Throwing Players and NPC's


Rules Questions


What are the rules for throwing non-consenting, conscious characters/enemies/etc.? I have looked and looked and found nothing concrete other than people house ruling things or playing things fast and loose with class abilities and feats such as Body Bludgeon. Or are there any?


I’d use the combat manoeuvre, Bull Rush rules. Just don’t tell the elf!

You could use Reposition but it limits how far you can throw them.


Problem with bull rush is the need for a charge, plus being unable to adjust the trajectory of the push. If you wanted to lob someone over a wall or move them back or sideways you're just out of luck. Meanwhile with reposition, you have to move an enemy into an unoccupied space that they can stand in, in addition to the minimal range.

I think the part of the problem is that if there was an ability to throw people, it would completely invalidate bullrushing, so perhaps that's why there's a lack of rules regarding this.


As far as I know, there is no such rule outside of mythic games. A champion can take the uncanny grapple mythic path ability and throw (or crush, or swing) grappled creatures.

Outside of mythic, you can grapple a creature and then move it over the cliff, but it gets a free attempt to break free with a +4 bonus. That's the closest analogue I can think of--you're grabbing someone, then chucking them over the side.


You don’t need to charge to perform a bull rush

prsrd wrote:
”You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. ... A bull rush attempts to push an opponent straight back without doing any harm.”

There is a feat called ki throw that might do what you’re looking for.


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i had my hopes high when i read in the thread name 'throwing Players..." ...now if i could just do that to the gm as well...


The monster feat Snatch allows you to throw someone you have grappled and pinned.


RAW doesn't specifically cover this.


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1) Start with a successful grapple in one round.

2) In the next round, continue the grapple (with +5) but instead of applying damage, the grappler opts to throw the subject of its grapple.

3) Compare the weight of the subject with the strength of the grappler to determine the distance of the throw.

Example: Our half-orc thrower with a STR 18 can lift 300lbs. He hoists an enemy fighter in armor over his head. He weighs 200lbs with 75lbs worth of gear for a total of 275lbs. That's a 25lb pound difference which is the equivalent of STR 2 for a total of being able to throw the fighter two feet rounded up to one range increment of 10 feet.

CMB +5 for control vs CMD. For every 5 points by which the target DC is exceeded add one range increment to the distance thrown.

4) Apply falling damage to the thrown target. 1d6 non-lethal damage for the first 10' plus 1d6 lethal for each successive 10' thrown.

The thrown target is allowed to make a reflex save for half damage vs the DC (CMB result) of the throw to roll to their feet. Failure results in them landing prone and taking full damage.

Repeat as necessary.


I'm thinking about using body bludgeon and throw anything, but I am sure those were not intended to work that way :)


Yeah, too bad there isn't a Throw Anybody feat.


blahpers wrote:
Yeah, too bad there isn't a Throw Anybody feat.

There are two(and a follow on);

Fling and it has some requirements.
Awesome Throw which again has some requirements, but less than Fling. Then there's Improved Awesome Throw, lol... keep your allies close but your newly designated foes closer(in hand).

Throw Anything will work on your allies if they are deceased(or cast magic jar etc).

Of course there's Telekinetic Charge as spells get around the normal (non-existant) rules.

=== chat ===
From a physics standpoint the two creatures of equal masses and both going to be pushed away from each other. So converting some of that into angular momentum will help offset that(linear reaction) for the thrower. Still, it'd be HALF the distance of a standing jump as major muscle groups cannot be directly involved in a mechanically advantageous way as they can be in a standing jump. Think about how shotput throws are shorter than thrown balls of the same weight. Another view is to imagine the throwee on the thrower's back and the thrower making a standing jump (in this case they both go in the same direction rather than opposite directions). How far can he jump?
Swinging the throwee developing angular momentum is a way to imitate a run, but it is not going to develop the same amount of momentum as running.
From a game perspective I'd subtract the weight to carry the throwee from the thrower's STR and then roll a d20 check as a full round action +5ft step in throwing direction. distance = (d20 +STR bonus)/2 in feet. That's pretty generous. Due to spin the throwee's check to stand upon landing is a Reflex check of (15 +(distance thrown in feet)/2 ).

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