Kellus
2007-06-13, 11:14 PM
The Gravity Knight
Requirements
Base Fortitude or Will save of +4.
Must have fallen at least 200 feet in one fall.
Must have killed someone with gravity.
Hit Die: d8
Gravity Knight
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Ranged deflection
2nd|
+1|
+3|
+0|
+3|Amplify gravity
3rd|
+2|
+3|
+1|
+3|Center of gravity
4th|
+3|
+4|
+1|
+4|Zero-G jump
5th|
+3|
+4|
+1|
+4|Slow fall
6th|
+4|
+5|
+2|
+5|Gravity tunnel
7th|
+5|
+5|
+2|
+5|Gravitic stability
8th|
+6|
+6|
+2|
+6|Gravity well
9th|
+6|
+6|
+3|
+6|Gravitic flight
10th|
+7|
+7|
+3|
+7|Reverse gravity, gravitic reserve[/table]
Skill Points at each level: 4 + Int modifier
All of the following are class features of the gravity knight:
Ranged Deflection (Su): The gravity knight has a constant bending effect on gravity fields around himself. All nonmagical ranged attacks made against him have a chance of missing as they bend back upon themselves. He receives a chance (5%/class level) of avoiding damage from such attacks. This ability does not overlap with concealment. It applies to the same attack, seperately. For example, a 7th level gravity knight with total concealment has a 50% miss chance to ranged attacks due to concealment. If the attack would succeed, he then applies his 35% miss chance in another roll on the same attack, if it is nonmagical in nature.
Amplify Gravity (Su): At 2nd level, the gravity knight can manipulate the weight of other beings and objects. He may select any target within 100 feet + 20 feet/class level, including himself. The forces of gravity affecting the target are temporarily doubled. This means that they fall and fly downward at twice the speed they normally would, their speed is halved, and standing from a prone position becomes a full-round action. When this ability is activated, the target, if standing, must make a Balance check (DC 10 + 2 x class level) or immediately fall prone. They must continue to make this check for every round they are affected. This ability lasts for 1 round per 2 class levels. The target receives an initial Fortitude saving throw (DC 10 + 2 x class level) to avoid being affected at all. Activating this power is a standard action.
When this ability is activated, the gravity knight loses access to all of his class features for 2 rounds (until the beginning of his 2nd turn after he activates the ability).
Center of Gravity (Su): At 3rd level, the gravity knight receives a bonus to Balance checks equal to +2/class level. As well, standing from a prone position is now a free action. He can manipulate the forces of gravity to keep him upright even when knocked and buffeted around.
Zero-G Jump (Su): At 4th level, the gravity knight can manipulate gravity in order to allow an extraordinary leap. He may select any target within 100 feet + 20 feet/class level, including himself. The target receives a +3/class level bonus to the single next Jump check they make, so long as it is made within the next 3 rounds. In addition, they may make the jump with no penalty without a running start. Activating this power is a standard action.
When this ability is activated, the gravity knight loses access to all of his class features for 3 rounds (until the beginning of his 3rd turn after he activates the ability).
Slow Fall (Su): Beginning at 5th level, all falls made by the gravity knight are treated as being 10 feet/class level shorter than they actually are.
Gravity Tunnel (Su): At 6th level, the gravity knight may use his powers to bend the fabric of the universe and allow him quick transit between locations. When he activates this ability (a standard action) he may choose any spot within 10 feet/class level, and instantly appear in the space. He need not have line of vision to this location, but he must designate it precisely. For example, if aiming for a passage beyond a wall, he cannot simply say that he teleports to “the open area beyond this wall”. If he ends in a space already occupied, he is shunted to the nearest open square and receives 1d6 damage/5 feet shunted.
When this ability is activated, the gravity knight loses access to all of his class features for 4 rounds (until the beginning of his 4th turn after he activates the ability).
Gravitic Stability (Su): At 7th level, the gravity knight can manipulate his own weight to his advantage. He receives a bonus to being bull rushed, tripped, trampled, or overrun equal to +1/2 class levels.
Gravity Well (Su): At 8th level, the gravity knight can create a tangible gravity well that rips the fabric of space apart. Creating the well is a standard action. It occupies a space of 5 feet by 5 feet, and persists for 1 round per class level or until dismissed by the gravity knight. At the end of the gravity knight’s turn, any being in the same space as the gravity well takes 6d6 bludgeoning damage. Any being reduced to 0 hp or lower in this fashion is crushed by the forces of gravity pressing on them, and is reduced to a point of zero mass. A being killed in such a fashion requires a True Resurrection spell to be brought back to life, or a well-worded Wish spell followed by a different spell to raise the dead. As well at the end of the gravity knight’s turn, any being within 50 feet of the gravity well must make a DC 16 Fortitude save or be dragged 20 feet towards the well. Any movement made away from the well in a 50-foot radius is halved. The gravity knight is immune to all of these effects except for the bludgeoning damage and special death.
When this ability is activated, the gravity knight loses access to all of his class features for 5 rounds (until the beginning of his 5th turn after he activates the ability).
Only one gravity well can be made by the gravity knight at a time.
Gravitic Flight (Su): At 9th level, the gravity knight gains a fly speed of 40 feet (average maneouverability), as he learns to constantly manipulate the forces tying him to the ground.
Reverse Gravity (Su): At 10th level, the gravity knight can use this ability to cause a Reverse Gravity effect, with a caster level equal to his HD. Using this ability is a standard action.
When this ability is activated, the gravity knight loses access to all of his class features for 6 rounds (until the beginning of his 6th turn after he activates the ability).
Gravitic Reserve (Su): At 10th level, the gravity knight can give up his own health to augment his powers. By sacrificing half his total hit points, he may immediately regain use of his powers after having lost them due to using a class feature. This is an immediate action.
Alternatively, he may choose to forgo use of his stronger abilities in order to keep some measure of power himself. He may voluntarily double the amount of time required to regain his class features after using an ability, but during this time keeps the following class features: ranged deflection, center of gravity, slow fall, gravitic stability, gravitic flight. The choice to use this feature must be made when an ability is used, not later.
Requirements
Base Fortitude or Will save of +4.
Must have fallen at least 200 feet in one fall.
Must have killed someone with gravity.
Hit Die: d8
Gravity Knight
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Ranged deflection
2nd|
+1|
+3|
+0|
+3|Amplify gravity
3rd|
+2|
+3|
+1|
+3|Center of gravity
4th|
+3|
+4|
+1|
+4|Zero-G jump
5th|
+3|
+4|
+1|
+4|Slow fall
6th|
+4|
+5|
+2|
+5|Gravity tunnel
7th|
+5|
+5|
+2|
+5|Gravitic stability
8th|
+6|
+6|
+2|
+6|Gravity well
9th|
+6|
+6|
+3|
+6|Gravitic flight
10th|
+7|
+7|
+3|
+7|Reverse gravity, gravitic reserve[/table]
Skill Points at each level: 4 + Int modifier
All of the following are class features of the gravity knight:
Ranged Deflection (Su): The gravity knight has a constant bending effect on gravity fields around himself. All nonmagical ranged attacks made against him have a chance of missing as they bend back upon themselves. He receives a chance (5%/class level) of avoiding damage from such attacks. This ability does not overlap with concealment. It applies to the same attack, seperately. For example, a 7th level gravity knight with total concealment has a 50% miss chance to ranged attacks due to concealment. If the attack would succeed, he then applies his 35% miss chance in another roll on the same attack, if it is nonmagical in nature.
Amplify Gravity (Su): At 2nd level, the gravity knight can manipulate the weight of other beings and objects. He may select any target within 100 feet + 20 feet/class level, including himself. The forces of gravity affecting the target are temporarily doubled. This means that they fall and fly downward at twice the speed they normally would, their speed is halved, and standing from a prone position becomes a full-round action. When this ability is activated, the target, if standing, must make a Balance check (DC 10 + 2 x class level) or immediately fall prone. They must continue to make this check for every round they are affected. This ability lasts for 1 round per 2 class levels. The target receives an initial Fortitude saving throw (DC 10 + 2 x class level) to avoid being affected at all. Activating this power is a standard action.
When this ability is activated, the gravity knight loses access to all of his class features for 2 rounds (until the beginning of his 2nd turn after he activates the ability).
Center of Gravity (Su): At 3rd level, the gravity knight receives a bonus to Balance checks equal to +2/class level. As well, standing from a prone position is now a free action. He can manipulate the forces of gravity to keep him upright even when knocked and buffeted around.
Zero-G Jump (Su): At 4th level, the gravity knight can manipulate gravity in order to allow an extraordinary leap. He may select any target within 100 feet + 20 feet/class level, including himself. The target receives a +3/class level bonus to the single next Jump check they make, so long as it is made within the next 3 rounds. In addition, they may make the jump with no penalty without a running start. Activating this power is a standard action.
When this ability is activated, the gravity knight loses access to all of his class features for 3 rounds (until the beginning of his 3rd turn after he activates the ability).
Slow Fall (Su): Beginning at 5th level, all falls made by the gravity knight are treated as being 10 feet/class level shorter than they actually are.
Gravity Tunnel (Su): At 6th level, the gravity knight may use his powers to bend the fabric of the universe and allow him quick transit between locations. When he activates this ability (a standard action) he may choose any spot within 10 feet/class level, and instantly appear in the space. He need not have line of vision to this location, but he must designate it precisely. For example, if aiming for a passage beyond a wall, he cannot simply say that he teleports to “the open area beyond this wall”. If he ends in a space already occupied, he is shunted to the nearest open square and receives 1d6 damage/5 feet shunted.
When this ability is activated, the gravity knight loses access to all of his class features for 4 rounds (until the beginning of his 4th turn after he activates the ability).
Gravitic Stability (Su): At 7th level, the gravity knight can manipulate his own weight to his advantage. He receives a bonus to being bull rushed, tripped, trampled, or overrun equal to +1/2 class levels.
Gravity Well (Su): At 8th level, the gravity knight can create a tangible gravity well that rips the fabric of space apart. Creating the well is a standard action. It occupies a space of 5 feet by 5 feet, and persists for 1 round per class level or until dismissed by the gravity knight. At the end of the gravity knight’s turn, any being in the same space as the gravity well takes 6d6 bludgeoning damage. Any being reduced to 0 hp or lower in this fashion is crushed by the forces of gravity pressing on them, and is reduced to a point of zero mass. A being killed in such a fashion requires a True Resurrection spell to be brought back to life, or a well-worded Wish spell followed by a different spell to raise the dead. As well at the end of the gravity knight’s turn, any being within 50 feet of the gravity well must make a DC 16 Fortitude save or be dragged 20 feet towards the well. Any movement made away from the well in a 50-foot radius is halved. The gravity knight is immune to all of these effects except for the bludgeoning damage and special death.
When this ability is activated, the gravity knight loses access to all of his class features for 5 rounds (until the beginning of his 5th turn after he activates the ability).
Only one gravity well can be made by the gravity knight at a time.
Gravitic Flight (Su): At 9th level, the gravity knight gains a fly speed of 40 feet (average maneouverability), as he learns to constantly manipulate the forces tying him to the ground.
Reverse Gravity (Su): At 10th level, the gravity knight can use this ability to cause a Reverse Gravity effect, with a caster level equal to his HD. Using this ability is a standard action.
When this ability is activated, the gravity knight loses access to all of his class features for 6 rounds (until the beginning of his 6th turn after he activates the ability).
Gravitic Reserve (Su): At 10th level, the gravity knight can give up his own health to augment his powers. By sacrificing half his total hit points, he may immediately regain use of his powers after having lost them due to using a class feature. This is an immediate action.
Alternatively, he may choose to forgo use of his stronger abilities in order to keep some measure of power himself. He may voluntarily double the amount of time required to regain his class features after using an ability, but during this time keeps the following class features: ranged deflection, center of gravity, slow fall, gravitic stability, gravitic flight. The choice to use this feature must be made when an ability is used, not later.