Improvised weapons and special qualities, like trip and reach


Rules Questions


By the rules, must improvised weapons be limited to club-like bludgeoning weapons, or can we try and cobble together more exotic weapons, with features like blocking, trip, or even monk?

What if I want to tie a kitchen knife to the end of a 10ft pole in order to gain reach?
Or fashion a net (exotic weapon) from dried laundry on a clothes line?
Or stick a flail to the other end of my glaive? Could this be a double reach weapon with the trip special feature?

Are there any special rules that would make this possible? Say, a gnome's alternate racial trait to be proficient with any weapon he crafts? What if he straps a bear trap to the end of a hammer, to make a snapping hammer? (The hammer's a standard weapon, but what the gnome's done is make an "improvised exotic weapon?")


By RAW, improvised weapons have no ability to have any special qualities. You are supposed to adhere to GM fiat for a damage die and type based on logic, and that is all.

However I think you have a very cool and creative idea here. Unfortunately RAW isn't going to help you here. The answer to your question is "Ask your GM". Personally, I would certainly allow some creative improvised weapons, although perhaps I'm biased since I'm an engineer and I think that's really neat.


Sounds like a new feat or class... worth exploring.


Then what would be the rules on *inventing* new weapons, and using them without proficiency? Would abilities that relate to improvisation apply to them as well?


Sanjiv wrote:
Then what would be the rules on *inventing* new weapons, and using them without proficiency? Would abilities that relate to improvisation apply to them as well?

Appropriate Craft skill and suitable resources available to make one properly. Stats as agreed by GM and player. However, I'd impose a non-proficiency penalty unless you invested in exotic weapon proficiency*.

If you cobble it together, it would probably have the fragile or broken condition, depending on specifics.

*Although, catch-off-guard and other improvised-boosting features would interact interestingly.

Edit: Upon reflection, if you properly craft something I would no longer allow catch-off-guard and similar to apply. It is now an exotic weapon, not an improvised weapon. Similarly, I don't think CoG applies to a weapon you don't happen to know how to use.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Improvised weapons and special qualities, like trip and reach All Messageboards

Want to post a reply? Sign in.