Converting Epic Level Beings

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BOZ said:
Good stuff. :)
Thanks!

BOZ said:
As far as the armor check penalty, that is a good idea too. Did you make mention of items carried? A character carrying 50 pounds of gear might suddenly find it hard to move if it became 200 pounds. And a character in full plate mail would have some real problems!
I didn't mention items carried. Perhaps to simplify things, say that the user's load doubles/triples/quadruples/etc.?

BOZ said:
I’d say the “affect single object” should be line of sight, and can work apart from the regular gravity field.
Agreed.

BOZ said:
I’m thinking this power is so interesting and different, that I might just open it up to discussion in the general forum. :)
That's cool. :cool:

BOZ said:
As to your previous post (which I did not read as thoroughly as I should have):

Thrown weapons are ineffective within the heavy gravity field, even when launched from outside the field. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of the field’s area they pass through, in addition to the normal penalties for range. Slashing and bludgeoning weapons suffer a -2 on attack rolls and only do half damage. Any creature attempting a grapple check suffers a -2 on the check.

A successful Climb check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.

Freedom of movement would negate all penalties and allow normal movement.
Looks good.

BOZ said:
And how would these differ under reversed gravity – or is that covered under the spell description? :)
Reverse gravity doesn't seem to have much impact on anything other than flinging landbound creatures upward. Here's the spell description for quick reference:

"This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward."

"Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling."
 

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Cool.

I was daydreaming during a boring meeting, and got to thinking...perhaps D20 Modern or Star Wars has rules for the effects of gravity. I don't have either of these, but if someone reading this does, perhaps they could enlighten us.
 




OK. I gathered up what we've got so far:

Control Gravity (Sp): At will, Crius can produce an effect like that of a reverse gravity spell (caster level Xth; Reflex save DC X), except that the range is X feet and it affects an area of up to X 10-foot cubes. Crius simply stacks the cubes to reach a ceiling or other overhang, then uses any remaining area to disrupt the prey's companions.

Alternatively, Crius can increase the gravity in an area. Creatures within the area must make a Will (?) save or be pulled downward. Airborne creatures are pulled downward and reach the ground in 1 round. Falling objects and creatures take falling damage as normal.

Lifting an object in this area is difficult; treat all objects as weighing X times their normal weights.

Thrown weapons are ineffective within the heavy gravity field, even when launched from outside the field. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of the field’s area they pass through, in addition to the normal penalties for range. Slashing and bludgeoning weapons suffer a -2 on attack rolls and only do half damage. Any creature attempting a grapple check suffers a -2 on the check.

A successful Climb check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.

Freedom of movement negates all penalties and allows normal movement.

Alter Weight (Sp): Crius can also change the weight of a single object as a standard action. Crius must have line of sight to the object he wishes to affect. He can make the object either weightless, causing it to float upward as per the reverse gravity spell if unattended. Alternatively, he can increase the weight of an object, making it too heavy to lift for 1d4 rounds.

If Crius concentrates on an object for 1 minute, he can permanently change its weight. If he chooses to make the object too heavy to lift, nothing short of a wish or miracle spell can allow the object to be lifted.


We still need to figure out the effect on encumbrance, which effects movement and armor check penalty.

I also found the following information in the "Planes" portion of the SRD (culled from the new DMG and MOTP). I don't know why I didn't remember this earlier! :\

Gravity: The direction of gravity’s pull may be unusual, and it might even change directions within the plane itself.

Normal Gravity: Most planes have gravity similar to that of the Material Plane. The usual rules for ability scores, carrying capacity, and encumbrance apply. Unless otherwise noted in a description, it is assumed every plane has the normal gravity trait.

Heavy Gravity: The gravity on a plane with this trait is much more intense than on the Material Plane. As a result, Balance, Climb, Jump, Ride, Swim, and Tumble checks incur a –2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed.

Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters who fall on a heavy gravity plane take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.

Light Gravity: The gravity on a plane with this trait is less intense than on the Material Plane. As a result, creatures find that they can lift more, but their movements tend to be ungainly. Characters on a plane with the light gravity trait take a –2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much. Weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks.

Strength and Dexterity don’t change as a result of light gravity, but what you can do with such scores does change. These advantages apply to travelers from other planes as well as natives.

Falling characters on a light gravity plane take 1d4 points of damage for each 10 feet of the fall (maximum 20d4).

No Gravity: Individuals on a plane with this trait merely float in space, unless other resources are available to provide a direction for gravity’s pull.

Objective Directional Gravity: The strength of gravity on a plane with this trait is the same as on the Material Plane, but the direction is not the traditional “down” toward the ground. It may be down toward any solid object, at an angle to the surface of the plane itself, or even upward.
In addition, objective directional gravity may change from place to place. The direction of “down” may vary.

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 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.
 


OK, first of all, i rewrote the Alter Weight ability. since it creates a very specific effect, i will consider it more or less "static" as-is. we can edit it somewhat, as with anything, but no major rewrites will be necessary. i agree that it should be separate.

as such, i'm also renaming "control gravity" to "gravity field", as that power also becomes more specific with the other part removed. more on gravity field soon.

Alter Weight (Sp): As a standard action, Crius can change the weight of a single non-living object in his line of sight as a standard action. He can make an unattended object weightless, causing it to float upward as per the reverse gravity spell, for as long as he maintains concentration on it.

Alternatively, Crius can increase the weight of an object, making it too heavy for any creature to lift for 1d4 rounds. If Crius concentrates on the object for 1 full minute, he can make the object permanently too heavy to lift; nothing short of a wish or miracle spell can allow the object to be lifted.
 
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also, let me say what i'm expecting to get out of the description for "gravity field" - i want a clear, concise description that says everything it needs to say simply, without saying too much. easy enough. ;) seriously though, the description could go on and on all day, but i don't want that. if we can say, for example, "characters are affected as if they were in heavy gravity, see DMG page 147" and cut out a paragraph or two or at least a few sentences, that would make me happy. i will give this more thought after lunch. ;)
 

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