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Throwing a tiny ally... how could this work?
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<blockquote data-quote="paradox42" data-source="post: 6202660" data-attributes="member: 29746"><p>Clearly this poster has never played Exalted!</p><p></p><p>As for the notion of throwing an ally in PF, given that it's partly (and in many places mostly) compatible with 3.5, you could try just importing the Fling Ally feat- or even just its mechanics. But to answer your actual questions from the first post, here's my personal take:</p><p></p><p>(1) I would suggest No to the Full Attack- because the combat rules do not generally respect the idea of involuntary movement "not counting." For proof of this, read about what happens when you start a Really Long Jump (for example, over a chasm) that exceeds your normal ground Speed (or just what you have left that round). Literally, the character is assumed to be suspended in space at end of turn, and there until next round when the jump concludes. During the round when the jump concludes, the conclusion of the jump counts as movement, even though the character had no choice but to finish the jump that round- the character cannot get a Full Attack after landing. I <strong>would</strong> suggest, however, that in the case of this Tiny Gnome being thrown by an ally, that the Gnome can exceed his normal move rate by being tossed, and it won't count against him; his Move action would be spent positioning himself to land well.</p><p></p><p>(2) You'd bounce off and fall down (though not necessarily Prone- I'd let you spend a Move action in flight to land on your feet normally in the enemy's space)- if you hit the enemy, then it's a crazy fast impact for both of you. The Awesome Blow feat suggests that you should in fact take some damage similar to Falling damage, though given that you're striking the enemy at the end, the enemy should take the same damage you do. The best way to do this, IMO, is to roll effective "Falling" damage for the distance, and apply half to your Gnome and half to the enemy you struck.</p><p></p><p>(3) Acrobatics is the only reasonable skill for doing such a thing, though how you'd come up with the DC for such a check I have no real idea at present. I would also suggest that the Gnome might be allowed to make a Grapple combat maneuver to grab the enemy and not fall at all, just staying on the enemy (and incidentally becoming able to Full Attack the next round if he doesn't maintain the Grapple).</p><p></p><p>(4) Range on an improvised thrown weapon (which your Gnome would certainly be) is automatically 10 feet per increment, unless something else intervenes.</p><p></p><p>(5) For weapons that can launch your Gnome, the only ones that come to mind are Siege engines like Catapults and Trebuchets. But your GM may say otherwise, of course.</p></blockquote><p></p>
[QUOTE="paradox42, post: 6202660, member: 29746"] Clearly this poster has never played Exalted! As for the notion of throwing an ally in PF, given that it's partly (and in many places mostly) compatible with 3.5, you could try just importing the Fling Ally feat- or even just its mechanics. But to answer your actual questions from the first post, here's my personal take: (1) I would suggest No to the Full Attack- because the combat rules do not generally respect the idea of involuntary movement "not counting." For proof of this, read about what happens when you start a Really Long Jump (for example, over a chasm) that exceeds your normal ground Speed (or just what you have left that round). Literally, the character is assumed to be suspended in space at end of turn, and there until next round when the jump concludes. During the round when the jump concludes, the conclusion of the jump counts as movement, even though the character had no choice but to finish the jump that round- the character cannot get a Full Attack after landing. I [B]would[/B] suggest, however, that in the case of this Tiny Gnome being thrown by an ally, that the Gnome can exceed his normal move rate by being tossed, and it won't count against him; his Move action would be spent positioning himself to land well. (2) You'd bounce off and fall down (though not necessarily Prone- I'd let you spend a Move action in flight to land on your feet normally in the enemy's space)- if you hit the enemy, then it's a crazy fast impact for both of you. The Awesome Blow feat suggests that you should in fact take some damage similar to Falling damage, though given that you're striking the enemy at the end, the enemy should take the same damage you do. The best way to do this, IMO, is to roll effective "Falling" damage for the distance, and apply half to your Gnome and half to the enemy you struck. (3) Acrobatics is the only reasonable skill for doing such a thing, though how you'd come up with the DC for such a check I have no real idea at present. I would also suggest that the Gnome might be allowed to make a Grapple combat maneuver to grab the enemy and not fall at all, just staying on the enemy (and incidentally becoming able to Full Attack the next round if he doesn't maintain the Grapple). (4) Range on an improvised thrown weapon (which your Gnome would certainly be) is automatically 10 feet per increment, unless something else intervenes. (5) For weapons that can launch your Gnome, the only ones that come to mind are Siege engines like Catapults and Trebuchets. But your GM may say otherwise, of course. [/QUOTE]
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Throwing a tiny ally... how could this work?
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