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.
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.