Gemstone Ranger variant (3.5e Class)

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Gemstone Ranger(Variant)

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. By delving into the magic within gemstones, this Ranger becomes a unique enemy to face.

Making a Gemstone Ranger(Variant)[edit]

The Gemstone Ranger can easily fill in as a back up ranger or magic class. This Ranger cannot hold their own in direct combat, requiring support from more heavily armored or more skilled classes to work in the front lines. Their unique mix of fighting and magic allows them to cover a decent amount of weaknesses in an adventuring crew..

Abilities: Depending on the style of combat, either Dexterity or Strength should be a priority. Charisma and Intelligence are important for class skills, and for rangers focusing more on the magical studies of gemstones.Constitution is always good for the extra hit points.

Races: Humans and Elves have always been drawn to the ways of the ranger. Dwarves and Deep Gnomes make unlikely, but interesting Gemstone rangers due to the fact of their close connection to the earth and the stones themselves. Anyone can become a Gemstone Ranger if they have a desire to connect to the magic of the stones.

Alignment: Gemstone Rangers can be of any alignment, but most commonly border on good or neutral.

Starting Gold: 4d6x10 gp .

Starting Age: As ranger.

Table: The Gemstone Ranger(Variant)

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Gemstone Pouch, Gemstone Blessing, Gemstone Enchantment (Lv 1), Gemstone Control (+2)
2nd +2 +0 +3 +3 Bonus Feat
3rd +3 +1 +3 +3
4th +4 +1 +4 +4 Sculptor
5th +5 +2 +4 +4 Gemstone Control (+2), Gemstone Enchantment (Lv 2)
6th +6/+1 +2 +5 +5 Bonus Feat
7th +7/+2 +3 +5 +5 Gem Shielding
8th +8/+3 +3 +6 +6 Miner
9th +9/+4 +4 +6 +6 Gemblending
10th +10/+5 +4 +7 +7 Gemstone Control (+2), Bonus Feat, Gemstone Enchantment (Lv 3)
11th +11/+6/+1 +5 +7 +7
12th +12/+7/+2 +5 +8 +8 Tri-Blending
13th +13/+8/+3 +6 +8 +8 Gem Bomber
14th +14/+9/+4 +6 +9 +9 Bonus Feat
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 Bonus Feat
19th +19/+14/+9/+4 +9 +11 +11
20th +20/+15/+10/+5 +9 +12 +12 Gemstone Enchantment (Lv 5)

Class Skills 5 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Craft (Gemstones) (Int), Diplomacy (Cha), Gather Information (Cha),Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int),Knowledge (dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Profession (Wis), Search (Int),Survival (Wis), Spellcraft (Int), Use Magic Device (Cha). .


Class Features[edit]

A gemstone ranger fights from long to short range depending on his or her personal weapon preference, and his or her gem connections. 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. They are not proficient with shields.


Gemstone Control: Starting at 1st level, a Gemstone Ranger can dedicate 2 gems to use for blessings, and can dedicate a maximum of 2 + Class Level. 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:

Elemental attack stones: All stones deal an additional 1d4 elemental Damage to attacks made by blessed weapons. At 5th level 2d4 or 1d8 (Player's Choice, but once picked it cannot be changed). At 10th, increase previous damage choice to 3d4 or 2d8. At 15th, increase damage to 4d4 or 3d8. At 20th, increase damage to 5d4 or 4d8.

Gemstone Domain Effect
Amethyst Poison Acid Damage
Emerald Wind Sonic Damage
Peridot Lightning Shock Damage
Ruby Fire Fire Damage
Sapphire Ice Cold damage

Defensive Stones:These stones enchant the Ranger increasing the respective save by +2. At 5th, save increases to +3. At 10th, increase to +4. At 15th, increase to +6. At 20th, increase to +8.

Gemstone Domain Effect
Agate Nature Agate a shield covering the ranger's person, but does not extend much farther then his or her armor. This shield provides a bonus to AC.
Citrine Healing Increases Fortitude
Jade Energy Increases Reflex
Larimar Mental Increases Will

Buff stones:These stones function as a particular spell. As the Ranger increases in power, so do the effects. At 5th, increase effect to +6. At 10th, increase effect to +8. At 15th, increase to +10. At 20th, increase to +12.

Gemstone Domain Effect
Aquamarine Water Aquamarines provide the user with Owl's Wisdom.
Diamond Defense Diamonds provide the user with Cat's Grace.
Garnet Bestial Garnets provide the user with Bear's Endurance.
Moonstone Lunar Moonstones provide the user with Eagle's Splendor.
Opal Time/Space Opals provide the user with Fox's Cunning.
Turquoise Strength Turquoises provide the user with Bull's Strength.

Weapon enhancement stones:These stones either increase an weapon's ability to score a hit or its ability to penetrate armor. Colbalt and Sunstone grant the attack with a +3 to Hit. At 5th, increase to +4 Hit. At 10th, increase to +5 Hit. At 15th, increase to +7 Hit. At 20th, increase to +9 Hit.

Gemstone Domain Effect
Cobalt Archery Can only be granted to Bows, Crossbows, and other ranged weapons. This can included thrown weapons as long as the attack is made at range.
hematite Sword Can only be granted to Melee weapons.

Topaz: Earth. Topaz provide the user with an attack that ignores 1 AC(armor, shield,or natural armor). At 5th, increases to 2. At 10th, increase to 3. At15th, ignores 5. At 20th, increase to 7.

Unique Attack Stones:These stones grant unique attack effects to weapons. Alexandrite and Carnelian provide a Smite effect. The Ranger adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per ranger level. At 5th increase in damage by one half the total damage. At 10th, double extra damage from effect. At 15th, increase in damage by 2.5 damage. At 20th, increase in damage by threefold. (Your DM may want to make usable per day as paladin's ability)

Gemstone Domain Effect
Alexandrite Holy Alexandrite provides a Smite Evil effect.
Carnelian Blood Carnelians provides Smite Good effect.
Chrysoberyl Star Chrysoberyl provides the attack with a Ref DC 15 + Class level Stun effect for 1 turn.

At 5th, DC increases to 20 + Class level, or increases to 2 turn stun (Cannot change once picked). At 10th level, DC increases to 25 + Class level, or increases to 3 turn stun (based on last level). At 15th, DC increases to 30 + Class level + 2 Turn Stun, or DC 20 + 4 Turn stun (based on last level). At 20th , DC increases to 35 + Class Level + 3 Turn stun, or DC 25 + 5 Turn Stun (based on last level).

Utility stones:These stones provide unique powers to help the ranger on adventures.

Gemstone Domain Effect
Beryl Light When envoked, the Beryl illuminates a radius of 10ft from the ranger. This increases by 5ft every enhancement level.
Bloodstone Darkness Bloodstone causes an area with a radius of 10ft to become dim and shadowy. Treat this area as being low-light; if used in low-light, treat as total darkness. Increase the radius by 5ft every enhancement level.
Tiger's Eye Sight The tiger's eye allow the ranger to always keep the prey in sight. When envoked, it bestows low-light vision. At enhancement level 3, it can bestow Darkvision. At enhancement level 5, it grants blindsight.

(New gems may be added into the list provided DM and player agree on what they do, and how they level up.)(Sunstone as a dispel magic gem. Discuss with DM to implement.)


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 (Ex):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 back story 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 blessing a weapon at a time.

Gemstone Enchantment (Sp):Before attacking, a Gemstone Ranger can give up their Move Action to bless their weapon with a gemstone's power. This lasts until the weapon makes an attack, successful or not, and will die off naturally after 3 turns. Cannot be used with an ally's weapon.( Can bless self with non-attack stones for 3 turns. Only one self blessing may be active at any time.)

Bonus Feat:At 2nd level and every 4 levels after that, a Gemstone Ranger may pick a Bonus Feat from the Fighter's List of Feats.

Sculptor:At 4th level, a Gemstone Ranger can add half his Class level into any check focused on gems, jewels, or precious metals. In addition, the Ranger can embed gemstones into weapons, armor, or jewelry to more readily access the stone's magic.

Gemstone Enchantment (Lv2)Sp):At 5th level, the Gemstone Ranger's power to control gems increase. Use increased value from gemstone table.

Gem Shielding (Sp):At 7th level, a Gemstone Ranger can us his elemental gems to grant himself a Damage Reduction of DR/2 -element of gem-.

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 (Su):At 9th level, a Gemstone Ranger may combine two of his gems into a single gem with both effects. With this, he may cast two blessings at any time. The Ranger may only have 2 blended gems dedicated. This limit increases by 2 at each Gemstone Enchantment level after 2nd, making a total of 8 mixed gems total by 20th level. Blended Gems cannot be mixed with other Blended gems.

Gemstone Enchantment (Lv3)(Sp) :At 10th level, the Gemstone Ranger's power grows more.

Tri-Blending (Su):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 (Sp): 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)(Sp) :At 15th level, the Gemstone Ranger's power keeps growing. Use increased values for all dedicated gems.

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 again. 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 + 1/2 Gemstone Ranger's 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, Alexandrite, and Chrysolite can be used in Gem Trapping.

Gemstone Enchantment (Lv5)(Sp):At 20th level, the Gemstone Ranger's power reaches it's maximum.


Epic Gemstone Ranger[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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Gemstone Ranger(Variant)

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. By delving into the magic within gemstones, this Ranger becomes a unique enemy to face.

Making a Gemstone Ranger(Variant)[edit]

The Gemstone Ranger can easily fill in as a back up ranger or magic class. This Ranger cannot hold their own in direct combat, requiring support from more heavily armored or more skilled classes to work in the front lines. Their unique mix of fighting and magic allows them to cover a decent amount of weaknesses in an adventuring crew..

Abilities: Depending on the style of combat, either Dexterity or Strength should be a priority. Charisma and Intelligence are important for class skills, and for rangers focusing more on the magical studies of gemstones.Constitution is always good for the extra hit points.

Races: Humans and Elves have always been drawn to the ways of the ranger. Dwarves and Deep Gnomes make unlikely, but interesting Gemstone rangers due to the fact of their close connection to the earth and the stones themselves. Anyone can become a Gemstone Ranger if they have a desire to connect to the magic of the stones.

Alignment: Gemstone Rangers can be of any alignment, but most commonly border on good or neutral.

Starting Gold: 4d6x10 gp .

Starting Age: As ranger.

Table: The Gemstone Ranger(Variant)

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Gemstone Pouch, Gemstone Blessing, Gemstone Enchantment (Lv 1), Gemstone Control (+2)
2nd +2 +0 +3 +3 Bonus Feat
3rd +3 +1 +3 +3
4th +4 +1 +4 +4 Sculptor
5th +5 +2 +4 +4 Gemstone Control (+2), Gemstone Enchantment (Lv 2)
6th +6/+1 +2 +5 +5 Bonus Feat
7th +7/+2 +3 +5 +5 Gem Shielding
8th +8/+3 +3 +6 +6 Miner
9th +9/+4 +4 +6 +6 Gemblending
10th +10/+5 +4 +7 +7 Gemstone Control (+2), Bonus Feat, Gemstone Enchantment (Lv 3)
11th +11/+6/+1 +5 +7 +7
12th +12/+7/+2 +5 +8 +8 Tri-Blending
13th +13/+8/+3 +6 +8 +8 Gem Bomber
14th +14/+9/+4 +6 +9 +9 Bonus Feat
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 Bonus Feat
19th +19/+14/+9/+4 +9 +11 +11
20th +20/+15/+10/+5 +9 +12 +12 Gemstone Enchantment (Lv 5)

Class Skills 5 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Craft (Gemstones) (Int), Diplomacy (Cha), Gather Information (Cha),Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int),Knowledge (dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Profession (Wis), Search (Int),Survival (Wis), Spellcraft (Int), Use Magic Device (Cha). .


Class Features[edit]

A gemstone ranger fights from long to short range depending on his or her personal weapon preference, and his or her gem connections. 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. They are not proficient with shields.


Gemstone Control: Starting at 1st level, a Gemstone Ranger can dedicate 2 gems to use for blessings, and can dedicate a maximum of 2 + Class Level. 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:

Elemental attack stones: All stones deal an additional 1d4 elemental Damage to attacks made by blessed weapons. At 5th level 2d4 or 1d8 (Player's Choice, but once picked it cannot be changed). At 10th, increase previous damage choice to 3d4 or 2d8. At 15th, increase damage to 4d4 or 3d8. At 20th, increase damage to 5d4 or 4d8.

Gemstone Domain Effect
Amethyst Poison Acid Damage
Emerald Wind Sonic Damage
Peridot Lightning Shock Damage
Ruby Fire Fire Damage
Sapphire Ice Cold damage

Defensive Stones:These stones enchant the Ranger increasing the respective save by +2. At 5th, save increases to +3. At 10th, increase to +4. At 15th, increase to +6. At 20th, increase to +8.

Gemstone Domain Effect
Agate Nature Agate a shield covering the ranger's person, but does not extend much farther then his or her armor. This shield provides a bonus to AC.
Citrine Healing Increases Fortitude
Jade Energy Increases Reflex
Larimar Mental Increases Will

Buff stones:These stones function as a particular spell. As the Ranger increases in power, so do the effects. At 5th, increase effect to +6. At 10th, increase effect to +8. At 15th, increase to +10. At 20th, increase to +12.

Gemstone Domain Effect
Aquamarine Water Aquamarines provide the user with Owl's Wisdom.
Diamond Defense Diamonds provide the user with Cat's Grace.
Garnet Bestial Garnets provide the user with Bear's Endurance.
Moonstone Lunar Moonstones provide the user with Eagle's Splendor.
Opal Time/Space Opals provide the user with Fox's Cunning.
Turquoise Strength Turquoises provide the user with Bull's Strength.

Weapon enhancement stones:These stones either increase an weapon's ability to score a hit or its ability to penetrate armor. Colbalt and Sunstone grant the attack with a +3 to Hit. At 5th, increase to +4 Hit. At 10th, increase to +5 Hit. At 15th, increase to +7 Hit. At 20th, increase to +9 Hit.

Gemstone Domain Effect
Cobalt Archery Can only be granted to Bows, Crossbows, and other ranged weapons. This can included thrown weapons as long as the attack is made at range.
hematite Sword Can only be granted to Melee weapons.

Topaz: Earth. Topaz provide the user with an attack that ignores 1 AC(armor, shield,or natural armor). At 5th, increases to 2. At 10th, increase to 3. At15th, ignores 5. At 20th, increase to 7.

Unique Attack Stones:These stones grant unique attack effects to weapons. Alexandrite and Carnelian provide a Smite effect. The Ranger adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per ranger level. At 5th increase in damage by one half the total damage. At 10th, double extra damage from effect. At 15th, increase in damage by 2.5 damage. At 20th, increase in damage by threefold. (Your DM may want to make usable per day as paladin's ability)

Gemstone Domain Effect
Alexandrite Holy Alexandrite provides a Smite Evil effect.
Carnelian Blood Carnelians provides Smite Good effect.
Chrysoberyl Star Chrysoberyl provides the attack with a Ref DC 15 + Class level Stun effect for 1 turn.

At 5th, DC increases to 20 + Class level, or increases to 2 turn stun (Cannot change once picked). At 10th level, DC increases to 25 + Class level, or increases to 3 turn stun (based on last level). At 15th, DC increases to 30 + Class level + 2 Turn Stun, or DC 20 + 4 Turn stun (based on last level). At 20th , DC increases to 35 + Class Level + 3 Turn stun, or DC 25 + 5 Turn Stun (based on last level).

Utility stones:These stones provide unique powers to help the ranger on adventures.

Gemstone Domain Effect
Beryl Light When envoked, the Beryl illuminates a radius of 10ft from the ranger. This increases by 5ft every enhancement level.
Bloodstone Darkness Bloodstone causes an area with a radius of 10ft to become dim and shadowy. Treat this area as being low-light; if used in low-light, treat as total darkness. Increase the radius by 5ft every enhancement level.
Tiger's Eye Sight The tiger's eye allow the ranger to always keep the prey in sight. When envoked, it bestows low-light vision. At enhancement level 3, it can bestow Darkvision. At enhancement level 5, it grants blindsight.

(New gems may be added into the list provided DM and player agree on what they do, and how they level up.)(Sunstone as a dispel magic gem. Discuss with DM to implement.)


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 (Ex):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 back story 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 blessing a weapon at a time.

Gemstone Enchantment (Sp):Before attacking, a Gemstone Ranger can give up their Move Action to bless their weapon with a gemstone's power. This lasts until the weapon makes an attack, successful or not, and will die off naturally after 3 turns. Cannot be used with an ally's weapon.( Can bless self with non-attack stones for 3 turns. Only one self blessing may be active at any time.)

Bonus Feat:At 2nd level and every 4 levels after that, a Gemstone Ranger may pick a Bonus Feat from the Fighter's List of Feats.

Sculptor:At 4th level, a Gemstone Ranger can add half his Class level into any check focused on gems, jewels, or precious metals. In addition, the Ranger can embed gemstones into weapons, armor, or jewelry to more readily access the stone's magic.

Gemstone Enchantment (Lv2)Sp):At 5th level, the Gemstone Ranger's power to control gems increase. Use increased value from gemstone table.

Gem Shielding (Sp):At 7th level, a Gemstone Ranger can us his elemental gems to grant himself a Damage Reduction of DR/2 -element of gem-.

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 (Su):At 9th level, a Gemstone Ranger may combine two of his gems into a single gem with both effects. With this, he may cast two blessings at any time. The Ranger may only have 2 blended gems dedicated. This limit increases by 2 at each Gemstone Enchantment level after 2nd, making a total of 8 mixed gems total by 20th level. Blended Gems cannot be mixed with other Blended gems.

Gemstone Enchantment (Lv3)(Sp) :At 10th level, the Gemstone Ranger's power grows more.

Tri-Blending (Su):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 (Sp): 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)(Sp) :At 15th level, the Gemstone Ranger's power keeps growing. Use increased values for all dedicated gems.

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 again. 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 + 1/2 Gemstone Ranger's 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, Alexandrite, and Chrysolite can be used in Gem Trapping.

Gemstone Enchantment (Lv5)(Sp):At 20th level, the Gemstone Ranger's power reaches it's maximum.


Epic Gemstone Ranger[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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