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Combat Options: Improvised W eapons

Combat Options: Improvised W eapons

Combat Options

Improvised W eapons
Assembled by Todd Crapper from the Collected Archives of the Advanced Tactical Academy of Combat Cover by Sean C. Frolich

T able of Contents:
Introductionpage 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)

Combat Options: Improvised W eapons

Introduction:

first lesson at our Academy: for every major event in every races 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

A Letter from the HeadMaster W


ar is a fact of life. It is this undeniable fact that is your

Combat Options: Improvised W eapons


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 months 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 Dragons 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

Combat Options: Improvised W eapons


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 roleplaying 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

Combat Options: Improvised W eapons


- 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 roleplaying, 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 wellplaced strike can cause debilitation in battle and turn the tide of victory in anothers 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: lets 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 10th-level barbarian squaring off against a 1st-level halfling bard would seem overpowering in the barbarians 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 characters level becomes a reflection of their experience rather than a guarantee of victory.

Combat Options: Improvised W eapons


Total # of Manoeuvres XP Cost for New Manoeuvre

1 2 3 4 5 6 7 8 9 10

100 XP 300 XP 750 XP 1000 XP 1500 XP 2000 XP 2500 XP 3250 XP 4000 XP 5000 XP

Optional Rule vs. V ariant 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.

Combat Options: Improvised W eapons


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 characters 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 11th 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

Combat Options: Improvised W eapons


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 relearn 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 roleplayed 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 W ar
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

Combat Options: Improvised W eapons

Book Four:

Improvised W eapons
The following lecture was taken on the Fifth Day of the Sun, 106th 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.

books and some writing instruments with you because these are gonna be important. Dont bother opening them, big guy, were not gonna write in them today. Youre gonna learn how to use them in a fight. How many of you in here have been in a barfight? Wow, thats a lot. Alright, how many of you have ever snuck into a bedchamber after climbing a twohundred foot wall? If not, youll 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-andenter job. If you come across a guard or accidentally wake up a sleeping target, grabbing that mug on the bedside table can

Good afternoon, class. I hope everybody brought your

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become a lot handier than you might think. Thats what Im teaching you today: how to fight with anything. Pick up that chair youre 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, Ive 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 cliffuntil 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 wasnt 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 dont 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


Lets get something straight right off the bat: fighting with the kitchen sink is not as easy as it looks. Well, thats wrong, in a sense, because it is easy to pick up a stool and swing it, but its not easy to actually fight with it. These things aint meant to take a beating like that unless you go into a dwarfs home. Now theres 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 janitors 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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expected to be carried around in a PCs 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 someones 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 someones 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=mc2 (Effect = manipulative character control)


To start, all characters using an improvised weapon are considered nonproficient 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 DMs discretion (i.e. kitchen knives can

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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 attackers 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 combatants 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 characters 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 items 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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Damage Modifiers Maximum Dice per 5 lbs. for Full Containers: Core Slashing Piercing Bludgeoning Any container that is Material Medium-sized or less filled as much as Glass d4 d4 1d4 three-quarters full will (nonlethal) inflict twice as much Leather 1d2 damage than empty. (nonlethal) Any container of Wood d4 d4 1d4 Large-size or greater will cause as much as Metal d6 d6 1d6 five times the damage when filled. Cloth* 1 (nonlethal) Knocking Opponents Bone d3 d3 d3 into Objects: Instead of hurling an object at Brick d8 an opponent, he can Clay d2 d3 1d3 be thrown or tackled into one instead. * must have at least 10lbs. of weight 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 items 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 characters 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

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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 Aint Just for Kicking Ass


Now, like I said, a chamberpot aint just for banging heads withor that other thing its 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 demons sake, thats what armours for!

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Combat Options: Improvised W eapons 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 Players 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 W ay of the Flying Chair


Now, its all fine and dandy to know how to best use any mundane item in the room for fighting, but Im also here to teach you how to really master them. Like I said before, its not likely youll see some monk in a temple in the sky meditating over a frying pan, but theres a good possibility that hell at least swing it around enough times in the kitchen to get a good feel for it.

New F eat: Improvised W eapon 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.

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Combat Options: Improvised W eapons Examples: Common Improvised W eapons


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

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Combat Options: Improvised W eapons


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 opponents 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 sacks 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 characters 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, everyones looking good here. Hey, nice use of the chalkboard, big guy. So, whats 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

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Items:
Barrel/keg (1) Bones Books Bottle, glass (1) Bucket (1) Chain Chair/stool Cooking tool (i.e. spoons) Crowbar/poker Flask, glass Glass, wine Grappling hook Hammer Jug, clay (1) Ladder, 10-foot (4) Lamp (3) Manacles Mug, wood/clay Piton Pole, 10-foot metal (4) Pole, 10-foot wooden (4) Pouch, belt (1) Sack (1) Signet ring Sledge Table Torch

Size:

Damage:

Critical:

Combat Options: Improvised W eapons Large 1d6 2


Small Small Small Small Large Large Small Medium Tiny Tiny Small Small Small Large Small Large Small Small Large Large Small Large Dim. Large Huge Medium Medium Medium Medium Tiny Small 1d3 1d4 1d3 1d3 1d6 1d6 1d2 1d6 1d2 (2) 1 (2) 1d4 1d4 1d3 1d4 1d4 1d6 1d2 1d4 1d6 1d4 1d2 (2) 1d6 +1 1d8 2d4 1d3 1d4 1d3 1d3 1 (2) 1d4 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Range Increment:
5 ft. 5 ft. 5 ft. 5 ft. 5 ft. * 5 ft. 5 ft. 5 ft. 5 ft. 5 ft. 5 ft. 5 ft. 5 ft. 5ft. 5 ft. 5ft.

Frailty:
4 6 3 6 5 4 2 1 4 8 4 4 2 4 6 8 5 6 4 4 1 -

Hardness:
3 12 15 15 15 15 6 6 2 20 4

Hit Points:
10 4 4 2 6 10 6 2 15 2 1 10 6 4 10 6 12 3 8 20 12 3 4 4 15 10 4 6 6 4 1 6

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Tray, metal Tray, wooden Vase (1) Vial Whetstone

Combat Options: Improvised W eapons

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.

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Combat Options: Improvised W eapons Look for these additional titles in the Combat Options line From Emerald Press PDF Publishing...
Act now or die sooner! Thats the motto behind the first PDF in the Combat Options series, Initiative. Choosing when you go is just as important and how you fight, creating room for these optional and variant rules to start your own realistic combat system for the d20 game. Take initiative as a skill, lunge in for the first strike, use weapon speeds, or learn to master the new manoeuvres provided here. Combat Options: Initiative makes combat easier.

Move in for the kill! Combat Options: Attack provides realistic options and variants for doing more than just knocking down hit points. Split up your attacks or combine them all into one total swing, deal with fatigue, inflict a solid damage rating, and impose a wound threshold on your opponent. Presented in the unique style of the series, Combat Options: Attack allows you to create your own realistic combat system that works for you!

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Live longer. Thats the goal of Combat Options: Defence . Gain a class bonus to your AC, learn to parry without selecting feats, convert armour into damage reduction, and use your shield for more than just a +1 bonus. Combat Options: Defence allows you to create your own defensive style...because you cant win when youre dead.

Combat Options: Improvised W eapons


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