Gravity Warrior 3.5 Homebrew conversion


Homebrew and House Rules


http://www.dandwiki.com/wiki/Gravity_Warrior,_Helios_%283.5e_Class%29

I'm wondering if this class is balanced for Pathfinder, I really like the flavor and unique abilities but I don't have a good sense as to it's power, I've played a character that was this class before but it was back in 3.5 and with all the other brokenly powerful homebrew in that campaign it got completely out of hand, the class has since been revised and appears pretty reasonable to myself as a standalone but I'd like to know what everyone thinks about it, and if it's too powerful/weak,feel free to offer any suggestions to correct it. Thanks! :)


It is a stronger barbarian, and barbarians are already extremely powerful.


First impression:
Hm.. full BAB, 4+Int skill points and two good saves... worth nothing that in itself that's some good power but not game breaking. Full weapons and medium armor and shields, fair enough not overboard and lacking tower shields which makes sense.

Eck a +2 insight bonus off the bat. Alright this isn't a game killer though, so moving on.

Endurance bonus feat... well there are a lot more powerful feats even if endurance isn't bad.

High Gravity Zone shouuld not be extraordinary. That's magic out and out. Supernatural I would be okay with but extra-ordinary isn't going to fly.

Ground Hammer has the same issues -- also gives out too many status in addition to damage, however having the cool down is a nice touch... perhaps starting with prone and adding in stunned at a later level would be better though. DC is borked, should be standard 10+1/2 hit dice+modifier. Strength is fine for this ability though. Again with the extraordinary where it shouldn't be.

Gravity Well should allow a fly check for flying creatures, again I would gradually increase the debuffing effect to exhausted, and not put a duration on it.

Steadfast would need reworked due to the way combat maneuvers are done in pathfinder I think.

Leaden Weight... meh... I need to think on this one more.

Impact is simply ugly -- how would it play in with power attack? Yeah I'm not liking the way it is set up.

The rest are improvements on what is already gained.

So a +10 insight bonus to strength is pretty serious stuff... I'm not sure I like that. Honestly this feels more like a prestige class than a 20 level class to me. Condensed down and with a few parts changed I could see it working better.

I would like to see more interaction with gravity than simply "I hit harder" out of the class too. Anti-gravity for flight, perhaps some density manipulation for DR or incorporeal form... lightening others load so they can carry more, perhaps a split second movement ability a few times a day or something. Maybe the ability to stop ranged weapons from reaching him, etc.

Actually I think with some (fairly extensive) work this could end up being an interesting alternate class for the monk.

As it stands now if this was brought to my table the answer would be, "Neat idea, but it's not there yet. Work on it some more and we'll see."


I should have pointed out the insight bonus to strength isn't a straight up bonus, if you go to the epic progression it says this;
Pseudo-Strength: The gravity warrior's insight bonus to all Strength based skill checks, bull rush checks, grapple checks, regular strength checks, and to their Strength score in order to determine his carrying capacity granted by Pseudo-Strength increases by 2 at level 25 and then again at level 30. This bonus does not increase after 30th level.
This is likely what I'd apply it as.


Quote:
Pseudo-Strength: The forces that course through the body of a gravity warrior grant him incredible weight. This increased weight allows him to act in certain situations as though he were much stronger than he actually is. At first level a gravity warrior gains a +2 insight bonus to Strength. This bonus increases by 2 at every level divisible by 5 after the first level (5, 10, 15, and 20).

As presented it's a straight up bonus.

Now honestly, that's okay. It's less of a bonus than what a barbarian will get at first and only to a single stat (+2 strength instead of +4 strength and +4 constitution) and also compares poorly against the alchemist's mutagen (starting with a +4 bonus and a +2 natural armor bonus and ending with up to a +8 bonus to three stats). It's also a common bonus type unlike the barbarian and alchemist which means it won't stack with other inherent bonus (say form wishes or tomes).

However all in all it's currently not a dynamic class -- yet.

It is a good starting point, however I would probably work the hammer abilities into a single feature that increases with level, and work in some other things like I mentioned above to give more of a mastery of gravity feel instead of a, "I slam things hard" feel.


It is an insight bonus, not an inherent bonus.


Okay, so keep the insight bonus then. I'm going to work on updating the class based on your suggestions and try to come up with some unique abilities to give it a more gravity based feel. I'll post a google doc when I get something worked out that I think is reasonable for review.


Oooh good point clawoftiamat, I whiffed that one. Insight bonuses are more rare but again... I don't think that alone breaks anything.

I do want to point out that I think this does have potential -- otherwise I would have just ignored it as not worth the time. However like anything with potential it needs hammered into shape before it's completely there.


As it is, I would take a 1 level dip on every barbarian i ever make. I agree that it has a lot of potential. I would love to see it really focus on doing unique things.


https://docs.google.com/document/d/1wN97r9F3wB7phnJh1zne45KoeVA7Hv80m6dbs9G u2E/edit <- for some reason the link doesn't want to work properly, erase the space between 9G and u2E

This is what i've got up to so far. not sure what kind of abilities to give after level 10, a few upgrade over time, but it feels lacking near the top end at the moment.


use the following to actually link:

[ u r l = "Address here"] Name of thing here[/ u r l ]" Take out all the spaces of course.

Linkedified

The site has a piece of code that automatically inserts a space into links in order to break them up to help prevent bot spamming.

However even then the link you provided doesn't seem to work -- did you set the document to public?


Gravity Warrior Trying again, never published from google docs before, so having a little issue with it.


You know if it seems to naturally stop at 10th level I'm going to again suggest going into either an archetype or prestige class for it.

No reason to force it to stretch farther than it naturally wants to do so.


I'd suggest using something that pathfinder seems to have picked up more on on some of the stronger abilities, instead of a downtime like dragon breath weapons, as this will have the same issue that Tome of Battle had, melee fighters with unlimited spell like effects per day.

Could always go about it as they did for special abilities gained for some classes.
Like wizard schools, or sorcery bloodlines, oracle revelations, and so on.
X times day + y mod bonus.


Tyki11 wrote:

I'd suggest using something that pathfinder seems to have picked up more on on some of the stronger abilities, instead of a downtime like dragon breath weapons, as this will have the same issue that Tome of Battle had, melee fighters with unlimited spell like effects per day.

Could always go about it as they did for special abilities gained for some classes.
Like wizard schools, or sorcery bloodlines, oracle revelations, and so on.
X times day + y mod bonus.

While I appreciate the input, Tome of Battle was EXACTLY what fighters needed in my humble opinion. Everyone and their grandmother knows wizards and sorcerers get all the fun and power, TOB was a perfect solution to that problem of balance and I'm disappointed that it couldn't be converted to Pathfinder because it wasn't OGC.

However, that point is neither here or there, if you're saying the abilities of this class need a limit to usage per day, that's a different point.

Edit: Actually, what would you limit? The feather fall? It's already limited, The levitate & flying perhaps. I can't imagine there being need for constant 24/7 use of those powers anyway. High Gravity Zone? It's situational so only a few usages are really needed. On the other hand, Gravity Hammer is very core to the class IMO so I think a recharge method is more appropriate. Gravity Well I'm on the fence about, but I think I'd be able to swallow a limitation on it.


The Fist one was, my main concern really. But maybe a grit mechanic could be adopted as well.

I can't speak from experience as to casters being too strong, as my players always find a way to foil an enemy caster, be it tanglefoot bag, readied actions, or even dirty trick. Can you imagine how annoying it must be, when the monk keeps a readied action to make your pants drop down to your anklets is?

Then we had this same guy forcing manacles of silence onto enemy casters, with a stupidetly good grapple roll.

But I'm getting off track.

To me, that's a bit like magus getting one of his area spells with no limit per day. But I love the class. If I didn't already settle on my next char, I'd totally pick this.

Think the bit I dun like bout thre regen rate of abilities, is that this class get's, stat/mechanically wise, the best of both fighter and monk, and then on top, +2 skill points per level.
I'll try commenting step by step, my opinion.

Pseudo strength: I like it, it's a cool concept.
Personally, I'd go with it mimicking Powerful-Build from 3.5. After that, add the +2 str bonus to maneuvers, carrying/weight mechanics.

High Gravity Zone: Again, cool concept.
Its good. A little too good for no limit on duration. Consider this, it stop people from using 5ft step. It stops them from withdrawing, running, or charging to or from you. Considering it get's larger, and larger, I'd now consider him a hybrid, like a magus. Using the Defended PRC from tome of battle, which has an ability like it, I'd use that ability as base for numbers and effects.

Ground Hammer: I like it, tho I'd remove the fist restrictions. It could be a sword strike, a stomp, a cinematic jump slam hulk style, and so on.
If I had to use something as base for this, I'd use Channeling. It starts out as a radius thing, knocking people prone, maybe applying a -2 to checks for a short duration. Later levels, it'd expand out, as per Holy Vindicator prc, giving you the choice of using it as a sphere, a cone, or a line attack. Visually, your player can no copy Pain from Naruto, cone would be a more Hulk style SMASH, and line attack is the archetype anime shockwave attack. The fact alone that you can trip any number of creatures doesn't call for any damage. Later paired with levitate, he can slam them down, then fly off, with only crossbows and pistols being able to fire at you.

Ant haul is a nice pick, I'd keep it as is.

Feather fall is abit too... "it's nice to have, let's give it to him."
Giving him monk speed, monk unarmed attack. A better version of their fall reduction seems a bit too much for me, all while using any armor, any weapon, full bab, full hd. The only reason to take monk would be for the single better save currently, as all those abilities can be played of as martial arts maneuvers.

Gravity well:
It's nice. But very wordy for effects that are already ingame.
I'd replace it with a watered down Telekinesis spell at will.
And enable him to use the Grapple, Trip, and Bullrush maneuvers as alternatives to manipulating gravity up, down, away, or around the target. With no limit per day, I woudln't make it damage and a penalty effect, but either or, currently the grav war would be able to slam his fist, use whirlwind against prone, stunned targets, then hassle them with well until the fist came back up, and as they are now exhausted, they can't run, they can't find, or cast spells.

Steadfast: I'd remove that, as it would be covered by Pseudo-Str boosting CMB, which by proxy, boosts CMD. The rest of benefits are equal to three abilities gained by a monk of sacred mountain. 3 in 1 and then cmd bonuses + pseudo str is bit overkill for me.

Leaden Weight: I'd remove it, as Pseudo-Str powerful build would cover this. Add in a clause to powerful build that he cannot wield larger weapons, but that his own count one size bigger than they actually are.

Impact: Power attack as bonus feat is nice. Even more damage on a large greatsword sounds too much to me. The bonus damage gained I'd probably change into DR ignore. So if he'd a +3 to damage, he would instead ignore 3 DR of any type. It's less effective against non-dr creatures, but it's a damage buff without being a damage buff. Kinda like Bane weapon ability.

Broken Holds: It's too strong for a base class. Check out Air School for mages. Considering everything this guy gets, his shouldn't be 10 levels earlier than the Air Wizards.

All in all, minor changes I'd do if it was up to me or in my game. With that said, I will use this as a base for an NPC, because to be honest, it's friggin sweet.


Something I just realized, pretty daft thing to miss really.
For High Grav Zone, a flat -2, then a -4 to checks is pretty nice.
But what makes sense, is that it should affect ranged attacks that come into the zone as well, as the ammunition would curve down suddenly.

For Gravity Well, an idea that Abraham gave me. What if he could use the Violent Thrust in a more controlled fashion on himself, propelling himself higher up, across a broken bridge, and so on, if he's a lil short, he could follow up with a levitate, then propel again. That's plenty of creative mobility with that. Though I forgot to mention I would limit the TK to one target, as he already has two other gravity abilities affecting multiple targets.

A sample encounter with changes I suggested I'd go for, let's say it's an escort scenario, low lvl and he just got gravity well, so 6th.

The caravan is raided by a band of bandits (very original, right?).
Now, as you and your friend are the only defenders, they zone in on you, you maneuver so they are all surrounding you. Once a sufficient number of foes is there, you throw down high gravity, now they get a penalty, their archers have harder time supporting them, and when you follow up with the Grav Slam, the penalty makes them more likely to drop prone.

Following up on that, you use gravity well to propel your friend away to a safe distance, and he releases a barrage of spells if he's a caster, or waits for you to bait the bandits into his ranged attacks. While they get a bonus to ac due to the zone, if they exit one by one, they can be fire on as such.

If you want more offensive tactic, he gathers them, High Grav, followed by Grav Slam + combat reflexes. He just made between two and eight foes pissed off, prone, and at -2, provoking aoo if they try getting up.

With a reach polearm, it'll be a stabfest. Now, this tactic is just a basic 1-2 combo of his two key abilities, so it's not really munchkin or minmaxed.

Not that only other aoe trip I can think of, is the Quarter Staff feat chain, but yours does not provoke AoO from each tripped foe.


Okay, so I've listened to your suggestions and here's the changes I've made;
Removed Steadfast & Feather fall to avoid stepping on the monk's toes.
Removed Broken Holds to avoid stepping on Air Wizards abilities.
Changed Pseudo-Strength to grant a "Powerful Build"-esque ability, all weapons in the hands of a gravity warrior deal damage as one size larger, and he gets a +2 bonus to CMB/CMD every 5 levels. He also treats his strength as 2 higher per 5 levels in terms of carrying capacity.
High Gravity Zone; Changed to Squares equal to Gravity Warrior level instead of 4+level, and limited it to one casting continuing at a time. Usable 3+Con mod per day? (Or Str? or Will? i'm not sure what to base that one off of, but for now i'm gonna call it CON)
Reduced Skills/level to 2+int mod.
Reduced the radius of Gravity Hammer, leaving it at 5ft/level indefinitely.

I'm hesitant to remove the damage from Gravity hammer, as I feel that's where the meat of the class is, after reducing the radius and removing other abilities, I don't want to weaken it too much.

I'm going to work on a side by side comparison of monk/fighter/barbarian and see how it stands up and then see what feels best.

Edit: I'd also like to clarify that my gripe is not with enemy casters but with allied ones that make the fighters feel redundant except as meat shields for those who don't or can't use Conjuration.


Comparison to fighter;

Fighter benefits;
Weapon Training (+4 bonus on atk/damage rolls with chosen group, +3 on another, +2 on another, +1 on another) <-Assuming a main melee group and backup ranged, we can pretty much reduce this to +4 with melee, +3 ranged.
Armor Training (+4 max dex, -4 ACP, move freely in Heavy Armor <- might take the free movement as an addition, assuming minor magical gear investment, this probably equates to about +2 AC)
11 bonus feats (major selling point of the fighter, lots of specialization options)
Armor Mastery (DR 5/-. straight up nice benefit)
Weapon Mastery (auto confirms crits, +1 to crit modifier, cannot be disarmed)
Bravery (+5 on saves vs. fear)

Gravity Warrior;
3 bonus feats, all pre-chosen. (Imp. Unarmed Strike, Endurance,Power Attack)
Unarmed Damage equal to monk
Pseudo-Strength (total of +8 to CMB & CMD, deal damage as one size larger with every melee weapon except aforementioned unarmed strike)
Ant Haul (stacked with pseudo strength, somewhat redundant, but flavorful)
Levitate at will (takes penalties to attacks while doing so. cant use ground hammer.)
Variant Power attack bonus (circumstantially better. might replace this entire ability with a free Penetrating Strike feat instead.)
Fast Movement (synergistic with ground hammer, knock down everyone, then run across the battlefield to single out a particular foe)
Gravity Well (a good counter for flying foes, a weaker version of ground hammer for a single foe, but applies a better penalty if they fail the save)
Ground Hammer (9d6+1/2 str mod damage in a 100ft radius. fall prone & stunned for 1d4 rounds on failed save.)

Conclusions;
It's hard to estimate the value of Ground Hammer, but the other points are easier to compare.
Between Pseudo-Strength & monk's unarmed damage I would call a wash against Weapon Training, the gravity warrior loses out on attack bonus, but if he stacks size increases can come out on top with damage on the less likely hits. However, the secondary bonus to presumably ranged weapons is a point in favor of the fighter, but having Improved unarmed strike adds versatility, so call it a wash. Weapon Mastery is however point in his favor.
Between Armor Training & Armor Mastery and the Pseudo-Strength CMB/CMD bonuses, it's a point of circumstance, the DR is a point for fighter, and AC is generally more useful than CMD, but it depends on how often your DM uses combat maneuvers against the party, getting away from a grapple from that great wyrm dragon is very nice, and the fighter's AC bonus is dependant on spending some gold to improve dex scores.
Bravery vs. Levitate, Ant Haul & High Gravity Zone, Points to gravity warrior.
11 Bonus feats vs 3 feats and ground hammer. there's ALOT the fighter can do. Let's see what 10 feats can get you; (assuming a fighter will pick power attack, and neglect endurance & imp. unarmed strike)
Crit Focus
Crit Mastery
Stunning Critical
Staggering Critical
Blinding Critical
Dodge
Mobility
Combat Expertise
Spring Attack
Whirlwind Attack.

So instead of a ranged attack at 100ft that deals 9d6 and knocks them prone & stuns for 1d4 rounds on a failed save, he can whirlwind against every foe within reach, and on a crit (which will autoconfirm and deal an extra multiplier in damage), stun for 1d4 rounds on a failed save, minimum of staggered for 1d4 on a success, and blind permanently on a failed save. instead dazzled for 1d4 rounds on a success.

The benefits of the fighter is more damage (9d6 averages about 30 damage, albeit spread among many targets), better control (you wouldn't whirlwind attack your friends, but you would gravity hammer them), good effects even on a successful save, and can repeat this process every round as long as anything is left standing. There is also the option for versatility here, those 10 feats can go into anything else that a fighter wishes to specialize in.
The benefits of the gravity warrior is area damage, something normally reserver for a blaster, and better battlefield control.

Overall, I think the class is fairly balanced against the fighter, with perhaps a slight edge to the gravity warrior for the better reflex save and useful spell like abilities such as ant haul and levitate.


Looks better imo.
Have you considered the single target Telekinesis at will approach on Gravity Well?

Thought I'd still suggest removing the stun, if you gonna keep damage that is. Damage and prone can be dealt with, but slapping a stun on top makes them dead meat.

Quote:

A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

They now have to spend a move action that provokes aoo to pick up weapon.

As well as spending an action to get up, which provokes aoo.
Rogues and ninjas can solo sneak attack them for 1d4 rounds.
+4 to pin them down and coup de grace em or tie up.


Not really sure what to make of the base concept. At a glance I see what appear to be far too many dead levels for my liking. I really do like the concept of gravity manipulation though. I've been looking for an excuse to try some Pathfinder homebrew after years of making balanced stuff for 3.5; this'll probably what I use as a jumping off point to test the balance waters around here.


Removing stun it is. But Sakuri is correct, now there are too many dead levels, so I am going to follow Abraham's advice and reduce it to an Archetype instead. Probably based around fighter. And I have considered the telekinesis approach, just was too lazy to work it in last night lol. Will see what I can churn out today before I get going to New Year celebrations :P. Also Sakuri if you do come up with something, I'd love to see your take on the base class, I'm not much of a homebrewer so I'm just working with what was initially there and a few flavorful ideas that popped into my head.

Edit:
Gravity Warrior Fighter Archetype;
Loses Bonus Feat at 1st level in exchange for Improved Unarmed Strike & Endurance & Gains unarmed damage equal to a monk of his class level.
Loses Weapon Training 1,2,3 for Pseudo-Strength.
Loses Bonus Feat at 2nd level for High Gravity Zone
Loses Bonus Feats at 6,10,14,18 for Gravity Hammer.
Loses Armor Training 2,3,4 & Bravery for Ant Haul, Loosen Holds.
Loses Heavy Armor Proficiency & Tower Shield Proficiency for Fast Movement.
Loses Bonus Feat at 8th level for Impact.

Something for Gravity Well...


I think you could get more use out of basing it on monk:

1. You have the unarmed strike with increasing damage.
2. You have slow fall.
3. You have fast movement.
4. You need a limited resource pool that is supernatural but linked to a more 'universal force' instead of magic -- which the ki pool is.
All of which play to the manipulation of gravity.
5. You have high jump which plays into the gravity aspect too.
6. Abundant step can also play into the 'propelled by specific use of gravity' or 'wormhole travel' effect.

I would suggest the following changes:

1. Drop purity of body, replace it with the gravity hammer ability. Have the gravity hammer hit out to a 10 foot radius around the gravity warrior for his unarmed strike damage. Give an option to use stunning fist with this attack on everyone in range but reduce the DC by 2 for doing so.

2. Replace Wholeness of Body with Gravity Aura which Acts as a wind wall against ranged attacks and makes the area around him difficult terrain.

3. Replace Diamond Body with a +2 inherent bonus to strength.

4. Replace Diamond Soul with the Gravity Zone ability.

5. Replace Quivering Palm with "Overload" which targets one enemy and causes them to suffer as if they were heavily encumbered, exhausted, and staggered allow a save throw of course which reduces it to just heavily encumbered and fatigued.

6. Drop Timeless body to increase the inherent bonus to strength to +4.

7. Drop Perfect Self to increase the inherent bonus to strength to +6.


Good consideration abraham. I like that better than the fighter approach actually.
I'm just thinking replace a few Ki powers with Ant Haul and Levitate, or perhaps just drop Abundant Step for levitate at will and add Ant Haul as a Ki power, and maybe change Perfect Self to something other than the inherent bonus, a 20th level capstone should be better than +2 to a stat, IMO.


All understandable, and I think replacing a few of the ki powers with ant haul and levitate together would be fine (both are fairly weak spells honestly so getting both of them for a rather useful ability like abundant step would be fine).

I agree that the capstone could use some work.


What I was initially thinking for the capstone was a sort-of black hole ability, something akin to a Sphere of Annihilation, but not that powerful obviously, just not sure what mechanic to use for it.


I liked abrahams idea for the Hammer, using the unarmed damage as it goes up, as well as using Stunning Fist, adding in the elemental fist feat as well.


If you really wanted you could put some language in there that lets them use the vital strike line with the gravity hammer to improve the damage on it. That way it requires an investment but you also can get some nice stuff going on with it.

The Exchange

An interesting ability that could be quite useful, and fit the class well would be a personal gravity field of sorts, effectively Spider Climb, but allowing hands to be free. I'm not entirely sure where I would put it in the grand scheme of things, but I like it as an idea.


Egdar, that's kind of the point of the Loosen Holds power :P, he can levitate because he warps gravity around himself.
I like the idea of the vital strike line applying, maybe allow the monk to qualify for them *edit: at the same level ish as fighter*? Like have them in addition to the regular monk bonus feats?

At 6th, add Vital strike to bonus feats
at 10th, improved vital strike,
at 16th, greater vital strike?


I would simply add them as bonus feats choices for the monk at 6, 10 and 14 level.


Sorry my wording wasn't great there, that's what I meant haha.

The Exchange

x9ss wrote:

Egdar, that's kind of the point of the Loosen Holds power :P, he can levitate because he warps gravity around himself.

I like the idea of the vital strike line applying, maybe allow the monk to qualify for them *edit: at the same level ish as fighter*? Like have them in addition to the regular monk bonus feats?

At 6th, add Vital strike to bonus feats
at 10th, improved vital strike,
at 16th, greater vital strike?

I can see how that would be redundant. Just thought I'd chime in.


Alright, so it's probably neither 'balanced' nor quite what you had in mind for your original concept. This is both my first crack at designing a Pathfinder class and my own interpretation of a 'Gravity Warrior' concept. When I think of a person dealing with gravity I think of two things: Being tough as nails (as being exposed to higher gravity environments puts quite a strain on a body) and battlefield control ala gravity manipulation. Your gravity fighter seems to be more of a frontline fighter where I've made something of a tank/crowd control hybrid. Just mentioning that so there's no confusion. XD

The 'balance' concept here is that with the higher hit die and mostly pre-selected feats the Gravity Warrior gives up a lot of offensive utility of the typical Fighter in exchange for its defensive and manipulative abilities. Certain things I'm not entirely happy with. I know that Anti-Gravity Aura probably needs more utility and Black-Hole Core isn't perfect. And most importantly it's missing that uber-20th level ability all classes normally have. But I think this should work for a basic layout to see what need tuned up, what needs toned down, ect.

Gravity Warrior

Alignment: Any.

Hit Die: d12

BAB: Full

Good Saves: Fortitude

Class Skills: Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str)

Skill Points per Level: 2 + Int modifier

Weapon and Armor Proficiency: A Gravity Warrior is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Abilities by Level:
1st: Bonus Feat, Gravity/Anti Aura 1
2nd: Bonus Feat
3rd: Repulsion/Attraction Focus 1
4th: Gravity Cancellation 1, Gravity Toned Body 1
5th: Gravity/Anti Aura 2
6th: Repulsion/Attraction Focus 2
7th: Black-Hole Core, Self, Gravity Toned Body 2
8th: Gravity Cancellation 2
9th: Repulsion/Attraction Focus 3
10th: Gravity/Anti Aura 3, Gravity Toned Body 3
11th: Bonus Feat
12th: Gravity Cancellation 3, Repulsion/Attraction Focus 4
13th: Gravity Toned Body 4
14th: Black-Hole Core, Other
15th: Gravity/Anti Aura 4, Repulsion/Attraction Focus 5
16th: Gravity Toned Body 5
17th: Bonus Feat
18th: Repulsion/Attraction Focus 6
19th: Gravity Toned Body 6
20th: Gravity/Anti Aura 5

Bonus Feats: At 1st level the Gravity Warrior gains Toughness as a Bonus Feat. At 2nd level they gain Great Fortitude as a Bonus Feat. At 11th level they gain Bolstered Resilience (Ultimate Combat- p.90) as a Bonus Feat. And at level 17 they gain any Bonus Feat they meet the prerequisites for. Additionally, when choosing a Feat as normal; Gravity Warriors count as 'Fighter' for meeting feat prerequisites.

Gravity and Anti Gravity Aura (Su): Starting at 1st level the Gravity Warrior gains the ability to project an aura which manipulates the forces of gravity around them. Activating an aura is a Swift Action; only one aura may be active at any given time. Aura are centered on the Gravity Warrior and extend outwards in a 10 ft. radius.

Gravity Aura: When the Gravity Aura is active anyone within the radius takes a -5 penalty to all Strength and Dexterity based skills. All movement speeds within the radius are reduced by 10ft. (to a minimum of 10ft.) and all item weights are increased by 50% (this may cause individuals within the aura to incur penalties for carrying more than their load limitations). The Gravity Warrior is immune from the effects of this aura.

Anti-Gravity Aura: When the Anti-Gravity Aura is active anyone within the radius gains a +5 bonus to all Strength and Dexterity based skills. All movement speeds within the radius are increased by 5ft. and all item weights are decreased by 25%. The Gravity Warrior is not immune from the effects of this aura.

At 5th level the radius for the auras extends to 15ft. and the following changes are made to the individual auras.

Gravity Aura: The penalty for Strength and Dexterity skills is increased to -10. Movement speed through the aura is now reduced by 15ft. (to a minimum of 10ft.) and item weights are increased by 75%. Additionally anyone who has their speed reduced to 10ft. within the Gravity Aura must make a Fortitude Save (DC 10 + 1/2 GW Level + Charisma Modifier). If they fail the save they immediately fall Prone. Individuals cannot be effected by a this penalty more than once in an encounter, even if the Gravity Aura is canceled then restored across multiple turns.

Anti-Gravity Aura: The bonuses to Strength and Dexterity skills is increased by +10. All movement speeds within the radius are increased by 10ft. and all item weights are decreased by 50%.

At 10th level the radius for the auras extends to 20ft. and the following changes are made to the individual auras.

Gravity Aura: Movement speed through the aura is now reduced by 20ft. (to a minimum of 10ft.) and the item weights are increased by 100%. Additionally anyone, including the Gravity Warrior, within this aura gains a bonus equal to half the Gravity Warrior's level to their CMD.

Anti-Gravity: All movement speeds within the radius are increased by 15ft. and all item weights are decreased by 75%. Additionally all CMDs within the aura are reduced by an amount equal to half the Gravity Warrior's level.

At 15th level the radius for the auras extends to 25ft. and the following changes are made to the individual auras.

Gravity Aura: Movement speed through the aura is now reduced by 25ft. (to a minimum of 10ft.) and the item weights are increased by 125%. Additionally any non-magical ranged attacks targeting anything within the Gravity aura incur a -10 attack penalty.

Anti-Gravity Aura: All movement speeds within the radius are increased by 20ft. and all item weights are decreased by 100%. Additionally anyone making any non-magical ranged attack within this aura has their maximum range increased by 50ft.

At 20th level the radius for the auras extends to 30ft and the following changes are made to the individual auras.

Gravity Aura: Movement speed through the aura is now reduced by 30ft. (to a minimum of 10ft.) and the item weights are increased by 150%. The penalty for non-magical ranged attacks is increased to -15.

Anti-Gravity Aura: All movement speeds within the radius are increased by 25ft. and all item weights are decreased by 125%. The bonus to non-magical ranged attack radius are increased to 75ft.

Repulsion/Attraction Focus (Su): At their 3rd level the Gravity Warrior can focus their powers of gravity manipulation upon a single target as a full round action. By doing so they can force their target to either be thrust upwards into the sky or be pulled back down to the waiting earth. The Gravity Warrior may target any enemy with 10ft./Gravity Warrior level. The selected target must make a Fortitude save (DC 10 + 1/2 GW level + Cha modifier). If the save is failed the target is flung either 20ft. straight up or down. (This ability cannot force a target through solid matter. If a foe capable of climbing a ceiling is thrust upwards or a foe already on the ground thrust downwards it incurs the penalty for being within a Gravity Aura for one full round.)

If a creature cannot fly it incurs falling damage upon returning after an upwards thrust. If a flying creature or target in the middle of climbing is targeting with a downward thrust; it incurs falling damage if it strikes solid ground within the distance traveled or cannot regain control of its decent after the distance has been covered.

As the Gravity Warrior grows in power the total distance he can fling a foe in either direction increases; 30ft. at 6th level, 40ft. at 9th level, 50ft. at 12th level, 60ft. at 15th level, and 70ft. at 18th level.

Gravity Cancellation (Su): Starting at 4th level the Gravity Warrior gains the ability to influence gravity's hold on his own body with the utmost precision; eventually breaking free of it's bonds entirely. He gains the Slow Fall ability, taking all falling damage as though the total distance were 30ft. shorter than it actually is. At 8th level the Gravity Warrior gains the ability to use Levitate on himself as a (Sp) effect at will. Finally at 12th level the Gravity Warrior gains flight at his total base speed as an at will ability.

Gravity Toned Body (Ex): The rigors of training under heavy gravity conditions allow the Gravity Warrior to build up a resistance to damage rivaling that of the finest armors. At 4th level the Gravity Warrior may add his Charisma modifier to his AC as a natural armor bonus and all Armor Check Penalties are reduced by 1. Additionally he gains DR 1/-.

At 7th the ACP reduction and the DR are increased to 2. At 10th this becomes 3. At 13th this becomes 4. At 16th this becomes 5. At 19th this becomes 6.

Black-Hole Core (Su): At 7th level the Gravity Warrior can increase the draw of his own personal gravity such a rate that things are drawn in irresistibly towards him; the Gravity Warrior may do this selectively, drawing in neither allies or his environment if he so chooses. As a swift action the Gravity Warrior may trigger this effect. All enemies within 50ft. + 10ft./GW level make a Fortitude Save (DC 10 + 1/2 GW level + Cha modifier). Upon failing the save for the next 5 rounds their movements must all be made along the quickest path towards the Gravity Warrior. Once they are within appropriate radius of the Gravity/Anti Aura (even if neither aura is active at the moment) they may then move as normal within that radius; but cannot move outside of that radius until the 5 rounds have passed.

At 14th level the Gravity Warrior can center this effect on any target within line of sight, still using the Gravity/Anti Aura's radius for determining normal movement range.

The Exchange

Is the OP going any further with his conversion? The proposed class isn't bad, it just doesn't have quite the same feel as the original class.


Edgar Lamoureux wrote:
Is the OP going any further with his conversion? The proposed class isn't bad, it just doesn't have quite the same feel as the original class.

To be fair the original class was fairly disappointing and lacking in substance (while still being an interesting basic concept to play with).

The Exchange

I suppose. I rather liked the abilities, if not their presentation.


That I can fully agree with, I just don't think it is enough by itself to justify its own class, especially when it already borrows so heavily from the monk as is.

The Exchange

I guess you're right. As was said before, though, it could make a decent monk archetype. In any case, it was a fun little diversion.


Well, at the risk of completely annoying everyone with a year old thread raise dead (better than starting a new thread imo, as everyone can see previous suggestions), I've recently returned to Pathfinder after a year of various university and work related hells and thought I'd see what the community thinks of this second revision of the original concept. It's still got a few dead levels, and could use a few more unique abilities, but it's a start and I'd love some input on what I've got so far.

Gravity Warrior Attempt 2.0

It is going in a slightly different direction than the original. Instead of focusing on a more Dexterity based build this class uses Wisdom to fuel some of it's gravity based abilities.

Some abilities I'm still working on in the current iteration;

The bonus feat selection needs to be almost completely overhauled, I stole it from the original monk selection and removed the more "speedy" options and added a few random things. I'll take a good look through all the combat and general feats later on to get a better pool, but for now, it's just bonus feats, the vital strike chain is included (sometimes at a lower level than it should be, but I'm debating leaving it as early access, something the monk is good at with feats) but that's about the only surefire include on the bonus feat list.

Debating some kind of haste ability to give out to the party and himself a number of times a day. Overall, he needs a slightly larger list of support options, right now Levitating everyone and a crit confirmation/crit multiplier bonus are cool, but feel somewhat lacking in terms of team synergy.

Some kind of actual attack bonus. Yes it's already a monk with full BAB and HD, but without the extra attacks from flurry and without the weapon training from fighter it may fall behind at later levels in pure combat as it can't land the same hits (Impact helps with damage, just need a balanced bonus to attack rolls somewhere I think). Tied in with the above need for party support/utility, I'm tempted to do something with the combat maneuvers for which he receives a sweet boost in Pseudo-Strength to give him some interesting combat utility. Bull-Rush and Tripping seem good at first glance, through I'm sure grappling would also be good. Any suggestions in this area would be especially helpful.

There will be a Wind Wall effect somewhere in the higher levels, skinned as a massively powerful gravity field centered on the gravity warrior. Just haven't decided what level is appropriate for a nigh-constant Wind Wall as is my plan. (level 15 is open at the moment, so that's my baseline, though if you can argue/I can convince myself access at level 11 isn't overpowering that's also an option.)

Finally, I need a capstone, at the moment I'm toying with allowing him to act as though his Pseudo-Strength was an actual strength increase for a certain time per day, maybe even permanently (hey, capstones are epic, and that's a hell of reason to go Gravity Warrior 20). Again, open to suggestions.

Anyway, thanks to everyone that contributed last year in this thread, revisiting here has really rekindled my love for Pathfinder and gravity shenanigans!

Edit: Class Skills seem to have gone missing in my upload, whoops. In any case, the selection should be decently obvious. Acrobatics, Fly, Climb, Swim, KN:Engineering, essentially the fighter list. I'll edit the complete list in later on.

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