Moose Man
2010-12-21, 11:40 PM
Gravitator (needs a better name)
HD:d8
Class Skills (8 + Int modifier per level, ×4 at 1st level): All skills are in class.
{table=head]Level|BAB|F|R|W|Special
1st|+1|
+0|
+2|
+2|Gravity Sphere, Gravity Field, Gravitator Build, Augmented Power (+2), Reduced Gravity, Bonus Feat
2nd|+2|
+0|
+3|
+3|Bonus Feat
3rd|+3|
+1|
+3|
+3|+10’ movement
4th|+4|
+1|
+4|
+4|Zero-G, Bounce
5th|+5|
+1|
+4|
+4|Increased Gravity 1, Amplified Gravity Sphere 1, Augmented Power (+2), Reduced Gravity 1
6th|+6/1|
+2|
+5|
+5|Bonus Feat, Assigned Gravity Field (10× ½ Cha Modifier/day)
7th|+7/2|
+2|
+5|
+5|Gravity Shape
8th|+8/3|
+2|
+6|
+6|Improved Build
9th|+9/4|
+3|
+6|
+6|+10’ movement
10th|+10/5|
+3|
+7|
+7|Bonus Feat, Increased Gravity 2, Augmented Power (+2), Reduced Gravity 2
11th|+11/6/1|
+3|
+7|
+7|Prone Field
12th|+12/7/2|
+4|
+8|
+8|Gravity Wall (Cha×Level/day), Greater Bounce (Cha×Level/day)
13th|+13/8/3|
+4|
+8|
+8|Improved Zero-G
14th|+14/9/4|
+4|
+9|
+9|Bonus Feat
15th|+15/10/5|
+5|
+9|
+9|Increased Gravity 3, Amplified Gravity Sphere 2, Augmented Power (+2), Reduced Gravity 3
16th|+16/11/6/1|
+5|
+10|
+10|Build Mastery
17th|+17/12/7/2|
+5|
+10|
+10|Unconsciousness Field
18th|+18/13/8/3|
+6|
+11|
+11|Bonus Feat, Gravity Well (5/day), +10’ movement, Harmful Assigned Gravity Field (10× ½ Cha Modifier/day)
19th|+19/14/9/4|
+6|
+11|
+11|Implosion (1/Encounter)
20th|+20/15/10/5|
+6|
+12|
+12|Gravity Command, Gravity Sphere Mastery, Super Power (+4), Diminished Gravity[/table]
Gravity Sphere (Ex):
Casting Time: 1 move action
Range: 120’
Effect: Explained below
Duration: 1 Use/ Gravitator Level
Saving Throw: None
Spell Resistance: Varies
You can strike an opponent with a melee touch attack on a move action, dealing damage equal to 1d6 + (Gravitator Level × Cha modifier). Alternatively, you can hurl the sphere up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. You can choose to forego the damage and instead initiate a Gravity Field or a Reduced Gravity Field.
Gravity Field (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Multiply the weight of all that is in the area by 2. Armor is now considered one category heavier (Light to Medium to Heavy). Weapons deal 1d6 extra damage. The area is treated as difficult terrain. If someone passes their carrying capacity, DC 20 Fortitude save to avoid becoming prone. Creatures who fall prone in a Gravity Field take falling damage equal to twice their height. Flying creatures must make a DC 15 Strength check or fall to the ground at a rate of 60’ per round. Attacks from or into a gravity field suffer a -1 penalty. Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Reduced Gravity Field (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Divide the weight of all that is in the area by 2. Armor is now considered one category lighter (Light to Medium to Heavy). Weapons get a +1 on attack rolls. DC 15 Will save to avoid becoming stunned (1round/Gravitator Level). Creatures in the area gain a +1 to AC. Creatures who fall prone in a Reduced Gravity 3 Field take falling damage equal to half their height. Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Gravitator Build:
{table=head]Build Level|Hitter|Mover
Base|Gravity Dmg +1d6, Weapon Focus|+10’ movement, Precise Shot
Improved Build|Gravity Dmg +1d6, Improved Trip|Greater Gravity Shape, Rapid Shot
Build Mastery|Gravity Dmg +1d6, Weapon Specialization|Gravity Force, Shot on the Run[/table]
Augmented Power: The Gravitator, through hard work in gravity fields, adds muscle to the potentially frail body at regular intervals. Every 5 levels, the Gravitator adds 2 to his Strength score.
Zero-G (Ex): The Gravitator can fly at twice his fastest movement speed with perfect maneuverability.
Bounce (Ex):
Casting Time: 1 move action
Range: One Target/Gravitator Level within 5’/Character Level
Effect: Explained below
Duration: 1 hour/level
Saving Throw: Yes (harmless)
Spell Resistance: No
Creatures enchanted with Bounce gain a +4 enhancement bonus to their Jump checks and a +2 to their Climb checks and take no falling damage. If the “bounced” creature is prone, it can take a free action to get up, incurring no attack of opportunity. The Gravitator can dismiss this effect at will.
Increased Gravity 1 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Multiply the weight of all that is in the area by 4. Armor is now considered two categories heavier (Light to Medium to Heavy). Weapons deal 2d6 extra damage. The area costs 20’ to move through. If someone passes their carrying capacity, DC 23 Fortitude save to avoid becoming prone. Creatures who fall prone in a Gravity Field take falling damage equal to four times their height. Flying creatures must make a DC 20 Strength check or fall to the ground at a rate of 120’ per round. Attacks from or into a gravity field suffer a -2 penalty. To stand up in an Increased Gravity 1 Field, DC 20 Strength Check. 5% chance of compression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Amplified Gravity Sphere 1(Ex):
Casting Time: 1 move action
Range: 180’
Effect: Explained below
Duration: 1 Use/Gravitator Level
Saving Throw: None
Spell Resistance: Varies
You can strike an opponent with a melee touch attack on a move action, dealing damage equal to 2d6 + (Gravitator Level × Cha modifier). Alternatively, you can hurl the sphere up to 180 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. You can choose to forego the damage and instead initiate a Gravity Field, Increased Gravity 1, Reduced Gravity Field or Reduced Gravity 1.
Reduced Gravity 1 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Divide the weight of all that is in the area by 4. Armor is now considered two categories lighter (Light to Medium to Heavy). Weapons get a +2 on attack rolls. DC 20 Will save to avoid becoming stunned (1 round/Gravitator Level). Creatures in the area gain a +2 to AC. Creatures who fall prone in a Reduced Gravity 1 Field take falling damage equal to four divided by their height. 5% chance of decompression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Assigned Gravity Field (Ex): You can project any gravity or reduced gravity field you have access to on 1 creature/Gravitator Level. This field doesn’t decrease or increase the weight of the creature, it’s items or anything else in the area. The creatures are also not at risk from compression or decompression.
Gravity Shape: You can chose the direction of the gravity in all Gravity fields, control who is affected, and where the effect reaches to. Seen below are the powers of the direction of gravity.
{table=head]Power|Down|Up|Left|Right|Forward|Backward
Regular|-5 Jump|-5 Balance| -5 Climb|-5 Spot|-5 Concentration|-5 Escape Artist
Greater (available only to Movers)|All the Regular and add 5 to the DC of any Fort save made in the area.|All the Regular and subjected to a Trip attempt with the Gravitator’s BAB and Strength Score.|All the Regular and subjected to a Bull Rush attack with the Gravitator’s BAB and Strength Score.|All the Regular and subjected to a Disarm attempt with the Gravitator’s BAB and Strength Score.|All the Regular and add 5 to the DC of any Will save made in the area.|All the Regular and subjected to a Grapple attempt with the Gravitator’s BAB and Strength Score.[/table]
Increased Gravity 2 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Multiply the weight of all that is in the area by 6. Armor is now considered two categories heavier (Light to Medium to Heavy). Weapons deal 3d6 extra damage. The area costs 30’ to move through. If someone passes their carrying capacity, DC 25 Fortitude save to avoid becoming prone. Creatures who fall prone in a Gravity Field take falling damage equal to six times their height. Flying creatures must make a DC 25 Strength check or fall to the ground at a rate of 240’ per round. Attacks from or into a gravity field suffer a -3 penalty. To stand up in an Increased Gravity 2 Field, DC 25 Strength Check. 10% chance of compression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Reduced Gravity 2 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Divide the weight of all that is in the area by 6. Armor is now considered two categories lighter (Light to Medium to Heavy). Weapons get a +3 on attack rolls. DC 23 Will save to avoid becoming stunned (1 round/Gravitator Level). Creatures in the area gain a +3 to AC. Creatures who fall prone in a Reduced Gravity 2 Field take falling damage equal to six divided by their height. 10% chance of decompression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Prone Field: Add 10 to the DC of the save to avoid becoming prone if a creature exceeds his/her carrying capacity.
Gravity Wall (Ex):
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/ level)
Effect: Wall 4 ft/level wide, 2 ft/level high
Duration: 10 min/level
The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. Transparent.
Greater Bounce (Ex): Works as Bounce, except that the target gains flight speed equal to ½ it’s fastest movement speed.
Improved Zero-G (Ex): Increases flying speed to 1.5 the fastest mode of speed.
Increased Gravity 3 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Multiply the weight of all that is in the area by 8. Armor is now considered two categories heavier (Light to Medium to Heavy). Weapons deal 4d6 extra damage. The area costs 40’ to move through. If someone passes their carrying capacity, DC 30 Fortitude save to avoid becoming prone. Creatures who fall prone in a Gravity Field take falling damage equal to eight times their height. Flying creatures must make a DC 30 Strength check or fall to the ground at a rate of 480’ per round. Attacks from or into a gravity field suffer a -4 penalty. To stand up in an Increased Gravity 3 Field, DC 30 Strength Check. 15% chance of compression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Reduced Gravity 3 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Divide the weight of all that is in the area by 8. Armor is now considered two categories lighter (Light to Medium to Heavy). Weapons get a +4 on attack rolls. DC 25 Will save to avoid becoming stunned (1 round/Gravitator Level). Creatures in the area gain a +4 to AC. Creatures who fall prone in a Reduced Gravity 3 Field take falling damage equal to eight divided by their height. 15% chance of decompression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Amplified Gravity Sphere 2 (Ex):
Casting Time: 1 move action
Range: 240’
Effect: Explained below
Duration: 2 Uses/Gravitator Level
Saving Throw: None
Spell Resistance: No
You can strike an opponent with a melee touch attack on a move action, dealing damage equal to 3d6 + 2(Gravitator Level × Cha modifier). Alternatively, you can hurl the sphere up to 240 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. You can choose to forego the damage and instead initiate a Gravity Field, Increased Gravity 1, Increased Gravity 2, Increased Gravity 3, Reduced Gravity Field, Reduced Gravity 1, Reduced Gravity 2 or Reduced Gravity 3.
Unconsciousness Field: Gravity Field (any) knocks creatures unconscious. Will Save; DC 25.
Gravity Well (Ex): (better wording needed)
Casting Time: 1 round
Range: 25 + 5/Level’
Duration (1st Effect): 2 rounds/ Gravitator Level
Duration (2nd Effect):10 Minutes / Gravitator Level
Saving Throw: Strength negates
Spell Resistance: No
Using gravity, you rip a hole through reality, revealing your personal plane of existence and trapping your foes there for some time. That plane of reality is 2000 times faster than this one, so an hour here would be about three months there. There is no food, only the wild creatures of your imagination. The well drags foes into its depths. Roll D%. If the roll is under 20, a foe dies. For every 5 numbers that the roll is under 20; one more creature dies. To negate, Strength Check; DC 30
Harmful Assigned Gravity Field (Ex): You can project any gravity or reduced gravity field you have access to on 1 creature/Gravitator Level. All effects apply.
Implosion (Ex):
Casting Time: 1 move action
Range: 25 + 5/Level’
Targets: One creature/Round
Duration: Concentration (up to 4 rounds)
Saving Throw: Fortitude negates
Spell Resistance: No
You create a destructive resonance in a creature’s body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.) You can target a particular creature only once with each casting of the spell.
Gravity Command
Increased Gravity 3 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Multiply the weight of all that is in the area by 12. Armor is now considered two categories heavier (Light to Medium to Heavy). Weapons deal 6d6 extra damage. The area costs 60’ to move through. If someone passes their carrying capacity, DC 40 Fortitude save to avoid becoming prone. Creatures who fall prone in a Gravity Field take falling damage equal to twelve times their height. Flying creatures must make a DC 40 Strength check or fall to the ground at a rate of 600’ per round. Attacks from or into a gravity field suffer a -6 penalty. To stand up in an Gravity Command Field, DC 35 Strength Check. 25% chance of compression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Gravity Sphere Mastery
Casting Time: 1 move action
Range: 360’
Effect: Explained below
Duration: 2 Uses/Gravitator Level
Saving Throw: None
Spell Resistance: No
You can strike an opponent with a melee touch attack on a move action, dealing damage equal to 4d6 + 2(Gravitator Level × Cha modifier). Alternatively, you can hurl the sphere up to 360 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. You can choose to forego the damage and instead initiate a Gravity Field, Increased Gravity 1, Increased Gravity 2, Increased Gravity 3, Gravity Command, Reduced Gravity Field, Reduced Gravity 1, Reduced Gravity 2, Reduced Gravity 3 or Diminished Gravity.
Super Power:The Gravitator, working out in 12 times normal gravity, adds four to his Strength score.
Diminished Gravity (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Divide the weight of all that is in the area by 12. Armor is now considered two categories lighter (Light to Medium to Heavy). Weapons get a +6 on attack rolls. DC 25 Will save to avoid becoming stunned (1 round/Gravitator Level). Creatures in the area gain a +6 to AC. Creatures who fall prone in a Diminished Gravity Field take falling damage equal to twelve divided by their height. 25% chance of decompression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
HD:d8
Class Skills (8 + Int modifier per level, ×4 at 1st level): All skills are in class.
{table=head]Level|BAB|F|R|W|Special
1st|+1|
+0|
+2|
+2|Gravity Sphere, Gravity Field, Gravitator Build, Augmented Power (+2), Reduced Gravity, Bonus Feat
2nd|+2|
+0|
+3|
+3|Bonus Feat
3rd|+3|
+1|
+3|
+3|+10’ movement
4th|+4|
+1|
+4|
+4|Zero-G, Bounce
5th|+5|
+1|
+4|
+4|Increased Gravity 1, Amplified Gravity Sphere 1, Augmented Power (+2), Reduced Gravity 1
6th|+6/1|
+2|
+5|
+5|Bonus Feat, Assigned Gravity Field (10× ½ Cha Modifier/day)
7th|+7/2|
+2|
+5|
+5|Gravity Shape
8th|+8/3|
+2|
+6|
+6|Improved Build
9th|+9/4|
+3|
+6|
+6|+10’ movement
10th|+10/5|
+3|
+7|
+7|Bonus Feat, Increased Gravity 2, Augmented Power (+2), Reduced Gravity 2
11th|+11/6/1|
+3|
+7|
+7|Prone Field
12th|+12/7/2|
+4|
+8|
+8|Gravity Wall (Cha×Level/day), Greater Bounce (Cha×Level/day)
13th|+13/8/3|
+4|
+8|
+8|Improved Zero-G
14th|+14/9/4|
+4|
+9|
+9|Bonus Feat
15th|+15/10/5|
+5|
+9|
+9|Increased Gravity 3, Amplified Gravity Sphere 2, Augmented Power (+2), Reduced Gravity 3
16th|+16/11/6/1|
+5|
+10|
+10|Build Mastery
17th|+17/12/7/2|
+5|
+10|
+10|Unconsciousness Field
18th|+18/13/8/3|
+6|
+11|
+11|Bonus Feat, Gravity Well (5/day), +10’ movement, Harmful Assigned Gravity Field (10× ½ Cha Modifier/day)
19th|+19/14/9/4|
+6|
+11|
+11|Implosion (1/Encounter)
20th|+20/15/10/5|
+6|
+12|
+12|Gravity Command, Gravity Sphere Mastery, Super Power (+4), Diminished Gravity[/table]
Gravity Sphere (Ex):
Casting Time: 1 move action
Range: 120’
Effect: Explained below
Duration: 1 Use/ Gravitator Level
Saving Throw: None
Spell Resistance: Varies
You can strike an opponent with a melee touch attack on a move action, dealing damage equal to 1d6 + (Gravitator Level × Cha modifier). Alternatively, you can hurl the sphere up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. You can choose to forego the damage and instead initiate a Gravity Field or a Reduced Gravity Field.
Gravity Field (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Multiply the weight of all that is in the area by 2. Armor is now considered one category heavier (Light to Medium to Heavy). Weapons deal 1d6 extra damage. The area is treated as difficult terrain. If someone passes their carrying capacity, DC 20 Fortitude save to avoid becoming prone. Creatures who fall prone in a Gravity Field take falling damage equal to twice their height. Flying creatures must make a DC 15 Strength check or fall to the ground at a rate of 60’ per round. Attacks from or into a gravity field suffer a -1 penalty. Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Reduced Gravity Field (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Divide the weight of all that is in the area by 2. Armor is now considered one category lighter (Light to Medium to Heavy). Weapons get a +1 on attack rolls. DC 15 Will save to avoid becoming stunned (1round/Gravitator Level). Creatures in the area gain a +1 to AC. Creatures who fall prone in a Reduced Gravity 3 Field take falling damage equal to half their height. Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Gravitator Build:
{table=head]Build Level|Hitter|Mover
Base|Gravity Dmg +1d6, Weapon Focus|+10’ movement, Precise Shot
Improved Build|Gravity Dmg +1d6, Improved Trip|Greater Gravity Shape, Rapid Shot
Build Mastery|Gravity Dmg +1d6, Weapon Specialization|Gravity Force, Shot on the Run[/table]
Augmented Power: The Gravitator, through hard work in gravity fields, adds muscle to the potentially frail body at regular intervals. Every 5 levels, the Gravitator adds 2 to his Strength score.
Zero-G (Ex): The Gravitator can fly at twice his fastest movement speed with perfect maneuverability.
Bounce (Ex):
Casting Time: 1 move action
Range: One Target/Gravitator Level within 5’/Character Level
Effect: Explained below
Duration: 1 hour/level
Saving Throw: Yes (harmless)
Spell Resistance: No
Creatures enchanted with Bounce gain a +4 enhancement bonus to their Jump checks and a +2 to their Climb checks and take no falling damage. If the “bounced” creature is prone, it can take a free action to get up, incurring no attack of opportunity. The Gravitator can dismiss this effect at will.
Increased Gravity 1 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Multiply the weight of all that is in the area by 4. Armor is now considered two categories heavier (Light to Medium to Heavy). Weapons deal 2d6 extra damage. The area costs 20’ to move through. If someone passes their carrying capacity, DC 23 Fortitude save to avoid becoming prone. Creatures who fall prone in a Gravity Field take falling damage equal to four times their height. Flying creatures must make a DC 20 Strength check or fall to the ground at a rate of 120’ per round. Attacks from or into a gravity field suffer a -2 penalty. To stand up in an Increased Gravity 1 Field, DC 20 Strength Check. 5% chance of compression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Amplified Gravity Sphere 1(Ex):
Casting Time: 1 move action
Range: 180’
Effect: Explained below
Duration: 1 Use/Gravitator Level
Saving Throw: None
Spell Resistance: Varies
You can strike an opponent with a melee touch attack on a move action, dealing damage equal to 2d6 + (Gravitator Level × Cha modifier). Alternatively, you can hurl the sphere up to 180 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. You can choose to forego the damage and instead initiate a Gravity Field, Increased Gravity 1, Reduced Gravity Field or Reduced Gravity 1.
Reduced Gravity 1 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Divide the weight of all that is in the area by 4. Armor is now considered two categories lighter (Light to Medium to Heavy). Weapons get a +2 on attack rolls. DC 20 Will save to avoid becoming stunned (1 round/Gravitator Level). Creatures in the area gain a +2 to AC. Creatures who fall prone in a Reduced Gravity 1 Field take falling damage equal to four divided by their height. 5% chance of decompression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Assigned Gravity Field (Ex): You can project any gravity or reduced gravity field you have access to on 1 creature/Gravitator Level. This field doesn’t decrease or increase the weight of the creature, it’s items or anything else in the area. The creatures are also not at risk from compression or decompression.
Gravity Shape: You can chose the direction of the gravity in all Gravity fields, control who is affected, and where the effect reaches to. Seen below are the powers of the direction of gravity.
{table=head]Power|Down|Up|Left|Right|Forward|Backward
Regular|-5 Jump|-5 Balance| -5 Climb|-5 Spot|-5 Concentration|-5 Escape Artist
Greater (available only to Movers)|All the Regular and add 5 to the DC of any Fort save made in the area.|All the Regular and subjected to a Trip attempt with the Gravitator’s BAB and Strength Score.|All the Regular and subjected to a Bull Rush attack with the Gravitator’s BAB and Strength Score.|All the Regular and subjected to a Disarm attempt with the Gravitator’s BAB and Strength Score.|All the Regular and add 5 to the DC of any Will save made in the area.|All the Regular and subjected to a Grapple attempt with the Gravitator’s BAB and Strength Score.[/table]
Increased Gravity 2 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Multiply the weight of all that is in the area by 6. Armor is now considered two categories heavier (Light to Medium to Heavy). Weapons deal 3d6 extra damage. The area costs 30’ to move through. If someone passes their carrying capacity, DC 25 Fortitude save to avoid becoming prone. Creatures who fall prone in a Gravity Field take falling damage equal to six times their height. Flying creatures must make a DC 25 Strength check or fall to the ground at a rate of 240’ per round. Attacks from or into a gravity field suffer a -3 penalty. To stand up in an Increased Gravity 2 Field, DC 25 Strength Check. 10% chance of compression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Reduced Gravity 2 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Divide the weight of all that is in the area by 6. Armor is now considered two categories lighter (Light to Medium to Heavy). Weapons get a +3 on attack rolls. DC 23 Will save to avoid becoming stunned (1 round/Gravitator Level). Creatures in the area gain a +3 to AC. Creatures who fall prone in a Reduced Gravity 2 Field take falling damage equal to six divided by their height. 10% chance of decompression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Prone Field: Add 10 to the DC of the save to avoid becoming prone if a creature exceeds his/her carrying capacity.
Gravity Wall (Ex):
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/ level)
Effect: Wall 4 ft/level wide, 2 ft/level high
Duration: 10 min/level
The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. Transparent.
Greater Bounce (Ex): Works as Bounce, except that the target gains flight speed equal to ½ it’s fastest movement speed.
Improved Zero-G (Ex): Increases flying speed to 1.5 the fastest mode of speed.
Increased Gravity 3 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Multiply the weight of all that is in the area by 8. Armor is now considered two categories heavier (Light to Medium to Heavy). Weapons deal 4d6 extra damage. The area costs 40’ to move through. If someone passes their carrying capacity, DC 30 Fortitude save to avoid becoming prone. Creatures who fall prone in a Gravity Field take falling damage equal to eight times their height. Flying creatures must make a DC 30 Strength check or fall to the ground at a rate of 480’ per round. Attacks from or into a gravity field suffer a -4 penalty. To stand up in an Increased Gravity 3 Field, DC 30 Strength Check. 15% chance of compression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Reduced Gravity 3 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Divide the weight of all that is in the area by 8. Armor is now considered two categories lighter (Light to Medium to Heavy). Weapons get a +4 on attack rolls. DC 25 Will save to avoid becoming stunned (1 round/Gravitator Level). Creatures in the area gain a +4 to AC. Creatures who fall prone in a Reduced Gravity 3 Field take falling damage equal to eight divided by their height. 15% chance of decompression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Amplified Gravity Sphere 2 (Ex):
Casting Time: 1 move action
Range: 240’
Effect: Explained below
Duration: 2 Uses/Gravitator Level
Saving Throw: None
Spell Resistance: No
You can strike an opponent with a melee touch attack on a move action, dealing damage equal to 3d6 + 2(Gravitator Level × Cha modifier). Alternatively, you can hurl the sphere up to 240 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. You can choose to forego the damage and instead initiate a Gravity Field, Increased Gravity 1, Increased Gravity 2, Increased Gravity 3, Reduced Gravity Field, Reduced Gravity 1, Reduced Gravity 2 or Reduced Gravity 3.
Unconsciousness Field: Gravity Field (any) knocks creatures unconscious. Will Save; DC 25.
Gravity Well (Ex): (better wording needed)
Casting Time: 1 round
Range: 25 + 5/Level’
Duration (1st Effect): 2 rounds/ Gravitator Level
Duration (2nd Effect):10 Minutes / Gravitator Level
Saving Throw: Strength negates
Spell Resistance: No
Using gravity, you rip a hole through reality, revealing your personal plane of existence and trapping your foes there for some time. That plane of reality is 2000 times faster than this one, so an hour here would be about three months there. There is no food, only the wild creatures of your imagination. The well drags foes into its depths. Roll D%. If the roll is under 20, a foe dies. For every 5 numbers that the roll is under 20; one more creature dies. To negate, Strength Check; DC 30
Harmful Assigned Gravity Field (Ex): You can project any gravity or reduced gravity field you have access to on 1 creature/Gravitator Level. All effects apply.
Implosion (Ex):
Casting Time: 1 move action
Range: 25 + 5/Level’
Targets: One creature/Round
Duration: Concentration (up to 4 rounds)
Saving Throw: Fortitude negates
Spell Resistance: No
You create a destructive resonance in a creature’s body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.) You can target a particular creature only once with each casting of the spell.
Gravity Command
Increased Gravity 3 (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Multiply the weight of all that is in the area by 12. Armor is now considered two categories heavier (Light to Medium to Heavy). Weapons deal 6d6 extra damage. The area costs 60’ to move through. If someone passes their carrying capacity, DC 40 Fortitude save to avoid becoming prone. Creatures who fall prone in a Gravity Field take falling damage equal to twelve times their height. Flying creatures must make a DC 40 Strength check or fall to the ground at a rate of 600’ per round. Attacks from or into a gravity field suffer a -6 penalty. To stand up in an Gravity Command Field, DC 35 Strength Check. 25% chance of compression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.
Gravity Sphere Mastery
Casting Time: 1 move action
Range: 360’
Effect: Explained below
Duration: 2 Uses/Gravitator Level
Saving Throw: None
Spell Resistance: No
You can strike an opponent with a melee touch attack on a move action, dealing damage equal to 4d6 + 2(Gravitator Level × Cha modifier). Alternatively, you can hurl the sphere up to 360 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. You can choose to forego the damage and instead initiate a Gravity Field, Increased Gravity 1, Increased Gravity 2, Increased Gravity 3, Gravity Command, Reduced Gravity Field, Reduced Gravity 1, Reduced Gravity 2, Reduced Gravity 3 or Diminished Gravity.
Super Power:The Gravitator, working out in 12 times normal gravity, adds four to his Strength score.
Diminished Gravity (Ex):
Area of Effect: 5’/ Gravitator Level
Effect: Explained below
Duration: (Cha Modifier) minutes/level
Saving Throw: None
Spell Resistance: No
Divide the weight of all that is in the area by 12. Armor is now considered two categories lighter (Light to Medium to Heavy). Weapons get a +6 on attack rolls. DC 25 Will save to avoid becoming stunned (1 round/Gravitator Level). Creatures in the area gain a +6 to AC. Creatures who fall prone in a Diminished Gravity Field take falling damage equal to twelve divided by their height. 25% chance of decompression (d% damage per turn). Ill effects don’t hinder the Gravitator. The Gravitator can dismiss this effect at will.