Environments · Extraplanetary

Gravity Well

A collapsed star remnant or an object the Mythar left. Whatever the cause, moving toward the center is easy and moving away from it is hard.

Extraplanetary

Exposure

  • High Gravity

    Gravity above about 1.5g, where objects and creatures weigh more and falling damage is doubled.

    CON save, DC 12. End of each hour of exertion. One level of exhaustion.

    • Weight

      Carrying capacity is halved, and a creature's speed is reduced by 10 feet.

    • Falls

      Falling damage is doubled, and a fall of 10 feet or more knocks a creature Prone with no save.

    • Ranged weapons

      The long range of any thrown or ballistic weapon is halved.

    • Adapted

      A creature native to a high-gravity world, or one with a feature naming gravity, ignores all of the above.

In play

  • Gradient

    A creature moving toward the center moves at double speed, and a creature moving away from it moves at half speed. A ranged attack whose path crosses the gradient treats its target as one range band farther away, so a Close target counts as Medium.

  • Falling

    A creature that ends its turn in the well without being anchored makes a DC 13 Strength (Athletics) check. A creature is anchored while it holds a fixed handhold, wears magnetic boots on a hull, or is aboard a vehicle under thrust. On a failure, the creature is pulled 20 feet toward the center.