Subjective Gravity Questions


Rules Questions


Lets say a pc is in a cubic room. They succeed on their will check and reverse the direction of gravity acting on them, so now they will be falling towards what was previously the ceiling relative to their gravity.
What kind of check is required to:

1) Avoid falling damage
2) Land on feet.

3/4) above but with only a 90 deg shift
5/6) above but with shift on multiple axis

How are these affected by the distance between the two surfaces.

Im assuming these are acrobatic checks, but trying to figure out the difficulty. If there was fall was > 150 ft the rules below would easily cover, but what if the ceiling is 10 feet or 8 feet, or 30 feet etc.

Subjective Directional Gravity rules:

The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity's pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but it is common on “weightless” planes.

Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one's movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter).

It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.


Well, RAW actually states that "down" is whichever way your feet are pointing in a subjective directional gravity environment. So, in this example, to fall at the "ceiling", your character would have to stand on his head.

The wording in the last sentence of the second paragraph seems to indicate that momentum is carried over even when the direction of gravity changes. Have you ever tossed a ball into the air and watched it fall back down? You'll note that it slows down as it reaches the apex, stops and then speeds up as it falls back down. The rules sort of emulate this by letting you know that the distance traveled in Round 1 is less than the distance traveled in Round 2.

So to answer your questions directly.
1) Same as avoiding falling damage elsewhere. An acrobatics check can negate an additional 10 feet of the fall for the purposes of calculating damage of an intentional fall. It's a DC 15 check.
2)Your feet are already pointed where you need to go, so hitting your feet isn't a problem. If you take no lethal damage from the fall, you are also not prone.
3)Same as 1, but a monk would get to apply slow fall for being within arms reach of a wall.
4)Same as 2.
5)Same as 1 or 3, depending on the angle.
6)Same as 2.


Mauril wrote:

Well, RAW actually states that "down" is whichever way your feet are pointing in a subjective directional gravity environment. So, in this example, to fall at the "ceiling", your character would have to stand on his head.

The wording in the last sentence of the second paragraph seems to indicate that momentum is carried over even when the direction of gravity changes. Have you ever tossed a ball into the air and watched it fall back down? You'll note that it slows down as it reaches the apex, stops and then speeds up as it falls back down. The rules sort of emulate this by letting you know that the distance traveled in Round 1 is less than the distance traveled in Round 2.

So to answer your questions directly.
1) Same as avoiding falling damage elsewhere. An acrobatics check can negate an additional 10 feet of the fall for the purposes of calculating damage of an intentional fall. It's a DC 15 check.
2)Your feet are already pointed where you need to go, so hitting your feet isn't a problem. If you take no lethal damage from the fall, you are also not prone.
3)Same as 1, but a monk would get to apply slow fall for being within arms reach of a wall.
4)Same as 2.
5)Same as 1 or 3, depending on the angle.
6)Same as 2.

1) Makes sense, just a matter of standard falling acrobatics checks.

2) your feet arent in the correct direction unless you are doing a handstand, you'd be 'falling up' so you'd personal need to hit a 180.
Im thinking an additional DC 5 to the acrobatics, as you know the gravity shift is coming you'd be prearded.

Im just trying to get everything straight myself before i throw a room full of PCs into this insanity :)

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Subjective Gravity Questions All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions