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Planar Adventures / Traits of a Plane

Gravity Traits

Source Planar Adventures pg. 58
The direction of gravity’s pull may be unexpected, and it might even change directions on the plane.

Normal Gravity

Most planes have gravity similar to that of the Material Plane, either in that the plane consists of planets with their own gravitational fields or in that the plane consists of a single domain where “down” is always in the same direction: toward the ground. On these planes, the usual rules for physical ability scores, carrying capacity, and encumbrance apply.

Heavy Gravity

The gravity on a plane with this trait is much more intense than on the Material Plane. As a result, Acrobatics, Climb, Ride, and Swim checks incur a –2 penalty, as do all attack rolls. Item weights are effectively doubled, which might affect a character’s encumbrance or speed. Weapon ranges are halved. 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. Characters on a plane with the light gravity trait take a +2 circumstance bonus on attack rolls and on Acrobatics and Ride checks. All items weigh half as much, and weapon ranges double. These advantages apply to travelers from other planes as well as natives. Falling characters on a light gravity plane take only 1d4 points of damage for each 10 feet fallen (to a maximum of 20d4).

No Gravity

Individuals on a plane with this trait merely float in space, unless other effects provide a direction for gravity’s pull. Flight is the most common mode of transport here.

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 pull toward any solid object, at an angle to the surface of the plane (creating a plane that appears to consist entirely of an unending mountainside, for example), or even upward.

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 for herself. Such a plane has no gravity for unattended objects and nonsentient creatures.

Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” below their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. An individual falls 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. To stop, a character must change the designated “down” direction to counteract her fall, reducing her falling speed by one step (from 300 feet to 150 feet, or from 150 feet to 0 feet) each round.

Setting a new direction of gravity takes a free action and requires a successful DC 16 Wisdom check; a character can attempt this check once per round. A character who fails this Wisdom check receives a +6 bonus on subsequent checks until she succeeds.