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General Tabletop Discussion
*Pathfinder & Starfinder
Throwing teammates (as a tactic vs flying enemies)
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5640675" data-attributes="member: 35909"><p>Are there rocks around? Picking up and throwing an improvised ranged weapon for d3 + str damage with a 10 ft range increment is a better use of your time than trying to throw an ally, will let you full attack (even TWF if you can find enough rocks!), and can travel a heck of a lot farther and more accurately than a 117 pound or whatever creature.</p><p></p><p>If you insist on the completely unneeded tactic of hurling an ally and the DM is up for YOU designing the houserule...</p><p></p><p>I would do it as a combat maneuver check. Treat it like bull rush in terms of 5 ft of distance + 5 ft per 5 points you win by. The ally to be thrown should be able to drop his or her CMD significantly. How significantly I have no idea, I started a thread on this forum about two weeks ago to figure out exactly that. Allowing the throwee to leap up as the thrower hurls him/her also seems reasonable, so you could add your vertical jump check height to the thrown height (remember you need a running start or the check gets halved). On landing, you would take falling damage for the height you fell, with a DC 15 Acrobatics check as part of your jump reducing the damage by 10 ft / 1d6, as per the rules. Finally, since non-perfect flight has movement cost double to ascend since you're going against gravity, I would rule the same for this maneuver. A bull rush result of "move 20 ft" would be cut to 10 ft. Vertical jump already factors this in by dropping the height you reach to 1/4 your check result, so that portion of your distance remains the same.</p><p></p><p>Together, it would look like this:</p><p>Thrower reeadies an action to hurl you.</p><p>You move forward towards the ally for your running start</p><p>You leap up in an adjacent square to the Thrower, Thrower grabbing you as you take off</p><p>Thrower makes his readied combat maneuver check and gives a "boost" to your jump height.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5640675, member: 35909"] Are there rocks around? Picking up and throwing an improvised ranged weapon for d3 + str damage with a 10 ft range increment is a better use of your time than trying to throw an ally, will let you full attack (even TWF if you can find enough rocks!), and can travel a heck of a lot farther and more accurately than a 117 pound or whatever creature. If you insist on the completely unneeded tactic of hurling an ally and the DM is up for YOU designing the houserule... I would do it as a combat maneuver check. Treat it like bull rush in terms of 5 ft of distance + 5 ft per 5 points you win by. The ally to be thrown should be able to drop his or her CMD significantly. How significantly I have no idea, I started a thread on this forum about two weeks ago to figure out exactly that. Allowing the throwee to leap up as the thrower hurls him/her also seems reasonable, so you could add your vertical jump check height to the thrown height (remember you need a running start or the check gets halved). On landing, you would take falling damage for the height you fell, with a DC 15 Acrobatics check as part of your jump reducing the damage by 10 ft / 1d6, as per the rules. Finally, since non-perfect flight has movement cost double to ascend since you're going against gravity, I would rule the same for this maneuver. A bull rush result of "move 20 ft" would be cut to 10 ft. Vertical jump already factors this in by dropping the height you reach to 1/4 your check result, so that portion of your distance remains the same. Together, it would look like this: Thrower reeadies an action to hurl you. You move forward towards the ally for your running start You leap up in an adjacent square to the Thrower, Thrower grabbing you as you take off Thrower makes his readied combat maneuver check and gives a "boost" to your jump height. [/QUOTE]
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Throwing teammates (as a tactic vs flying enemies)
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