How could I use improvised weapons

Flipguarder

First Post
I've been thinking since 4e came out that I would like to make a character based on using improvised weapons. I know that with expertise, weapon focus and a few other feats applying to this weapon group that it isn't an awful idea. But I was hoping for some feedback about which class and which feats to take.


thoughts?
 

log in or register to remove this ad

Avoid classes that specify what weapon you can use (Rogue, Barbarian, Fighter), avoid classes that use implements...

I'd say your best bet is Avenger or Ranger. Avenger because your Oath of Emnity gives you two rolls when you are in melee, which minimizes the loss of proficiency bonus. Ranger because they have a lot of two weapon attacks that will help you land at least on hit, and then get your bonus quarry damage.

In either case, you can't afford to scrimp on your main stat. Feats that give a blanket bonus to hit for everything aren't really out there, but off the top of my head Powerful Charge will give you a +1 to hit. Dragonborn get +1 when they are bloodied, and Tieflings get +1 when their opponents are bloodied.

Lastly, try for powers that target defenses other than AC.

I would go for a dragonborn Two weapon ranger, and take all the double hitting powers I could get, Two Weapon Fighting...and probably still not be that great.

Jay
 

Hm - personally, I would talk to my DM about this as a reskin job rather than an actual use of the improvised weapons rules in the PHB. The loss of the proficiency bonus is going to suck very hard.

Or ask your DM to give you "Weapon proficiency: Improvised Weapons" which either gives +3 prof. to the small ones and +2 to the big ones, or a blanket +2 proficiency with all improvised weapons.

If you're reskinning, personally I'd reskin a Dynamic Weapon into "found weapon of the instant" with its bonuses being (skinned as) inherent to you and your skill instead of inherent to the weapon.

Try it like this: Pick a few of your player-favorite weapons from the list of what your character is proficient in, and put the stats from each one on the front of a small (1" or so) cardstock chit. [For proficiency bonus I suggest doing up your power cards assuming a +2 bonus and then put "Accurate" on any stat chit whose prof. bonus is +3. IMO this is how they should have done it in the first place.] On the backs of the chits, organize them into rough categories (light thrown, heavy thrown, 1H melee, 2H melee comes to mind) with an amusing icon (e.g. flung mug, flung turkey, broken bottle, and barstool respectively). When it comes time to attack, describe the IC action and the object being grabbed, and flip a chit of the appropriate type. That's your keywords and damage die for this attack. As a minor action let yourself do the "bleah, no, this won't work, let's try something else" and draw again before you attack.

Done like that, I think personally I'd go for a mixed ranger build, so that you can make good use of each of those weapon categories. Maybe a beastmaster with the "beast companion" as a drunk goblin sidekick, depending on comedy level of the campaign - that way you'll have powers which will reward any type of weapon including 2H ones. (A 2H-weapon-and-goblin-sidekick "knock prone" really oughta be an encounter power for this build if you can find one.)

Bard or Artificer would both also give you some flavorful and interesting options which would thrive on pretty much any weapon type (artificer makes me think of Rubin from William Gibson's short story "The Winter Market" IIRC).

Alternately, you could try a hybrid fighter|rogue or barbarian|rogue to get you the same kind of useful power-mix. Warlord would also work, with the occasional heavy thrown weapon power there and lots of effects which give you lots of leeway to describe how that happened (Opening Shove and so forth). Or maybe a heavily reskinned Avenger with Power of Skill. "Everything my god has to say to you... can be said with this barstool."

As for feats... Net Training. Dirty Fighting, for pure style win (and other surprise-round boosters if you want to actually make it work for you). If martial, one of the fighting-style feats which lets you (e.g.) turn a Sneak Attack die into a penalty to the foe's attacks, or what have you - something you can use with at least one of your at-wills to mix it up and have it do different things in different situations. Ruthless Ruffian would be cool if you're part rogue. Battle Awareness. Maybe Power Attack, again so that you can mix and match different stat combos to different situations.
 

Belt of the Brawler (Adventurer's Vault): you make improvised weapon attacks (including unarmed strikes) as if you were armed with a club.

Add to that Ruthless Ruffian rogue build (use mace or club as light blade for rogue powers), Street Thug feat (use club as light blade for rogue powers), Weapon Focus/Expertise (Club), etc.
 

Belt of the Brawler (Adventurer's Vault): you make improvised weapon attacks (including unarmed strikes) as if you were armed with a club.

Add to that Ruthless Ruffian rogue build (use mace or club as light blade for rogue powers), Street Thug feat (use club as light blade for rogue powers), Weapon Focus/Expertise (Club), etc.

This actually sounds like a really cool character to play! Might have to stat one up with the DDI Char Gen for fun. Be back in a few...
 

====== Created Using Wizards of the Coast D&D Character Builder ======
Krusk, level 4
Half-Orc, Rogue
Build: Brawny Rogue
Rogue Tactics: Ruthless Ruffian

FINAL ABILITY SCORES
Str 18, Con 14, Dex 18, Int 10, Wis 10, Cha 11.

STARTING ABILITY SCORES
Str 15, Con 14, Dex 15, Int 10, Wis 10, Cha 11.


AC: 18 Fort: 16 Reflex: 18 Will: 12
HP: 41 Surges: 8 Surge Value: 10

TRAINED SKILLS
Stealth +11, Thievery +11, Intimidate +9, Perception +7, Acrobatics +11, Athletics +11

UNTRAINED SKILLS
Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +2, Endurance +6, Heal +2, History +2, Insight +2, Nature +2, Religion +2, Streetwise +2

FEATS
Level 1: Focused Expertise (Club)
Level 2: Backstabber
Level 4: Ruthless Injury

POWERS
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Disheartening Strike
Rogue encounter 1: Termination Threat
Rogue daily 1: Checking Jab
Rogue utility 2: Reap the Rattled
Rogue encounter 3: Enforced Threat

ITEMS
Leather Armor, Belt of the Brawler (heroic tier), Club


Thoughts? Would love to try him out in a game. Only basic equipment as I don't quite know the way to determine magic items past 1st level >.<

Cheers,
E
 

1 - You don't need focused expertise, since you don't have "implement" powers.

2 - Magic items past 1st level:
- You get 1 magic item of your level, 1 of your level-1 and 1 of your level+1.
- You get gold equal in value to a magic item of your level (which you can use to buy more items).
- Presto.
 

the biggest problem with this build I see is the fact that if you use chairs tables, random things you see, you don't get an enhancement bonus. It could really hurt at paragon and up.

On the other hand if you were a good enough DM convincer you could be El Kabong by enchanting a guitar and using it as a onehanded improvised weapon.
 

====== Created Using Wizards of the Coast D&D Character Builder ======
Bill, level 10
Half-Orc, Rogue
Build: Brawny Rogue
Rogue Tactics: Ruthless Ruffian
Background: Wandering Duelist

FINAL ABILITY SCORES
Str 16, Con 10, Dex 21, Int 8, Wis 10, Cha 16.

STARTING ABILITY SCORES
Str 13, Con 10, Dex 17, Int 8, Wis 10, Cha 15.


AC: 25 Fort: 21 Reflex: 25 Will: 21
HP: 67 Surges: 6 Surge Value: 16

TRAINED SKILLS
Stealth +15, Thievery +15, Bluff +16, Streetwise +13, Intimidate +18, Acrobatics +15

UNTRAINED SKILLS
Arcana +4, Diplomacy +11, Dungeoneering +5, Endurance +7, Heal +5, History +4, Insight +5, Nature +5, Perception +5, Religion +4, Athletics +8

FEATS
Level 1: Backstabber
Level 2: Weapon Expertise (Mace)
Level 4: Weapon Focus (Mace)
Level 6: Sickening Finish
Level 8: Ruthless Injury
Level 10: Slaying Action

POWERS
Rogue at-will 1: Deft Strike
Rogue at-will 1: Disheartening Strike
Rogue encounter 1: Termination Threat
Rogue daily 1: Checking Jab
Rogue utility 2: Reap the Rattled
Rogue encounter 3: Defender's Cohort
Rogue daily 5: Downward Spiral
Rogue utility 6: Threatening Glare
Rogue encounter 7: Dismaying Slash
Rogue daily 9: Not Worth My Time
Rogue utility 10: Sneaky Roll

ITEMS
Feytouched Leather Armor +3, Belt of the Brawler (heroic tier), Giantkind Gloves (heroic tier), Choker of Eloquence +3
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

My version. Bill basically just goes to bars and kicks the crap out of random people who annoy him. This ends up usually being eladrins, they just bother him.
 

the biggest problem with this build I see is the fact that if you use chairs tables, random things you see, you don't get an enhancement bonus. It could really hurt at paragon and up.

On the other hand if you were a good enough DM convincer you could be El Kabong by enchanting a guitar and using it as a onehanded improvised weapon.
There are consumables that add enhancement bonus, like the Augnmenting Whetstone.
 

Remove ads

Top