Improvised Weapon Fighter (3.5e Class)

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Improvised Weapon Fighter[edit]

The party of adventurers look over the field, as the horde of Goblins close in. They see no other way out but to fight their way through. Giving a nod to each other, as this may be their final battle, they each draw their weapons. The Fighter draws his sword, the Rogue draws her daggers, the Monk grips tightly around her quarterstaff, the Wizard skims his spellbook, quickly preparing the needed spells. And the Improvised Weapon Fighter bends down, picks up a twig, shrugs and says: "It'll have to do."

Adventures: An Improvised Weapon Fighter sees adventureing as an exellent way to test his own ability. Just how many random items can he actually use as a weapon? The best way to find out is to explore the world, and the best way to do that? Adventuering, of course!

Characteristics: Imrovised Weapon Fighters are mostly known for their namesake ability to fight using unconventional weapons. Though he is not able to use any conventional type of weapon or armor, his opponents, and any onlookers, will be surprised at just what he is able to use instead. Although they do not cast magic, highly trained Improvised Weapon Fighters have a kind of magical connection to the world around them (either that or just pure, dumb luck). They always seem to be able to find something they can use when they need to.

Alignment: Improvised Weapon Fighters may be of any alignment, though they are most commonly chaotic, as people of other alignments rarely have the unpredictible mindset seen among members of this class.

Background: Improvised Weapon Fighters are often former Monks, who left their monastery in search of other means to aquire the physical perfection Monks seek. They could also be a simple commoner, who wanted to be able to protect themselves from local thieves and muggers. Whatever the reason, an Improvised Weapon Fighter is always armed and ready to fight, should they need it.

Role: An Improvised Weapon Fighter's role varies depending on what he happens to have in his hands at the time. He could be a ranged fighter, a melee tank, destroyer, scout. If the enviroment can provide it, he could be anything.


Making an Improvised Weapon Fighter[edit]

Improvised Weapon Fighters are unable to use normal weapons and armor, but are able to pick up any object they can carry and use it as a weapon.

Abilities: Dexterity is the most important ability for an Improvised Weapon Fighter, as it imcompasses not only his AC and Reflex Save, but also adds to his unarmored speed. A high strength is good for melee attack and damage rolls, and also allows him to carry more, which is good if you want to carry your 'weapons' with you rather than find them. Constitution is always good to have, as it helps with your hit points.

Races: Any.

Alignment: Any.

Starting Gold: 2d4 gp.

Starting Age: As Monk.

Table: The Improvised Weapon Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Unarmed Damage AC Bonus Unarmored Speed Bonus
Fort Ref Will
1st +1 +2 +2 +2 Unarmed Strike, Bonus Feat,

Quick Pickup (Simple)

1d8 +1 +0 ft.
2nd +2 +3 +3 +3 Improvised Weapon Focus 1d8 +1 +0 ft.
3rd +3 +3 +3 +3 Fast Movement, Lesser Improvisation 1d8 +1 +0 ft.
4th +4 +4 +4 +4 Bonus Feat 1d8 +1 +5 ft.
5th +5 +4 +4 +4 Lucky Strike +1d6 1d8 +2 +10 ft.
6th +6/+1 +5 +5 +5 Quick Pickup (Martial) 1d8 +2 +10 ft.
7th +7/+2 +5 +5 +5 Great Improvisation 1d8 +2 +15 ft.
8th +8/+3 +6 +6 +6 Bonus Feat 1d10 +2 +20 ft.
9th +9/+4 +6 +6 +6 Improvised Defense 1d10 +2 +20 ft.
10th +10/+5 +7 +7 +7 Lucky Strike +2d6 1d10 +3 +25 ft.
11th +11/+6/+1 +7 +7 +7 Skillful Improvisation 1d10 +3 +30 ft.
12th +12/+7/+2 +8 +8 +8 Quick Pickup (Exotic), Bonus Feat 1d10 +3 +30 ft.
13th +13/+8/+3 +8 +8 +8 Graceful Movement 1d10 +3 +35 ft.
14th +14/+9/+4 +9 +9 +9 - 1d10 +3 +40 ft.
15th +15/+10/+5 +9 +9 +9 Lucky Strike +3d6 2d6 +4 +40 ft.
16th +16/+11/+6/+1 +10 +10 +10 Bonus Feat, Masterful Improvisation 2d6 +4 +45 ft.
17th +17/+12/+7/+2 +10 +10 +10 - 2d6 +4 +50 ft.
18th +18/+13/+8/+3 +11 +11 +11 - 2d6 +4 +50 ft.
19th +19/+14/+9/+4 +11 +11 +11 Quick Pickup (Wand/Staff) 2d6 +4 +55 ft.
20th +20/+15/+10/+5 +12 +12 +12 Bonus Feat, Lucky Strike +4d6, Godlike Improvisation 2d6 +5 +60 ft.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Improvised Weapon Fighters have the following class skills: Appraise (Int), Balance (Dex), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge: Arcana(Int), Knowledge: Local (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Proffesion (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

Improvised Weapon Fighters have the following class features:

Weapon and Armor Proficiency: Improvised Weapon Fighters are not proficient with any weapons, armor or shields, and cannot ever be, not even by multiclassing or taking Proficiency Feats. But they are proficient with improvised weapons, and at higher levels improvised shields, and can use them without penalty. They may take feats that enhance weapons, such as the Weapons Specialization feat, for their improvised weapons. Taking such feats will count for all improvised weapons they use. An Improvised Weapon Fighter may also use magical wands and staffs as weapons, along with using the spells stored in them.

AC Bonus: Improvised Weapon Fighters are unbelievably lucky in some aspects, not only are they able to always find something they can use in combat, they also tend to accidentially step sideways just as an attack is about to hit them. They gain a +1 AC Bonus at level 1, which then raises every five levels (+2 at level 5, +3 at level 10, +4 at level 15 and +5 at level 20). However unlike other classes that gain a bonus to AC, such as the Monk, the Improvised Weapon Fighter may not add his wisdom modifier to this bonus. Also unlike the Monk, this bonus is not affected by armor or carried weight. This bonus to AC stacks with other simmilar bonuses, such as the Monk's AC Bonus.

Unarmed Strike: An Improvised Weapon Fighter is well versed in the art of unarmed combat, being able to fight with his bare hands in the unlikely event that there is nothing for him to pick up. The unarmed attacks may be made with fists, elbows, knees or feet, meaning that even if the Improvised Weapon Fighter is holding something in his hands, he can still fight using his Unarmed Strike. This Class Feature effectively adds Improved Unarmed Strike as a Bonus Feat.

Bonus Feat: At Fist level, and every four levels thereafter, an Improvised Weapon Fighter may select any feat from the list of Fighter Bonus Feats as though he was a Fighter. He still needs to meet the prerequisites, however, if a minimun Ability score is part of the prerequisites, he may use his Dexterity score instead. As for example, if he wanted to take the Power Attack feat, which requires a Strength score of 13, he could instead use his Dexterity score.

Quick Pickup: At first level, and only during combat, an Improvised Weapon Fighter may choose to pick up a random object off the ground as a Free Action. This object will count as a Simple Weapon of the DM's choice. At 6th level, he may pick up an object which will count as a Martial Weapon of the DM's choice. At 12th level, he may pick up an object that counts as an Exotic Weapon of the DM's choice. At 19th level the Improvised Weapon Fighter may trust in his luck to pick up either a wand or a staff. He will have a 14% chance of actually getting it. Should he succeed this roll, the wand or staff will only have one charge of a combat related spell of the DM's choice, and the Improvised Weapon Fighter may use it as an ordinary weapon of his own choice. If he fails the roll, he simply gets an object of dm's choice which counts as a weapon of his choice. No matter which type of weapon is chosen, the Improvised Weapon Fighter will always be proficient with it, as it is an Improvised Weapon, and he may apply any weapon related feat to them, granted that he has said feat.

Improvised Weapon Focus: At 2nd level, the Improvised Weapon Fighter gains Weapon Focus (as the feat) for any and all improvised weapons he uses.

Fast Movement: At 3rd level, the Improvised Weapon Fighter's feet begin to catch up with his quick mind. For every 5 points in his Dexterity Score, he may add 5 to his base land speed. On top of that, he recieves an additional speed bonus as shown on the table above. This bonus to speed is affected by armor and carried weight just like a Monk's.

Improvisation: At 3rd level, the Improvised Weapon Fighter's quick mind helps him in battle. He may use a Move Action to make the improvised weapon he is currently holding count as a Simple Weapon of his choice for the purpose of damage and hardness. At 7th level he can make it count as any Martial Weapon. At 11th level he can make it count as any Exotic Weapon. At 16th level He may use this ability as a Free Action rather than a Move Action. And at 20th level, he may pick up any object he is able to carry, make it count as any weapon he wants, up to two size categories larger than his own, with no penalties. Using this ability does not change the weight or reach of the object, only the damage and hardness.

Lucky Strike: At 5th level the Improvised Weapon Fighter's uncanny luck carries into battle. Upon making three consecutive, successful attacks against the same taget (these attacks do not have to be within the same round, they just have to be consecutive) the third attack will be a Lucky Strike. A Lucky Strike hits a vital area, completely by pure, dumb luck, adding an extra 1d6 points of damage to the attack. This bonus damage raises to 2d6 at 10th level, then 3d6 at 15th level and finally 4d6 at 20th level. The damage from this attack does not stack with a Rogue's Sneak Attack or simmilar abilities. This Class Feature counts as Sneak Attack for the purpose of feats, immunities and resistances.

Improvised Defense: At 9th level the Improvised Weapon Fighter may pick up at table or chair, or simmilar object, and use it as a shield of the appropriate type. The type of shield used is determined by the DM.

Graceful Movement: At 13th level the Improvised Weapon Fighter may use his Dexterity Modifier instead of his Charisma Modifier for the Perform and Use Magic Devise skills.

Epic Improvised Weapon Fighter[edit]

Table: The Epic Improvised Weapon Fighter

Hit Die: d10

Level Special Unarmed Damage AC Bonus Unarmored Speed Bonus*
21st Bonus Feat 2d6 +5 +60 ft.
22nd Epic Improvisation 2d8 +5 +65 ft.
23rd Bonus Feat 2d8 +5 +70 ft.
24th Lucky Strike +5d6 2d8 +5 +70 ft.
25th Bonus Feat 2d8 +6 +75 ft.
26th Unbeatable Improvisation 2d8 +6 +80 ft.
27th Bonus Feat 2d8 +6 +80 ft.
28th Lucky Strike +6d6 2d10 +6 +85 ft.
29th Bonus 2d10 +6 +90 ft.
30th Unmatchable Improvisation 2d10 +7 +90 ft.
  • The Improvised Weapon Fighter's Dexterity Modifier is added to the Unarmored Speed Bonus bonus.

4 + Int modifier skill points per level.

Improvisation: At 22nd level, the Improvised Weapon Fighter may pick up any object he can carry and use it as any weapon of his choice up to four size categories larger than himself for the purpose of damage as well as hardness. At 26th level, he may use any object as any weapon up to six size categories larger than himself. At 30th level, there is no limit to the size catory of the weapon he uses. In order to use this ability, he has to be able to carry the object. using this ability does not change the weight or the reach of the object, only the damage and the hardness.

Lucky Strike: Upon reaching Epic levels, the Improvised Weapon Fighter may use his Lucky Strike ability on every second consecutive successful hit, rather than every third.


Bonus Feats: The epic Improvised Weapon Fighter gains a bonus feat (selected from the list of epic Fighter and Monk bonus feats) on level 21, and again every two levels after 21st.

Human Improvised Weapon Fighter Starting Package[edit]

Weapons: Whatever he is able to pick up.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Appraise 4 Int -
Craft 4 Int -
Knowledge: Local 4 Int -
Search 4 Int -
Sleight of Hand 4 Dex -
Spellcraft 4 Int -
Spot 4 Wis -

Feat: Quick Draw.

Bonus Feats: If Dex is 13 or higher, Deflect Arrows, if Dex is 12 or lower, Blind-Fight instead. If Dex is 15 or higher, Two-Weapon Fighting, if Dex is 14 or lower, Weapon Focus (Unarmed Strike) instead.

Gear: Backpack with Waterskin, one day's Trail Rations, Bedroll, Winter Blanket and Flint and Steel. Three Torches.

Gold: 2d4.

Campaign Information[edit]

Playing an Improvised Weapon Fighter[edit]

Religion: An Improvised Weapon Fighter usually doesn't care much for religion, what they care for most is their own entertainment, why else would someone choose to fight this way? Although, if they were to worship a diety, it would usually be Olidammara, the chaotic neutral prankster.

Other Classes: Other people tend to see the Improvised Weapon Fighter as some kind of fool to begin with, and though that rarely changes, members of other classes do tend to form a slightly different opinion once they get to know him. Fighters and Rogues tend to admire his creativity, but shake their heads at the way he handles conventional weapons. Wizards and Sorcerers don't tend to see eye to eye with their prescious material components being used as weapons, but they don't have a real opinion about him other than that. Lawful characters, such as the Paladin or Monk, tend to distrust him due to his unpredictable nature.

Combat: An Improvised Weapon Fighter's role varies depending on what he happens to have in his hands at the time. He could be a ranged fighter, a melee tank, destroyer, scout. If the enviroment can provide it, he could be anything.

Advancement: Whether you wish to enhance his prowess in unarmed fighting or fighting with improvised weapons, the Fighter Bonus Feats are always helpful. As for multiclassing, the Fighter would be the best choice, as it grants him more Bonus Feats.

Improvised Weapon Fighters in the World[edit]

In your hands this may be nothing more than a leaf. But in my hands it is a weapon of power the likes of which you would never be able to wield.
—Royden Haywood, Human Improvised Weapon Fighter

Background: Improvised Weapon Fighters are often former Monks, who left their monastery in search of other means to aquire the physical perfection Monks seek. They could also be a simple commoner, who wanted to be able to protect themselves from local thieves and muggers. Whatever the reason, an Improvised Weapon Fighter is always armed and ready to fight, should they need it.

Daily Life: The daily life of an Improvised Weapon Fighter is simmilar to that of any other commoner. But should any sign of combat arise near them, they suddenly become a one-man army wielding rocks, pebbles table legs, mugs, chairs, whatever happens to be within reach.

Organizations: Imrpovised Weapon Fighters rarely work in organizations, and the few that do usually train with Monks.

NPC Reactions: NPCs react to an Improvised Weapon Fighter as they would a Monk, untill they see what he is truly capable of. People who already know what he can do, would think of him as either a crazy Rogue, or an experimenting Monk.

Improvised Weapon Fighter Lore[edit]

Characters with ranks in Gather Information can research Improvised Weapon Fighters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Gather Information
DC Result
5 Some Monks leave their monastery to train themselves in the art of fighting with unconventual weapons.
10 Improvised Weapon Fighters are not simply limited to being former Monks, just about anyone with the determination and unpredictable mindset can become one.
15 Improvised Weapon Fighters do not, contrary to popular belief, have a magical connection to the world around them. Their ability to always find something they can use boils down to dumb luck.
20 The most powerful known Improvised Weapon Fighter has been seen defeating several enemies using only a leaf.

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