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    Combat Options: Improvised WeaponsCombat Options

    ImprovisedWeapons

    Assembled by Todd Crapperfrom the Collected Archives of theAdvanced Tactical Academy of CombatCover by Sean C. Frolich

    Table of Contents:Introductionpage 3

    Book Four: Improvised Weapons page 10Standard 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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    too many battles in which his unworthy opponents resorted to nothing more than theflailing 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 couldnot stand idly by and allow this to continue. He assembled some of the greatestmasters 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 onlybe given to those who have been chosen unanimously by the Elective Board and youare one of those chosen few. Your deeds have been witnessed by shadowy figures ofour employment that have followed your progress and brought your recommendationto the Elective and they were all impressed. We have come to belief that while yourskills in battle are indeed impressive, they are not all that they could be. There is morethat you can take with you and we would be honoured if you would allow us to teachyou.

    There is no cost to attending classes at the Academy other than providing yourown living and medical expenses. We have many inns and hostels that cater to ourpupils with a hearty market that surrounds the grounds of our Academy. Ourdomicile is small yet fully functional to our needs and to the fulfillment of yourlessons. While there is a more detailed code of conduct that must be maintained in ourhalls, 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 theoutside world from which we desire to remain hidden. This letter and its attacheddocument have been enchanted to reveal itself only to you before it disintegrates in amonths 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-mindedwarriors 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 famousDragons High Tavern five years ago. While he is specialized in all forms ofweaponry, they bore him, by his own words. Considering the need to survive in anyenvironment and the underestimated knack of household objects to a combatant suchas yourself, we found it necessary to provide Professor Quickwrist with a class fromwhich 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 yourreply.

    Sincerely,

    Dolvus JerranmacherHeadmaster,

    Advanced Tactical Academy of Combat

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    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 ofthe 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 theaid of thousands of years in evolution and conception, the battle between twointelligent beings has grown into an art. Fighters train from infancy to carry allmanners of weapons and wield them into battle with perfection and skill; rogues usethe smallest and subtlest of tactics to wound their foes unexpectedly; and magic-userscall upon the arcane energies of the universe to inflict harm upon those stronger andfaster than themselves. While some may seek only to dispose or remove the threat thatstands before them, most accept the responsibility that they will have to claim a life. Tofail is to die and this is why you cannot get it wrong.

    Combat Options:Improvised Weaponsis a sourcebook for the d20 fantasy role-

    playing system and is intended as the first is a series of combat-specific material. Inhere, we shall dive into the tenets of the fighting arts and tread across new, optionalrules and variants to the existing system in order to provide these scenes with addedrealism and strategy. Since all optional material provided in this book will be based onthe original combat system laid down in core rulebook I, it is essential to have that bookin hand.

    It is crucial to point out that this book is not intended as a correction to anexisting system: by far, the original combat rules are an excellent engagement for twoor more combatants to duke it out to the death. It covers a lot of ground and works formany gamers in many situations. Combat Optionswill offer a system of variants to

    this original dynamic with the goal of providing a more intense fight sequence to yourgames. 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 uniqueand challenging combat scenarios (such as improvised weapons, the technique ofpicking up anything and using it in a fight). From these components, the book willprovide a mixture of possible rule alterations or enhancements that can beinterconnected with the original combat system that is already in use or combined withany other rules provided throughout these pages. THIS SERIES DOES NOTCONTAIN ONE SOLID COMBAT SYSTEMas much as it does provide numerousoptional systems that can be chosen by each Game Master and his players. You maychoose 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 hitpoints that are divided amongst all portions of the body

    - keep the hit points at their original score and change AC into a deflector of damagerather than increase the difficulty in hitting an opponent- maintain all other aspects of combat the same yet alter the attack bonuses to bedivided into a chosen number of attacks taken an overall attack bonus

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    - 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 intoevery 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 foundwithin these pages and open up opportunities to enhance the combat experience evenfurther.

    The final selection for a combat system derived from this book will be up toyou! It is the purpose of Combat Optionsto offer a wide variety of variant rules andtactics for pitting the greatest warriors head-to-head until one of them comes off.

    What is aRealistic 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 attachedto his arm and the tearing of those muscles will hinder the actions that his arm cannormally take. Pain surges through his body and discourages him even further. Ashattered 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 haveto 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 downforever and send him to the grave.

    The original design provided in the core rulebooks in considered afantasticcombat systemand 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. Arealistic combat systemworks to symbolize the dangers and preventions that must betaken 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 anothersfavour.

    All of the possibilities provided in Combat Optionswill offer an aspect of arealistic combat system. Allowing role-players to select which options to be included intheir 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 toyour 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 thisaway so much as add an element of strategy to the battle. Beforehand, a 10th-levelbarbarian squaring off against a 1st-level halfling bard would seem overpowering inthe barbarians favour. In reality (granted that there is a halfling involved), thehalfling could take down the barbarian with a blow to the right area so long as thehalfling is aware of such an option. Each characters level becomes a reflection of theirexperience rather than a guarantee of victory.

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    Optional Rule vs.Variant RuleMost of the new material in thissourcebook is supplied in the way of rules

    and there are two types with differingeffects on the core system. Optional rulesare those that will alter the originalsystem as it was designed in the corerulebooks. It is intended to replace anexisting rule or to be inserted alongsidethose already set into place. A variant ruleis designed to be used in addition to anexisting rule and was created as anaddition for players and the GM to takeinto consideration during their games.Many such variant rules are found in corerulebook IIto provide further examples.

    Difficulty LevelsEach group comes with its own acceptance of the rules: some may rely on themheavily and follow them as a bible while others just need guidelines so that everyone istreated fairly. In order to provide a collection of measures for creating a uniquerealistic 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 noadditional effort. Most variant rules, whose very nature is to insert into a previoussystem, are considered basic rules.Advanced: The introduction of an advanced rule will change the core system andcommonly requires the use of a table or chart to carry out during a game. This type ofoptional 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 ManoeuvresSkill in battle is more than simply mastering the details of rules, feats, and variousother tactics that can be found in rulebooks. On the field, a seasoned warrior must relyon more than proficiencies, high Strength, and lots of experience to live for anotherfight he must learn how to move in ways that his opponent cannot.

    Total # of Manoeuvres XP Cost for NewManoeuvre

    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 manoeuvresare tactical positions initiated by learned characters designedto grant an extra edge to those who have studied and mastered them. Combatmanoeuvres are divided into numerous divisions that coincide with many of thesubjects found in this series: initiative, attacking, defensive, and damaging. Eachmanoeuvre 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 metbefore the check is made, a combatant who has learned a particular manoeuvre cancatch his opponent flat-footed while standing directly in front of him, inflict a heavieramount of damage, or deflect an attack that was intended to sever his head.

    Each manoeuvre must be taught to the character and can become accumulatedinto a unique fighting style. Many fighting guilds that teach such tactics can assembletheir own blend of manoeuvres into a fighting art (which is a common practise formonks). Each manoeuvre is listed with an XP cost that must be exchanged from thecharacters current experience in the same manner that some spells have an XP cost forspellcasters. The character must spent one week studying and practising the

    manoeuvre under the guidance of an experienced mentor who has learned and usedthe manoeuvre for at least three levels within the campaign. The character does notexpend the experience point cost until the completion of the training and he cannotspend enough XP so that he is reduced in level. When the requirements of trainingand mastery are complete, the warrior is able to perform the manoeuvre when theconditions are just right.

    The exact XP cost for each manoeuvre is based on the total number ofmanoeuvres a character has already accumulated. A fighter who is learning his firstmanoeuvre will only spend 100 XP while another who has begun to study his fifth willend 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. Asit 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 moremanoeuvres. 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 theirdisposal so long as they are willing to spend the required XP cost to do so. A charactercannot spend so much XP that he will be reduced in level. If a character wishes tolearn an 11thmanoeuvre (or more), increase the XP cost by 1000 XP for each additionalmanoeuvre to be learned.

    To use the manoeuvres in battle, however, a character is only allowed one perround, no matter how many attacks that have at their disposal. It is thereforeimpossible for two manoeuvres to compound together to create a higher bonus.

    Manoeuvres and Energy DrainsBattling those undead with the power to drain life and experience can become just asdangerous to manoeuvres as they are to character levels. For every level that isdrained per attack, the character will lose one manoeuvre. As an example, if a

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    character should lose 3 levels in a fight against a wight, he will also lose threemanoeuvres from his repertoire. This rule takes into account that the averagecharacter will gain one manoeuvre per level. Once it is lost, the character must re-learn it spend the appropriate XP and retrain.

    The AcademyCombat Options: Improvised Weapons is written in the guise of a school of fighting calledtheAdvanced Tactical Academy of Combat. Each book in the series is taught by one ofits experienced tutors and, in turn, each book is presented as if it was written by one ofthese 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 campaignitself. Those sections marked in indented paragraphs beneath each lecture delve intothe game mechanics behind such possibilities and provide the crunchy bits for a GMand 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 theAcademy that lessons on sword-fighting and spell-slinging; all Game Masters areencouraged to make use of the detail put into the Academy and integrate it into agame. Each instructor is provided with full character stats and background use theinstructors as secondary characters to play out an adventure to begin integrating thenew rules that you should choose or devise.

    The Seriousness of WarBefore venturing any further, you must sit back and reflect: what this sourcebook willoffer 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 highestconsideration that must be taken before enacting any of the optional or variant rulesthat will be provided here. If a new attack system seems to be the perfect eliminatorand vanquisher of villains, would you be willing to suffer the consequences of such anattack yourself? Are you willing to pit the characters against these rules as much asyou are their foes? This is a question for both Game Master and players to offerjointly.

    Once this choice has been made, let us begin

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    Book Four:

    ImprovisedWeapons

    The following lecture was taken on the Fifth Day of the Sun, 106thAcademic Year. The instructor is Barun Quickwrist, a halfling rogue ofthe Southvalley. Barun has a habit of missing many of his own classesor announcing sudden excursions that prevent him from performinghis lectures. Many others have noted that these absenses have coincidedwith the arrival of prominent law enforcement officials and variousbounty hunters in the area.

    Good afternoon, class. I hope everybody brought yourbooks and some writing instruments with you because

    these are gonna be important. Dont botheropening them, big guy, were not gonna write

    in them today. Youre gonna learn how to usethem in a fight.

    How many of you in here have been in abarfight? Wow, thats a lot.

    Alright, how many of you haveever snuck into a bedchamber after

    climbing a two-hundred foot wall?

    If not, youll knowthat you have to carry

    light. Sure, you cantake a dagger hidden

    under your belt, but youroptions are a bit limited

    during a sneak-and-enter job. If you come

    across a guard oraccidentally wake up a

    sleeping target, grabbingthat mug on the

    bedside table can

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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, topplethat bookcase in the corner onto someone else, and knock them unconscious with myglobe. 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 hegot knocked off.

    So here goes: an improvised weapon is any ordinary item that is picked up andswung around or thrown for the sake of clocking someone else on the head. These areeveryday, ordinary things that can go from fragile to extremely expensive and fightingwith them can be trickier than you might think. Picking up a stool and using it to fendoff a swordsman will only be able to work for so long cause the stool wasnt designedto be smacked about. This is the first thing all of you should remember: when youpick up something and use it for improvised combat, you will not have it for long. Itshould 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 furnitureinside can be pretty fun too

    The Basics of Improvised CombatLets get something straight right off the bat: fighting with the kitchen sink is not aseasy as it looks. Well, thats wrong, in a sense, because it is easy to pick up a stool andswing it, but its not easy to actually fight with it. These things aint meant to take abeating like that unless you go into a dwarfs home. Now theres some stuff that cantake 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 witha candelabra, or start a fire by tossing that torch in the corner. Ya know, that kind ofstuff. In some cases, you might find yourself parrying a few blows going backwardsup a staircase with nothing but the janitors broom in your hand, until you can actuallypick up the broadsword he sundered onto the balcony. So you gotta be prepared forthose little adaptations when you fight.

    Optional Rule (Basic):Standard Considerations forImprovised CombatAny scenario that uses improvised weapons follows the same rules for combatwith swords, shields, and all other battle-ready gear. Improvised combat isdesigned to mix hand-in-hand with standard combat so that the two may blendand switch between each other as needed.Basic Combat Functions:There are certain gaming functions for improvisedweapons given default rules during a combat sequence. Weight is not listed asan 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 arecommonly used for emergencies only. Weapon types (i.e. slashing) are ratherself-explanatory. Cost is never mentioned because it is very rare that a PC willstop in a bazaar or market, purchase an item with a smile, and bash it oversomeones 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 orhave the owner of the recently destroyed item ask for money from the PCs toreplace the front door that was busted over someones head. All this assumesthe PCs will either grab any item within a room and swing it wildly or use anyanonymous items that they already carry with them. In many cases, improviseditems can follow the same costs as standard equipment in core rulebook I.Range Increments:These should never be anything fancy. Unlike rangedweapons, most improvised weapons were never designed for the purpose thatthey are about to be utilized for and cannot have the stability and flow to bethrown 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 theabsolute 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 rangeincrements. In fact, some objects may be so brittle and delicate that they are notcapable of delivering a critical hit (see Frailty Ratings below). The key to criticalhits is that an object is effectively sharp or blunt to the point that it can cause agreater amount of damage if used properly a wine glass was never designed toinflict 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 rareindeed.Quick Draw: Using an improvised weapon allows most combatants to breakone rule of thumb in combat: drawing their weapon. Unless the combatantsuses an item stored in their pouch, backpack, or other carrying device, they aregenerally considered to simply grab an item standing before them and swingaway with it. All improvised weapons used in this manner grant the combatantautomatic use of the Quick Draw feat in combat. As always, GMs areencouraged to find exceptions to the rule based on item size, weight, and thelike as the need arises.

    E=mc2(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 commonadventurer in rolling pin combat. All improvised weapons are used with a 4penalty with the only exception being items that bear an extreme resemblance toproficient 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 holdingany item.Improvised Weapon Sizes:The same rule that applies to character and weaponsizes should also apply to improvised weapons: A character using an

    improvised weapon can use an item that is classified as one additional size levellarger (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 tossaround a Huge table with a 6 penalty. Anything larger is too awkward for thecharacter to use effectively in improvised combat. These items were never trulydesigned for a proper grip and can always be slung under the attackers armor tossed about wildly. The character-to-item ratio should never increase anyhigher unless he is aided by another character. The only exception to this rulecould involve picking up an extremely large object and dropping it from a greatheight, 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 grantthe characters Strength bonus but extra dice can be added according to theheight of the drop.Light Weapons: Any objects weighing less than 5 pounds that can becategorized as a one-handed weapon is considered a light weapon for thepurpose of two-weapon fighting. For example, if a combatant picks up a winebottle to go with his longsword, the wine bottle is considered a light weaponand 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 damageto an opponent simply by smashing them over someone and it will always benonlethal. Generally, any item with a Frailty Rating of two or less will alwaysinflict nonlethal damage unless its weight exceeds 10 pounds. Thicker, sturdierpieces will do the trick nicely and can inflict permanent damage. Thisobservation determines the damage rating of an item. Provided below is aMaximum Damage per Core Material chart. The dice type provided with eachmaterial is the absolute highest that can be used for a non-magical itemmanufactured with that material (also known as the core material).Blended Materials:Some items are made of different materials. As a rule, thecore material is determined by its percentage of the items surface. If at least60% of the item is made of a certain material, it is considered to be the corematerial of an item. For example, a picture hanging on the wall has a woodenframe, but most of the painting is made of cloth or fabric. Therefore, it inflictsdamage as a cloth weapon. An attacker can shift the improvised weapon toinflict greater damage with a minor portion of a blended item, but this inflictsan additional 2 penalty to the attack.

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    Damage Modifiersfor Full Containers:Any container that isMedium-sized or lessfilled as much as

    three-quarters full willinflict twice as muchdamage than empty.Any container ofLarge-size or greaterwill cause as much asfive times the damagewhen filled.Knocking Opponentsinto Objects:Instead

    of hurling an object atan opponent, he canbe thrown or tackledinto one instead.Doing so will onlyinflict 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 FrailtyRating symbolizes the fragile nature of items forced to endure the rigors ofphysical combat. Those items given a Frailty Rating are only able to inflict acertain amount of damage equal to their Rating until they shatter, snap, ordisintegrate. In most cases, they are used once before ruining while others canlast for an entire battle. If an object has a Hardness Rating, it cannot have aFrailty Rating.Frailty measures the items ability to take abuse given by its owner. This doesnot mean that the item is completely destroyed should it exceed its FrailtyRating, 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 attackthat is equal to or greater than its Frailty Rating (including the charactersStrength bonus), then the item is considered broken but may still be usable inpieces. Any abilities or bonuses that a character can receive by using the itemare only half as effective. The weight or carrying capacity of the item (ifapplicable) is also halved. If the original amount of damage dealt is more than

    Maximum Dice per 5 lbs.

    CoreMaterial

    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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    twice the Frailty Rating or met for a second time, the item is now completelyruined and cannot be used for anything more than junk. Tracking the damagefor Frailty Ratings is not cumulative. For example, a character attacks twicewith a wine bottle and causes 2 points of damage both times (for a total of 4 hitpoints). 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 3points of damage in a single attack, it cracks or breaks in half.Magical and Masterwork Items:Magical items always have a +2 to their FrailtyRatings. Masterwork items are given a +1 bonus.Frailty Ratings on Missed Attacks: If an attack misses its target but can stillstrike a nearby wall or solid object, the attacker should make a damage roll as ifhe had struck his mark. If the Frailty Rating for the improvised weapon isequalled 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 2or 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 extradamage. It can also inflict no more than nonlethal damage unless the itemweighs 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-quartersfull have their Frailty ratings doubled they are more durable when not ashollow.

    Frailty vs. Hit PointsWhy the need for Frailty Ratings when there are already hit points? Simplybecause 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 precioushit points. The Frailty Rating gauges the durability of the same object matching or exceeding its Frailty Rating during combat does not mean that theitem is destroyed, merely that it is no longer usable in battle. A chair that hasexceeded its Frailty Rating can be fixed, breaking away at the joints andrepairable in most cases while one that has lost its hit points has been choppedinto firewood.

    Broomsticks Aint Just for Kicking AssNow, 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 standingover you with a poisoned dagger over your eyeball, that handy little pot can make agood blocker. Anything can be used for that matter, because as soon as the weaponstrikes another solid object, the chances of it striking you and/or inflicting just as muchdamage becomes less. For demons sake, thats what armours for!

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    Optional Rule (Basic):Improvised DefenceCommon items can also become a defensive barrier against attacks, includingthose 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 manipulateimprovised weapons to block attacks. Any improvised weapon used to parry,however, will endure the damage against the item as if it were sundered (seebelow).Shields: Flat, solid objects can be used as shields and compared to anyappropriate sized shield listed in the Equipment chapter of the PlayersHandbook, while still suffering damage as if the attacker was using the sunderaction against the item. The difference with these improvised shields is thatonce their hit points are reduced to 0, the item is considered useless. Largeitems can also provide a cover bonus (+2 dodge bonus to AC, +1 to Reflexsaves) 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 tosunder it, the item will take damage as normal.

    Learning the Way of the Flying ChairNow, its all fine and dandy to know how to best use any mundane item in the roomfor fighting, but Im also here to teach you how to really master them. Like I saidbefore, its not likely youll see some monk in a temple in the sky meditating over afrying pan, but theres a good possibility that hell at least swing it around enoughtimes in the kitchen to get a good feel for it.

    New Feat:Improvised Weapon ProficiencyMany characters could benefit from the use of improvised weapons. Manyhave entered a castle under a direct order from the king to leave all weapons atthe gate. Rogues may be forced to leave their short swords behind to reduce theamount of noise that they can produce and a barbarian will use just aboutanything while in the midst of a rage.

    With the selection of this feat, you will be able to use any sturdy item as aweapon without suffering from the non-proficient penalty. All other rules forimprovised weapons will still apply.Prerequisite:Simple Weapon ProficiencyBenefit:You make attack rolls with improvised weapons normally.Normal:A character that uses an improvised weapon without being proficientwith it suffers a 4 penalty on attack rolls.

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    Examples: Common Improvised WeaponsIn order to provide detailed examples that are familiar to fans of the d20 game, alisting of the most common improvised weapons are detailed in Table 2. Theseinclude items from the adventuring gear equipment in core rulebook Iand furnitureprovided in the Minor Furnishing generator of the core rulebook II. While these canbecome consistent features and rules for any campaign, they are given as a sample ofthe possibilities that a DM can consider for improvised combat. Most of these itemscan be substitutions for other improvised weapons that not provided in this article. Asstated before, it is unpractical to suggest and list all possible items that could become aweapon.Barrel/Keg: This item will inflict up to five times as much damage depending on theweight comparison.Bones: Whether they are found on the dungeon floor or pulled from a walkingskeleton, 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/piercingweapon. 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 thelisting for ropein determining reach.Chain:Through it is not as strong and fluid as a spiked chain, this item can be themost 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 FrailtyRating.Chair/Stool: Aside from an excellent and most common improvised weapon, a chaircan be used to deflect attacks by holding the outstretched legs towards the attackingtarget. 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 andwill normally inflict the same damage (based on a normally sized tool).Crowbar/Poker: Extremely sturdy in battle, these items commonly feature a smallhook 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 2attack bonus instead of +0).Glass: Used for wine and more exquisite drink, these are guaranteed to shatter uponfirst 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 achain. See the listing for ropein determining reach.

    Hammer:There are two types of damage for a standard hammer: one for the

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    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 withany liquid.Ladder, 10-foot:Grants a reach of 10 feet to the wielder. A well-placed defence willgrant 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 aReflex save (DC 15) if the lantern should shatter upon impact. Failing the save will sethim on fire and cause 1d4 points of burning damage for 1d4+2 rounds. The beam ofthe bullseye lamp can be directed into an opponents eyes and blind him for one roundunless he passes a Reflex save (DC 12).Manacles:Can be used exactly as a chain, except it will inflict more damage with thethicker and heavier wrist cuffs.Mug: Normally carved out of wood, these items have a higher Frailty Rating thanglasses.Piton:Can be thrown as a dagger.

    Pole, 10-foot:Grants a reach of 10 feet to its wielder. Its design will grant a +2Strength 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 +2bonus to Disarm checks. However, if the attack should be made by a piercing weaponthat would inflict more damage than the sacks hit points, the weapon will tearthrough the item and ignore the AC bonus. It can only inflict damage when filled withheavy 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 theImproved 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 wasunder a slowspell.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 anopponent with an additional 2 attack penalty and inflict half the damage as normal asif 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 iffilled with a liquid.Whetstone: Can be used as brass knuckles to inflict normal damage with an unarmedattack. If an automatic 1 is rolled, the wielder inflicts the same damage on himselfwhile 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 fewmeasly pirates with a penchant for fighting at the drop of a hat

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    Combat Options: Improvised Weaponsems: Size: Damage: Critical:

    RangeIncrement:

    Frailty: Hardness: Hit Po

    rrel/keg (1) Large 1d6 2 - - 3 10

    nes Small 1d3 2 5 ft. 4 - 4

    oks Small 1d4 2 - 6 - 4

    ttle, glass (1) Small 1d3 2 5 ft. 3 - 2

    cket (1) Small 1d3 2 - 6 - 6

    ain Large 1d6 2 - - 12 10

    air/stool Large 1d6 2 - 5 - 6

    oking tooli.e. spoons)

    Small 1d2 2 5 ft. 4 - 2

    owbar/poker Medium 1d6 2 - - 15 15

    sk, glass Tiny 1d2 (2) - 5 ft. 2 - 2

    ass, wine Tiny 1 (2) - 5 ft. 1 - 1

    appling hook Small 1d4 2 * - 15 10

    mmer Small 1d4 2 - - 15 6

    g, clay (1) Small 1d3 2 5 ft. 4 - 4

    dder, 10-foot (4) Large 1d4 2 - 8 - 10

    mp (3) Small 1d4 2 5 ft. 4 - 6

    anacles Large 1d6 2 - - 15 12

    ug, wood/clay Small 1d2 2 5 ft. 4 - 3

    on Small 1d4 2 5 ft. - 6 8

    le, 10-foottal (4)

    Large 1d6 2 - - 6 20

    le, 10-foot wooden (4) Large 1d4 2 - - 2 12

    uch, belt (1) Small 1d2 (2) - 5 ft. 2 - 3

    ck (1) Large 1d6 2 - 4 - 4

    gnet ring Dim. +1 2 - 6 - 4

    dge Large 1d8 2 - - 20 15

    ble Huge 2d4 2 - 8 - 10

    rch Medium 1d3 2 5 ft. 5 - 4

    ay, metal Medium 1d4 2 5 ft. 6 - 6

    ay, wooden Medium 1d3 2 5 ft. 4 - 6

    se (1) Medium 1d3 - 5ft. 4 - 4

    al Tiny 1 (2) - 5 ft. 1 - 1

    hetstone Small 1d4 2 5ft. - 4 6

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    Combat Options: Improvised Weapons

    Improvised ManeuversMany hearty combatants have found a little extra training on some improvisational fighting handy, evenlifesaving. While these particular maneuvers are the least likely to be taken, they are also some of themost fun.

    Broken ObjectPrerequisites: Improvised Weapon ProficiencyBenefit: When you break an object during a fight, you can continue to use the original stats of the brokenobject as if it were whole.Actions: The use of this maneuver requires a period of time prior to activation. The combatant mustwield the improvised weapon, such as a chair, for a period of 5 rounds minus every fifth character level thecombatant possessed. Therefore, a 10th-level fighter would only have to swing the chair around for 3rounds before he could make use of this maneuver. If, at any point for any reason, the improvised weaponshould break, the combatant may continue to use the broken item as if it were still intact.

    Shattered ComebackPrerequisites: Improvised Weapon Proficiency, wielding an object for defenceBenefit:Just as the improvised defensive object breaks (typically as an opponent sunders it), thecombatant 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. Theopponent can break this weapon during a sunder attack or the user may choose to block the next attackwith his improvised shield. When it breaks (reduced to 0 hit points), the user makes a 5 ranged attack onthe opponent. He uses the damage of the improvised object for this single attack, which remains brokenand useless from this point on.

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    Combat Options: Improvised Weapons

    Look for these additional titles in the Combat Options lineFrom Emerald Press PDF Publishing...

    Act now or die sooner! Thats the motto behind thefirst PDF in the Combat Options series, Initiative.Choosing when you go is just as important and how youfight, creating room for these optional and variant rulesto start your own realistic combat system for the d20game. Take initiative as a skill, lunge in for the firststrike, use weapon speeds, or learn to master the newmanoeuvres provided here. Combat Options:Initiative makes combat easier.

    Live longer. Thats the goal of CombatOptions: Defence. Gain a class bonus toyour AC, learn to parry without selecting

    feats, convert armour into damagereduction, and use your shield for more thanjust a +1 bonus. Combat Options:Defence allows you to create your owndefensive style...because you cant win whenyoure dead.

    Move in for the kill! Combat Options: Attackprovides realistic options and variants for doing morethan just knocking down hit points. Split up yourattacks or combine them all into one total swing, dealwith fatigue, inflict a solid damage rating, and impose awound threshold on your opponent. Presented in the

    unique style of the series, Combat Options: Attackallows you to create your own realistic combat systemthat works for you!

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    Combat Options: Improvised Weapons

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