Improvised Weapons

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Anything that one attempts to use as a weapon that was not designed or intended to be used as weapon is an improvised weapon.

All characters are Nonproficient in improvised weapons and thus take a -4 to both attack and damage. Unless otherwise noted improvised weapons which are thrown have a range increment of 5 feet.

Feats (or abilities) that modify the properties of a weapon do not apply to improvised weapons, but feats which modify the character's skill still do. For example, Far Shot (Increasing the range increment) does not apply, while Point Blank Shot or Precise Strike, which modify how the character deals with range or precision, do. Feats or abilities which apply to a specific weapon or type of weapon (such as Weapon Focus) also do not apply.

Improvised weapons can never be finessed.

Damage

Damage dealt is determined by the size of the object. This damage is almost always bludgeoning. In rare cases where an object is very heavy or suited to use as a weapon, the GM may rule that an object does more damage than is appropriate for its size.

Keep in mind that objects larger than Medium size become extremely difficult to pick up, let alone use as weapons. The entries above this are for the theoretical possibility that one might, for example, drive a ship into someone as a sort of "improvised weapon".

Size ! Damage*
0
1
1d2
1d4
1d6
2d6
4d6
8d6
16d6

In most cases, strength is added.

Exotic Weapon Proficiency

If your GM allows it, you can theoretically take Exotic Weapon Proficiency with a specific improvised weapon (arrow in melee) or a class of improvised weapons (chairs, mugs, etc.) This is considered a class because chairs and such improvised weapons vary greatly. This makes it so you are proficient in the use of this weapon or type of weapon. The GM rules what falls under these classes - for example, a stool might count as a chair under these rules, while a folding chair might not.