There is a Legacy version
here.
Weapon ImproviserSource Player Core 2 pg. 221As 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 stalagmite, large mushroom, old bones;
Docks: barrel, crate, hook;
Forest: branch, needles, or thorns;
Market: box, fruit, scale, sign;
Courtroom or Study: 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!
Archetype Dedication Source Player Core 2 pg. 221Archetype Weapon ImproviserPrerequisites trained in 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.
Archetype Source Player Core 2 pg. 221Archetype Weapon ImproviserPrerequisites Weapon Improviser Dedication
When you make a
Strike with an improvised weapon you're wielding, you gain a +1 item bonus to the attack roll, and you can have the Strike deal two weapon damage dice instead of the improvised weapon's normal number. If the attack is a critical hit, the improvised weapon breaks after the normal effects of a critical hit occur. If the item has a Hardness greater than your level, or if it's an
artifact,
cursed item, or other item that's difficult to break or destroy, it doesn't break but the attack is a normal hit instead of a critical hit. You can choose not to get any of the effects of Improvised Pummel on a Strike if you don't want to risk breaking the item. At 12th level, the item bonus increases to +2, and at 16th level, the Strike deals three weapon damage dice instead of the improvised weapon's normal number.
If you're benefiting from
handwraps of mighty blows, you use the handwraps' item bonus if it's higher and can choose to use its number of damage dice. Any property runes from the handwraps also apply if you use the handwraps' number of weapon damage dice, provided they could apply to the improvised weapon (as determined by the GM).
Archetype Source Player Core 2 pg. 221Archetype Weapon ImproviserPrerequisites Weapon Improviser Dedication
Whenever you make a
Strike with an improvised weapon against a creature that hasn't
observed you making a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is
off-guard against you for that Strike.
Archetype Source Player Core 2 pg. 221Archetype Weapon ImproviserPrerequisites Weapon Improviser Dedication
You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is.
Archetype Source Player Core 2 pg. 221Archetype Weapon ImproviserPrerequisites Weapon Improviser Dedication
You quickly snatch up whatever is nearby and then attack with it as an improvised weapon. You Interact to pick up an unattended object in reach you could use as an improvised weapon, then
Strike with that improvised weapon.
Archetype Source Player Core 2 pg. 221Archetype Weapon ImproviserPrerequisites Improvised PummelTrigger An improvised weapon you are wielding becomes broken as a result of a critical success on an Improvised Pummel.
The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal.