Throwing Opponents

Power Throw

War, pg 46.
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.
 

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Kyrail said:
I am often large, wit upwards of 28 strength, manhandling a medium creature... I've often wanted to throw them but sadly there are no untrained ways to do this.

One can extrapolate from the carrying/lifting rules... I think that 'Pinning' a Creature is sufficient to consider said creature an object for the purpose of 'Throwing'.

so any creature - untrained - can 'Lift' a 'pinned' (or otherwise restrained/helpless) critter of up to Maximum Load.

So how far can he toss him (or any object)?

How about we keep using the carrying Capacity Rules as a guide: Make a Strength Check (D20+STR). The DC to toss a given weight 5' (into the adjacent square) is the STR required to lift said weight over head (Reference the PHB's Carrying Capacity Table. IE:

..DC............Weight that can be tossed 5'
5.........................50
10.......................100
15.......................200
20.......................400
(and so forth)

For each 5 points by which you beat the DC, you can throw the victim another 5' (another square).

What happens to a thrown creature? Well, it's gotta hurt, right? How about: A creature thrown 5' takes 1d6+STR (Non-Lethal) damage. A creature thrown 10' or further takes 1d6+STR (normal damage) PLUS Falling damage* as if they'd fallen the distance thrown. If the creature is thrown into another creature, they take the same damage (or falling object? Uncapped...)

* Note: This means it can be completely or partially mitigated by a succesful Tumble check or a Monk's ability to fall safely.

Let's test this. 'Tosser' (26 STR) vs 'VAF' ('Very Annoying Elf' - weighs 99 pounds).
Tosser has succesfully 'Grabbed', 'Held' and 'Pinned' 'VAF'. Next Attack Action, 'Tosser' elects to toss VAF as far as he can throw him. Refering to the Table, the DC to throw Vaf 5' is only 10.

..STR Check (D20+8)..............Result
<10........................VAF drops at feet (no damage)
10 - 19...................VAF thrown 5' (1d6+8 non-lethal)
20 - 24...................VAF thrown 10' (1d6+8 + 1d6 'falling' damage*)
25 - 28...................VAF thrown 15' (1d6+8 + 1d6 'falling' damage*)
30 (aid another?)......VAF thrown 20' (1d6+8 + 2d6 'falling' damage*)

Seems reasonable. Thoughts?

A'Mal
 

Amal Shukup said:
One can extrapolate from the carrying/lifting rules... I think that 'Pinning' a Creature is sufficient to consider said creature an object for the purpose of 'Throwing'.

So any creature - untrained - can 'Lift' a 'pinned' (or otherwise restrained/helpless) critter of up to Maximum Load.

Part of what makes this balanced vs Bull's Rush et al (and I'm not convinced it is, yet) is that to execute a throw with the above mechanish, a PC needs to:

A) 'hit' (Touch Attack provoking AOO)
B) 'Grab' (opposed Grapple)
C) 'Pin' (opposed Grapple taking another Attack)
D) Lift and throw (yet another 'Attack' AND a STR Check ) - quite possibly just dropping them for no damage.

A Bull's rush (or just a whack with a club) only takes a single Attack action...

A'Mal
 
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I like this, but something was missing for me.....

Pinotage said:
Or, you could simply visualise the throw. A monk with Improved Trip could certainly be considered as 'throwing' the opponent. He lands prone, as per trip, and he takes damage, as per the attack you get. Sometimes you can create your visuals from normal mechanics.

Pinotage

I like this interpretation, and for a while I even used it, until a fighter wanted to TOSS a guy he had grappled by hoisting him over his head and then tossing him. It really took some thought, since trip only drops the opponent in the square he's in. In a grapple, trip makes sense if you want to maintain the grapple, but what happens when you don't want to?

So I came up with this special grappling manuever and called it "Throw"

Throwing is not defined in the rules, but after reading many of the existing rules, special attacks and even lifting rules, I decided it was much simpler to define a new “Grappling Option” called Throw. The “Throw” Grappling Option is defined as follows:

Throw: You can throw a single opponent you are grappling by winning an opposed grapple check in place of making a melee attack. Throwing an opponent invokes an Attack of Opportunity. You can only throw an opponent who is one size larger than you, the same size, or smaller. If more than one opponent is grappling you, your grapple check result must beat all other individual checks to succeed at throwing your opponent. All attempts to throw an opponent are made at a -4 penalty. If you succeed, your opponent takes damage as from your unarmed attack and is thrown 5 feet plus an additional 5 feet for every +10 points difference in the opposed grapple checks, in a random direction. Attackers with the Improved Grapple feat may choose the direction they want to throw the target. The opponent thrown lands prone, and is considered to have escaped from the grapple.

THis rule pretty much covers the "momentum throw" and toss options, and adds the element of getting out of a grapple.
 

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