Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the –4 penalty. You do not suffer any penalties for using an improvised weapon. Freedom fighter: +1 to improv weapon attacks. Now all improvised weapons are sacred weapons for you and you can make them magical with your class abilities. Feat Type(s) Combat; Prerequisites. Below is a list of improvised weapons as well as some new special qualities for them. Surprise weapon: +2 to attacks with improv weapons Roll a warpriest. An improvised thrown weapon has a range increment of 10 feet. Catch Off-Guard or Throw Anything; base attack bonus +8 Benefit. Prerequisite(s) Weapon Improviser Dedication. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +8.. This saves you a feat, which is a big deal in Pathfinder. Find the answers to the most frequently asked Pathfinder questions, along with rules changes to keep your Pathfinder game on the cutting edge! In most cases, an object can be wielded either as a melee weapon or a ranged weapon. A +2 bonus from a trait is better than you will from any feat at roughly half the cost. Improvised weapons cannot be masterwork and thus cannot be enchanted. Combat Trick (from the Combat Stamina feat) Source Pathfinder Unchained pg. Page 185: In the rogue's Poison Weapon class feat, if you're already holding the poison, you shouldn't need a free hand. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. Two-handed improvised weapons cannot weigh more than the attacker's heavy load weight. Archetype. Source PRG2:APG. Dippable levels in Pathfinder Post #1: Base Classes Post #2: Prestige Classes Post #3: Dip Helping Feats & Common Abilities & Sources For the sake of this guide, a "dip" constitutes 1-to-3 levels taken in a class for the sake of gaining abilities. Take catch-off guard, improvisational focus, shikigami style feats, and weapon focus (improvised weapons). You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour. In order to use an improvised weapon, it must weigh less than half the attacker's light load weight. I've played a cleric with Catch Off-Guard, so I could smack enemies over the head with scripture. 1d2 damage at medium size, x2 crits, and 10 ft. range means that on their own shurikens are one of the worst weapons in the game. You gain a +1 item bonus to the attack roll, and the Strike deals two weapon damage dice if it would have dealt fewer. Surprise Weapon (Combat): If you plan to use improvised weapons (and you should), this is an absolute must. A character takes a –4 penalty on his or her attack roll when wielding or throwing an improvised weapon. Requirements You are wielding an improvised weapon. I didn't actually get to do that (it was a short and almost all non-combat campaign), but I did get to use a bottle of Holy Water as a melee weapon, smashing it over the head of a zombie and then wielding the broken bottle. You make a Strike with your wielded improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). A +2 bonus from a trait is better than you will from any feat at roughly half the cost. Benefit: You do not suffer any penalties for using an improvised weapon. 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