Rules for Playing Gems in DnD and Pathfinder
Have you ever wanted to play a Gem in Dungeons and Dragons or Pathfinder? Well guess what buddy, today is your lucky day.
The rules provided below work for 3e, 3.5e, and Pathfinder
Gems
Gem Subtype (Ex): gems are constructs with the gem subtype. gems are beings who combine aspects of both constructs and living creatures, as detailed below.
Features: A gem has the following features.
a gem derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Unlike other constructs, a gem has a Constitution score.
Unlike other constructs, a gem does not have low-light vision or darkvision.
Unlike other constructs, a gem is not immune to mind-affecting spells and abilities.
Unlike other constructs a gem is not immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
A gem cannot heal lethal damage naturally.
Unlike other constructs, gems are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
Gems can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a gem or its gemstone can be healed by a cure light wounds spell or a repair light damage spell, though the caster must choose which they are targeting, for example, and a gem is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects to a gem.
The unusual physical construction of gems makes them vulnerable to certain spells and effects that normally don’t affect living creatures
As a gem, a gem can be raised or resurrected.
a gem does not need to eat, sleep, or breathe, but she can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
Although gems do not need to sleep, a gem wizard must rest for 8 hours before preparing spells.
a gem is affected by repel metal or stone as if she were wearing metal armor
Gems and their gemstones are affected by shatter as described by the rules regarding crystalline creatures and take half again as much (+50%) damage as normal from sonic damage, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Gemstone (Ex): Each gem has a gemstone somewhere on their body that serves as their true body and allows them to recover from death
A gem's gemstone takes up the slot of a magic item and cannot be removed
A gemstone can be sundered as a weapon
A gemstone has hit points and break dc equal to two times their constitution score and a hardness equal to their mohs hardness rounded up
A gem takes every two points of damage to their gemstone as 1 point of constitution damage. This damage disappears if the gemstone is repaired
A gem whose gemstone is damaged is sickened, if the gemstone's health drops below half (50%) they become nauseated
A gem whose gemstone is damaged cannot summon their gem weapon
A gemstone can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a gemstone can be healed by a cure light wounds spell or a repair light damage spell, for example, and a gemstone is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only a quarter their normal effects to a gemstone.
Poof (Ex): A gem responds slightly differently from other living creatures when reduced to 0 hit points. A gem reduced to 0 hit points or fewer is poofed, and their body disappears leaving their gemstone unattended.
When a gem is poofed they may not take any actions except attempt to reform. Doing so is a full action that provokes an attack of opportunity and requires making a DC 20 constitution check, at which point a gem's body reappears with full HP
While poofed, a gem has no awareness of its surroundings, but unless they are bubbled they are still aware of the passage of time.
If a gem reforms within 6 hours of being poofed they take 1 level drain
Flashlight (Ex): A gem can illuminate their gemstone an unlimited times per day as the spell Light
Gem Weapon (Su): Every gem has a masterwork weapon, armor or shield of their size that they can summon as a free action an unlimited number of times per day.
This weapon gains a +1 enhancement bonus for every 4 hit dice a gem has. Alternatively, they may gain a special ability of cost +1 in place of an enhancement bonus. This cannot be changed after chosen
If the weapon requires ammunition to use a gem may produce it as a free action
If the weapon or its ammunition leaves the user's possession it disappears within one round
Fusion (Su): Any group of two or more gems may fuse with each other as to gain the following abilities
If all gems are of the same race this takes a free action, otherwise it has a 1 minute casting time
A fusion's hit points are equal to the sum of their components
A fusion's hit dice are equal that of the constituent with the highest number of hit dice
A fusion's base size category is the same as the largest gem in the fusion and increases by one for every gem after the first one
A fusion may conjure the gem weapons of any of its components at the same size category as the gem, or they may gain a gem weapon of their own
A fusion's gemstones take up the same magical item slots as those of their constituents
A fusion's ability scores are equal the highest value of their constituent gems
A fusion's skills are equal the highest value of their constituent gems
A fusion has the feats of its constituent gems. These do not stack
A fusion gains the movement speed of all constituent gems. If a gem has two movement speeds of the same type, the faster one is chosen.
A fusion gains all the spell-like, supernatural and extraordinary abilities and weapons of its constituent gems. If two gems have the same spell like ability they use whichever gem is the highest level
A fusion must perform pass a concentration each round they will defuse
If two players controlling the fusion cannot agree on a course of action the fusion will defuse
A fusion reduced to a quarter health or lower will defuse automatically
When a fusion defuses any damage it has taken is spread evenly among the constituents
The first time two gems of different races fuse their fusion has a 50% chance of gaining a pair of arms. If they do, any time these two gems will fuse they will gain a pair of arms. This effect stacks
Bubble (Su): Every gem is able to encase anything of size Small or smaller 3 times/day
A gem may only bubble themselves unattended objects that are not attached to anything else, or willing targets
As a standard action a gem may tap the top of a bubble they have produced in order to teleport it to whatever place they consider to be home
A bubble has 0 hardness and hit points and a break DC equal to the gems charisma score
While bubbled a poofed gem's gemstone is not aware of the passage of time. However they may still attempt checks to reform regularly. If they succeed they will reform when the bubble is broken
A gem can pop their bubble at any time
Any creature or object inside a bubble may not be damaged by or make contact with a creature outside the bubble, nor can a creature outside a bubble damage or make contact with a creature inside a bubble
Spell-like abilities:
A gem may cast Alter Self as a spell-like ability a number of times per day equal to their charisma modifier or 0. Whichever is higher
Races
Ordinary Quartz (Amethyst, Jasper, Carnelian)
Type: Construct (gem)
+4 strength, -2 intelligence. Quartzes are big and powerful, but reasoning is not their greatest strength;
Large: As a Large creature, a Quartz gains a -1 penalty bonus to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but she uses Larger weapons than humans use, and her lifting and carrying limits are double of those of a Medium character.
Tiny: A quartz's gemstone is Tiny
A Quartz's base land speed is 40 feet.
A Quartz gets a +2 racial bonus to Intimidate checks
Spindash (Ex): When a quartz charges an opponent they may choose to make a full attack a number of times per day equal to their constitution modifier or once, whichever is higher.
Level Adjustment: +1
Pearl
Type: Construct (gem)
+2 dexterity, -2 strength. Pearls are limber, but they weren't built for fighting
Medium: As a Medium creature, a Pearl gains no size bonuses or penalties
Tiny: A Pearl's gemstone is Tiny
A Pearl's base land speed is 30 feet.
A Pearl gets a +2 racial bonus to Perform(sing) checks
Spell-like abilities: a pearl may cast Silent Image a number of times per day equal to her charisma modifier or 0, whichever is higher
Level Adjustment: +0
Ruby
Type: Construct (gem)
+2 strength, +2 constitution, -4 intelligence. Rubies are fucking stupid
Small: As a Small creature, a Ruby gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Diminutive: A Ruby's gemstone is diminutive
A Ruby's base land speed is 20 feet. However, Rubies can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
A Ruby gets a +2 racial bonus to concentration checks
Spell-like abilities: a Ruby may cast Fire Shield a number of times per day equal to her charisma modifier or 0, whichever is higher
Level Adjustment: +0
Sapphire (includes Padparadscha)
Type: Construct (gem)
+2 intelligence, -2 wisdom. Sapphires are intelligent but their attention is spread across multiple timelines
Small: As a Small creature, a Ruby gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Diminutive: A Sapphire's gemstone is diminutive
A Sapphire's base land speed is 20 feet. However, once per day a Sapphire may move as if her base land speed was 80 feet per second
A Sapphire gets a -2 racial penalty to spot checks
Spell-like abilities: a Sapphire may cast Divination a number of times per day equal to twice her charisma modifier or 2, whichever is higher
Level Adjustment: +1
Peridot (era-2)
Type: Construct (gem)
+4 intelligence, -4 charisma, -2 strength. Newer peridots are highly intelligent, but due to resource constrains their strength and social abilities are quite lacking
Small: As a Small creature, a Peridot gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Tiny: A Peridot's gemstone is Tiny
A Peridot's base land speed is 20 feet.
A Peridot gets a +2 racial bonus to knowledge (geology) checks
Unlike other gems, an era-2 Peridot may not use Alter Self as a spell-like ability
Ferrokinesis (Su): a number of times per day equal to her charisma modifier or 0, whichever is higher, a Peridot may move metallic objects with her mind. This works similarly to the spell Telekinesis except it can only be applied to metallic objects or creatures, or creatures wearing metal armor
Level Adjustment: +0
Lapis Lazuli
Type: Construct (gem)
+2 charisma, -2 constitution. Lazuis are quite gifted with their powers, but they cannot easily take a hit
Medium: As a Medium creature, a Lapis gains no size bonuses or penalties
Tiny: A Lazuis's gemstone is Tiny
A Lazuli's base land speed is 30 feet. In addition a Lazuli has a flight speed of 60 feet with average maneuverability however she may not use this if her gemstone is damaged
Unlike other gems a Lazuli may not summon a weapon
Hydrokinesis (Su): a number of times per day equal to her charisma modifier or 0, whichever is higher, a Lazuli may move water or ice with her mind. This works similarly to the spell Telekinesis except it can only be used if a source of water, ice or snow is available within casting range. If no water source is available a Lazuli may still use this ability within her unarmed reach, provided that her gem is undamaged
Level Adjustment: +1
Bismuth
Type: Construct (gem)
+2 wisdom, -2 dexterity. Bismuths are skilled at whatever craft they apply themselves to, but their frames are not the most flexible
Large: As a Large creature, a Bismuth gains a -1 penalty bonus to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but she uses Larger weapons than humans use, and her lifting and carrying limits are double of those of a Medium character.
Tiny: A Bismuth's gemstone is Tiny
A Bismuth's base land speed is 40 feet.
A Bismuth gets a +2 racial bonus to craft checks
Metallic (Ex): Unlike other gems, Bismuth's gemstones are metallic in nature which alters some of their properties
Spell-like abilities: a Bismuth may cast Greater Magic Weapon a number of times per day equal to her charisma modifier or 0, whichever is higher
Level Adjustment: +1
Bismuths and their gemstones are not affected by shatter, nor do they take extra damage from sonic attacks as other gems do
A Bismuth and her gemstone take damage from heat metal and chill metal as if they were wearing metal armor.
Aquamarine
Type: Construct (gem)
+2 charisma, +2 dexterity, -4 strength. Aquamarines have immense abilities at disposal but physical strength is not one of them
Tiny: As a Tiny creature, an Aquamarine gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are half of those of a Medium character.
Fine: An Aquamarine's gemstone is fine
A Aquamarine's base land speed is 20 feet. In addition am Aquamarine has a flight speed of 80 feet with good maneuverability however she may not use this if her gemstone is damaged
Unlike other gems an Aquamarine may not summon a weapon
Spell-like abilities: an Aquamarine may cast Mass Hold Monster a number of times per day equal to her charisma modifier or 0, whichever is higher
Level Adjustment: +2












