Greater Improvised Weapons (3.5e Feat)
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Greater Improvised Weapons [General]
Prerequisites: Base Attack Bonus +6, Improved Improvised WeaponsBenefit: When wielding an improvised weapon, you now improve the die type of damage for a medium character as follows: Light one-handed improvised weapon- 1d8, Other one-handed improvised weapon- 1d10, Two-handed improvised weapon- 1d12. In addition, you may throw any light one-handed improvised weapon as a thrown weapon with a range increment of 10 ft. When you are wielding any improvised weapon, you may make an opposed Bluff check against an opponent as a free action. If you are successful, the enemy is considered flat-footed against your next attack with an improvised weapon, as your foe has seriously underestimated how dangerous you are with an unlikely weapon. This trick generally only works on intelligent creatures, once per creature per combat.
Normal: When wielding an improvised weapon, a medium character deals 1d6 with a one-handed improvised weapon, 1d8 with a two-handed improvised weapon, and has no ability to catch a foe off-balance based upon weapon skill alone.Special: Monks using this feat may use a light one-handed improvised weapon as a monk weapon, and even treat it as a thrown weapon as described above.
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Article Balance | Moderate + |
Author | ScreamingBeef + |
Identifier | 3.5e Feat + |
Prerequisite | Base Attack Bonus +6 + and Improved Improvised Weapons + |
Rating | Unrated + |
Summary | Your skill in wielding any non-weapon object you handle as a weapon is vastly improved. + |
Title | Greater Improvised Weapons + |
Type | General + |