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Alright I've searched quite a bit regarding throwing enemies as an improvised weapon, only to find homebrewed rules that vary greatly. From what I can tell the mechanics regarding damage and distance of throwing an enemy are simple, it's the method of getting there that I need help with.

Starting with what I can make sense of. Lets say I have a level 12 Barbarian, in the case of the character I intend on playing this is Gestalt, combined with 12 Alchemist.
22 Base Str
Raging and Mutated, permanent enlarge person for a grand total of 36 strength and large size.
Feats: Throw anything, catch off guard, improvised weapon mastery.

Rage Powers for throwing: Lesser, regular and greater hurling.

"Hurling, Lesser (Ex)

Benefit: As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object plus the barbarian’s Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate."

Regular Hurling states as Lesser, except in 20' range increments OR one size larger.
Greater Hurling states as hurling, except in 30' range increments OR two sizes larger.

I've looked through different areas, if you were to be thrown you'd take falling damage per the distance thrown, and do damage to an enemy or object you hit as a falling object going that distance.

As a large character if I throw a medium sized enemy, 30' increments, thrown weapons max at x5; that's 150', falling object damage doubles at 150'. In this case the squishy thrown enemy will do half of 6d6+strength and take 15d6 damage from the distance thrown.
A large character can be thrown 100' for 4d6(/2)+str and take 10d6.
And at maximum a huge character can be thrown 50' for 6d6(/2)+str and take 5d6 damage. If the barbarian utilizes the hurling archetype he can increase the thrown range increment by 10' per category.

This all makes sense to me, roughly. What needs clarification, perhaps even creation; is how exactly does one initiate the said throw of an enemy? Many have suggested grapple and pin; which is what the rage power body bludgeon utilizes to bash enemies with other enemies of 1 size smaller, which could be a very nice combo.

The issue I see is hurling is a full round action, maintaining a grapple is a standard or at best move action which counters my attempt to mash that idea together utilizing body bludgeons rules. If we were to take hurling's wording of "As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself" could we presume a calculated effort that equals picking up an enemy? Such as a CMB for specifically that desired effect, considering there are CMB's for everything else. Or perhaps an addendum stating if grappled, or pinned hurling can then take place?

Common topic is brought to bullrush (pushing not throwing), repositioning (still not throwing), ki throw (trip, knock prone, and bulrush pushing).
Giants have the throw rock ability, which seems to follow it's own rule set and our average party member cannot be a giant.

I'm attempting to make this work with mostly RaW and a generous amount of RaI :D"


I mean the boar has limbs, it's not like we're talking about a snake animal companion in this scenario...that might actually cause me some concern!


I'm assuming if a Halfling grows deadly shear like claws from stubby hobbit hands when angry, that akin to that weirdness a boars hooves similarly grow/extend to a double hooked claw type thing. Seems legit.


34 people marked this as FAQ candidate. Answered in the errata. 2 people marked this as a favorite.

I'm reading through the ACG and this particular section in the Verminous Hunter regarding stacking, then non stacking bleeds seems to contradict itself. I know there are plenty of errors that come with new books. What do you all think? Are they allowing stacking up to 8th level then changing it, or is a typo present?

"Leech: The creature gains a +2 competence bonus on grapple combat maneuver checks, and deals 1 point of bleed damage every time it succeeds at a grapple combat maneuver check to damage an opponent (this bleed stacks with itself ). These benefits increase to a +4 bonus and 3 points of bleed at 8th level, and a +6 bonus and 5 points of bleed at 15th level. Bleed damage from this ability does not stack with itself."


Bump!!! Please!


Can someone help me understand this? Thank you!


Hey everyone!
My inquiry is regarding the mechanics of an up and coming character I will be playing soon.

Level 12 Goblin Feral Gnasher/Maneuver Master Gestalt.
His exact stats aren't relevant to the question, but I'll post the build later.
With a BaB of 12/7/2
the Grab ability on his bite (no grappled condition)
and two claw attacks, what are his attack options?

For instance: Round 1 Bite at the 12 BaB grab, then what from there?
I want to maximize on his massive bite, I understand I get the first bite, and if I were wielding a weapon I could carry out the next two attacks at the 7 & 2 bonuses, then two more combat maneuvers? Or can I bite then grab as my first attack and still pull off two more bites and both claws?
What about the subsequent round? If I choose to maintain I forgo my three attacks for a maintain bite, or since I'm not "grappled" can I get my three attacks then afterwards choose to damage twice via grapple then two claws? I'm familiar with the drop grapple then rinse and repeat method, is that the only way to do it?

Obviously I'm rather confused. I considered the mutagenic mauler in place of the maneuver master for sheer stats, or the strangler archetype for extra sneak damage, but I figured since I'd be maintaining my bite it'd be better to have additional maneuvers.
How does not being grappled combine with full attacks during a grab that uses my main attack as per RAW, maintain, etc?
What does everyone think?

Thanks for the clarification in advance, I look forward to streamlining this little freak into the campaign Friday!

~Rager


Some guy dancing in a circle over in the shadows, looks like he's about to throw a shot put, and all you see is a massive blade fly forth from the darkness


What'd be better is of his great sword had two handed throwing, he could chuck that thing within his 30feet and pull off a sneak attack vital strike...getting snuck up on by a thrown great sword...lol


Resistance 10 as you've stated. If you choose to RaW brawlers count as monks for all intensive purposes, you should read it as "or your monk/brawler level plus BaB from levels in classes other than monk/brawler."
Since brawler levels are considered monk levels your character technically has no additional BaB from classes other than Monk/Brawler, thus your base attack bonus of cumulative 10 would be your Acid Resistance.


What about a class that has a proc based ability to just take massive damage and taunt enemies...ie a tank! Similar to that of rage but adds con and dex, natural armor, has class options for dr, resistances, fast healing. That'd be nice to see, a verifiable class based on defense and control that doesn't just rely on AC or killing the enemy quicker!


Hey everyone!
My inquiry is regarding the mechanics of an up and coming character I will be playing soon.

Level 12 Goblin Feral Gnasher/Maneuver Master
His exact stats aren't relevant to the question, but I'll post the build later.
With a BaB of 12/7/2
the Grab ability on his bite (no grappled condition)
and two claw attacks, what are his attack options?

For instance: Round 1 Bite at the 12 BaB grab, then what from there?
I want to maximize on his massive bite, I understand I get the first bite, and if I were wielding a weapon I could carry out the next two attacks at the 7 & 2 bonuses, then two more combat maneuvers? Or can I bite then grab as my first attack and still pull off two more bites and both claws?
What about the subsequent round? If I choose to maintain I forgo my three attacks for a maintain bite, or since I'm not "grappled" can I get my three attacks then afterwards choose to damage twice via grapple then two claws? I'm familiar with the drop grapple then rinse and repeat method, is that the only way to do it?

Obviously I'm rather confused. I considered the mutagenic mauler in place of the maneuver master for sheer stats, or the strangler archetype for extra sneak damage, but I figured since I'd be maintaining my bite it'd be better to have additional maneuvers.
How does not being grappled combine with full attacks during a grab that uses my main attack as per RAW, maintain, etc?
What does everyone think?

Thanks for the clarification in advance, I look forward to streamlining this little freak into the campaign Friday!

~Rager


Hey everyone, I was glancing at page 9 in the book "In the Company of Giants" and I noticed something I cannot find an answer to in the PHB.

There is an elemental power dubbed Elemental Blow that attempts to place a condition upon your target based on your elemental sub-type. With the water sub type if you succeed in your attack, the enemy becomes slowed. The other conditions from other sub-types are easy to identify their related conditions in pathfinder - earth(knocked prone), fire(dazed), and air(nauseated). This book was made for Pathfinder, so my question is what would you all consider the "Slowed" condition to be?

Is it like the Slow spell? Or did the author accidentally place Slowed from 4e? Either way I'd like some input as to what you all would consider the Slowed condition to be in pathfinder.

Thanks in advance

~Rager


Brianide wrote:
Holding two shields won't give you any extra shield bonus, but a fighter with the proper feats that wields enhanced/spiked/bashing shields is going to be dishing out solid damage while still getting an AC bonus from them. Is there a good reason not to do this? I put together a warrior NPC who fights like this with "razorshields" (functionally the same as spiked, but they have bladed edges and deal slashig instead of piercing), and I like him a lot.

I have heard that whilst utilizing the shield(s) to attack, that you forfeit the provided shield AC bonus for that round because you are no longer defending with it. On the other hand I believe there are feats for that specific thing.

Just about as silly as the whole "Dual Tower Shields" Idea that passed through my group years back.
:)