
dunebugg |

Hi all,
making a peasant-turned-adventurer type character, and want to use the Rough and Ready trait to be able to use some kind of farm implement as a reach weapon. Is there any way to give Improvised weapons qualities? I know there is a mythic feat but that isn't really an option for all characters.
This is all I could find on improvised weapons:
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

MurphysParadox |

Find a farm implement that it as long as a polearm (say 8-9 feet) and call it a reach weapon. It is up to the GM, but the idea is you take the not-weapon and give it the basic stats of the closest equivalent real weapon. I'm not sure what would qualify, not being a farmer, but maybe some kind of long pitchfork?

Wheldrake |

A farmer probably has plenty of experience re-hafting his tools. When something like a rake, a hoe, an adze or a pitchfork breaks, 9 times out of ten it's the haft that breaks. If going off to war, he might well grab an extra long pole, hammer on whatever spikey, dangerous, rusty tool he's got lying about, and voila: improvised polearm - with reach.
Remember that in many sets of medieval miniature rules, "improvised polearms" is a frequently-referenced category of weapon. So this sort of thing is probably at least as common as normal polearms.
Like glaive-glaive-guisarme-glaives. <g>