
SlimGauge |

You're throwing an object at a square and relying on your ally to catch ?
The rules for throwing objects are well established, it's the rules for catching where we'll have to make stuff up.
If you hit the AC of the square (I think it's 5 IIRC), I'd suggest an immediate action so your ally can catch it out of turn for them (if they have a free hand and are aware of the throw(er)). Otherwise it falls at their feet and they must pick it up using the regular actions for picking stuff up on their turn. Don't let them try this against object thrown by an enemy unless they have a feat like deflect or snatch arrows.
If you MISS the AC of the square, I believe there are already rules for scatter. Your thrown object lands in that square (or grid intersection). If the scatter intersection is still adjacent to your intended catcher, it might still be caught.
(EDIT: See thrown splash weapons for targeting a grid intersection and scatter)
Alternatively, ready an action to throw once your ally is ready to catch. That will let them drop something else they're holding. In this case, let them catch the thrown object as a swift or move action (since retrieving an object is a move action, they're just retrieving it out of the air as it passes).
You might have trouble with particularly fragile objects. Perhaps calculate the height you'd have to reach if you JUMPED that far (using the acrobatics rules), and treat the object as if it fell from that height (if it's not caught).
You might have trouble with objects that have high air resistance relative to mass. You just can't throw a sheet of paper very far unless you ball it up or fold it into a paper airplane or have one of those feats that lets you do stuff like that.
EDIT2: Unless you're throwing something designed to be thrown, treat the range increment and effort to throw as if throwing a weapon not intended to be thrown (see thrown weapons. So if I'm throwing something relatively handy, it's a standard action, but if I'm trying to throw something as awkward as a two-handed weapon (perhaps a chair or a ladder ?) it's a full round action.
EDIT3: To be clear; RAW it's a standard action to throw. I suggest an immediate to catch (if it's not the catcher's turn) or a swift/move to catch if it is the catcher's turn because the throw was made with a readied action, but there's no RAW for that.

![]() |

I would make it a move action. It probably fits more with a standard action, but seems like you could get a lot more cinematic fun out of it this way. (Picture two warriors with only one sword tossing it back and forth after they make their attacks.)
I would not require a check for the thrower in most situations unless the person he was throwing too was in a bad position or something. In that case, just like throwing a splash weapon. I would require the catcher to make a dexterity check. Probably DC 10 with a penalty or bonus based on the item and how far it was thrown. If he misses, just use the random square table like you would with a splash weapon.

SlimGauge |

Being the catcher, not the tosser, that is.
That's why I'd let them "just catch it" if the thrower succeeds, because success on the thrower's part means that they tossed it in an accurate catchable arc. If you need the catcher to make a roll, make it a fairly easy check (reflex save ? CMB/D check ?), unless they're trying to catch something that's dangerous to handle like an unsheathed blade or a running chainsaw.