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Weapon Improviser Dedication Feat 2


ArchetypeDedication
Source Pathfinder Player Core 2
Prerequisites trained in all martial weapons

You don't take the normal –2 penalty to attack rolls with improvised weapons. Improvised weapons you use have a minimum weapon damage die of 1d6, or 1d4 if the improvised weapon is agile.

As far as you're concerned, the best weapon to wield is the one that your opponents never see coming. By knowing how to fight effectively with whatever is at hand, you ensure that you're never caught unarmed, and you often get the drop on opponents who mistakenly think they've caught you unprepared.

Whether you're smashing someone over the head with a barstool, tossing a mug of ale in their face to blind them, or stabbing your foes with a broken bottle, you can find weapons anywhere and employ them creatively whenever a brawl breaks out. Because you fight with disposable weapons, you don't need handle them with care as other warriors do, and you can break them when needed to win a fight without feeling any regrets later.

IMPROVISED WEAPON IDEAS: Use these for inspiration.

Cavern: broken stalagmites, large mushrooms, old bones

Docks: barrel, crate, hook

Forest: branch, needles or thorns

Market: box, fruit, scale, sign

Noble Court: gavel, goblet, quill, lectern

Tavern: bottle, mug, serving tray, stool

GM Advice For a GM setting damage, typically a one-handed improvised weapon's damage is 1d4, 1d6, or 1d8; one that needs two hands is 1d8, 1d10, or occasionally 1d12, and an extremely ineffective one might deal 1 damage. Improvised weapons typically have zero, one, or two traits, and often have the nonlethal trait. Agile improvised weapons usually have a smaller die size. It's extremely rare for an improvised weapon to deal more than one die of damage, but powerful magical objects might. Improvised weapons should be fun and don't last long, so feel free to experiment!

Weapon Improviser Dedication Feat 2

Prerequisites trained in all martial weapons


You don't take the normal –2 penalty to attack rolls with improvised weapons. Improvised weapons you use have a minimum weapon damage die of 1d6, or 1d4 if the improvised weapon is agile.

Source: Pathfinder Player Core 2

Improvised Pummel Feat 4

Source: Pathfinder Player Core 2

Surprise Strike Feat 6

Source: Pathfinder Player Core 2

Improvised Critical Feat 8

Source: Pathfinder Player Core 2

Makeshift Strike Feat 8

Source: Pathfinder Player Core 2

Shattering Strike (Weapon Improviser) Feat 10

Source: Pathfinder Player Core 2


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Archetype

This feat belongs to an archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.