focus: Many feats used by the Everlasting Dawn and Jeweled knights, as well as many psionic class abilities, work either by maintaining or expending psionic focus.

Gaining Psionic Focus: Merely having the ability to hold a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused. If you have a power point pool or the ability to manifest psi-like abilities, you can meditate to become psionically focused. Meditating is a fullround action that provokes attacks of opportunity.

Jeweled Knight Orders As a particular aspect of the parent civilization’s influence on the Everlasting Dawn, jeweled knight cavaliers do not organize by Order rather Dominion or Jewel tradition. So an Order of the Cockatrice jeweled knight with the Dominion of Ruby would be called a Ruby Cockatrice knight.

This results in only Eight “Orders” within the Everlasting Dawn with subspecialties following standard Orders.

Dominion (Su): At 1st level the Jeweled Knight unlocks the powers of their respective gemstone Order. These manifest in a series of escalating spell-like or psi-like abilities. They gain access to these abilities at each odd-level as indicated in Dominion ability. The abilities also may interact with their Oath and Challenge class features. Dominion replaces the mount, cavalier’s charge, expert trainer, mighty charge, and supreme charge abilities.

Dominion of Sapphire (Justice)

Lawful Neutral: Divination magic and psychocreativity psionics

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your cavalier level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner’s Fortune (Sp): At 3rd level you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your cavalier level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Summoner’s Call (Ex): At 4th level, if you maintain focus when manifesting a power of the creation subdiscipline, the duration is increased by 1 round plus 1 round for every four cavalier levels. In addition, your astral constructs gain an additional menu option of the highest menu available when you manifest the power.

Scrying Adept (Su): At 11th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.

Astral Ally (Su): At 20th level, you can change the duration of an astral constructUP power to permanent. You can have no more than one astral construct power made permanent in this way at one time. If you designate another astral construct power as permanent, the previous power immediately ends.

Dominion Abilities: Starting at 1st level you may manifest or activate one of either of the pair of abilities listed as a psi-like or spell like ability of your cavalier level. At each listed level you gain another pair you may activate one of per day.

  • 1st—astral constructUP or comprehend languages
  • 3rd—reconstructionUP or detect thoughts
  • 5th—greater concealing amorphaUP or arcane sight
  • 7th—crystalline bondsUP or scrying
  • 9th—hail of crystalsUP or telepathic bond
  • 11th—crystallizeUP or true seeing
  • 13th—mass ectoplasmic cocoonUP or vision
  • 15th—astral seedUP or discern location
  • 17th—true creationUP or foresight

Dominion of Ruby (Passion)

Chaotic Neutral: Enchantment magic and Psychometabolic psionics.
Impressive Presence (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five cavalier levels you possess, up to a maximum of +6 at 20th level.

Metabolic Healing (Su): At 3rd level, as long as you maintain psionic focus, you gain fast healing 1 when you manifest any psychometabolism power on yourself. This fast healing lasts for a number of rounds equal to the level of the power manifested. The fast healing increases by 1 for every four cavalier levels thereafter.

Perfection of Self (Su): At 4th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your cavalier level (maximum +10) for one round. You may use this ability a number of times per day equal to your cavalier level.

Aura of Awe (Su): At 14th level, you can emit a 30-foot aura of awe for a number of rounds per day equal to your cavalier level as a swift action. Enemies within this aura take a –3 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive and may be ended as a free action. This is a mind-affecting effect.

Mental Mirror (Su): At 20th level, whenever you succeed at a saving throw against a mind-affecting effect, that spell, power or effect is reflected back at its caster, as per spell turning.

Dominion Abilities: Starting at 1st level you may manifest or activate one of either of the pair of abilities listed as a psi-like or spell like ability of your cavalier level. At each listed level you gain another pair you may activate one of per day.

  • 1st—minor metamorphosisUP or charm person
  • 3rd—animal affinityUP or daze monster
  • 5th—metamorphosisUP or suggestion
  • 7th—resist deathUP or charm monster
  • 9th—psionic revivifyUP or dominate person
  • 11th—major metamorphosisUP or greater heroism
  • 13th—fissionUP or power word blind
  • 15th—fusionUP or power word stun
  • 17th—true metamorphosisUP or dominate monster

New Cavalier Order

Order of the Jewel

Cavaliers belonging to the Order of the Jewel are sworn to one of the Eight Jewels of Virtue. It is rare for one to belong to the Order and not also be a Jeweled Knight (see above) but it has been known to happen. Edicts: Order of the Jewel cavaliers follow the Virtue of their jewel. They try to advocate for priority for that focus with mind, body, and soul. Commands from the Jeweled Lady or Lord of their Order must be executed to the best of one’s ability.

Challenge: Whenever an order of the jewel cavalier issues a challenge, the target of the challenge takes a –1 penalty on saving throws against powers, spells, and psi- or spell-like abilities used by jeweled knights, allies benefiting from their union of the trinity aura or other members of the Everlasting Dawn. This penalty increases by 1 for every 4 levels the cavalier has. An order of the jewel cavalier can’t issue a challenge against any creature of the Eternal Dawning unless it has an alignment component in opposition to the cavaliers.

Skills: An order of the jewel cavalier adds Knowledge (arcana) and Spellcraft to their list of class skills. An order of the jewel cavalier can attempt these skill checks untrained. Whenever an order of the jewel cavalier attempts a Spellcraft check to recognized an enemies powers or spells in combat, they receive a bonus on the check equal to half their cavalier level (minimum +1).

Order Abilities: An order of the jewel cavaliers gains the following abilities as they increases in level.

Union of the Trinity (Ex): The presence of the cavalier galvanizes the diverse strengths of their allies. As long as two other allies within 30 feet are a different species, class or alignment than one another they gain a +1 insight bonus to armor class, attack rolls, saving throws, and skill checks. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Vessel of the Trinity (Ex): At 8th level the cavalier may channel the power of their allies into their own form. As a move action as long as there are at least two creatures with a different species, class or alignment in their aura they gain a +4 enhancement bonus to a single Ability Score of their choice for 1 minute. They may activate this ability a number of times per day equal to their Charisma Modifier. The bonus increases by 2 at 12th, 16th, and 20th levels.

Strike of the Spectrum (Ex): At 15th level, whenever the cavalier makes a melee attack against the target of his challenge and there are at least five instances of allies with a different species, class or alignment than their own within their union of the trinity aura, the cavalier gains a bonus on attack and damage rolls equal to his Charisma modifier. This damage is multiplied on a critical hit.

New Feat

Reform Dominion

You can alter the nature of your Dominion slightly.

Requirement: Dominion class feature. Knowledge (arcana) 5 ranks, Knowledge (psionics) 5 ranks

Benefit: You can spend one hour in meditation to alter a psi-like or spell-like ability you know. You may replace the selected ability with another from the same school of magic or psionic discipline of the same level or lower until the next time you lose consciousness for more than 1 hour.

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