Patlin
Explorer
Warning: This whole idea is 1) silly and 2) easilly considered an abuse of a rule. Still, I'm interested in how it works.
Here's the idea: I've got a very weak but dexterous swordsage who is taking the maneuver "Mighty Throw" at 1st level. Mighty Throw is pretty cool for this character as it allows you to use your dexterity for a trip attempt, and to throw your target a significant distance based on how much you win the trip attempt by. It occurs to me that the distance is significant enough that it could easilly outperform using the Jump skill. Conveniently, unlike higher level versions of the maneuver, it doesn't deal any damage as a result of the throw... it just repositions the target and renders them prone.
Consider a first level party confronted by a chasm, which they decide to cross. The above character decides to assist the less athletic by actually throwing them over the chasm, using this maneuver. Here's the rules question: since the distance they can throw the character is reduced by the trip check of the character being thrown, how low can a cooperating target get his trip check?
For comparison, you can definitely intentionally flub a saving throw, but I do not believe their is such a rule for allowing yourself to be tripped. Conceivably, the thrown character could do the following:
1) Take a 1 on the roll
2) Treat their strength/dex as 0, for a -5
3) Aid another, potentially granting the throwing character a +2
Which if any of the above 3 should be allowed, and is there any other way to increase the disparity between the throwing and thrown characters trip score?
I believe the distance thrown is 10' + 5' per 5 points by which the trip score is beaten. I don't have the book in front of me, but that's the general set up.
Here's the idea: I've got a very weak but dexterous swordsage who is taking the maneuver "Mighty Throw" at 1st level. Mighty Throw is pretty cool for this character as it allows you to use your dexterity for a trip attempt, and to throw your target a significant distance based on how much you win the trip attempt by. It occurs to me that the distance is significant enough that it could easilly outperform using the Jump skill. Conveniently, unlike higher level versions of the maneuver, it doesn't deal any damage as a result of the throw... it just repositions the target and renders them prone.
Consider a first level party confronted by a chasm, which they decide to cross. The above character decides to assist the less athletic by actually throwing them over the chasm, using this maneuver. Here's the rules question: since the distance they can throw the character is reduced by the trip check of the character being thrown, how low can a cooperating target get his trip check?
For comparison, you can definitely intentionally flub a saving throw, but I do not believe their is such a rule for allowing yourself to be tripped. Conceivably, the thrown character could do the following:
1) Take a 1 on the roll
2) Treat their strength/dex as 0, for a -5
3) Aid another, potentially granting the throwing character a +2
Which if any of the above 3 should be allowed, and is there any other way to increase the disparity between the throwing and thrown characters trip score?
I believe the distance thrown is 10' + 5' per 5 points by which the trip score is beaten. I don't have the book in front of me, but that's the general set up.