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So the other night we had a situation where a 22 strength character wanted to throw a PC across a room to avoid some difficult terrain. The 22 strength character was large so it could easily lift 300+ lbs just as a light load.
What we were trying to figure out was what the rules have to say on any of this and we couldn't come up with much.
The improvised weapon section talks about taking a full round action to throw a two-handed weapon, so we did that for the throwing character, but everything else was pretty much made up.
The throw wasn't an attack, just targeting a square, so the character rolled their throw to see if they could hit that square. That roll was easily made, even with 10' range increments being factored in.
The PC that was getting thrown was being thrown into water, so in the end the DM ruled that no damage would be taken. So all in all it worked well in a ham fisted way, but we're just trying to unpack the rules a bit more now to see if anything was missed.
So, how heavy can something be and have it still be throwable?
How far can something be thrown if accuracy isn't required?
Are there any other rules impacting throwing a willing character?
What kind of damage is done if a thrown character hits something hard, use falling damage based on distance?
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![Red Dragon](http://cdn.paizo.com/image/avatar/PZO9093-RedDragon_500.jpeg)
I did something like this with the Throw Anything feat. It started with a grapple check, then a Str check to pick up the paladin, and finally the ranged attack roll.
Grapple > Str Check > Throwing
Hope that helps.
I've heard the thrown person takes as much damage as the target of the attack. If you can hold it over your head, you should be able to throw it.
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Majuba |
![Mordenkainen](http://cdn.paizo.com/image/avatar/DR325_WizardCover.jpg)
Sounds like you guys did great working with the rules as is - much easier the next time you do so.
For falling damage there was an old rule from Sage Advice that I've found handy in lots of situations. "Height cleared is 1/4 of the distance." That's for jumping, but throwing would be similar. So if you throw them 40', they are essentially falling 10', and would just take 1d6 (modified by acrobatics, etc.)
If you throw them *into* something... probably call it half the distance thrown, plus strength.
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![Goblin](http://cdn.paizo.com/image/avatar/PPM_Blogog.png)
I did something like this with the Throw Anything feat. It started with a grapple check, then a Str check to pick up the paladin, and finally the ranged attack roll.
Grapple > Str Check > Throwing
Hope that helps.
I've heard the thrown person takes as much damage as the target of the attack. If you can hold it over your head, you should be able to throw it.
IMHO acrobatics check w/ a DC of damage dealt to the target should avoid the damage to the throwee.
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![Efreeti](http://cdn.paizo.com/image/avatar/39_Efreeti.jpg)
Sounds like you guys did great working with the rules as is - much easier the next time you do so.
Agreed.
I had a PC pick up a dead companion (another party member who was already down) and throw them at a creature hiding in a tree 15' up in the air. We did basically the same thing: checked to see how much weight the thrower could lift over their head, then a ranged touch to see if the (dead) body would hit the target, then the target makes an Balance check (this was 3.5E) to see if they could keep their balance or fall from the tree branch.
They could, they did, and it didn't. So it was amusing but in the end didn't work.
I've also ruled that dead bodies are "objects", not "creatures" for the purposes of spells and other effects; sometimes that's important. But they need to be truly dead and not just dying.
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![Vrock](http://cdn.paizo.com/image/avatar/2VrockFightintheBailey.jpg)
The closest rule for this is the Awesome Blow monster feat... Otherwise I would use an Acrobatics (Jump) check made by the Throwing character adding the thrown characters weight to his encumbrance for any penalties to the skill check.
This creature can send opponents flying.
Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger.
Benefit: As a standard action, the creature may perform an awesome blow combat manuever. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
--Vrocky Horror Picture Show
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Felgoroth |
![Red Raven](http://cdn.paizo.com/image/avatar/06RedRaven.jpg)
I know there's a class in Complete Warrior (from 3.5) that had to be large or larger and specialized in throwing a bunch of heavy stuff. I'm not sure if it mentioned anything about throwing people though. I do have to say I'd have probably done it similar to you guys, pick the person up, throw them at a space with an AC of 5 and then add 2 or so for every range increment (which I'd say is 10 or 15 since you're large) and then the person being thrown makes a Acrobatics check to take half damage or whatever and I'd definitely use the rules Majuba gave for damage. I'd also possibly add that if you don't hit the AC of the square that they land in a random square based off a d8 kind of like a splash weapon (only they don't explode at the end... darn).
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Iczer |
![Water Elemental](http://cdn.paizo.com/image/avatar/36_Medium_Water_Elemental.jpg)
I'd have handled it like a bull rush.
Player A makes his CMB vs the Player B's CMD.
Players A + B are now grappled. A is the Grappler.
Player B readies a standard action for when he is moved.
Player A makes his CMBcheck on player B (Who presumably sets it to as close as zero as the rules allow.)Player A has a penalty to this check equal to Player B's armour or encumberence check penalty.
Player A uses the end result as a bull rush. Target is knocked back the appropriate distance, and lands in the appropriate square. this triggers Player B's readied action.
I probably wouldn't allow the target be thrown 'upwards'.
Alternatively you could make the attempt be an aid another with an an acrobatics check. In which case....
Player A grapples Player B.
Player B readies his acrobatics check.
Player A 'aids' player B by making a CMB check.
Player B makes his acrobatics check. If Player A was successful, then Player B adds Player A's strength bonus to the check.
Batts
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Gugliacci |
![The Manyfaced One](http://cdn.paizo.com/image/avatar/Ghostmonkdwarf.jpg)
Stumbled onto a pair of applicable feats in 3.5 in the Races of Stone book. Fling Enemy and Fling Ally. They're both pretty much made for the Goliath race from the same book, which are Medium creatures for some purposes and Large creatures for others, including these feats.
Here's the math -
Creature 1 size category smaller has a range increment 5 feet, 2 categories smaller has increment 15 feet, can throw up to 5 increments. (Increases to 20/40 feet with Improved Rock Hurling, a separate feat in the same book, or the racial ability to throw rocks - i.e. some giants).
Creature and its gear may not weigh more than your maximum to lift over your head. Landing in an occupied square results in landing prone. Neither result for the creature thrown provokes an attack of opportunity.
To throw an ally - move action to pick up, standard action ranged touch vs AC 5 for designated square, miss is a random square as with a thrown weapon. Ally lands standing.
To throw an enemy - requires successful grapple check (these are 3.5 rules, not 100% sure how that translates to CMB/CMD) and for every 5 you beat that check, can throw 10 feet, up to the max range, as a standard action, to a square you designate. Enemy lands prone, no damage in RAW.
If I'm houseruling either of these feats in for my players, I'd do them both as one feat, since the mechanic is essentially the same and I don't think either would be used often enough to justify spending 2 feats on them. Additionally, I think the prereqs are a little steep - STR 19 isn't bad, but size Large or larger and Rock Hurling feat eliminate the possibility for a lot of characters to use this. The Rock Hurling feat is essentially proficiency with rocks as a thrown weapon (50 lbs, 2d6) rather than an improvised one, and I might replace that prereq with Throw Anything, which takes away ALL improvised thrown weapon penalties. The weight alone of the rock/creature will be restricting enough that it simply won't be useful to just anyone. But I could see a Medium fighter or barbarian boosted up to Large with an Enlarge Person getting some decent use out of this, and I don't think that should be taken away just because Large isn't your natural size. Plus, even at Medium you might still want to chuck a halfling around a little bit. (Going even further, perhaps allow for throwing a creature of your own size category as long as there is a vertical drop as well? Think of dwarf tossing in the LOTR films...)