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Throwing your opponent

OK - Here is where I am at:

I. A strong large/huge creature (M1) grabs and throws his
medium-sized opponent (C1) {off a cliff!}:

(C1 has made an attack and M1 makes a full round attack):

1. M1 makes a melee touch attack to start grapple.

2. C1 takes an AOO (misses; if hits, foils grapple)

3. M1 hits with (grapple) touch attack

4. M1 and C1 make OGCs for M1 to establish a hold (M1 wins)

4.5 M1 inflicts grapple damage

5. M1 moves into C1's square

6. {NEW ROUND}

7. C1 (on his turn) attempts to break the hold and rolls an OGC vs M1 (M1 wins and maintains the hold)

8. M1 (on his turn) attempts to drag (move-equivalent) C1 to the edge of a cliff and rolls an OGC vs. C1 (M1 wins and drags C1 a "move-equivalent" distance).

9. M1 (as a standard action) attempts to throw C1 off the cliff and rolls an OGC (at -5 for M1) vs C1 (M1 wins) -

9.5 Roll a d20 then add:

- Base 3ft + 1' per 2 points above '10' plus 1' per
- Strength bonus; Maximum Throw Dist. equals the
- "throwers" height multiplied by 2.

10. C1 (which has been thrown) can make a Reflex save
(DC15) or tumble check (DC15) to land "on his feet" or
take 1d6 per 10ft thrown.

11. (ack - HR time) For C1 catching himself while getting
thrown off a cliff (can catch the edge of the cliff):

- distance=under 5' (Reflex DC15)
- distance=5'-10' (Reflex DC18)
- distance=10'+ (Reflex DC20)

12. Assuming C1 can make the REF save, he is dangling
on the side of the cliff and can climb up (move) on his
turn next round. (AOO? Tumble?)

Thanks for your help!

~D
 
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I'd make step 11 catching onto a cliff a lot more difficult. In fact I'd give those reflex saves to see if they can twist and roll to be close enough to the cliff to try the nearly impossible catch yourslef while falling climb checks. But I'm evil, and unless low level being thrown off a cliff probably wont kill you anyways.
 

{thanks for the response}

The DCs could be higher, but at anywhere in the
11th level and under range, it would be deadly
(assuming a very large strong creature). I was also
trying to treat this as a "pit" like REF save.

I suppose the DC could be modified by circumstance
(slippery, loose gravel, etc.).

Falling off a cliff could be deadly - assuming
the traditional ravine, bridge, or mountain
scenarios. I suppose topping out at 20d6
would still cause a bit of a sting to a 12+
level character (watch out for the "bounce"..
ouch.).

I think I have what I need. Thanks all.

~D
 

2 size points

1 the sage came up with a suggestion I understand that says large+creatures pull the grappler into their square, and don't have to move into oppoentns square. Seems logical, but I don't know if I like it yet.

2. for distance thrown, you really might want to multiply it by the size lifitng chart.(x2 L,x4 H,x8 G,x16C) A titan has what a 30 str, it would seem kind of silly if he could only throw a human 13' on average.
 

It might make more sense to use something similar to the Bull Rush mechanic:

Character is thrown 5', and an additional 1' for every 2 points by which he loses the OGC. For Example, if Uzby the halfling rogue gets an 10 on his grapple check, and the hill giant gets a 30, Uzby is thrown 15' (5' for losing the check, 10' for losing the check by 20).

This is a bit less math than for the jump check, takes grapplers' size into account, and models the situation a bit better.
 


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