Base class dealing with gravity manipulation


Homebrew and House Rules


1 person marked this as a favorite.

So I wrote this over a few days several months ago, have been meaning to post it here for those with an actual head for balance and class writing to give their opinion of its power level, wording of class abilities and so forth. If I remember rightly, I based it structurally partially on the fighter and partially on SmiloDan's warlock conversion. The abilities are based on powers detailed in the Way of Kings by Brandon Sanderson.

Gravitator
Gravitators are rare individuals who are able to disrupt the otherwise constant pull of gravity on everything around them. This ability is used to confound and hinder enemies as well as greatly enhance their own mobility and power.

Role:
The gravitator is a force to be reckoned with on the battlefield, and excels at overcoming terrain based obstacles. In addition, their ability to weigh down opponents or even change which direction gravity is pulling from makes them excellent at controlling the battlefield. The bulk of combat for some gravitators is comprised of grapples, bull rushes, trips and drags, as their ability to increase their own weight makes these maneuvers easy for them to accomplish. Some gravitators take work as bodyguards, their ability to move opponents against their will and knock ranged attacks out of the air proving well suited to this occupation. Others, employed in private or governmental standing armies, form the central rallying point for phalanx formations, an immovable anchor for other soldiers to take strength from.

Races:
Dwarves make for excellent gravitators due to their natural stability and high Wisdom. Some dwarven gravitators are employed in the deepest mines for their unique ability to clear cave-ins rapidly to get to trapped miners. While elves’ naturally high Dexterity lends itself to the graceful nature of a skilled gravitator, most elves see this brute disruption of a natural force unseemly, preferring magic - a natural force, if inexplicable to most - to achieve many similar effects as a gravitator can bring to bear. Gnomes are often drawn to the path of the gravitator as it is such a unique experience. Half elves also sometimes take up the life of a gravitator due to its unique nature which appeals to some half-elves, rare as their race is. Those rare half orcs who become gravitators primarily do so in order to harness the incredible strength the class can bring them, making them deadly melee combatants whose ability to change gravity as applied to creatures often plays second fiddle to merely battering their opponents to pulp with mass-enhanced weaponry. Halflings do not often become gravitators, but the rare few that do make incredibly deadly thrown weapon specialists, often serving as guardians to halfling lands or families. Humans, adaptable as they are, excel at any pursuit, and the life of a gravitator is no exception. Humans represent some of the most varied gravitators in terms of their roles both in and out of combat.

BAB: +3/4
Good Saves: Fortitude, Will
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The gravitator’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Swim (Str)
Skill Ranks Per Level: 6 + Int modifier

Class Abilities by Level:

1 - Gravity tether 10' (small), soft fall, gravitation
2 - Mass alteration, gravitation
3 - Gravity tether 30', mass control +1
4 - Gravitation, impact
5 - Gravity tether 50' (medium)
6 - Gravitation, mass control +2
7 - Gravity tether 70'
8 - Flight, gravitation
9 - Gravity tether 90' (large), mass control +3 (one size larger)
10 - Advanced gravitations, gravitation
11 - Gravity tether 110'
12 - Gravitation, mass control +4
13 - Gravity tether 130' (huge)
14 - Gravitation
15 - Gravity tether 150', mass control +5
16 - Gravitation
17 - Gravity tether 170' (gargantuan)
18 - Gravitation, mass control +6 (two sizes larger)
19 - Gravity tether 190'
20 - Singularity, gravitation, gravity tether 200' (colossal)

Ability Descriptions:

Gravity Tether (Sp)
A gravitator can produce an incorporeal tether of gravitational energy between two physical objects. Unlike most spell-like abilities, this ability has a somatic component and the gravitator must have a hand free to activate it. Both ends of the gravity tether must be no further from the gravitator than 100 feet + 10 feet per class level at the time of activation, but if the gravitator moves beyond this range once the tether is established, the tether remains in place. The maximum length of this tether is 10 feet at 1st level and increases by 20 feet at 3rd level and every two levels thereafter and to a total of 200 feet at 20th level. If either end of the tether is moved outside of this length, the tether is immediately severed and normal gravity reasserts itself on the target creature or object. Gravity tethers last for one minute per class level unless first dismissed by the gravitator. The gravitator can use this ability at will, but may only have a number of gravity tethers equal to his class level plus his Wisdom modifier (minimum one) at any given time. An attempt to activate a new gravity tether when at the limit results in a failed attempt, but any number of gravity tethers can be dismissed as a free action. A single gravity tether targeting himself does not count against this limit.
One end of a gravity tether is the anchor – this end does not affect the direction of gravity for the object or creature to which it is attached. The other end of the tether is attached to the target of the ability. This changes the direction of gravity’s pull, as it affects the target (and any worn, held or carried objects, if the target is a creature), so that down becomes the direction of the object, creature or surface to which the anchor is attached. When attaching an end of the gravity tether to an unwilling creature, the gravitator must succeed at a ranged touch attack against the target. If an unwilling creature is also the target of the tether (in other words, the non-anchor end of the tether is being attached to it), it is allowed a Will save against a DC equal to 10 + half the gravitator’s class level + the gravitator’s Wisdom modifier, which negates the effect if successful. Movement caused by these changes of gravity does not provoke attacks of opportunity.
At 1st level, the maximum size of object or creature a gravitator can affect with a gravity tether is Small. At 5th level and every four levels thereafter, the maximum size he can affect increases by one step as indicated in the table above and at 20th level, the gravitator can affect objects and creatures up to Colossal size. When a target creature or object lands on another creature or object to which the gravity tether is anchored, the target takes falling damage equal to the distance fallen (maximum 1d6 per class level), and the anchoring object or creature takes damage as outlined in Table X.x: Damage from Falling Objects in the Core Rulebook. Anchoring creatures can make a Reflex save with the same DC as the Will save outlined above for half damage.
Soft Fall (Su)
A gravitator can alter gravity’s effects on his own body, slowing any fall a moment before impact so he suffers no falling damage so long as he is conscious and aware. In addition, he gains a bonus equal to half his class level on Acrobatics checks. Using this ability is not an action.
Mass Alteration (Su)
At 2nd level, a gravitator learns to control the mass of held, worn and carried objects. The gravitator’s Strength score is treated as 1 point higher per two class levels when determining carrying capacity and encumbrance and any worn armor is treated as though it were made of mithril. This effect on armor applies even to armor not primarily made of metal of which mithril versions cannot be made. If a gravitator with this ability wears armor made of mithril, its effective weight is halved again and heavy armor is treated as light armor instead of medium armor, but its armor check penalty and maximum Dexterity modifier are not affected any further, nor is there any effect on the armor type for medium and light armor.
Gravitations
As a gravitator gains experience, he learns a number of cunning uses of his control of gravity that can aid himself and hamper his foes. Starting at 1st level, a gravitator gains one gravitation. He gains an additional gravitation at 2nd level and every 2 levels of thereafter. A gravitator cannot select an individual gravitation more than once unless otherwise specified. Any gravitation that requires a saving throw has a DC equal to that of the gravitator’s gravity tethers and all spell-like gravitations have a somatic component that requires a free hand to activate. Gravitations are listed at the bottom of the post, since it doesn't appear that I can nest spoiler tags.
Mass Control (Su)
At 3rd level, a gravitator gains the ability to control gravity’s effect on him, thus improving his ability to perform certain combat maneuvers. He gains a +1 bonus to all bull rush, disarm, drag, grapple, overrun, reposition, sunder and trip maneuvers, as well as to his CMD when defending against these maneuvers. This bonus increases by one for every three levels attained after 3rd. At 9th level, the gravitator is treated as one size category larger than he is when making these maneuvers, gaining a size bonus in addition to the unnamed bonus he already enjoys. At 18th level, the gravitator is treated as two size categories larger than he is when making these maneuvers, increasing the size bonus applied to them.
Impact (Su)
At 4th level, a gravitator gains the ability to uniquely alter the gravitational properties of a melee weapon or unarmed attack as it is made, lessening its inertia at the beginning of the attack and returning it to normal as the attack connects. When the gravitator is wielding a weapon in two hands he adds 2 times his Strength modifier to his damage rolls, instead of the normal 1.5 times. If he is wielding a weapon in one hand or making an unarmed attack he adds 1.5 times his Strength modifier to his damage rolls. If he is dual-wielding a weapon in each hand he adds 1.5 times his Strength modifier to his damage rolls for the attack using his primary hand and only half of his Strength modifier to his damage rolls for the off-hand attack. When using the Power Attack feat, the gravitator gains an additional +1 to damage rolls for each -1 penalty to his attack roll.
Flight (Sp)
At 8th level, a gravitator perfects his ability to maneuver using his personal gravity tethers. He gains a fly speed equal to half his maximum gravity tether length with good maneuverability.
Advanced Gravitations
Starting at 10th level, whenever a gravitator qualifies for a new gravitation, he may also choose from any of the following options. As before, a gravitation may be chosen only once unless otherwise specified, any saving throw DCs use the same formula as his gravity tethers and all spell-like gravitations have a somatic component which requires a free hand to activate. Again, advanced gravitations are listed at the bottom of the post.
Singularity (Sp)
At 20th level, the gravitator reaches the pinnacle of his abilities, able to bring into being a singularity - a point of incredibly powerful gravitational force - centered on an opponent within range of his gravity tethers. The opponent must make a Fortitude saving throw against a DC of 10 + half the gravitator’s level + the gravitator’s Wisdom modifier. On a failed save, the target dies due to massive forces inflicted on their body. If the saving throw is successful, the target instead takes 1d6 points of damage per class level and is immune to this ability for 24 hours. In order to use this ability, all gravity tether slots must be available for use, and they become unavailable for 1 full round after activating the singularity. Activating the singularity is a full-round action which provokes attacks of opportunity.

Gravitations:

Bonus feat: Instead of learning new applications of his gravity control, a gravitator may instead gain a bonus feat. This selection may be chosen more than once.
Deflect Arrows (Sp): The gravitator gains Deflect Arrows as a bonus feat, but instead of using a free hand, he deflects the ranged attack with an unused gravity tether. He does not need a free hand to use this feat, and it can even be used on unusually massive ranged attacks (such as boulders or ballista bolts) so long as they do not exceed the maximum size of object the gravitator’s tethers can affect (for the purpose of determining siege weapon projectiles’ size category, treat them as the same size as the siege weapon itself).
Deflection (Sp): Half of the gravitator’s Mass Control bonus is also applied to his armor class as a deflection bonus. This ability uses up one application of the gravity tether ability and activating it takes up the same amount of time as activating a gravity tether. He loses this bonus to AC if he falls unconscious or asleep, but otherwise lasts until dismissed as a free action or dispelled.
Enhance Weight: When using a gravity tether to trigger falling damage on a target, treat the distance the target falls as twice as high when determining the number of damage dice from the fall. This gravitation may be selected more than once, however falling damage still cannot exceed 1d6 per class level. If applied to a falling object, once the effective distance fallen equals 150 feet, any available multipliers to height can instead cause the object to count as one size category larger than it is for the purpose of determining the damage it deals to an anchoring creature or object, up to the normal maximum size of object or creature he can affect.
Extra Tethers: The maximum number of gravity tethers the gravitator can have in effect at once increases by three.
Ghost Touch (Su): By surrounding his weapons in a shell of gravitational force, the gravitator can treat any weapon he wields as having the Ghost Touch weapon enhancement effect. This applies to any weapon the gravitator attacks with, as well as unarmed and natural weapon attacks, but not to attacks made by others using the same weapon. Projectile weapons instead confer this bonus on their ammunition.
Gravitational Training (Ex): By spending extended amounts of time under increased effects of gravity, the gravitator can greatly increase his strength. The gravitator gains a +2 bonus to Strength. The gravitator must be at least 5th level to select this gravitation, and it may be selected more than once, to a maximum of one time per five class levels (twice at 10th level, three times at 15th level and so on).
Gravity Web (Sp): The gravitator may spend a use of his gravity tethers to entangle a target. As a standard action, he makes a ranged touch attack against a target within the range of his gravity tether. If successful, the target makes a Fortitude saving throw to negate the effect. On a failed saving throw, the target is entangled for 1d4+1 rounds. This ability affects undead and Constructs, even though they are normally immune to such effects. The gravity tether slot used to activate this ability remains unavailable until the entangled condition ends or is dismissed as a free action
Gravity Well (Sp): By increasing gravity’s effect on a target momentarily, the gravitator can force it to the ground. As a standard action, the gravitator wrenches a target within range of his gravity tethers downward. The target must make a Fortitude save or fall prone and be stunned for 1 round. This ability can affect a target already tethered to an object or surface, and the effect has no effect on what direction ‘down’ means to the target. If a flying creature or object is the target of this ability, it falls to the ground, taking falling damage based on the distance it falls (to the normal maximum amount of falling damage a gravity tether can inflict) and landing prone, but it is not stunned. This ability affects undead and Constructs, even though they are normally immune to effects requiring a Fortitude save.
Ground Hammer (Su): As a standard action that does not provoke attacks of opportunity, the gravitator makes a mighty strike against the ground, sending a shockwave out to fell nearby creatures. All creatures within 10 feet of the gravitator must make a Reflex save or fall prone.
High Gravity Area (Sp): As a move-equivalent action, the gravitator can make a number of 5 foot squares equal to his gravitator level function as difficult terrain. All affected squares must be within 100 feet of him and must affect a single, contiguous area. Affected squares continue to function as difficult terrain for 1 minute per class level, even if the gravitator moves more than 100 feet away from them. This ability uses up one gravity tether.
Improved Flight: The gravitator’s ability to tether himself to a series of surfaces and objects improves. His maneuverability when flying improves to perfect. The gravitator must possess the flight class ability in order to select this gravitation.
Knockback (Su): As a standard action that does not provoke attacks of opportunity, the gravitator can make a single melee attack at his highest base attack bonus which is charged with gravity. If successful, the attack deals normal damage and the gravitator may make a free bull rush attempt against his opponent without provoking an attack of opportunity. He may not move with his opponent during this bull rush maneuver.
Mage Hand (Sp): The gravitator may use greater mage hand as a spell-like ability at will, using his gravitator level as his caster level.
Offensive Mass Alteration (Su): The gravitator’s ability to alter the mass of held objects improves in fine control. All weapons wielded by the gravitator deal damage as though they were one size category larger than they are. Projectile weapons confer this ability on their ammunition. The gravitator must be at least 7th level to select this gravitation, which does not stack with similar abilities (such as the gravity bow spell) but does stack with actual size increases.
Quick Tether: The gravitator may activate a gravity tether as a move-equivalent action. This ability still provokes attacks of opportunity.
Sense Mass (Su): By detecting subtle changes in gravitational forces around him, the gravitator can sense his surroundings even when unable to see. The gravitator gains blindsense with a range of 30 feet. The gravitator must be at least 5th level to select this gravitation and may select it more than once, to a maximum of one time per five class levels (twice at 10th level, three times at 15th level and so on).
Tether to Target (Sp): By targeting a weapon or piece of ammunition with a gravity tether and anchoring it to a creature, the gravitator improves his ability to strike that opponent, gaining a +1 bonus to attack rolls per four class levels with that weapon against the target. In addition, attacks with thrown weapons or ammunition from projectile weapons that are tethered to their target have their base range increment increased by 20 feet and thrown weapons have a maximum range of ten increments instead of five. This ability functions only for the gravitator. A gravitator with the Quick Tether ability can activate this ability as part of his attack action, enabling him to make iterative attacks with multiple thrown weapons or pieces of ammunition as a full attack action and gaining the bonuses with each attack.
Trample (Sp): By quick application of several consecutive tethers between himself and surfaces both behind and below an opponent, the gravitator can run up and over the target. This functions as the trample monster ability, except the gravitator can use the ability against a target of his size category or smaller and the saving throw DC is equal to 10 + the gravitator’s class level + the gravitator’s Wisdom modifier. Damage dealt by this ability is equal to 1d6 per two class levels, plus 1-1/2 times the gravitator’s Strength modifier. This ability uses the gravitator’s free slot for use on himself.
Unarmed Attack (Su): The gravitator increases the mass of his unarmed strikes, gaining unarmed strike as the monk ability of the same name. His effective monk level for the purposes of determining the damage of his unarmed strikes is equal to his gravitator level – 4.
Vanish (Sp): By momentarily increasing gravity around himself, the gravitator can bend light to pass around him. He may use vanish as a spell-like ability by expending four of his gravity tether slots. His effective caster level is equal to his gravitator level.

Advanced Gravitations:

Bog Down (Sp): As a standard action, the gravitator can increase pressure on an opponent. He may use ray of exhaustion as a spell-like ability at will with a caster level equal to his gravitator level. Activating this ability uses two gravity tether slots.
Expand Tethers: The maximum length of the gravitator’s gravity tethers is doubled. The number of dice for falling damage triggered by gravity tethers cannot exceed one per class level, even if the distance fallen would normally be greater. If the gravitator has the Flight ability, his fly speed is based on his maximum tether length before doubling.
Extend Tethers: The maximum range at which the gravitator can anchor each end of his gravity tethers is 400 feet + 40 feet per class level.
Falling Blitz (Sp): By tethering himself to a surface or target within 30 feet, the gravitator can use greater bladed dash as a spell-like ability.
Gravitational Charge (Sp): By tethering himself to an opponent or a surface within range behind an opponent, the gravity warrior can make a special charge attack. This charge ignores difficult terrain that is caused by surface effects, such as a slick floor or caltrops. At the end of the charge, if the gravitator tethered himself to his opponent, he may take a full attack action. If he tethered himself to a point in a direct line behind the opponent, he may make a bull rush attempt against the opponent, except that instead of moving the regular distance a bull rush allows, both the gravitator and his opponent move to the surface the gravitator is tethered to, and his opponent takes falling damage according to the distance moved before striking the surface. If multiple opponents are in the way, he may make a bull rush attempt against each, but each subsequent attempt is at a -10 penalty. If all attempts are successful, all opponents take falling damage appropriate for the distance between their starting and ending positions.
Impact Buffer (Su): By subtly enhancing and weakening gravity in time with incoming attacks, the gravitator gains DR/- equal to one point per four class levels. Selecting this option a second time doubles the amount of damage reduction.
Improved Deflect Arrows (Sp): When using the Deflect Arrows gravitation, the gravitator can use four gravity tether slots in order to deflect even a ray spell. He must have the Deflect Arrows gravitation before selecting this ability.
Improved Deflection (Su): The gravitator’s Deflection ability now applies his full Mass Control bonus to his armor class as a deflection bonus. He must have the Deflection gravitation before selecting this ability.
Improved Impact (Su): The critical modifier of any weapon wielded by the gravitator is increased by one, for example x2 becomes x3, x3 becomes x4, x4 becomes x5. This ability functions only for the gravitator, even if he hands a weapon to another creature.
Improved Offensive Mass Alteration (Sp): The gravitator’s ability to alter the mass of held objects improves in power. All weapons wielded by the gravitator deal damage as though they were two size categories larger than they are. Projectile weapons confer this ability on their ammunition. The gravitator must be at least 14th level and have the Offensive Mass Alteration ability to select this gravitation, which does not stack with similar abilities (such as the gravity bow spell) but does stack with actual size increases.
Improved Sense Mass (Su): The gravitator’s ability to sense changes in gravity fields improves. He gains blindsight with a range equal to his blindsense ability. He must have the Sense Mass ability in order to select this gravitation.
Increase Inertia (Sp): As a standard action, the gravitator can expend three gravity tether slots to use slow on an opponent as a spell-like ability at will with a caster level equal to his gravitator level.
Lightning Tether: The gravitator may activate a gravity tether as a swift action. This ability still provokes attacks of opportunity. The gravitator may still activate his gravity tethers as move-equivalent actions if he has expended his swift action for the round, meaning that if he does nothing else, a gravitator could activate three gravity tethers in a single round – one as a swift action and two as move-equivalent actions.
Rapid Deflect Arrows (Sp): When using the Deflect Arrows gravitation, the gravitator can deflect a number of ranged attacks equal to the number of unused gravity tether slots he has available, up to half his maximum number of gravity tethers. He may not dismiss any gravity tethers as part of this action, nor may he use it in conjunction with either the Improved Deflect Arrows or Reflect Arrows gravitations. He must have the Deflect Arrows gravitation in order to select this one.
Reflect Arrows (Sp): When using the Deflect Arrows gravitation, the gravitator can instead redirect the original attack toward another target no further away from himself than the maximum length of his gravity tethers. He makes a ranged attack roll against the new target.
Reverse Gravity (Sp): As a standard action, the gravitator may use reverse gravity at will as a spell-like ability by expending eight of his gravity tether slots. The gravitator must be at least 14th level in order to select this gravitation.
Slice the Falling Apple (Sp): By tethering an opponent to an object or surface that he threatens, the gravitator may make a full attack action against that opponent in the same round when they enter the square they are tethered to. The gravitator must have the Quick Tethers gravitation in order to select this one. If the gravitator also possesses the Lightning Tether ability, he gains a +2 bonus to all attack rolls made during the full attack action he takes in the same round.
Still Tether: The gravitator’s gravity tethers and gravitations no longer require a somatic component to activate, and can be used when the gravitator has no hands free, or even when bound. For him, activating these abilities is now a purely mental action.


I see Mass Alterations as wayyyyy to good for dipping. treating mithral heavy armor as light is mucho problematic.


Seems a little OP to me.

Mass Alteration, for example, looks good, till you start getting size bonuses AND the modifiers.

Ghost Touch seems out of place. I wouldn't think incorporeal entities would be affected by gravity in the slightest.

I like the class though. When I read the description I was thinking of bionics from Mass Effect, but I was wrong, despite the capstone ability.

Looks cool, Ralkahn.


Toaster, that's a good point about dipping (something that hadn't even entered my thinking). Do you think it would be best moved back to, say, 4th level with Impact moving to 5th (or just Mass Alteration to 5th)? Or should I remove the text relating to heavy armour? Both?

Belazoar, I understand what you're saying about the escalating bonuses of Mass Control. If I stripped out the effective size increases, would it be feasible to add an advanced gravitation giving that benefit? That way it could only be taken once, and take up a selectable resource at level 10 or higher. Or would it be better to simply axe that aspect entirely? Also, not sure what my thought process had been on Ghost Touch - you're right, it does feel out of place. Easily enough removed.

Also, is the wording of the gravity tether ability clear enough? That was my main concern aside from balance, which as I implied above I have little feel for. This is the first time I've tried writing a mechanic from scratch and I want to be sure it's transparent.

Thanks very much for the feedback so far, folks!

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Base class dealing with gravity manipulation All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules