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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.

Fable Wright
2010-12-22, 12:56 AM
Here's a PEACH:

Gravitator (needs a better name)
HD:d8
Class Skills (8 + Int modifier per level, ×4 at 1st level): All skills are in class.

It's your choice here, but this seems a bit much. D8 HD is usually for the melee combat types; this character will want to avoid that. D6 fits the archetype better. Also, this seems more of an Int-based class; Charisma is force of personality, intelligence is how much you know. This should probably be an Int-focused class, IMO, and the skills border the ridiculous. With an Int focus, the best thing you could do is 2+Int (As normal for spell-caster types). Limit the skill selection, too; you don't want these to completely overtake the rogue/factotum. In combination with a full BAB makes this absolutely ridiculous. Try moving it to a good BAB.


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.

1 Use/Gravitator level/What time interval? Per day? Per minute? Per encounter? You need to specify. Also, I would recommend taking out the "X" in the equation; at higher levels, with a decent build, this could easily be +80~+100 damage per shot, and you can take two shots around. Compare this to the warlock. This makes their class more or less obsolete at higher levels, instead of being just almost useless. I would recommend just setting the damage to 1d6+cha mod, and then making uses/interval incease with level. Also consider letting them use it as an attack action; they could full attack with it that way, getting multiple shots/round as intended, and they also don't outpace the warlock.


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.

Are there other ways to generate this effect, aside from the gravity sphere? What shape is it in? A cone? A radius? A burst? Where is the center point of this effect? Also, fortitude is usually used to cover internal effects, like magic or illness. I would recommend just making it a straight strength check for each level of encumbrance to avoid collapsing (sudden weight has been known to make people stagger), and then adding +10 to the DC if the creature is flying. Also, penalty to the attack roll seems way small. Try making all weapons increase a size (light->1 handed->2-handed->unusable), and a -2 penalty.


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.

See above. Also, if you're adding damage in one of the opposite effects, reduce damage in the other. Also, why are you taking falling damage in a reduced gravity environment? Makes no sense.


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]

Explain. Using words. Tables can be used as a visual aid, but include words.


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.

Fine, as long as the character doesn't have a full BAB. Otherwise, this is ridiculous.


Zero-G (Ex): The Gravitator can fly at twice his fastest movement speed with perfect maneuverability.

Flight, at will, at fourth level, with all of the other class features, and no feat investments? Move this back to a later level; closer to level 13. Classes now can gain flight for 1 round. Next level, for a couple minutes. This is ridiculous, especially 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.

They take no falling damage from what? Also, I would recommend a smaller duration; 1 hour/level essentially gives every ally a +4 bonus on jump checks and immunity to tripping opponents, like wolves. Make this a much (1 round/level, or 1 round/2 levels) shorter duration, or delay it to a later level. Again, make it an attack action, or else you break the action economy.


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.

I would recommend putting this with the original increased gravity; adding it "At Xth level, the check increases to whatever, and the area costs X squares to move through". I would recommend making the area not take quite so many squares to go through. Smaller creatures should get less penalty, larger creatures more penalty. But 20ft to enter one square with a melee character that's immune to the effect? This is broken. At the very least, make the Gravitator affected by the ability.


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.

See above


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.

See above.


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.
What does this ability do? I don't understand. The wording makes it almost impossible to understand. Also what action type is it to initiate the effects? When was compression/decompression mentioned? What are the effects of this ability?


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]

...This makes no fluff sense, and this is much weaker than the other abilities. Describe what it does. Possibly also, instead, move this to a later level and allow the Gravitator to apply subjective gravity, as per the planar trait.
What the heck is a mover?What is the regular? What does this ability do? CLARIFY.


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.

See my precious comments.


Prone Field: Add 10 to the DC of the save to avoid becoming prone if a creature exceeds his/her carrying capacity.

What save? In what circumstances is this active? Please, please, please, assume everyone else here is an idiot and you're explaining how it works. Assume we don't grasp the system.


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.

...So... what does it do? You make a wall. You don't specify what happens if creatures go near it, if you can pass through it, etc.
Please explain what you want this to do.


Greater Bounce (Ex): Works as Bounce, except that the target gains flight speed equal to ½ it’s fastest movement speed.

Ok. Possibly also increase the duration from 1 round/level to 1 minute/level here.


Improved Zero-G (Ex): Increases flying speed to 1.5 the fastest mode of speed.

So, you decrease the overall fly speed? Otherwise, it gets recursive. The best way to do this? The fly speed increases to three times your base land speed. However, this is the part where you should gain the ability in the first place.


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.

See my previous comments.


Unconsciousness Field: Gravity Field (any) knocks creatures unconscious. Will Save; DC 25.


How often can you use this? Is it targetted? Is it a radius effect? When is it active? If it effects every creature in a gravity field, this is overpowered.


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

No. Just no. This is a horrible ability. Perhaps you can let it take creatures out of the plane for a few rounds. But take out all of the other effects.


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.
How often can you use this? WHat is the range? Also, stack it with the other assigned gravity field ability or abilities.



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.

You could just say, "The Gravitator can implosion, as the spell, once per encounter".



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.

See above. After you fix formatting issues and work out the abilities so that the reader can understand them, we can worry about fixing the mechanics of this.


Super Power:The Gravitator, working out in 12 times normal gravity, adds four to his Strength score.

Maybe OK with good BAB, with full BAB, it's horribly OP.


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.
See my other comments.
[/SPOILER]
Overall, I think that as-is, this is horrible. This is overpowered, difficult to understand, and badly organized. That just had to be said. On a more positive note, I like the idea behind the class, but implementing it needs work.

Also, please add the level you get the ability at the the text description of the ability, please.

Moose Man
2010-12-23, 04:03 PM
sorry, i corrected many of those mistakes before i posted it, but didn't save it. will implement those solutions.
Look in build options for the mover,