In worlds where the land’s energies were a chaotic flux and leylines were disrupted, throwing the energies of nature into chaos, Mystic Knights were slowly dying out, their natural means of drawing their strengths disrupted and weakened. However, one Mystic Knight found a means of drawing elemental energies through the use of jewels, and from it, she founded the Order of the Jewel Knights, a new branch of Mystic Knights who draws their powers and talents from the very minerals that come from the land itself.

Jewel Knights are an archetype of the Mystic Knight class, contributed by GregarMoon

Weapon and Armor Proficiency

A mystic knight is proficient with all simple and martial weapons, with all armor, but no shields.

This alters the Mystic Knight’s starting weapon and armor proficiency.

Jewel Knight Rings (Su)

Starting at 1st level, the Jewel Knight starts with one of the listed Jewel Knight rings at no cost. These jewel knight rings are exclusive to her and no one else can benefit from these rings, even for other jewel knights as the jewels embedded in them are attuned specifically to each individual Jewel Knights. A Jewel Knight can craft another via the Forge Ring feat, adding ½ their class level as an untyped bonus to her Spellcraft check to craft the rings (DC20, market price 8,000). By spending a full round action, she can change her Jewel Knight ring to gain the benefits of another, ending the previous Jewel Knight ring’s benefits. The benefits of the rings last indefinitely, and she can potentially start an engagement in one of her forms. A Jewel Ring when worn takes up a ring slot as appropriate. A Jewel Ring, if it were to be sold to NPCs, would worth nothing.

Ruby: The Jewel Knight becomes attuned to Fire, and she gains fire resistance 10 and ice resistance 5, but a weakness to water. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 1d6 points of fire damage.

Sapphire: The Jewel Knight becomes attuned to Water, and she gains water resistance 10 and fire resistance 5, but a weakness to lightning. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 1d6 points of water damage.

Emerald: The Jewel Knight becomes attuned to Wind, and she gains wind resistance 10 and earth resistance 5, but a weakness to ice. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 1d6 points of wind damage.

Citrine: The Jewel Knight becomes attuned to Earth, and she gains earth resistance 10 and lightning resistance 5, but a weakness to wind. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 1d6 points of earth damage.

Aquamarine: The Jewel Knight becomes attuned to Ice, and she gains ice resistance 10 and wind resistance 5, but a weakness to fire. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 1d6 points of ice damage.

Amethyst: The Jewel Knight becomes attuned to Lightning, and she gains lightning resistance 10 and water resistance 5, but a weakness to earth. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 1d6 points of lightning damage.

Onyx: The Jewel Knight becomes attuned to Dark, and she gains dark resistance 10, but a weakness to light. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 1d6 points of dark damage.

Opal: The Jewel Knight becomes attuned to Light, and she gains light resistance 10, but a weakness to dark. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 1d6 points of light damage.

Alexandrite: The Jewel Knight becomes attuned to Poison, and she gains earth, wind or water resistance 5, but a weakness to either light or dark, chosen when the Jewel Knight wears the ring, and each time the Jewel Knight changes into this ring. In addition, a weapon wielded by a Jewel Knight in this form deals and extra 1d6 points of poison damage.

In addition, the Jewel Knight gains Forge Ring as a bonus feat, even if she has not met the prerequisite, but is limited to making only her Jewel Knight rings until she meets the prerequisites of the feat.

This replaces the Mystic Knight’s Elemental Attunement class feature.

Jewel Domain (Su)

At 2nd level, the Jewel Knight can draw upon the powers of the Jewel Rings and create a territory around her that is advantageous to one element while disadvantageous to the opposing element. By spending a full-round action and spending magic points up to her class level (minimum 2 MP), the Jewel Knight can create an aura 30ft around her that increases the effectiveness of spells and spell-like abilities with a descriptor matching her attuned element that she and her allies use. This increases the caster level of such abilities by 1, plus an additional caster level for every 4 MP spent beyond 2 MP. Additionally, foes in this aura take a like penalty to spells and spell-like abilities they cast with a descriptor matching their opposing element. This ability lasts for a number of rounds equal to her Focus modifier.

This replaces the Reversal class feature.

Jewelplay

When the Jewel Knight gains swordplays, she may learn them normally, but in order to use swordplays dealing elemental damage, she may only use the element that she is attuned to at the moment. This otherwise functions per normal Swordplay.

This alters the Mystic Knight’s Swordplay class feature.

Elemental Cover (Su)

At 3rd level, the Jewel Knight can bestow a barrier of protective elemental energies to her allies. As an immediate action, a Jewel Knight can grant an ally within 30ft of her elemental resistance equivalent to her current equipped Jewel Ring. The barrier has a hit point total equal to the resistance value, doubling that every even level after 3rd level, and once the hit point of the barrier or 3 rounds is up (whichever first), the barrier dissipates. The barrier does not reduce physical damage, and is only reduced by the elemental damage that matches the barrier when it was first deployed. The Jewel Knight can use this ability a number of times per day equal to 3 + her Focus modifier.

This replaces the Sentinel class feature.

Jewel’s Protection (Su)

At 5th level, the Jewel Knight gains DR/- equal to half her class level, rounded down. This DR stacks with any other class features, spells or abilities that grant DR.

This replaces the Mystic Knight’s Elemental Empowerment class feature.

Jewel Link (Su)

At 8th level, as a move action, the Jewel Knight can bestow her ring’s powers to an ally within 30ft from her. The ally gains the same bonuses the Jewel Rings grant the Jewel Knight for a number of rounds equal to ½ her class levels in Mystic Knight. The link is not perfect, and is severed the moment the ally or the Jewel Knight moves more than 30ft away from each other. The Jewel Knight can use this ability a number of times per day equal to her Focus modifier.

This replaces the Mystic Knight’s Improved Sentinel class feature.

Jewel’s Curse (Su)

At 8th level, a Jewel Knight can draw upon the curse of her ring to bestow suffering upon her enemies. By spending 2MP, the Jewel Knight can tap into her Jewel Ring to inflict a status effect on an enemy within 60ft. The effects varies depending on her currently equipped Jewel Ring, and the saves are at DC10 + ½ her Mystic Knight levels + her Focus modifier, and the duration are always based on her Focus modifier:

Ruby: (Reflex save) Inflicts Staggered on the enemy.

Sapphire: (Fortitude save) Inflicts Fatigued on the enemy.

Emerald: (Will Save) Inflicts Confused on the enemy.

Citrine: (Fortitude Save) Inflicts Slowed on the enemy.

Aquamarine: (Fortitude Save) Inflicts Immobilized on the enemy.

Amethyst: (Reflex Save) Inflicts Deafened on the enemy.

Onyx: (Will Save) Inflicts Frightened on the enemy.

Opal: (Reflex Save) Inflicts Blinded on the enemy.

Alexandrite: (Fortitude Save) Inflicts Sapped on the enemy.

This replaces the 8th level Mysticism class feature.

Jewel Attunement (Su)

At 9th level, a Jewel Knight can let her raw, elemental energies partially fuel her abilities instead of having to expend mana. When using a swordplay technique or mysticism that utilizes an element matching the element of her currently equipped ring, she can reduce the cost of the ability by 1 MP, to a minimum cost of 1 MP.

This replaces the Elemental Efficiency class feature.

Improved Jewel Knight Rings (Su)

At 11th level, the Jewel Knight’s rings gain an additional mineral to enhance it, powering the Jewel Knights further. In addition, she can change her rings as a standard action instead.

Ruby Jacinth: The Jewel Knight becomes attuned to Fire, and she gains fire resistance 20 and ice resistance 10, but a weakness to water. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 2d6 points of fire damage.

Sapphire Azurite: The Jewel Knight becomes attuned to Water, and she gains water resistance 20 and fire resistance 10, but a weakness to lightning. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 2d6 points of water damage.

Emerald Jade: The Jewel Knight becomes attuned to Wind, and she gains wind resistance 20 and earth resistance 10, but a weakness to ice. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 2d6 points of wind damage.

Citrine Jasper: The Jewel Knight becomes attuned to Earth, and she gains earth resistance 20 and lightning resistance 10, but a weakness to wind. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 2d6 points of earth damage.

Aquamarine Fluorite: The Jewel Knight becomes attuned to Ice, and she gains ice resistance 20 and wind resistance 10, but a weakness to fire. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 2d6 points of ice damage.

Amethyst Sugilite: The Jewel Knight becomes attuned to Lightning, and she gains lightning resistance 20 and water resistance 10, but a weakness to earth. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 2d6 points of lightning damage.

Onyx Jet: The Jewel Knight becomes attuned to Dark, and she gains dark resistance 20, but a weakness to light. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 2d6 points of dark damage.

Opal Moonstone: The Jewel Knight becomes attuned to Light, and she gains light resistance 20, but a weakness to dark. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 2d6 points of light damage.

Alexandrite Malachite: The Jewel Knight becomes attuned to Poison, and she gains earth, wind or water resistance 10, but a weakness to either light or dark, chosen when the Jewel Knight wears the ring, and each time the Jewel Knight changes into this ring. In addition, a weapon wielded by a Jewel Knight in this form deals and extra 2d6 points of poison damage.

This replaces the Elemental Dualism class feature.

Jewel Extension (Su)

At 13th level, the Jewel Knight learns a secret of the Jewels and her body, allowing her to attune two rings at the same time, gain half of the effectiveness of her Jewel Knight Ring, with weaknesses and resistances stacked upon each other. For example, a Jewel Knight that attuned to her Amethyst Sugilite and Citrine Jasper rings gain lightning resistance 15, water resistance 5 and earth resistance 10, but gains a weakness to both earth and wind. She can only maintain this ability for a number of rounds equal to her Mystic Knight’s class level per day, but it does not need to be consecutive rounds.

This replaces the Greater Sentinel class feature.

Quick Hands (Ex)

At 17th level, the Jewel Knight can change her rings and her form as a move action instead.

Field of Crystals and Jewels (Su)

At 18th level, the Jewel Knight has gained such mastery over her jewel rings and her elemental powers that she is able to more effectively protect her allies. By spending 2 charges of her Jewel Domain’s daily uses, she is able to expand the field to 3x the Jewel Domain’s range. The ground starts growing crystalline jewels, turning the area into difficult terrain for enemies. Flying enemies have to succeed a Fly check against DC10 + her Mystic Knight levels + her Focus modifier, or forced to the ground. Allies are not affected by this terrain change, and they gain double the bonuses from Jewel Domain for a number of rounds equal to her Focus modifier.

This replaces the Supreme Sentinel class feature.

Jewel Knight-Commander (Su)

At 20th level, the Jewel Knight reaches peak capabilities, maximizing what her Jewel Knight Rings can do. In addition, she can change her rings as a free action instead. Once per day, when she wears two rings from the Jewel Extension ability, she removes the weaknesses and gains full resistances as appropriate for a number of rounds equal to her Focus modifier.

Ruby Jacinth: The Jewel Knight becomes attuned to Fire, and she gains fire immunity and ice resistance 15, but a weakness to water. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 3d6 points of fire damage.

Sapphire Azurite: The Jewel Knight becomes attuned to Water, and she gains water immunity and fire resistance 15, but a weakness to lightning. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 3d6 points of water damage.

Emerald Jade: The Jewel Knight becomes attuned to Wind, and she gains wind immunity and earth resistance 15, but a weakness to ice. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 3d6 points of wind damage.

Citrine Jasper: The Jewel Knight becomes attuned to Earth, and she gains earth immunity and lightning resistance 15, but a weakness to wind. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 3d6 points of earth damage.

Aquamarine Fluorite: The Jewel Knight becomes attuned to Ice, and she gains ice immunity and wind resistance 15, but a weakness to fire. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 3d6 points of ice damage.

Amethyst Sugilite: The Jewel Knight becomes attuned to Lightning, and she gains lightning immunity and water resistance 15, but a weakness to earth. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 3d6 points of lightning damage.

Onyx Jet: The Jewel Knight becomes attuned to Dark, and she gains dark resistance 30, but a weakness to light. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 3d6 points of dark damage.

Opal Moonstone: The Jewel Knight becomes attuned to Light, and she gains light resistance 30, but a weakness to dark. In addition, a weapon wielded by a Jewel Knight in this form deals an extra 3d6 points of light damage.

Alexandrite Malachite: The Jewel Knight becomes attuned to Poison, and she gains earth, wind or water resistance 30, but a weakness to either light or dark, chosen when the Jewel Knight wears the ring, and each time the Jewel Knight changes into this ring. In addition, a weapon wielded by a Jewel Knight in this form deals and extra 3d6 points of poison damage.

This replaces the Elemental Mastery class feature.