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[Feat] Great Launch

MarauderX

Explorer
I hadn't seen anything like this when I asked a while ago, and finally got around to reviewing it. It's a feat to add on to the 'short' chain of Great Throw feats, something for the Judo Half-orc monks out there.

GREAT LAUNCH [GENERAL]
Preq: Strength 15+, Great Throw, BAB +5

Benefit: You can throw someone (as Great Throw) but they do not need to land in a space that you threaten. Upon a successful throw, use the Standing Jump distance to determine how far you have thrown your target with no limitation on the maximum distance. You may throw your target anywhere within range of the maximum distance you could throw. The target takes any damage that would have been applied for the great throw and is prone where she was thrown.
For example, Goreguts (Str=18, Jump=12) succeeds in a touch attack on Rollof, wins the opposed Strength check and can now throw Rollof. Goreguts decides to try to throw him over a cliff edge 15’ away. Goreguts rolls his jump check and adds in his Jump skill points to get the final result, (die roll of 14+4+12=) 30. The standing jump minimum distance is 3’, and adds 1’ per two points above a DC 10. Goreguts throws Rollof (3+(30-10)/2=) 13’, not quite enough to toss Rollof over the edge. Rollof still takes Great Throw damage and is now prone next to the cliff.
If you are throwing an ally, she does not take damage, and you can throw them the same distance as standing jump; again there is no maximum distance limitation. Synergy bonuses may be included, but only one person makes the jump check.
Normal: You cannot throw an opponent outside your threatened range.
 

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I'm not sure how jumping equals throwing distance. It's an interesting idea but I think it can prove to be pretty powerful I'd increase the prerequites. Have weight of subject somewhere in the equation (this way halflings aren't tossing around Collosal dragons), and possible just use a strength check to determine how far people are thrown.
 

Crothian said:
I'm not sure how jumping equals throwing distance. It's an interesting idea but I think it can prove to be pretty powerful I'd increase the prerequites. Have weight of subject somewhere in the equation (this way halflings aren't tossing around Collosal dragons), and possible just use a strength check to determine how far people are thrown.

Good question. I kinda got the feel for it being closer to the Jump skill instead of merely Str as I watched some off-shoot Judo guys toss each other around. It was almost comical, and watching them do the same thing again and again made me see the distance or height or direct-down impact was affected a lot by their legs and stances. The guys were strong, yeah, but none of the beginners could even come close to what they were doing. High jump skill? Sure, why not, what other mechanic fits.
I see your point though, and it would be appropriate to add in size modifiers as well. Not sure if the weight would be worth figuring out, as I don't want to slow down the game. I could guestimate and go from there, but then how would distance be determined?
Also, I forgot to add that using this feat is a full round action.
Thanks Crothian
 
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Well, one reason I would use Jump is a magical item that gives +10 nto jump is not hard for the players to ge. Same with boots of striding and springing. Monks get jump bonuses as their base speed increases, and dwarves have a penalty to jump becasue they are slow.

Judo is more about leverage then strength, that is true. Perhaps use a grapple check to determine how far someone is moved. That incomperates size penalties in that check. Perhaps also limit it to a size catogory one size above you and smaller. I've seen a small judo person easily flip a large guy. But I'm not sure that judo guy could flip an elephant.
 

Revised:


GREAT LAUNCH [GENERAL]
Preq: Strength 15+, Great Throw, BAB +5

Benefit: You can throw someone (as Great Throw) but they do not need to land in a space that you threaten. Upon a successful throw, use a Strength check vs. DC=10 to determine success and maximum distance your target has been thrown with no limitation on the maximum distance. Targeting an object to throw your target at a wall, creature, etc. is a ranged touch attack. You may throw your target anywhere within range of the maximum distance you could throw. The thrower gains/loses +4/-4 for each size difference between himself and the target. The target takes any damage that would have been applied for the great throw and is prone where she was thrown.
For example, Goreguts (Str=18, Large Ogre) succeeds in a touch attack on Rollof, wins the opposed Strength check and can now throw Rollof. Goreguts decides to try to throw him over a cliff edge 15’ away. Goreguts rolls a Strength check vs. DC=10 and adds in his Str ability points and size difference to get the final result, (die roll of 9+4+4=) 17. Were Goreguts to fail his Str check, he can only throw his opponent in a threatened area. The running jump minimum distance is 5’, and adds 1’ per point above a DC 10. Goreguts throws Rollof (5+(17-10)=) 12’, not quite enough to toss Rollof over the edge. Rollof still takes Great Throw damage and is now prone next to the cliff.
If you are throwing an ally, she does not take damage, and you can throw them the same distance as standing jump; again there is no maximum distance limitation. Synergy bonuses may be included, but only one person makes the jump check.
Normal: You cannot throw an opponent outside your threatened range.


Thanks again Crothian. I changed the minimum to be 5' also, so that taking this feat wouldn't be redundant for a medium/small dude with Great Throw. I'm still not keen on the weight issue, as a Medium creature with Str=15 can pick up 200lbs over his head, whereas this feat is more about a Judo-type throw, requiring strength and leverage to toss an opponent farther than the Great Throw feat.
Great Throw has some good prereqs with it already (Improved Unarmed Strike, Dexterity 13+, Dodge, Improved Trip, Combat Reflexes), and this feat is another tier up that chain requiring strength as well as agility.
And to sum it all up, I just found this feat which is essentially the same thing, only a little more basic. Even has the ranged touch thing, and none of the feat prerequisites. Ugh. :p

Power Throw
General, Fighter- REQ: Str 15+
If you are grappling an opponent, you may make a grapple check to pick him up and throw him. Obviously, you must have a high enough strength to lift your opponent's total weight above your head. You may then hurl your opponent up to 15 feet, inflicting 1d4 + your strength modifier in subdual damage and leaving him prone where he lands. You may throw your opponent at someone. Resolve this as a ranged touch attack. If you hit, your target takes 1d4 + your strength modifier in subdual damage. If he is the same size or smaller than the enemy you threw, he is knocked prone. Your thrown opponent takes 1d4 + your strength modifier in subdual damage whether you hit or not, and lies prone in a random spot adjacent to your target. Use the rules for scattering projectiles to determine where your thrown enemy lands. You may opt to carry your opponent over your head. You lose your Dexterity and shield bonuses to AC, but your opponent is largely helpless. He may make attacks at a -4 to hit and deals half damage with physical attacks. He may cast spells, but must make a concentration check (DC 25) to successfully use a spell. He may use special abilities and magic items, except weapons which suffer the penalties as noted above, as normal. War, pg 46.
 

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