Gravity Warrior, Helios (3.5e Class)
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Gravity warriors are minor psionics gifted with the ability to manipulate gravity. They may take many paths, but whether they are the slaughterer or the arbiter, they are a force to be reckoned with.
Making a Gravity Warrior
Gravity warriors prove themselves to be formidable melee fighters. With the ability to manipulate their own weight, gravity warriors can quickly destroy their enemies in close combat and place themselves on the front line of any battle faster than the more traditional fighters can. While gravity warriors are fast and strong, they possess limited abilities to negate damage and rely heavily upon clerics and other healing classes to keep them alive.
Abilities: Strength is a vital ability score for gravity warriors, as most of their class abilities center around it. Constitution gives the gravity warrior more durability, with which to survive being on the front lines. Dexterity is not the gravity warrior's focus, but is possibly a good choice if one wants to take the Two-Weapon Fighting feat, while Intelligence allows the gravity warrior more flexibility in choosing skills.
Starting Gold: 3d8×10 gp 135 gp.
|Saving Throws||Special||Speed Bonus|
|1st||+1||+2||+2||+0||Pseudo-Strength +2, Endurance||+0 ft.|
|2nd||+2||+3||+3||+0||High-Gravity Zone||+0 ft.|
|3rd||+3||+3||+3||+1||Ground Hammer, Bonus Feat||+0 ft.|
|4th||+4||+4||+4||+1||Fast Movement, Pseudo-Strength +4||+10 ft.|
|6th||+6/+1||+5||+5||+2||Gravity Well||+10 ft.|
|7th||+7/+2||+5||+5||+2||Steadfast, Leaden Weight, Bonus Feat||+10 ft.|
|8th||+8/+3||+6||+6||+2||Density Manipulation (Light), Pseudo-Strength +6||+10 ft.|
|11th||+11/+6/+1||+7||+7||+3||Bonus Feat||+20 ft.|
|12th||+12/+7/+2||+8||+8||+4||Earth Hammer, Pseudo-Strength +8||+20 ft.|
|15th||+15/+10/+5||+9||+9||+5||Density Manipulation (Moderate), Bonus Feat||+30 ft.|
|16th||+16/+11/+6/+1||+10||+10||+5||Pseudo-Strength +10||+30 ft.|
|18th||+18/+13/+8/+3||+11||+11||+6||Great Leaden Weight||+30 ft.|
|19th||+19/+14/+9/+4||+11||+11||+6||Improved Impact, Bonus Feat||+40 ft.|
|20th||+20/+15/+10/+5||+12||+12||+6||Pseudo-Strength +12, Tectonic Hammer, Density Manipulation (Heavy)||+40 ft.|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the gravity warrior.
Pseudo-Strength (Ex): The forces that course through the body of a gravity warrior grant him incredible weight. This increased weight allows him to act in certain situations as though he were much stronger than he actually is. At first level a gravity warrior gains a +2 innate bonus to Strength checks. This bonus increases by 2 at every level divisible by 4 after the first level (4, 8, 12, 16, and 20).
High-Gravity Zone (Su): At 2nd level a gravity warrior gains the ability to focus his control over gravity and increase its effects within an area around him. Once per encounter, the gravity warrior may spend a move action to create four + gravity warrior level 5 foot squares of difficult terrain. All 5 foot squares must be contiguous and within 100 feet of the gravity warrior, and remain effective until dismissed as a free action. These squares do not hinder the gravity warrior. A gravity warrior cannot have more than one of these areas active at once.
Ground Hammer (Su): At 3rd level, as a full round action, a gravity warrior may focus the forces of gravity that course through his body into his fist, making it immensely heavy. His fist gains so much weight that the only action he can take is to punch the ground beneath him, creating a shockwave that hits all enemies within 5 feet per 2 gravity warrior levels (maximum 100 feet). Those hit must make a Fortitude save (DC 10 + ½ the gravity warrior's class level + the gravity warrior's Strength modifier) or fall prone, become stunned for 1 round, and take 1d10 + Strength modifier damage. On a successful save, the opponent takes only half damage, and does not become stunned or fall prone. After using this ability, the gravity warrior may not use any Hammer attack for 1d2 rounds.
Bonus Feat (Ex): At 3rd level, a Gravity gets a bonus combat-oriented feat. The Gravity Warrior gains an additional bonus feat at 7th level and every 4th level thereafter (7th, 11th, 15th,and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A Gravity Warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Gravity Well (Su): At 6th level, a gravity warrior learns to manipulate the weight of objects at a distance. A gravity warrior gains the ability to focus on one target within 10 feet per level as a standard action. This target must pass a Fortitude save (DC 10 + ½ the gravity warrior's class level + the gravity warrior's Strength modifier) or immediately fall prone and become exhausted for 1 round per 2 gravity warrior levels. This ability can be used on airborne targets and unattended objects as well; if this effect is used on an airborne target, then it falls to the ground and as such takes appropriate falling damage. Falling damage caused by this class feature cannot be negated in any way, shape, or form. If this class feature is used on an unattended object, then that objects weight grows nearly infinite for one round, and cannot be lifted by any force. Once used, this effect cannot be used again for 1d4 rounds.
Steadfast (Ex): At 7th level a gravity warrior gains the ability to weigh down his body, making it much more difficult to perform a number of combat maneuvers on him. For the purpose of resisting bull rush, disarm, grapple, overrun, and trip attempts, the gravity warrior is considered one size category larger than he actually is.
Leaden Weight (Su): A gravity warrior eventually learns to bend gravity to his will in unusual ways, allowing himself to increase the impact of a weapon, yet loosen gravity's pull on it, allowing himself to swing it with ease. At 7th level any weapon a gravity warrior wields deals damage as though it were one size category larger. The weapon is not actually larger, and as such is still treated as before in all ways except damage. This increase in damage only applies if the weapon is wielded in the primary hand of the gravity warrior.
Density Manipulation (Su): A gravity warrior over time masters the ability to make his own body more dense, making increasingly harder to perform attacks that target vital spots of the body. At 8th level the gravity warrior gains the effects of light fortification (25% chance that a critical hit or sneak attack is negated and damage is instead rolled normally) from all physical attacks. This reduction increases to 50% upon reaching 15th level and 75 % at 20th level.
Impact (Su): At 9th level a gravity warrior gains the ability to make an object less cumbersome without decreasing its striking force , allowing him to put his full strength into an attack. When a gravity warrior is wielding a weapon in two hands he adds twice his Strength modifier to his damage rolls, instead of the normal 1.5 times. Similarly, if he is wielding a weapon in one hand he adds 1.5 times his Strength modifier to his damage rolls, and if he is dual-wielding, he adds 1.5 times his Strength modifier to his damage rolls for his primary weapon, and only half of his Strength modifier to his damage rolls to his offhand weapon.
Earth Hammer (Su): At 12th level, as a full round action, a gravity warrior gains the ability to focus an even greater amount of gravity into his fist, increasing its weight to the point that as it falls the air around it is blown back from its momentum. His fist gains so much weight that the only action he can take is to punch the ground beneath him, creating a shockwave that hits all enemies within 5 feet per 2 gravity warrior levels (maximum 100 feet). Those hit must make a Fortitude save (DC 10 + ½ the gravity warrior's class level + the gravity warrior's Strength modifier) or take 4d10 + Strength * 3 modifier damage, get knocked back 5 feet, fall prone, and become stunned for 1 round and staggered the following round. On a successful save, the opponent only takes half damage, and does not become stunned or fall prone. Creatures of huge size or larger are not moved 5 feet, though all other effects apply. After using this ability, the gravity warrior may not use any Hammer attack for 1d4 rounds.
Great Leaden Weight (Su): A gravity warrior eventually learns to bend gravity to his will with such ease that he can make an object weigh several times more than before, yet lift it as though it was weightless. At 18th level any weapon a gravity warrior wields deals 5 additional physical damage every hit. This additional damage functions exactly like the psionic item enhancement collision, and does not stack with a weapon of collision.
Improved Impact (Ex): At 19th level a gravity warrior gains the ability to increase both the weight and speed of a weapon he wields to the degree, that it is capable of leaving behind the most terrible wounds. Any weapon the gravity warrior wields has its critical multiplier increased by one step (from ×2 to ×3, from ×3 to ×4, from ×4 to ×5), and the gravity warrior doubles his strength modifier for to hit and damage rolls.
Tectonic Hammer (Ex): At 20th level a gravity warrior gains the ability to focus such immense portions of gravity into his fist that the world around him seems to dim for a moment as light itself bends in response to it. At this point the gravity warrior's fist has become so weighty that the only action that he can take is to punch the ground, creating such an earth-shattering impact that all characters within a 15 ft./level blast radius who are in contact with the ground must make a Fortitude save (DC 10 + the gravity warrior's Hit Die + the gravity warrior's Strength modifier) or fall prone, become stunned for 2d4 rounds, and take 12d10 + Strength * 5 modifier damage. If this save is made then the creature only takes half damage, and does not become stunned or fall prone. Additionally all characters who fail their Fortitude save fly 10 feet away from the impact. Creatures of huge size or larger only fly back 5 feet. This effect affects even constructs and creatures without Constitution modifiers. This punch is a full round action that, once taken, can’t be taken again for 1d6 rounds. Tectonic Hammer does not replace Ground Hammer or Earth Hammer and cannot be used while he is unable to use either of the two.
Epic Gravity Warrior
|21st||+40 ft.||Devastator I (Ex)|
|22nd||+40 ft.||Greater Impact (Ex)|
|24th||+40 ft.||Bonus Feat|
|25th||+50 ft.||Devastator II (Ex)|
|28th||+50 ft.||Bonus Feat|
|29th||+50 ft.||Devastator III (Ex)|
|30th||+60 ft.||Event Horizon Hammer (Ex)|
Fast Movement (Ex): A gravity warrior's enhancement bonus to his speed increases after 20th level as shown on Table: The Epic Gravity Warrior. A gravity warrior in heavy armor or carrying a medium or heavy load loses this extra speed.
Greater Impact (Ex): At 22nd level a gravity warrior's control over gravity is so complete that he can augment his own body with the added momentum, allowing him to move fast enough and with enough force to smash through even the most resolute and unyielding objects with ease. Any melee attack from a gravity warrior of level 27 or higher overcomes half of any creature's Damage Reduction and all of any object's hardness.
Devastator (Ex): At 21st level a gravity warrior's body has become so weathered and toughened from the channelling of the raw force of gravity that he gains resistance 10 to all energy, SR equal to 10+level, +2 natural armor and DR 5/epic, and an inherent +2 bonus to both Strength and Constitution.
At 25th level, the gravity warrior's body is further enhanced, granting him resistance 30 to all energy, another +2 natural armor, DR 10/epic, and immunity to death effects.
At 29th level, the gravity warrior becomes nigh-invincible, making him immune to energy, granting a final +2 to natural armor, and DR 15/epic. Additionally, he becomes almost immune to damage, staying alive even when under -10 hit points (as Delay Death) and staying fully combat-capable (as Beastland Ferocity, without the strength bonus).
Event Horizon Hammer (Ex): At 30th level, as a full round action, a gravity warrior gains the ability to focus so much gravity into his hand that his fist moves with such speed and force that it creates a burst of light and heat in addition to a shockwave. His fist punches the ground beneath him, creating a burst that hits all enemies within 5 feet per 2 gravity warrior levels (maximum 150 feet). Those hit must make a Fortitude save (DC 10 + the gravity warrior's HD + the gravity warrior's Strength modifier * 2) or take 12d10 + STR * 10 damage, get knocked back 30 feet from the blast, fall prone, become stunned for 2d4+4 rounds, and additionally become staggered for twice the time spent stunned. On a successful save, the opponent only takes half damage, and does not become stunned or fall prone. Creatures of huge size or larger only fly back 15 feet, though all other effects apply. After using this ability, the gravity warrior may not make any Hammer attack for 1d6 rounds.
Bonus Feats: The epic gravity warrior gains a bonus feat (selected from the list of epic gravity warrior bonus feats) every 4 levels after 20th.
Epic Gravity Warrior Bonus Feat List: Armor Skin, Damage Reduction, Dire Charge, Epic Endurance, Epic Prowess, Epic Reputation, Fast Healing, Overwhelming Critical, Devastating Critical, Two-Weapon Rend.
Human Gravity Warrior Starting Package
Skill Selection: Pick a number of skills equal to 2 + Int modifier.
Feat: Power Attack.
Gold: 70 gp.
Playing a Gravity Warrior
Religion: Gravity warriors do not exclusively worship any deity, although many worship gods of battle, land or might such as Kord, Hector, Obad-Hai or Fharlanghn. For the most part, however, a gravity warrior's deity depends on the person in question.
Other Classes: Gravity warriors are, for the most part, warriors to their core. As such they normally get along and work well with other warriors such as fighters and barbarians. Also, due to their connection with such an unexplainable force, gravity warriors can understand the thought processes of wizards and sorcerers and work alongside them well.
Combat: Due to the gravity warriors' average hit die and lack of proficiency in heavy armor, they are not perfect for tanking. With their class abilities (like Leaden Weight, Impact, Great Leaden Weight and their speed bonus) they are nearly perfect candidates for eliminating specific enemies quickly, while their "hammer" class abilities allow them to deal damage to groups of enemies with a single attack. The "hammer" class features of the gravity warrior are also great at breaking nearby objects and causing general chaos to their surroundings.
Advancement: To increase their power in combat, many gravity warriors multiclass into fighters or barbarians. To become more focused, many gravity warriors multiclass into rogues or monks. A gravity warrior who takes levels in a spellcasting class can be a very powerful character, although the conflicting roles of the two classes may make it difficult to play.
Gravity Warriors in the World
|“||The weight of the world rests on my sword...||”|
|—Zaki Uenabe, centaur gravity warrior|
Gravity warriors can be found in all walks of life. They can be found using their impressive strength to do something as mundane as plowing a field, to something as grand as defending a king. They may be seen leading warbands, or perhaps protecting a mighty forest. No matter how they choose to live their lives, gravity warriors are forces to be reckoned with.
Daily Life: A gravity warrior can live any life he chooses, though his everyday life will differ slightly from a normal person's. His control over gravity makes him capable of doing greater damage than any other person could, which means he must be careful with his actions. Other than this, a gravity warrior's day-to-day life depends only on how he wishes to live it.
Notables: Jason Alvonek, male human gravity warrior: for five years, he has single-handedly defended his farm from two separate armies.
Rafiq Unx, male hound archon gravity warrior: utterly destroyed the 4,357th and 4,358th layers of the Abyss in a battle that lasted years.
Organizations: A gravity warrior is not required to join any organization to become a gravity warrior, although he may have been born into a situation in which organizations of gravity warriors are present. For example, a society could take all gravity warriors and recruit them into a special section of the army, or they may exalt them and force them into a position of power, such as royalty.
NPC Reactions: Gravity warriors aren't easily singled out from other group members, or even widely known in most worlds. Seeing how this is the case, many times when a NPC first sees a gravity warrior they may have no reaction at all. Even so, if the gravity warrior displays an act of strength, such as bursting through a wall or throwing a cow across a field, the NPC may become fearful of the gravity warrior.
Gravity Warrior Lore
Characters with ranks in Knowledge (arcana) can research gravity warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
The DC to learn about a specific class feature of the gravity warrior is 10 + the level the ability is gained.
|5||Gravity warriors seem to move with much ease, as if they were unaffected by the tethers of the earth.|
|10||Gravity warriors use the underlying forces of gravity to give themselves an edge in battle.|
|15||Gravity warriors seem to have superhuman strength and agility, while slowing others down.|
|20||The most formidable of gravity warriors can swing a weapon as if it were weightless, but make it strike like a falling boulder.|
Gravity Warriors in the Game
Gravity warriors can be found anywhere in the world; from the highest mountain peaks to underneath the sea. Although wherever they are they are formidable beings.
Adaptation: In some instances gravity warriors may be defenders of a forests, always being able to be found somewhere near a wooded area. In other instances it may be that only Orcs could ever become gravity warriors. Gravity warriors can be molded to fit into any campaign setting.
Sample Encounter: Maldoth Graaben was once very civil; he peacefully managed a small jewelry store. He had a small home where he lived with his wife and children, and he lived as quiet of a life as one can live - that is, until the war arrived. In the dark of night his city was set aflame and hordes of foreign soldiers marched into the streets of Maldoth's home town. Maldoth bade his family to leave and run as far away from town as possible, promising them that he would find them again, "no matter what". He kissed his wife goodbye, then turned to the soldiers charging into their front lines and roaring as their blades cut through his flesh. Maldoth fought like a rabid beast, shrugging off wounds with ease, and dashing the fragile warriors' bodies through the air with little thought. He killed hundreds, but he could not save his home. That night the town was burnt to the ground, and the army marched on to the next, believing all to be dead. Then, as the sun peaked its head over the mountain range, Maldoth rose again; his hair matted with dried blood, his form covered in ash. He stumbled along in the direction the army had gone for three days and nights; stopping only briefly to drink at streams along the way. He came upon the next burnt town, deaf to the cries of pain and loss that rang out around him, and continued on. Then, when he couldn't walk any more, he fell. Tears stung at his eyes and he hated his weakness. As he lay there, hating himself as he sprawled across the footprints of the army, something came to him, and like a hand on his back it lifted him. It granted him strength, and he pushed on again. He didn't even know why he was walking; he just was. Eventually he came across the army's camp site, and the soldiers who sat around the fireplaces in the dark looked at him as he approached, some with fear in their eyes. They recognized him. Maldoth stopped when he came to the first fire, looking down at the men around it. Was this why he had been walking? For revenge? No, it wasn't that it. He continued forward, walking straight through the camp, ignoring anything that touched him. He continued to walk until he found what he was walking towards, the next unharmed town. He screamed out the names of his wife and children, no answers. He yelled for them for hours, but when people came to him, wondering what he was yelling for he ignored them, and continued on. Now he wanders the world, looking for his family, and killing anyone who might think of stopping his search.
|Orc Gravity Warrior 9|
|Neutral Medium Monstrous Humanoid|
|Init/Senses||+3/Listen , Spot|
|AC|| 19, touch 13, flat-footed 16|
(+3 Dex, +4 armor, +2 armor enhancement)
|hp||74 (9 HD)|
|Melee||Greataxe +17/+12 (3d6+8/19-20 x3)|
|Atk Options||Ground Hammer|
|Special Actions||High-Gravity Zone, Scent|
|Abilities||Str 22 (24), Dex 14, Con 15 (17), Int 10, Wis 10, Cha 8|
|SQ||Pseudo-Strength +4, Leaden Weight, Fast Movement, Gravity Well, Steadfast, Impact, Density Manipulation, Darkvision 60 ft.|
|Feats||Power Attack, Cleave, Endurance, Diehard|
|Skills||Balance +6, Climb +16, Intimidate +7, Jump +18, Listen +7, Search +7, Spot +7, Swim +15|
|Possessions||+2 Chain Shirt, +1 Keen Greataxe +1, Gauntlets of Ogre Power, Bag of Holding type II, Cloak of Resistance +2, Ring of Sustenance, Amulet of Health +2, 350 Platinum, 950 Gold, 450 Silver, 500 Copper|