Weapon Improvisation
With this proficiency, the character can improvise a weapon from natural materials. He must search the area for Id6 rounds, then make a proficiency check. If the check fails, he finds nothing useful; he may try again in a different area. If the check succeeds, he finds an object that can be wielded as a club, such as a branch, a bone, or an icicle. The improvised weapon inflicts 1d6+1 damage to man-sized and smaller creatures, or 1d3+1 to larger opponents. On a natural roll of 1 or 2, the object has jagged projections or is sufficiently heavy to cause additional damage: man-sized and smaller creatures suffer 1d6+3 damage, larger opponents suffer 1d3+3 damage. On a natural roll of 20, the improvised weapons shatters or splinters on its first use, causing no damage; it's useless thereafter.
The DM may veto the use of this proficiency in inappropriate environments, such as a barren plain or a snow-filled valley. Likewise, he may impose penalties or bonuses to the check in areas where improvised weapons are exceptionally difficult or easy to find. For example, a hill covered with stones might merit a +1 bonus; an empty plain might merit a -2 penalty.
Barbarians. A barbarian receives a +2 bonus when searching for an improvised weapon in his homeland terrain.
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