Improvised Weapons


Skills, Feats, Equipment & Spells

Dark Archive

Back in June 2017, you released Adventurer's Armory 2, which finally included some hard and fast rules for Improvised Weapons.

PF2 playtest has rules for Improvise Weapons of "It's poor quality (-2) untrained (another -2) and have the DM make up the rest"

It would be really nice if we could transfer some of those rules from AA2 over.

Small items like broken bottles are 1 handed, deal 1d4, and are agile (the PF2 equivalent of PF1 Light).
Medium items like table leg are 1 handed and deal 1d6.
Large items like a chair are 2 handed and deal 1d8.

And while I'm asking for things I doubt I'll get:
-Gloves of Improvised Might ported
-Catch Off-Guard/Throw Anything equivalent feats
-Rules for using a magic item as an improvised weapon. (There should be some difference between using a non-magic item as an improvised weapon and a magic item as an improvised weapon.)
E.G. If I grab a loose horse shoe and hit them with it, it does damage. What if I grab a loose Horseshoe of Speed that I haven't put on my horse yet and hit them?
Using a bolt or arrow as a shiv is an improvised weapon attack (in PF1 by rules in AA2), what if I shiv them with a Viper Arrow?
-Specific rules that Improvised weapons have a Critical Specialization Effect (I'm thinking Flat-Footed from surprise).
-A Puppy


TiwazBlackhand wrote:

It would be really nice if we could transfer some of those rules from AA2 over.

Small items like broken bottles are 1 handed, deal 1d4, and are agile (the PF2 equivalent of PF1 Light).
Medium items like table leg are 1 handed and deal 1d6.
Large items like a chair are 2 handed and deal 1d8.

That would be good.

Dark Archive

Specific Feat Suggestions

Feat 1 (General) - Bar-room Brawler
Fluff: Years of carousing has seen you fight many a battle in many a bar with whatever furnishings are at hand. Sure a chair isn't a sword, but in your hands it's still a fel and deadly weapon.
Crunch: You treat improvised weapons as Standard Quality Items (+0) and are Trained in the use of Improvised Weapons.

Feat 7 (General) - Surprising Weaponry Vetran
Prereq: Bar-room Brawler
Fluff: In your hands anything is a weapon, you are as menacing with a table leg or a tea kettle as another adventurer is with a short sword.
Crunch: You are an Expert with Improvised Weapons, and whenever you critically hit with an Improvised Weapon you apply the weapons Critical Specialization Effect.
Special: Improvised Weapons you wield have the Critical Specialization Effect: Surprising - The target is surprised and confounded by your attack, becoming flat-footed for 1 round.

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