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Combat Options: Improvised Weapons
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Combat Options: Improvised Weapons
Combat Options
Improvised
Weapons
Assembled by Todd Crapper
from the Collected Archives of the
Advanced Tactical Academy of Combat
Cover by Sean C. Frolich
Table of Contents:
Introduction—page 3
Book Four: Improvised Weapons — page 10
Standard Considerations for Improvised Combat
(page 11)
Frailty Ratings
(page 14)
Improvised Defence
(page 16)
New Feat: Improvised Weapon Proficiency
(page 16)
Common Improvised Weapons
(page 17)
Improvised
Maneuvers
(page 20)
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Combat Options: Improvised Weapons
Introduction:
A Letter from
the HeadMaster
W
ar is a fact of life. It is this undeniable fact that is your
first lesson at our Academy: for every major event in every race’s
history, there has been conflict by sword or spell. Many of our gods
spawned us through battle or we are the result of an epic conflict to
which we owe our souls. Lives were lost to reach the moment in time
that we stand at now. Your progress was gained at the blood of
another who has long since faded into the stars with nothing more
than a line of ink on parchment to mark the occasion. All those who
would deny such a fact face the threat of becoming another
nameless victim in battle in which the victors will know nothing
about.
Allow me to introduce myself: I am Headmaster
Dolvus Jerranmacker of the Advanced Tactical
Academy of Combat – or “Fight School” as many of
our pupils have called it over the years. If you are
reading this letter, it is because you have been
granted a rare invitation to attend our classes and
absorb our knowledge. In short, we teach those with
the will to learn how to fight, to win, and to stay
alive for many years to come. You have been given a
privilege in which many others have failed to gain.
I am the fifth headmaster of this Academy, a
successor to the work of my predecessors who laid
down the foundations that we walk upon now. The
Academy was started by Swordmaster Killas
Thurmach, a renowned warrior of his time and an
honourable combatant who looked to the way of the
sword as a means of attaining valour in the
afterlife. He had seen what many of us who offer
our services through the Academy still do
today: a desperate need for true skill and
honour on the battlefield.
Swordmaster Thurmach had fought
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Combat Options: Improvised Weapons
too many battles in which his unworthy opponents resorted to nothing more than the
flailing of their weapons in a match to kill their foes before they were killed in turn.
The ways of the parry and the thrust were gone and the legendary Swordmaster could
not stand idly by and allow this to continue. He assembled some of the greatest
masters of the diverse arts of melee and they created the Academy to which I offer
your invitation today.
We have heard of your exploits on the field, in the deepest dungeons, and the
foulest pits that only the brave dare to enter. An invitation to the Academy will only
be given to those who have been chosen unanimously by the Elective Board and you
are one of those chosen few. Your deeds have been witnessed by shadowy figures of
our employment that have followed your progress and brought your recommendation
to the Elective and they were all impressed. We have come to belief that while your
skills in battle are indeed impressive, they are not all that they could be. There is more
that you can take with you and we would be honoured if you would allow us to teach
you.
There is no cost to attending classes at the Academy other than providing your
own living and medical expenses. We have many inns and hostels that cater to our
pupils with a hearty market that surrounds the grounds of our Academy. Our
domicile is small yet fully functional to our needs and to the fulfillment of your
lessons. While there is a more detailed code of conduct that must be maintained in our
halls, there is only one that you must learn now: our Academy does not exist.
Admittance is granted only to those who are given it and our methods are secret to the
outside world from which we desire to remain hidden. This letter and its attached
document have been enchanted to reveal itself only to you before it disintegrates in a
month’s time – all others who look upon it will find only useless scribblings and inane
babblings. Do not think of us as a secret society so much as a collective of like-minded
warriors of steel and spell that seek one thing which has eluded us: honour.
What you will find included with my letter is the core teachings of the halfling
Barun Quickwrist, a name almost solely credited with the destruction of the famous
Dragon’s High Tavern five years ago. While he is specialized in all forms of
weaponry, they bore him, by his own words. Considering the need to survive in any
environment and the underestimated knack of household objects to a combatant such
as yourself, we found it necessary to provide Professor Quickwrist with a class from
which to share his knowledge. It is also part of his probationary term.
And so, I shall leave you to your reading and look forward to hearing your
reply.
Sincerely,
Dolvus Jerranmacher
Headmaster,
Advanced Tactical Academy of Combat
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Combat Options: Improvised Weapons
In the world of the fantasy adventurer, life is combat. Be it through the use of swords,
spells, psionics, or any other means at their disposal, all those who take up the cause of
the open road and a sealed dungeon must do battle with another creature and kill it.
End of story.
The use of combat began with the first two creatures ever to meet and make their
claim over a morsel of food, a territory of land, or the right to mate. In time, with the
aid of thousands of years in evolution and conception, the battle between two
intelligent beings has grown into an art. Fighters train from infancy to carry all
manners of weapons and wield them into battle with perfection and skill; rogues use
the smallest and subtlest of tactics to wound their foes unexpectedly; and magic-users
call upon the arcane energies of the universe to inflict harm upon those stronger and
faster than themselves. While some may seek only to dispose or remove the threat that
stands before them, most accept the responsibility that they will have to claim a life. To
fail is to die and this is why you cannot get it wrong.
Combat Options: Improvised Weapons is a sourcebook for the d20 fantasy role-
playing system and is intended as the first is a series of combat-specific material. In
here, we shall dive into the tenets of the fighting arts and tread across new, optional
rules and variants to the existing system in order to provide these scenes with added
realism and strategy. Since all optional material provided in this book will be based on
the original combat system laid down in core rulebook I, it is essential to have that book
in hand.
It is crucial to point out that this book is not intended as a correction to an
existing system: by far, the original combat rules are an excellent engagement for two
or more combatants to duke it out to the death. It covers a lot of ground and works for
many gamers in many situations. Combat Options will offer a system of variants to
this original dynamic with the goal of providing a more intense fight sequence to your
games. Each book of this series will look at the base components of the combat system:
attacks, defence, hit points, and initiative, as well as offer some new rules for unique
and challenging combat scenarios (such as improvised weapons, the technique of
picking up anything and using it in a fight). From these components, the book will
provide a mixture of possible rule alterations or enhancements that can be
interconnected with the original combat system that is already in use or combined with
any other rules provided throughout these pages. THIS SERIES DOES NOT
CONTAIN ONE SOLID COMBAT SYSTEM as much as it does provide numerous
optional systems that can be chosen by each Game Master and his players. You may
choose to use any of the following by its end:
- wish to keep using the attack bonuses and Armour Class but select a new style of hit
points that are divided amongst all portions of the body
- keep the hit points at their original score and change AC into a deflector of damage
rather than increase the difficulty in hitting an opponent
- maintain all other aspects of combat the same yet alter the attack bonuses to be
divided into a chosen number of attacks taken an overall attack bonus
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Combat Options: Improvised Weapons
- reflect back to the proficiency based system of weapon selection from a bygone era
Aside from the crunchy bits of rules, feats, and other such essentials of d20 role-
playing, this sourcebook will explore the intentions and considerations made into
every aspect of combat. By explaining and resolving all of the steps involved with
sword, there is the opportunity to introduce other concepts that might not be found
within these pages and open up opportunities to enhance the combat experience even
further.
The final selection for a combat system derived from this book will be up to
you! It is the purpose of Combat Options to offer a wide variety of variant rules and
tactics for pitting the greatest warriors head-to-head until one of them comes off.
What is a
Realistic Combat System?
The human body was not designed to be punctured: if an arrow should strike a man in
the shoulder, he will lose more than blood. The muscles in his shoulders are attached
to his arm and the tearing of those muscles will hinder the actions that his arm can
normally take. Pain surges through his body and discourages him even further. A
shattered shred of bone can rebound within his chest and tear away at its inner linings.
At a later time, a poorly healed wound can grow infectious and rotten and may have
to be amputated to spare the rest of his body from disease. That very same arrow –
once nothing more than a “flesh wound” – could eventually strike the man down
forever and send him to the grave.
The original design provided in the core rulebooks in considered a fantastic
combat system
and is a somewhat simplified version of combat that allows a hero to
suffer many injuries and physical torments while still fighting to save the day. A
realistic combat system
works to symbolize the dangers and preventions that must be
taken by those who have truly fought against another and survived (or not). One well-
placed strike can cause debilitation in battle and turn the tide of victory in another’s
favour.
All of the possibilities provided in Combat Options will offer an aspect of a
realistic combat system
. Allowing role-players to select which options to be included in
their games will allow the sword-and-sorcery aspect of the fantasy genre to remain:
let’s face it, the idea of charging into battle with over 100 hit points, a +35 bonus to
your attack, and an Armour Class that is higher than the year you when born to back
you up is still an encouraging thought. Realistic combat does not mean to take this
away so much as add an element of strategy to the battle. Beforehand, a 10
th
-level
barbarian squaring off against a 1
st
-level halfling bard would seem overpowering in
the barbarian’s favour. In reality (granted that there is a halfling involved), the
halfling could take down the barbarian with a blow to the right area so long as the
halfling is aware of such an option. Each character’s level becomes a reflection of their
experience rather than a guarantee of victory.
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Optional Rule vs.
Variant Rule
Most of the new material in this
sourcebook is supplied in the way of rules
and there are two types with differing
effects on the core system. Optional rules
are those that will alter the original
system as it was designed in the core
rulebooks
. It is intended to replace an
existing rule or to be inserted alongside
those already set into place. A variant rule
is designed to be used in addition to an
existing rule and was created as an
addition for players and the GM to take
into consideration during their games.
Many such variant rules are found in core
rulebook II
to provide further examples.
Difficulty Levels
Each group comes with its own acceptance of the rules: some may rely on them
heavily and follow them as a bible while others just need guidelines so that everyone is
treated fairly. In order to provide a collection of measures for creating a unique
realistic combat system, an assorted level of difficulty is provided.
All material, namely the optional and variant rules, are marked as one of three
levels:
Basic: These rules can be easily inserted into the core rules and require almost no
additional effort. Most variant rules, whose very nature is to insert into a previous
system, are considered basic rules.
Advanced: The introduction of an advanced rule will change the core system and
commonly requires the use of a table or chart to carry out during a game. This type of
optional rule can also require the player to make a tactical decision in its use
(sacrificing an attack to use this new rule, for example).
Expert: Bring in an expert rule and you can have a totally different gaming experience.
Expert rules are designed for those seeking a complete overhaul of their battles and are
designed for experienced players and GMs.
Combat Manoeuvres
Skill in battle is more than simply mastering the details of rules, feats, and various
other tactics that can be found in rulebooks. On the field, a seasoned warrior must rely
on more than proficiencies, high Strength, and lots of experience to live for another
fight – he must learn how to move in ways that his opponent cannot.
Total # of Manoeuvres
XP Cost for New
Manoeuvre
1
100 XP
2
300 XP
3
750 XP
4
1000 XP
5
1500 XP
6
2000 XP
7
2500 XP
8
3250 XP
9
4000 XP
10
5000 XP
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Combat manoeuvres
are tactical positions initiated by learned characters designed
to grant an extra edge to those who have studied and mastered them. Combat
manoeuvres are divided into numerous divisions that coincide with many of the
subjects found in this series: initiative, attacking, defensive, and damaging. Each
manoeuvre is provided as a description of a physical variation to the standard dice roll
that can result in a bonus to the check. So long as predetermined conditions are met
before the check is made, a combatant who has learned a particular manoeuvre can
catch his opponent flat-footed while standing directly in front of him, inflict a heavier
amount of damage, or deflect an attack that was intended to sever his head.
Each manoeuvre must be taught to the character and can become accumulated
into a unique fighting style. Many fighting guilds that teach such tactics can assemble
their own blend of manoeuvres into a fighting art (which is a common practise for
monks). Each manoeuvre is listed with an XP cost that must be exchanged from the
character’s current experience in the same manner that some spells have an XP cost for
spellcasters. The character must spent one week studying and practising the
manoeuvre under the guidance of an experienced mentor who has learned and used
the manoeuvre for at least three levels within the campaign. The character does not
expend the experience point cost until the completion of the training and he cannot
spend enough XP so that he is reduced in level. When the requirements of training
and mastery are complete, the warrior is able to perform the manoeuvre when the
conditions are just right.
The exact XP cost for each manoeuvre is based on the total number of
manoeuvres a character has already accumulated. A fighter who is learning his first
manoeuvre will only spend 100 XP while another who has begun to study his fifth will
end up spending much more than that. Learning – and eventually mastering – a
manoeuvre is a distraction from regular training and practise within the core classes.
In modern terms, learning a manoeuvre is an after-school project for bonus marks. As
it must be learned in addition to the regular requirements for advancing within a class
(es), it becomes more difficult and more challenging as the character learns more
manoeuvres. The XP cost for learning a manoeuvre is provided in the table to the side.
There is no maximum number of manoeuvres for a character to have at their
disposal so long as they are willing to spend the required XP cost to do so. A character
cannot spend so much XP that he will be reduced in level. If a character wishes to
learn an 11
th
manoeuvre (or more), increase the XP cost by 1000 XP for each additional
manoeuvre to be learned.
To use the manoeuvres in battle, however, a character is only allowed one per
round, no matter how many attacks that have at their disposal. It is therefore
impossible for two manoeuvres to compound together to create a higher bonus.
Manoeuvres and Energy Drains
Battling those undead with the power to drain life and experience can become just as
dangerous to manoeuvres as they are to character levels. For every level that is
drained per attack, the character will lose one manoeuvre. As an example, if a
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Combat Options: Improvised Weapons
character should lose 3 levels in a fight against a wight, he will also lose three
manoeuvres from his repertoire. This rule takes into account that the average
character will gain one manoeuvre per level. Once it is lost, the character must re-
learn it – spend the appropriate XP and retrain.
The Academy
Combat Options: Improvised Weapons
is written in the guise of a school of fighting called
the Advanced Tactical Academy of Combat. Each book in the series is “taught” by one of
its experienced tutors and, in turn, each book is presented as if it was written by one of
these unique individuals. The majority of this sourcebook will be written in a role-
played format that can be included into any game and integrated into the campaign
itself. Those sections marked in indented paragraphs beneath each lecture delve into
the game mechanics behind such possibilities and provide the crunchy bits for a GM
and players to use in creating their own realistic combat system.
But the Academy is provided as more than a backdrop for this sourcebook – it
is a portable setting for adventure. As you will soon discover, there is more to the
Academy that lessons on sword-fighting and spell-slinging; all Game Masters are
encouraged to make use of the detail put into the Academy and integrate it into a
game. Each instructor is provided with full character stats and background – use the
instructors as secondary characters to play out an adventure to begin integrating the
new rules that you should choose or devise.
The Seriousness of War
Before venturing any further, you must sit back and reflect: what this sourcebook will
offer can become a dangerous offence in your game. By granting your heroes access to
these options, you are also damning them to experience it. This is the highest
consideration that must be taken before enacting any of the optional or variant rules
that will be provided here. If a new attack system seems to be the perfect eliminator
and vanquisher of villains, would you be willing to suffer the consequences of such an
attack yourself? Are you willing to pit the characters against these rules as much as
you are their foes? This is a question for both Game Master and players to offer
jointly.
Once this choice has been made, let us begin…
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Book Four:
Improvised
Weapons
The following lecture was taken on the Fifth Day of the Sun, 106
th
Academic Year. The instructor is Barun Quickwrist, a halfling rogue of
the Southvalley. Barun has a habit of missing many of his own classes
or announcing sudden “excursions” that prevent him from performing
his lectures. Many others have noted that these absenses have coincided
with the arrival of prominent law enforcement officials and various
bounty hunters in the area.
G
ood afternoon, class. I hope everybody brought your
books and some writing instruments with you because
these are gonna be important. Don’t bother
opening them, big guy, we’re not gonna write
in them today. You’re gonna learn how to use
them in a fight.
How many of you in here have been in a
barfight? Wow, that’s a lot.
Alright, how many of you have
ever snuck into a bedchamber after
climbing a two-
hundred foot wall?
If not, you’ll know
that you have to carry
light. Sure, you can
take a dagger hidden
under your belt, but your
options are a bit limited
during a sneak-and-
enter job. If you come
across a guard or
accidentally wake up a
sleeping target, grabbing
that mug on the
bedside table can
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Combat Options: Improvised Weapons
become a lot handier than you might think.
That’s what I’m teaching you today: how to fight with anything. Pick up that
chair you’re sitting on and throw it across the room, use your desk as a shield, topple
that bookcase in the corner onto someone else, and knock them unconscious with my
globe. Ha, I’ve even been used as an improvised weapon by a barbarian. I took just as
much of a beating as the other guy but he was standing on the edge of a cliff…until he
got knocked off.
So here goes: an improvised weapon is any ordinary item that is picked up and
swung around or thrown for the sake of clocking someone else on the head. These are
everyday, ordinary things that can go from fragile to extremely expensive and fighting
with them can be trickier than you might think. Picking up a stool and using it to fend
off a swordsman will only be able to work for so long ‘cause the stool wasn’t designed
to be smacked about. This is the first thing all of you should remember: when you
pick up something and use it for improvised combat, you will not have it for long. It
should only be used in emergencies, like when you don’t have a weapon available or
to create a distraction. Of course, tearing up a pub with nothing but the furniture
inside can be pretty fun too…
The Basics of Improvised Combat
Let’s get something straight right off the bat: fighting with the kitchen sink is not as
easy as it looks. Well, that’s wrong, in a sense, because it is easy to pick up a stool and
swing it, but it’s not easy to actually fight with it. These things ain’t meant to take a
beating like that – unless you go into a dwarf’s home. Now there’s some stuff that can
take a pounding and still be useful for dinner!
Improvised weapons are useful for a quick-second distraction: knocking that
orc back so you have time to pull out your real weapon, deflecting a sword blow with
a candelabra, or start a fire by tossing that torch in the corner. Ya know, that kind of
stuff. In some cases, you might find yourself parrying a few blows going backwards
up a staircase with nothing but the janitor’s broom in your hand, until you can actually
pick up the broadsword he sundered onto the balcony. So you gotta be prepared for
those little adaptations when you fight.
Optional Rule (Basic):
Standard Considerations for
Improvised Combat
Any scenario that uses improvised weapons follows the same rules for combat
with swords, shields, and all other battle-ready gear. Improvised combat is
designed to mix hand-in-hand with standard combat so that the two may blend
and switch between each other as needed.
Basic Combat Functions: There are certain gaming functions for improvised
weapons given default rules during a combat sequence. Weight is not listed as
an exact amount but is generalized in 5-pound increments; these items are not
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Combat Options: Improvised Weapons
expected to be carried around in a PC’s backpack during any adventure and are
commonly used for emergencies only. Weapon types (i.e. slashing) are rather
self-explanatory. Cost is never mentioned because it is very rare that a PC will
stop in a bazaar or market, purchase an item with a smile, and bash it over
someone’s head – if this ever does happen, go with the flow and have fun.
Haggle over the price while the bad guys come rushing through the crowd or
have the owner of the recently destroyed item ask for money from the PCs to
replace the front door that was busted over someone’s head. All this assumes
the PCs will either grab any item within a room and swing it wildly or use any
anonymous items that they already carry with them. In many cases, improvised
items can follow the same costs as standard equipment in core rulebook I.
Range Increments: These should never be anything fancy. Unlike ranged
weapons, most improvised weapons were never designed for the purpose that
they are about to be utilized for and cannot have the stability and flow to be
thrown properly. An improvised weapon cannot have a range increment
greater than 5 feet or used in conjunction with any projectile weapons (i.e.
crossbow). If a range increment is not provided on Table II (see below), then the
absolute maximum distance that it can be thrown effectively is 10 feet.
Critical Hit Modifiers: Critical hits can still be used for an improvised weapon
but it should never be higher than ×2 for the very same reason as range
increments. In fact, some objects may be so brittle and delicate that they are not
capable of delivering a critical hit (see Frailty Ratings below). The key to critical
hits is that an object is effectively sharp or blunt to the point that it can cause a
greater amount of damage if used properly– a wine glass was never designed to
inflict maximum damage, it was meant to hold a good tasting mouthful of old
grape juice. Certain exceptions are bound to exist but these should be very rare
indeed.
Quick Draw: Using an improvised weapon allows most combatants to break
one rule of thumb in combat: drawing their weapon. Unless the combatants
uses an item stored in their pouch, backpack, or other carrying device, they are
generally considered to simply grab an item standing before them and swing
away with it. All improvised weapons used in this manner grant the combatant
automatic use of the Quick Draw feat in combat. As always, GMs are
encouraged to find exceptions to the rule based on item size, weight, and the
like as the need arises.
E=mc
2
(Effect = manipulative character control)
To start, all characters using an improvised weapon are considered non-
proficient with its use – there is very little training provided to the common
adventurer in rolling pin combat. All improvised weapons are used with a –4
penalty with the only exception being items that bear an extreme resemblance to
proficient weapons at the DM’s discretion (i.e. kitchen knives can
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Combat Options: Improvised Weapons
substitute daggers). Those who gain the Improvised Weapon Proficiency feat
(see below) can overlook this penalty and attack with accuracy while holding
any item.
Improvised Weapon Sizes: The same rule that applies to character and weapon
sizes should also apply to improvised weapons: A character using an
improvised weapon can use an item that is classified as one additional size level
larger (i.e. a Medium-sized PC heaves a Large writing desk across the room)
with an additional –2 attack penalty. Additionally, the same character can toss
around a Huge table with a –6 penalty. Anything larger is too awkward for the
character to use effectively in improvised combat. These items were never truly
designed for a “proper” grip and can always be slung under the attacker’s arm
or tossed about wildly. The character-to-item ratio should never increase any
higher unless he is aided by another character. The only exception to this rule
could involve picking up an extremely large object and dropping it from a great
height, so that the combatant’s only requirement is the strength to lift this heavy
object over his head or the railing that he stands before. Doing so does not grant
the character’s Strength bonus but extra dice can be added according to the
height of the drop.
Light Weapons: Any objects weighing less than 5 pounds that can be
categorized as a one-handed weapon is considered a light weapon for the
purpose of two-weapon fighting. For example, if a combatant picks up a wine
bottle to go with his longsword, the wine bottle is considered a light weapon
and can be used for secondary attacks with the full attack option.
The Thicker the Bottle, the Thinner the Skull...
Manufactured material is a consideration for improvised weapon damage.
Brittle items such as glass and mirrors will never be able to cause much damage
to an opponent simply by smashing them over someone and it will always be
nonlethal. Generally, any item with a Frailty Rating of two or less will always
inflict nonlethal damage unless its weight exceeds 10 pounds. Thicker, sturdier
pieces will do the trick nicely and can inflict permanent damage. This
observation determines the damage rating of an item. Provided below is a
Maximum Damage per Core Material chart. The dice type provided with each
material is the absolute highest that can be used for a non-magical item
manufactured with that material (also known as the core material).
Blended Materials: Some items are made of different materials. As a rule, the
core material is determined by its percentage of the item’s surface. If at least
60% of the item is made of a certain material, it is considered to be the core
material of an item. For example, a picture hanging on the wall has a wooden
frame, but most of the painting is made of cloth or fabric. Therefore, it inflicts
damage as a cloth weapon. An attacker can shift the improvised weapon to
inflict greater damage with a minor portion of a blended item, but this inflicts
an additional –2 penalty to the attack.
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Combat Options: Improvised Weapons
Damage Modifiers
for Full Containers:
Any container that is
Medium-sized or less
filled as much as
three-quarters full will
inflict twice as much
damage than empty.
Any container of
Large-size or greater
will cause as much as
five times the damage
when filled.
Knocking Opponents
into Objects: Instead
of hurling an object at
an opponent, he can
be thrown or tackled
into one instead.
Doing so will only
inflict half as much damage if the object is sturdy and considered immovable.
Movable or light objects will simply fall over and inflict no damage.
Optional Rule (Advanced):
Frailty Ratings
In the reverse of the Hardness Ratings given to the strongest items, the Frailty
Rating symbolizes the fragile nature of items forced to endure the rigors of
physical combat. Those items given a Frailty Rating are only able to inflict a
certain amount of damage equal to their Rating until they shatter, snap, or
disintegrate. In most cases, they are used once before ruining while others can
last for an entire battle. If an object has a Hardness Rating, it cannot have a
Frailty Rating.
Frailty measures the item’s ability to take abuse given by its owner. This does
not mean that the item is completely destroyed should it exceed its Frailty
Rating, but that it can no longer be used for anything practical, including its
original purpose, without repairs from a Craft check.
If an item should dish out as many hit points in damage within a single attack
that is equal to or greater than its Frailty Rating (including the character’s
Strength bonus), then the item is considered broken but may still be usable in
pieces. Any abilities or bonuses that a character can receive by using the item
are only half as effective. The weight or carrying capacity of the item (if
applicable) is also halved. If the original amount of damage dealt is more than
Maximum Dice per 5 lbs.
Core
Material
Slashing
Piercing
Bludgeoning
Glass
d4
d4
1d4
(nonlethal)
Leather
-
-
1d2
(nonlethal)
Wood
d4
d4
1d4
Metal
d6
d6
1d6
Cloth*
-
-
1 (nonlethal)
Bone
d3
d3
d3
Brick
-
-
d8
Clay
d2
d3
1d3
* must have at least 10lbs. of weight
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Combat Options: Improvised Weapons
twice the Frailty Rating or met for a second time, the item is now completely
ruined and cannot be used for anything more than junk. Tracking the damage
for Frailty Ratings is not cumulative. For example, a character attacks twice
with a wine bottle and causes 2 points of damage both times (for a total of 4 hit
points). The bottle has a Frailty Rating of 3. Each single attack did not match
the Rating and so it remains intact for another round. If the bottle inflicts 3
points of damage in a single attack, it cracks or breaks in half.
Magical and Masterwork Items: Magical items always have a +2 to their Frailty
Ratings. Masterwork items are given a +1 bonus.
Frailty Ratings on Missed Attacks: If an attack misses its target but can still
strike a nearby wall or solid object, the attacker should make a damage roll as if
he had struck his mark. If the Frailty Rating for the improvised weapon is
equalled or bettered, then the standard effects will occur to the item.
Critical Hit Modifiers for Brittle Objects: If an object has a Frailty Rating of 2
or less, it cannot have a critical hit multiplier. This item is so brittle that it will
almost always shatter on impact and will not be strong enough to cause extra
damage. It can also inflict no more than nonlethal damage unless the item
weighs more than 10 pounds or is dropped from a tall setting (such as a cliff).
Frailty Ratings for Full Containers: Containers that are at least three-quarters
full have their Frailty ratings doubled – they are more durable when not as
hollow.
Frailty vs. Hit Points
Why the need for Frailty Ratings when there are already hit points? Simply
because of the demands required for each. Hit points measure the solidity of an
object – if an item is struck with a sword, it will be torn apart and lose precious
hit points. The Frailty Rating gauges the durability of the same object –
matching or exceeding its Frailty Rating during combat does not mean that the
item is destroyed, merely that it is no longer usable in battle. A chair that has
exceeded its Frailty Rating can be fixed, breaking away at the joints and
repairable in most cases while one that has lost its hit points has been chopped
into firewood.
Broomsticks Ain’t Just for Kicking Ass
Now, like I said, a chamberpot ain’t just for banging heads with…or that other thing
it’s meant for. If you wake up in the middle of the night and find an assassin standing
over you with a poisoned dagger over your eyeball, that handy little pot can make a
good blocker. Anything can be used for that matter, because as soon as the weapon
strikes another solid object, the chances of it striking you and/or inflicting just as much
damage becomes less. For demon’s sake, that’s what armour’s for!
16
Combat Options: Improvised Weapons
Optional Rule (Basic):
Improvised Defence
Common items can also become a defensive barrier against attacks, including
those from crafted weapons and spells. As with improvised fighting,
improvised defence can only offer so much protection.
Parrying/Blocking: Campaign using parrying rules can also manipulate
improvised weapons to block attacks. Any improvised weapon used to parry,
however, will endure the damage against the item as if it were sundered (see
below).
Shields: Flat, solid objects can be used as shields and compared to any
appropriate sized shield listed in the Equipment chapter of the Player’s
Handbook
, while still suffering damage as if the attacker was using the sunder
action against the item. The difference with these improvised shields is that
once their hit points are reduced to 0, the item is considered useless. Large
items can also provide a cover bonus (+2 dodge bonus to AC, +1 to Reflex
saves) so long as they have a diameter wide enough to act as such a barrier.
Sunder: If a combatant should attack an improvised weapon and attempt to
sunder it, the item will take damage as normal.
Learning the Way of the Flying Chair
Now, it’s all fine and dandy to know how to best use any mundane item in the room
for fighting, but I’m also here to teach you how to really master them. Like I said
before, it’s not likely you’ll see some monk in a temple in the sky meditating over a
frying pan, but there’s a good possibility that he’ll at least swing it around enough
times in the kitchen to get a good feel for it.
New Feat:
Improvised Weapon Proficiency
Many characters could benefit from the use of improvised weapons. Many
have entered a castle under a direct order from the king to leave all weapons at
the gate. Rogues may be forced to leave their short swords behind to reduce the
amount of noise that they can produce and a barbarian will use just about
anything while in the midst of a rage.
With the selection of this feat, you will be able to use any sturdy item as a
weapon without suffering from the non-proficient penalty. All other rules for
improvised weapons will still apply.
Prerequisite: Simple Weapon Proficiency
Benefit: You make attack rolls with improvised weapons normally.
Normal: A character that uses an improvised weapon without being proficient
with it suffers a –4 penalty on attack rolls.
17
Combat Options: Improvised Weapons
Examples: Common Improvised Weapons
In order to provide detailed examples that are familiar to fans of the d20 game, a
listing of the most common improvised weapons are detailed in Table 2. These
include items from the adventuring gear equipment in core rulebook I and furniture
provided in the Minor Furnishing generator of the core rulebook II. While these can
become consistent features and rules for any campaign, they are given as a sample of
the possibilities that a DM can consider for improvised combat. Most of these items
can be substitutions for other improvised weapons that not provided in this article. As
stated before, it is unpractical to suggest and list all possible items that could become a
weapon.
Barrel/Keg: This item will inflict up to five times as much damage depending on the
weight comparison.
Bones: Whether they are found on the dungeon floor or pulled from a walking
skeleton, bones can inflict either type of damage (slashing, piercing, or bludgeoning)
based on the condition of the bone. If the bone is intact, it will inflict bludgeoning
damage. If the Frailty Rating causes it to break, it will turn into a slashing/piercing
weapon. If the Frailty Rating is exceeded again, the bone is completely destroyed.
Books: Excessive damage will cause the binding to break and pages to fall out
(determine randomly which pages break loose). Books with special bindings,
including spellbooks, may have a +1 bonus to damage.
Bottle: Can inflict twice as much damage if full.
Bucket: If the bucket is tied to a rope, it will have a reach of 10 feet or more. See the
listing for rope in determining reach.
Chain: Through it is not as strong and fluid as a spiked chain, this item can be the
most flexible of all improvised weapons. It makes for a harmful bludgeoning weapon
as well as perfect for disarming with a reach of 10 feet. It does not have a Frailty
Rating.
Chair/Stool: Aside from an excellent and most common improvised weapon, a chair
can be used to deflect attacks by holding the outstretched legs towards the attacking
target. This grants a +2 bonus to Disarm checks.
Cooking Tools: This listing includes ladles, cleavers, large soup spoons, bowls, pots,
and pans. Almost all examples are made of some type of metal or hardened wood and
will normally inflict the same damage (based on a normally sized tool).
Crowbar/Poker: Extremely sturdy in battle, these items commonly feature a small
hook or loop that will grant a +1 to Disarm checks.
Flask/Vial: Can also be shattered on the ground and treated as caltrops (with a –2
attack bonus instead of +0).
Glass: Used for wine and more exquisite drink, these are guaranteed to shatter upon
first blow. Once broken, they can be used as a slashing weapon.
Grappling Hook: If swung around while tied to a rope, it can be just as dangerous as a
chain. See the listing for rope in determining reach.
Hammer: There are two types of damage for a standard hammer: one for the
18
Combat Options: Improvised Weapons
blunt head (bludgeoning) and another for the sharper end (piercing).
Jug, Clay: This item is heavier and will inflict twice as much damage if is it filled with
any liquid.
Ladder, 10-foot: Grants a reach of 10 feet to the wielder. A well-placed defence will
grant a +2 to Disarm checks and cover (+2 to AC, +1 to Reflex saves).
Lamp (common, bullseye, or hooded): When full of oil and lit, the target must make a
Reflex save (DC 15) if the lantern should shatter upon impact. Failing the save will set
him on fire and cause 1d4 points of burning damage for 1d4+2 rounds. The beam of
the bullseye lamp can be directed into an opponent’s eyes and blind him for one round
unless he passes a Reflex save (DC 12).
Manacles: Can be used exactly as a chain, except it will inflict more damage with the
thicker and heavier wrist cuffs.
Mug: Normally carved out of wood, these items have a higher Frailty Rating than
glasses.
Piton: Can be thrown as a dagger.
Pole, 10-foot: Grants a reach of 10 feet to its wielder. Its design will grant a +2
Strength bonus to the wielder in lifting an object or opponent over his head.
Pouch, Belt: Can only inflict damage if filled with heavy materials (i.e. gold coins).
Sack: Can be used to deflect an attack and grant a +2 bonus to AC as well as gain a +2
bonus to Disarm checks. However, if the attack should be made by a piercing weapon
that would inflict more damage than the sack’s hit points, the weapon will tear
through the item and ignore the AC bonus. It can only inflict damage when filled with
heavy materials. The damage is 1d6 when half filled and 1d8 when completely full.
Signet Ring: Inflicts normal damage from an unarmed attack. If the combatant has the
Improved Unarmed Attack feat or is a monk, the ring instead grants a +1 bonus to
damage.
Sledge: Since it was not designed as a weapon, the wielder can only attack as if he was
under a slow spell.
Table: When used during a charge, grants a +2 bonus to the character’s Strength roll.
Tray: When not used on its own, any contents held by a tray can be tossed at an
opponent with an additional –2 attack penalty and inflict half the damage as normal as
if each item on the tray had been thrown separately.
Vase: As varied is sizes as they come, all vases will inflict twice as much damage if
filled with a liquid.
Whetstone: Can be used as brass knuckles to inflict normal damage with an unarmed
attack. If an automatic 1 is rolled, the wielder inflicts the same damage on himself
while breaking his fingers.
In Conclusion...
Okay, everyone’s looking good here. Hey, nice use of the chalkboard, big guy. So,
what’s say we take a little field trip?
I know this pub nearby that has lots of chairs, tables, glass mugs, and a few
measly pirates with a penchant for fighting at the drop of a hat…
19
Combat Options: Improvised Weapons
Items:
Size:
Damage:
Critical:
Range
Increment:
Frailty:
Hardness:
Hit Points:
Barrel/keg
(1)
Large
1d6
×2
-
-
3
10
Bones
Small
1d3
×2
5 ft.
4
-
4
Books
Small
1d4
×2
-
6
-
4
Bottle, glass
(1)
Small
1d3
×2
5 ft.
3
-
2
Bucket
(1)
Small
1d3
×2
-
6
-
6
Chain
Large
1d6
×2
-
-
12
10
Chair/stool
Large
1d6
×2
-
5
-
6
Cooking tool
(i.e. spoons)
Small
1d2
×2
5 ft.
4
-
2
Crowbar/poker
Medium
1d6
×2
-
-
15
15
Flask, glass
Tiny
1d2
(2)
-
5 ft.
2
-
2
Glass, wine
Tiny
1
(2)
-
5 ft.
1
-
1
Grappling hook
Small
1d4
×2
*
-
15
10
Hammer
Small
1d4
×2
-
-
15
6
Jug, clay
(1)
Small
1d3
×2
5 ft.
4
-
4
Ladder, 10-foot
(4)
Large
1d4
×2
-
8
-
10
Lamp
(3)
Small
1d4
×2
5 ft.
4
-
6
Manacles
Large
1d6
×2
-
-
15
12
Mug, wood/clay
Small
1d2
×2
5 ft.
4
-
3
Piton
Small
1d4
×2
5 ft.
-
6
8
Pole, 10-foot
metal
(4)
Large
1d6
×2
-
-
6
20
Pole, 10-foot wooden
(4)
Large
1d4
×2
-
-
2
12
Pouch, belt
(1)
Small
1d2
(2)
-
5 ft.
2
-
3
Sack
(1)
Large
1d6
×2
-
4
-
4
Signet ring
Dim.
+1
×2
-
6
-
4
Sledge
Large
1d8
×2
-
-
20
15
Table
Huge
2d4
×2
-
8
-
10
Torch
Medium
1d3
×2
5 ft.
5
-
4
Tray, metal
Medium
1d4
×2
5 ft.
6
-
6
Tray, wooden
Medium
1d3
×2
5 ft.
4
-
6
Vase
(1)
Medium
1d3
-
5ft.
4
-
4
Vial
Tiny
1
(2)
-
5 ft.
1
-
1
Whetstone
Small
1d4
×2
5ft.
-
4
6
20
Combat Options: Improvised Weapons
Improvised Maneuvers
Many hearty combatants have found a little extra training on some improvisational fighting handy, even
lifesaving. While these particular maneuvers are the least likely to be taken, they are also some of the
most fun.
Broken Object
Prerequisites: Improvised Weapon Proficiency
Benefit: When you break an object during a fight, you can continue to use the original stats of the broken
object as if it were whole.
Actions: The use of this maneuver requires a period of time prior to activation. The combatant must
wield the improvised weapon, such as a chair, for a period of 5 rounds minus every fifth character level the
combatant possessed. Therefore, a 10th-level fighter would only have to swing the chair around for 3
rounds before he could make use of this maneuver. If, at any point for any reason, the improvised weapon
should break, the combatant may continue to use the broken item as if it were still intact.
Shattered Comeback
Prerequisites: Improvised Weapon Proficiency, wielding an object for defence
Benefit: Just as the improvised defensive object breaks (typically as an opponent sunders it), the
combatant is able to angle the object and barrage his foe with sharp, flying debris.
Actions: To use this maneuver, the user must hold their initiative against an oncoming attack. The
opponent can break this weapon during a sunder attack or the user may choose to block the next attack
with his improvised shield. When it breaks (reduced to 0 hit points), the user makes a –5 ranged attack on
the opponent. He uses the damage of the improvised object for this single attack, which remains broken
and useless from this point on.
22
Combat Options: Improvised Weapons
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