
applecat144 |
It's written that gravity in elemental plane of air works that way :
Subjective Directional Gravity: Inhabitants of the plane determine their own “down” direction. Objects not under the motive force of others do not move.
First, does "inhabitants" refer to any living creature in this plane or rather only outsiders from the plane of air ?
Second, do people just choose their gravity as free actions no matter how ? Is it an effort and something to learn and master ?
My party will maybe soon have to travel to the plane of air and I have no idea how they'll "behave" their. I was guessing that they would just float inhert unless they got a fly speed but apparently they can "fly" by choosing where they fall so i don't know anymore.

Claxon |

I believe the Planar Adventures book might have more detailed rules about this sort of thing, but I don't know that for sure.
Edit: The following came from d20pfsrd:
Subjective Directional Gravity
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.

applecat144 |
Extra copy of thread.
The first time I posted it it loaded for ages before returning an error message so I posted again. I suppose I should have checked. Sorry about that.
I believe the Planar Adventures book might have more detailed rules about this sort of thing, but I don't know that for sure.
Edit: The following came from d20pfsrd:
Quote:Subjective Directional Gravity
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.
Thank you, I swear I looked for it for some time but didn't find it.

applecat144 |
What's interesting about that rules is that it means you can't move in anything but straight lines, if you don't have a flight speed.
You can only make the check to set the direction of gravity once per round.
I think if you have a flight speed you can probably move normally.
Yes flight speed is near mandatory but this shouldn't be an issue, I expect them to prepare their journey.

Hugo Rune |

I think that the rule as stated is a shame because it breaks movement into turns rather than attempting to simulate a dynamic environment. Perhaps an interesting house rule would be to allow as many changes of direction as the player wanted but each change was only successful with a successful wisdom based fly skill check. A failed check would mean the character continues falling for the remainder of the round.
With that method, there could be some interesting tactical maneuvers, especially if there are obstacles thrown into the mix.