Do improvised weapons count as "wielding a weapon"?

msherman

First Post
My PCs have just been arrested, and they'll be breaking out of prison next time we play. I'm trying to figure out which powers they're allowed to use.

The laser cleric seems fine -- he obviously doesn't get his implement bonus, but can still use all his powers. I think that the fighter and inspiring warlord are fine, too -- they're powers seem to work fine with improvised weapons (table legs and such).

But almost all of the archer ranger's powers have a "requirement: you must be wielding two melee weapons or a ranged weapon". Does an improvised ranged weapon count for that?
 

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Per RAW ALL characters, assuming they have nothing else in their hand are 'armed', that is they can use their fists. So a ranger can wield his fists and by definition has 'a weapon in each hand'. NOTE however that a fist (Unarmed attack) does NOT have the 'off-hand' property, so there will be some situations where having a dagger would be better (even though both do 1d4 damage).

Improvised weapons also will differ in group and properties from standard weapons. This applies for both ranged and melee use. Particularly note that an improvised ranged weapon lacks both the light thrown AND the heavy thrown properties. This may also impact their use with certain powers or feats, etc.

Other than that an unarmed character is in the clear and it is essentially impossible to deprive someone of their weapon based powers since they always have fists.
 

Well, rogues can get pretty screwed because their powers require specific weapon types, though I consider that a design flaw to a certain extent.
 

Yup, that is true.

Of course rogues at least can still use their Stealth abilities with no problem, and unarmored will probably have some of the best defenses around, so they aren't in too bad a shape. If it is a problem that desperately needs fixing then give the rogue a 'shim' and call it a dagger. It fits nicely in the prisoner concept and gives them access to all of their powers.
 

I would just assign a weapon group to improvised weapons in this case. table legs are maces, a pointy stick will probably be a spear, sock filled with a rock is a flail, etc. that way, a rogue can still be effective and a fighter can use some weapon-specific powers. improvising a heavy blade is the hardest, since most have been designed from the ground up as weapons. other weapon types evolved from normal day-to-day items.
 

I would just assign a weapon group to improvised weapons in this case. table legs are maces, a pointy stick will probably be a spear, sock filled with a rock is a flail, etc. that way, a rogue can still be effective and a fighter can use some weapon-specific powers. improvising a heavy blade is the hardest, since most have been designed from the ground up as weapons. other weapon types evolved from normal day-to-day items.

Better yet create a skill challenge for the PCs to MAKE their improvised weapons. If they succeed then they can have improvised weapons with a weapon group and suitable properties. If they fail, then they have to make do with uncategorized weapons until they can get some real ones.

Prison break type scenarios are great for skill challenges, there are all kinds of opportunities for the PCs to improvise and use almost any skill.
 

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