Throw Anything feat - confused on how it works????


Rules Questions


So i've been searching google, Pathfinder literature, these message boards and the d20 website for more information but I'm not finding anything that answers my questions.

I'm playing an Alchemist and have just obtained the "throw anything" feat. I'm trying to figure out how this works.

For simplicity, lets create a scenario.

I'm in a tavern and I grab a beer bottle and toss it at an enemy.

I'm assuming my attack rolls bonuses are the normal range bonuses?
Lets say I hit the enemy; what is the damage???! How do I determine the damage depending on the item thrown?

I read somewhere that thrown weapons deal "falling damage". I've read out falling damage in the SORD however it's confusing. What I took from it was that anything thrown less than 200lbs (and more than 5lbs), deals 1d6 damage per 10 foot increment. Now is this 10 ft increment how far the item falls? So, going back to our beer bottle; because this has fallen presumably less than 10 ft (I didn't throw it high in the air and arc it back down at the enemy; can I even do that and would that effect damage?!), what would the damage be then; just a standard 1d6???!!

I have so many more questions but I'll stop there; maybe help with these initial questions will kind of bring it all together.

Thanks,


A beer bottle is an improvised throwing weapon.

Improvised Weapons wrote:
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

In this case, the "appropriate match" would probably be a light mace or club, so it would do 1d6+Str damage. The +Str because:

Strength Bonus wrote:
When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result.

Falling damage is not relevant.


Without the feat you would take a -4 penalty to hit with an improvised weapon.
The feat negates that and also gives a +1 bonus to hit with splash weapons.

Damage for improvised weapons has always been vague because no one wants a table with every object in the world listed and how it acts if you try to use it as a weapon.

I don't know where you got the falling damage thing from, the rule is find a similar weapon and use its damage.

A rock does 1D4 + STR.
I'd say a beer bottle does the same as a rock. (maybe a critical hit shatters the bottle and does an extra point of bleed damage) but its all up to the DM.

Grand Lodge

Determining the damage is more of a DM fiat thing.

Usually, we determine it's handedness, and work it like this:

Light: 1d3, One-handed: 1d6, Two-handed: 1d8.

Adjust accordingly.

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