Tuesday, January 4, 2011

General Rules: Feats - Improvised Weapon Proficiency

Improvised Weapon Proficiency [Fighter, General] (adapted from the Player's Guide to Fighters and Barbarians)
You are skilled at using any object as a weapon.
   Prerequisite: Dexterity 15+, Wisdom 13+, BAB +3.
   Benefit: You do not suffer the standard -4 nonproficiency penalty for using an improvised weapon; instead you suffer a -2 nonproficiency penalty. You can use virtually any mundane object you can lift as a weapon. You can improvise and fight with all manner of things - chairs, manacles, belts, bottles, plates, or just about anything that can inflict damage. Damage for an improvised weapon depends on its size. Consult the following table:

Common Improvised Weapons
Size
DamageCriticalRange
Increment
Tiny
1d3x210 feet
Small
1d4x210 feet
Medium
1d6x210 feet
Large
1d8x210 feet

Some makeshift weapons have special bonuses and effects. lighter items do a degree less of damage, while heavy items do more. Criticals are often poor, even for items that resemble weapons with a broad critical threat range and critical multipliers.

Odd Improvised Weapons
Common Item
Similar Weapon
Size
Damage
Critical
Range
Type
Special
Belt with Heavy Buckle
Rope and Weight
Small
1d4
x2
5 feet
Bludgeoning
-
Broken Bottle
Dagger
Tiny
1d3
x1
-
Slashing
-
Heavy Manacles
Chain and Weight
Medium
1d6
x2
5 feet
Bludgeoning
-
Heavy Wooden Chair
Unique
Large
1d8
x2
-
Bludgeoning
-
Light Manacles
Spiked Chain
Medium
1d4
x1
10 feet
Bludgeoning
-
Light Wooden Chair
Unique
Medium
1d4
x1
-
Bludgeoning
+2 to trip and disarm checks
Long Leather Belt
Whip
Small
1d2
x2
10 feet
Slashing
-
Pint Bottle/Plate
Dart
Small
1d4
x2
15 feet
Bludgeoning
Shards on floor act as caltrops

   Special: If you have this feat, you may elect to take Exotic Weapon Proficiency (Improvised Weapons) to eliminate the penalty from using any ad hoc weapon.

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