Seems the last thread on this got destroyed in the Crash
These a bit lengthy so I sblocked them:
Throwing Kobolds:
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Rules drawn from Dragon Mag #306 and other sources
Full Round Action (Draws AoO: Yes)
MA Manuever Thow changes this action to a Standard Action.
1. Initiate a Grapple: This step may be skipped if the throwee is willing and has delayed for the action.
Ø Draw an AoO from the Throwee
Ø Touch Attack
Ø Successful Opposed Str check
2. Initiate a Pin: This step may be skipped if the throwee is willing and has delayed for the action.
Ø Grapple check to gain a Pin
3. Heft the Throwee that-a-way.
Ø Chose a direction. Make a Str check.
Ø Base distance is based on weight:
Ø Light load: +0'
Ø Medium load: -5'
Ø Heavy load: -10'
Ø Check result is number of feet traveled.
Ø Throwee may assist the toss with a Jump check, adding 1 foot per 2 points of the jump check.
Ø Throwee reaches a height of 1/4 the distance thrown.
Ø If thrown straight up, the Throwee reaches a height of 1/4 the distance thrown. Roll on a grenade scatter for where he/she lands, taking damage for the distance fallen.
Ø If thrown into an opponent, and both remain standing, the Throwee ends up in the square closets the Target.
4. Damaging or just getting there?
If attempting to damage either the Target:
Ø Make a ranged attack,
Ø Penalties:
Ø -4 for Improvised Weapon
Ø -2 for each range increment (every 10')
Ø Throwee takes damage based on size and draws an AoO.
Ø Requires a REF save DC 15 + damage taken or fall prone
Ø A tumble check DC 20 can turn 1 dice of damage to non-lethal
This also pads the Targets damage.
Ø Target takes the damage based on the Throwee's size
Ø Damage is 1D3 for Tiny, 1D4 for Small, 1D6 for Medium, etc…
Ø Requires a REF save DC 10 + damage taken or fall prone
Just getting there
Ø Throwee must make either a Tumble or REF save DC # of feet thrown - 10 or fall prone.
Ø Note, the advantage to being thrown is that you do not double the Jump DC for no running start.
Feats/Maneuvers to make this easier:
SnF MA: Throw maneuver removes the need for a Pin
Exotic Weapon: Thrown Humanoid removes the non-proficient penalty
(you may take Weapon Focus and other feats above that as well)
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Falling Object Damage:
This is more about realism than it is about speedy play...
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How much does ‘X’ cause when dropped on you?
Usable in Traps, Disco’s and other hazardous environments
Rules, shorthand :
. Based on its weight {Table 2}, the object must fall a specific distance in order to deal damage. For each full increment it falls, the object deals 1 dice of damage {Table 1}.
. You can reduce an objects damage type by one step on Table 1, increasing its weight by two steps on Table 2. This can be done multiple times to obtain the correct damage from harder objects that fall shorter distances.
The converse is also true, increasing the objects damage type one step by decreasing its weight two steps
REF Save vs DC 15 modified by size {+2 for every size category the object is larger than you, -2 for the reverse} You also suffer a –4 penalty to your save if squeezing.
Revised Example #2: An ogre throws a 200-pound rock from a ledge 20 feet up at a group of adventurers. Since the rock is Very Hard, it deals 2d10 damage.
The next rock the ogre grabs is only 25 pounds, however; since it is falling too short a distance, we reduce its Resilience two steps to Average to find its damage falling 20', which ends up as 2d6.
The third rock the ogre grabs is 35 pounds; since it is falling too short a distance, we reduce its Resilience one steps to Hard to find its damage falling 20', which ends up as 1D8.
Table 1: Object Resilience
Code:
Type Damage sample
Very Soft D2 feather pillow
Soft D4 dung
Average D6 human body
Hard D8 wood {hardness rating <= 4 ?}
Very Hard D10 steel or stone {hardness rating >= 5 ? }
Table 2: Damage From Falling Objects
Code:
Object Weight Falling Distance
1600-3199 1ft
800-1599 2.5 ft
400-799 5 ft
200-399 10ft
101-199 lb. 20 ft.
51-100 lb. 30 ft.
26-50 lb. 40 ft.
11-25 lb. 50 ft.
6-10 lb. 60 ft.
1-5 lb. 70 ft.
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