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Improvised Weapons

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​Improvised Weapons:
     Sometimes objects not crafted to be weapons nonetheless see use in Combat. Because such objects are not designed for this use, any Creature that uses an improvised weapon in Combat is considered to be non-proficient with it and takes a -1 to a –4 Penalty on attack rolls made with that object (depending on how close the object is to an actual weapon.  A hefty chair leg is pretty close to a club, a greasy mutton leg is definitely not…). Some objects cannot be used as weapons (common sense). To determine the appropriate Damage for an improvised weapon, compare its relative size and Damage potential to the weapon list to find a reasonable match. An improvised weapon scores a critical hit on a natural roll of 20 and deals double Damage; a natural roll of 1 results in loss of any further actions that round and the following round. An improvised thrown weapon has a maximum range of 20'-30' depending on the object.



 Possible weapon equivalents


Rock (thrown)  1d2 damage, max range 30'
Club  1d6+1 damage, can throw 20'
Fist 1d2
Cleaver or hatchet  1d4
Knife 1d2, can throw 30'
Staff 1d6
Hammer (light) 1d4, 30'

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