Gemstone Ranger (3.5e Class)

Gemstone Ranger

A Gemstone Ranger mixes the skills of a ranger, be it a close range or long range ranger, with the somewhat magical abilities of the more well known magical classes.

Making a Gemstone Ranger

The Gemstone Ranger can easily fill in as a back up ranger or magic class, yet cannot hold their own in direct combat, requiring support from more heavily armored or more skilled classes. Though their unique mix of fighting allows them to cover a decent amount of weaknesses.

Abilities: Dexterity or Strength is needed, depending on what style of fighting the Gemstone Ranger picks. Constitution is always needed for extra health, but not that important if the Gemstone Ranger is going to be in the back lines. Charisma and Intelligence are needed for their skills.

Races: Human only.

Alignment: Neutral Good, Chaotic Good, Lawful Neutral, True Neutral.

Starting Gold: Due to the amount of gems they carry, a Gemstone Ranger only starts with 4d10x10 gold.

Starting Age: Moderate.

Table: The Gemstone Ranger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+0+2+2 Gemstone Pouch, Gemstone Blessing, Gemstone Enchantment (Lv 1), Gemstone Control (+2)
2nd+2+0+3+3 Favored Enemy +1
3rd+3+1+3+3 Combat Style
4th+4+1+4+4 Gem Sense
5th+5+2+4+4 Gemstone Control (+2), Gemstone Enchantment (Lv 2)
6th+6/+1+2+5+5 Favored Enemy +2
7th+7/+2+3+5+5 Gem Shielding
8th+8/+3+3+6+6 Improved Combat Style
9th+9/+4+4+6+6 Gemblending
10th+10/+5+4+7+7 Gemstone Control (+2), Favored Enemy +3, Gemstone Enchantment (Lv 3)
11th+11/+6/+1+5+7+7 Evasion
12th+12/+7/+2+5+8+8 Tri-Blending
13th+13/+8/+3+6+8+8 Combat Style Mastery
14th+14/+9/+4+6+9+9 Favored Enemy +4
15th+15/+10/+5+7+9+9 Gemstone Enchantment (Lv 4)
16th+16/+11/+6/+1+7+10+10 Gem Trapping
17th+17/+12/+7/+2+8+10+10
18th+18/+13/+8/+3+8+11+11 Favored Enemy +5
19th+19/+14/+9/+4+9+11+11
20th+20/+15/+10/+5+9+12+12 Gemstone Enchantment (Lv 5)

Class Skills 4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Craft (Gemstones) (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Possession (Gemcutter), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis).

Class Features

All of the following are class features of the Gemstone Ranger.

Weapon and Armor Proficiency: A Gemstone Ranger is proficient with all Simple and Martial weapons, and light armor, but no shields.

Gemstone Control: Starting at 1st level, a Gemstone Ranger can control 2 gems at the start, and can control a maximum of 2 + Class Level at any given time. At 5th level, and every 5 levels after that, a Gemstone Ranger can control 2 more gems, against the Gemstone Control formula. The power of each gemstone increases at 5th level, and every 5 levels after that. The list of Gemstones and their effects are as followed:

Garnet: Bestial. While this does not provide an elemental attack, Garnets provide the user with Bear's Endurance. The Gemstone Ranger's level is the Caster Level for the spell.

Amethyst: Poison. When used in combination with a weapon, grants an additional 1d4 Acid Damage.

Aquamarine: Water. While this does not provide an elemental attack, Aquamarines provide the user with Owl's Wisdom. The Gemstone Ranger's level is the Caster Level for the spell.

Diamond: Defense. While this does not provide an elemental attack, Diamonds provide the user with Cat's Grace. The Gemstone Ranger's level is the Caster Level for the spell.

Emerald: Wind. When used in combination with a weapon, grants an additional 1d4 Sonic Damage.

Moonstone: Lunar. While this does not provide an elemental attack, Moonstones provide the user with Eagle's Splendor. The Gemstone Ranger's level is the Caster Level for the spell.

Ruby: Fire. When used in combination with a weapon, grants an additional 1d4 Fire Damage.

Peridot: Lightning. When used in combination with a weapon, grants an additional 1d4 Shock Damage.

Sapphire: Ice. When used in combination with a weapon, grants an additional 1d4 Cold damage.

Opal: Time/Space. While this does not provide an elemental attack, Opals provide the user with Fox's Cunning. The Gemstone Ranger's level is the Caster Level for the spell.

Topaz: Earth. While this does not provide an elemental attack, Topaz provide the user with an attack that ignores 1 AC.

Turquoise: Strength. While this does not provide an elemental attack, Turquoises provide the user with Bull's Strength. The Gemstone Ranger's level is the Caster Level for the spell.

Beryl: Light. When used in combination with a weapon, Beryls provide the attack with Lawful Enchantment.

Bloodstone: Darkness. When used in combination with a weapon, Bloodstones provide the attack with Evil Enchantment.

Carnelian: Blood. While this does not provide an elemental attack, Carnelians provides Smite Good effect. The Smite effect may be used 3 times a day, +1 additional time a day per every 4 levels.

Agate: Nature. While this does not provide an elemental attack, Agate provides the attack with 1d4 damage dealing poison (Fort Save 15).

Chrysolite: Sun. While this does not provide an elemental attack, Chrysolite provides the attack with a Ref DC 15 + Class level Stun effect for 1 turn.

Cobalt: Archery. Can only be granted to Bows, Crossbows, and the like. While this does not provide an elemental attack, Cobalt grants the attack with +3 to Hit.

Alexandrite: Holy. When used in combination with a weapon, Alexandrite provides a Smite Evil effect. The Smite effect may be used 3 times a day, +1 additional time a day per every 4 levels.

Tiger's Eye: Rage. While this does not provide an elemental attack, Tiger's Eyes provide a constant Power Attack at fullest Hit to Damage switch. This affect is constant as long as the Gemstone Ranger is wielding the Tiger's Eye enchanted weapon.

Jade: Energy. While this does not provide an elemental attack, Jades grant the user +2 to Reflex saves.

Citrine: Healing. While this does not provide an elemental attack, Citrine grant the user +2 to Fortitude saves.

Sunstone: Sword. Can only be granted to Melee weapons. While this does not provide an elemental attack, Sunstone grants the attack with +3 to Hit.

Larimar: Mental. While this does not provide an elemental attack, Larimars grant the user +2 to Will saves.

Zircon: Brittleness. This can only be granted to Melee weapons. Zircon grants the wielder the feat Improved Sunder while the weapon is blessed.

Kyanite: Momentum. This can only be granted to Melee weapons. When in combination with a weapon, Kyanite grants the feat Improved Trip while the weapon is blessed.

Scapolite: Sharpness. When blessed, weapons deals an additional +2 damage on each successful hit.

(New gems may be added into the list provided DM and player agree on what they do, and how they level up.)

Gemstone Pouch: In order to hold his gems, a Gemstone Ranger carries a pouch around their waist. It is padded to protect the gems from damage via outside forces, and is weather proofed, and can endure up to 250 degrees F and -100 degrees F, but the person carrying the pouch will most likely die before the gems break. However, if a gemstone is broken in any way, the Gemstone Ranger cannot use it's effect until they find/buy/make a new gem. The new gem does not need to have a person dedicated to it, as the gemstone itself is already in memory of someone.

Gemstone Blessing: A Gemstone Ranger cannot use his gems unless he finds a person in his life to 'moment' the gemstone to, meaning the gem must have a person it is dedicated to. (To ensure this works, the player must create a backstory with their character and have interaction between a person in their past and give the reason why they are given the gemstone, and something as 'They liked the gem' will not work. It has to be detailed to a point). A Gemstone Ranger can dedicate a gemstone to an ally in their party if they feel as if the ally is worthy. A Gemstone Ranger may only have one gem bless a weapon at a time.

Gemstone Enchantment Lv1: Before attacking, a Gemstone Ranger can give up their Move Action to bless their weapon with a gemstone's power. Once the weapon is blessed, st the start of each of the Gemstone Ranger's turn there after must make a successful concentration check to maintain the enchantment. The DC starts at 10 + Gemstone enchantment level + 2 per round (starting at 2 after the first round). Anything that could be distracting adds a + 2 to the DC, (engaged in a battle, balancing on a ledge, ect...)

Favored Enemy (Ex): At 2nd level, a gemstone ranger may select a type of creature to be their Favored Enemy. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against such creatures.

At 6th level and every four levels thereafter (10th, 14th, and 18th level), the gemstone ranger gets an additional +2. (+10 by 18th level)

Combat Style (Ex): At 3rd level, a gemstone ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If he selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If he selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the gemstone ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Improved Combat Style (Ex): At 8th level, a gemstone ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If he selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the gemstone ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Gem Sense: At 4th level, a gemstone ranger can sense near by gem stones. When he is within 100' × class level, he automatically detects the location of near by gems. This ability only functions outside of combat.

Evasion (Ex): At 11th level, a gemstone ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless gemstone ranger does not gain the benefit of evasion.

Combat Style Mastery (Ex): At 13th level, a gemstone ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If he selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the gemstone ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Sculptor: At 4th level, a Gemstone Ranger can add half his Class level into any check that the Gemstone Ranger needs to focus on gems, jewels, or precious metals to see if they are real or fake, adjust prices, or spot minor magical enchantments.

Gemstone Enchantment Lv2: At 5th level, the Gemstone Ranger's power to control gems increase. All extra damage becomes either 2d4 or 1d8 (Player's Choice, but once picked it cannot change). Carnelian and Alexandrite increase in damage by one half the total damage (4 damage from Smite + 2 due to effect = 6). Garnet, Aquamarine, Diamond, Moonstone, Opal, and Turquoise have the effects increase from +4 to +6. Cobalt and Sunstone increase to +4 Hit. Jade, Citrine, and Larimar increase their saves to +3. Topaz ignores 2 AC. Chrysolite's DC increases to 20 + Class level, or increases to 2 turn stun (Cannot change one picked). Zircon and Kyanite grant a +2 bonus to their respective checks. Scapolite increases it's damage by +4.

Gem Shielding: At 7th level, a Gemstone Ranger can us his elemental gems to grant himself a Damage Reduction of DR/2 -element of gem-. Gems without elements cannot be used to shield from basic attacks in this way. This also allows the Gemstone Ranger to bless his armor with a Garnet, Aquamarine, Diamond, Moonstone, Opal, Topaz, Turquoise, Jade, Citrine, or Larimar and still gain full benefit from the gem (A Gemstone Ranger could bless his Breastplate with a Jade, and have his Longsword blessed by a Ruby, and still gain the +2 Reflex and 1d4 Fire damage). A Gemstone Ranger must, however, use both his move actions to bless a weapon and armor in one turn.

Miner: At 8th level, a Gemstone Ranger can add half his class level into any check that targets any natural stone, caves, chasms, and things of the such where gems or precious metals might be found.

Gemblending: At 9th level, a Gemstone Ranger may combine two of his gems into a single gem for their effects. With this, he may cast two blessings on his weapon at any time. he may only have 2 blended gems at once, and the limit increases by 2 at each Gemstone Enchantment levels after 2, making a total of 8 mixed gems total by 20th level. Blended Gems cannot be mixed with other Blended gems.

Gemstone Enchantment Lv3: At 10th level, the Gemstone Ranger's power grows more. All Extra damage becomes 3d4 or 2d8 (the choice is based on last pick). Carnelian and Alexandrite increase in damage by twofold. Garnet, Aquamarine, Diamond, Moonstone, Opal, and Turquoise have their effects increased from +6 to +8. Cobalt and Sunstone increase to +5 Hit. Jade, Citrine, and Larimar increase their saves to +4. Topaz ignores 3 AC. Chrysolite's DC increases to 25 + Class level, or increases to 3 turn stun (based on last level). Zircon and Kyanite grant a +4 bonus to their respective checks. Scapolite increases it's damage by +6.

Tri-Blending: At 12th level, a Gemstone Ranger can blend three gems into one to gain three effects at once. A Gemstone ranger may blend a Dual Gem into a Tri-Blend gem with a solo gem, yet cannot blend two Dual gems. A Gemstone Ranger can only have One (1) Tri-Blend gem at a time.

Gem Bomber: At 13th level, a Gemstone Ranger can use his gems as if they were thrown weapons, like Alchemist's Fire. When using a gem as a weapon, the gem uses the target's Touch AC, and the use of the gem vanishes for the day due to the burst of energy from it. The types of gems can be use are any gem that deals elemental damage, or Carnelian and Alexandrite. When thrown, the elemental gems deal a 15ft radius 1d10 + Class level splash damage, while Carnelian and Alexandrite use a 15ft Smite effect.

Gemstone Enchantment Lv4: At 15th level, the Gemstone Ranger's power keeps growing. All Extra damage becomes either 4d4, or 3d8 (The choice is based on the last pick). Carnelian and Alexandrite increase in damage by 2.5 damage. Garnet, Aquamarine, Diamond, Moonstone, Opal, and Turquoise have their effects increased from +8 to +10. Cobalt and Sunstone increase to +7 Hit. Jade, Citrine, and Larimar increase their saves to +6. Topaz ignores 5 AC. Chrysolite's DC increases to 30 + Class level + 2 Turn Stun, or DC 20 + 4 Turn stun (based on last level). Zircon and Kyanite grant a +6 bonus to their respective checks. Scapolite increases it's damage by +8.

Gem Trapping: At 16th level, the Gemstone Ranger can fuse a gem to a device to prevent someone else from using it. This wastes the gem, and the gem must be replaced, be it bought or found or anything else. When someone other than the Gemstone Ranger attempts to use the trapped item, the person must make a Use Magic Device Check of DC 15 + 1/2 Gemstone Ranger's level + Gemstone Ranger's 1/2 Spellcraft skill. if successful, the item works as usual. If failed, then gem activates and it's ability activates as if it was attached to a weapon/ gems that do not do direct damage cannot be used. Carnelian, Agate, Alexandrite, and Chrysolite can be used in Gem Trapping.

Gemstone Enchantment Lv5: At 20th level, the Gemstone Ranger's power reaches it's maximum. All Extra damage becomes 5d4 or 4d8. (based on last pick). Carnelian and Alexandrite increase in damage by threefold. Garnet, Aquamarine, Diamond, Moonstone, Opal, and Turquoise have their effects increased from +10 to +12. Cobalt and Sunstone increase to +9 Hit. Jade, Citrine, and Larimar increase their saves to +8. Topaz ignores 7 AC. Chrysolite's DC increases to 35 + Class Level + 3 Turn stun, or DC 25 + 5 Turn Stun (based on last level). Zircon and Kyanite grant a +8 bonus to their respective checks. Scapolite increases it's damage by +10.

Ex Gemstone Ranger

A Gemstone Ranger's who disgraces one of their gemstone's memories or changes to a prohibited alignment loses all gemstone ranger abilities (including her Gemstone Control and Gemstone Enchantment). She cannot thereafter gain levels as a gemstone ranger until she atones (see the atonement spell description).

Epic Gemstone Ranger

Table: The Epic Gemstone Ranger

Hit Die: d8

LevelSpecial
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30thVoid Stone

4 + Int modifier skill points per level.

Void Stone: The Gemstone Ranger has reached his pinnacle. All of his gems now fuse into one pitch black gem. He may call upon the gems' old effects at will, and now may attempt to summon the Void Gem. With a successful hit, the target must make a Massive Damage save or be killed instantly. This effect, however, can only be used 3 times a day.

Human Gemstone Ranger Starting Package

Weapons: Longbow (1d8, x3), Longsword (1d8, 19-20, x2), Dagger (1d4, 19-20, x2).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Craft (Gemstone)4Int
Diplomacy4Cha
Knowledge (Local)4Int
Gather Information4Cha

Feat: Weapon Focus (Longbow or Longsword based on preferred style).

Bonus Feats: Pointblank Shot (If taken Weapon Focus: Longbow) or Power Attack (If taken Weapon Focus: Longsword).

Gear: Studded Leather, trail rationsx5, water skin, flint&tinder, lantern, pint of oilx4.

Gold: 4d10x10 gold.

Playing a Gemstone Rangers

Religion: The religion of a Gemstone Ranger is determined of the person themselves, as the idea of religion is not a topic brought up in the Gemstone Ranger community.

Other Classes: Through their unique, and unorthodox, mix of fighting, many classes then to look at them with confusion, yet also with some sort of interest.

Combat: Melee focused Gemstone Rangers fight in the front rows, usually behind the more capable fighters, picking off weaker targets or damaging them enough for heavy classes to kill. Range focused Gemstone Ranger tend to do the same, though from the back rows, defending the weaker classes.

Advancement: If a Gemstone Ranger was to multi-class, they tend to pick Ranger to full aid in the ranger aspect or Fighter to aid in the melee aspect.

Gemstone Rangers in the World

People say small packages carry a big punch. I don't think they had gems in mind when making that phrase.
—Alain Zetsuoa, Human Gemstone Ranger

Daily Life: Their daily life is nothing out of the ordinary of usual classes in the world..

Notables: Alain Zetsuoa, Gemstone Ranger with complete control over 31 gems.

Organizations: Gemstone Rangers tend to find themselves in many different guilds and groups due to their mix of combat.

NPC Reactions: The general reaction to a Gemstone Ranger is usually the same as how the other people traveling with them will react..

Gemstone Ranger Lore

Characters with ranks in Knowledge (Arcana) can research Gemstone Rangers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DCResult
5A Gemstone Ranger uses gems to enchant their attacks.
10While they have access to many gems, they must pick and choose what they can use.
15As the Gemstone Ranger uses a gem, it becomes more and more power, and can fuse with other gems to create more unique gems.
20Some of the most powerful Gemstone Rangers can create a gem so powerful that the element given to it is known as Void.


Gemstone Rangers in the Game

Sample Encounter:

Alain Zetsuoa

CR —

Chaotic Good Medium Humanoid (Human)
Init/Senses +4/Listen 1, Spot 1
AC 20, touch 15, flat-footed 15
hp 94 (10 HD)
Fort/Ref/Will 7/11/7
Speed 30ft
Melee Greatsword +16/+11 (2d6+6, 19-20 x2); Rapier+14/+9 (1d6+4, 18-20 x2); Warhammer +14/+9 (1d8+4 x3)
Base Atk/Grp +10/+5/14
Atk Options Ruby, Amethyst, Peridot, and Sapphire to add extra damage; Sunstone and Cobalt to increase chances to hit; Turquoise to increase his Melee damage output; Moonstone to increase his Charisma checks.
Abilities Str 18, Dex 19, Con 16, Int 14, Wis 12, Cha 15
SQ Gemstone Blessing, Gemstone Enhancement Lv 3, Gem Shielding, Gemblending
Feats Power Attack, Cleave, Precise Shot, Pin-point Shot, Rapid Shot, Manyshot, Quick Draw
Skills Appraise +8, Craft (Gemstone) +10, Diplomacy +12, Gather Info +12, Intimidate +12, Knowledge (Arcana) +10, Search +8, Spellcraft +8, Use Magic Device +8
Advancement
Possessions Composite Longbow+2 with a sphere Cobalt gem in the grip, worth 500gp; Greatsword with a weathered, damaged, and chipped square cut Turquoise gem, worth 200gp; Warhammer with a diamond cut Sunstone gem at the very bottom of the hilt, worth 300gp; Rapier with a single marquise cut each of Ruby, Amethyst, Peridot, and Sapphire in the pommel, worth a total of 2,000gp total; a Moonstone tear cut worth 375gp on a ring on his right ring finger; Mithral Chain ShirtEfficient Quiver; Ring of Natural Armor +2; + 3,164gp, 1,329sp

Back to Main Page 3.5e Homebrew NPCs CR 10
Back to Main Page 3.5e Homebrew NPCs ECL 10

One of the orginal Gemstone Rangers, with his the pinky finger of his right hand scarred over, looking as if it was ripped off at the knuckle. Not one to initiate combat first, he won't hesitate to throw a punch...or warhammer...if needed. Before combat, however, he uses his Moonstone to bless a weapon on his person to grant his Charisma Score a +6 to the total, using his Diplomacy to calm the fight before it starts, or Intimidate if that won't work. When combat is about to be provoked, Alain will quickly run to the maximum distance his Composite Longbow can fire, quickly blessing it with the Cobalt to increase his aim (+5 to hit), and poke around with his other elemental gems (3d4 Fire, Acid, Shock, or Cold damage) to see resistances or weaknesses, if any. Before his targets come into range, he'll attempt to pick off any spellcasters, mainly Arcane spellcasters first. If a for is within melee range, he will Quick Draw into his Greatsword, blessing it with Turquoise to increase his Strength score by +6, then Power Attack for full damage reward and hope for a hit. If the target is still alive and in melee, he will use his Sunstone to give him a much needed accuracy boost while Power Attacking, only stopping when he misses three Power Attacks in a row. If there are two or more targets surrounding him in melee range, he will Quick Draw into either his Warhammer if accuracy is needed with his Sunstone, or Rapier if damage is needed with his gems. If brought down to roughly 1/4th his hp, he will break off form combat, Quick Draw his Greatsword if it isn't out, Bless it with Turquoise if it already isn't, then Sunstone if it already isn't, and take a Total Defense Action, and attempt to Diplomacy his way out of the fight and admit a defeat. At any time during combat, if there are spellcasters or weapons with a very prominent element (Such as fire), he will use his Gem Shielding to lessen the elemental damage.


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