| Joey Virtue |
So im creating a high level adventure for the conclusion of Second Darkness
So im going to have a battle on a giant astroid as its crashing into the planet
So what would the rules be for no gravity and in a vacume and with no oxegen
One idea is that the astroid is so big it has its own gravity and make it very high or low gravity
| Gilfalas |
So im creating a high level adventure for the conclusion of Second Darkness
So im going to have a battle on a giant astroid as its crashing into the planet
So what would the rules be for no gravity and in a vacume and with no oxegen
One idea is that the astroid is so big it has its own gravity and make it very high or low gravity
I assume if they are fighting something that is on the asteroid it would have to have a means for what they are fighting to survive there. Hence they battle area could be a permanently enchangted region that provides normal gravity, heat, air, etc.
OR the players could have Amulets of Adaptation so they could survive and move normally in the space environment.
And if it is on an asteroid about to crash into a planet, then it really is not DEEP space. DEEP space is the area far between the stars where there is utter cold and darkness and nothingness. Exept the occasional Cthuloid prison structure...
| Golden-Esque |
So im creating a high level adventure for the conclusion of Second Darkness
So im going to have a battle on a giant astroid as its crashing into the planet
So what would the rules be for no gravity and in a vacume and with no oxegen
One idea is that the astroid is so big it has its own gravity and make it very high or low gravity
It's Magic (TM).
For a real, non-troll answer your best bet is to give each of your players a ring / amulet / whatever of Life Bubble.
| Khuldar |
From the Starsoul Sorcerer bloodline in the APG:
Breaching the Gulf (Sp): At 15th level, your caster level is increased by 3 when casting spells of the teleportation subschool. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target takes 6d6 points of cold damage per round and must hold its breath or begin to suffocate.
For a high level environment, 6d6 cold and having to find a way to breathe is not an insurmountable obstacle. I'm not sure if there are other rules out there, but you could use this if they step out of the "safe" zone if you set one up.