Benefits: This is a combat feat that scales with your Base Attack Bonus.
* +0: You are proficient with improvised weapons.
* +1: All improvised weapons have their damage dice increased by one size.
* +6: All improvised weapons are considered to have an magical enhancement bonus equal to one-quarter your level, rounded down.
* +11: Improvised thrown weapons have a range increment of 20 feet for you. Double the critical threat range for all improvised weapons you wield.
* +16: You can deal an additional 1d6 damage of any type from the following list with any item: slashing, bludgeoning, slashing, fire, cold, acid, sonic, or electrical.
| Attributes | Values |
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| rdfs:label
| - Debris Wielder (3.5e Feat)
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| rdfs:comment
| - Benefits: This is a combat feat that scales with your Base Attack Bonus.
* +0: You are proficient with improvised weapons.
* +1: All improvised weapons have their damage dice increased by one size.
* +6: All improvised weapons are considered to have an magical enhancement bonus equal to one-quarter your level, rounded down.
* +11: Improvised thrown weapons have a range increment of 20 feet for you. Double the critical threat range for all improvised weapons you wield.
* +16: You can deal an additional 1d6 damage of any type from the following list with any item: slashing, bludgeoning, slashing, fire, cold, acid, sonic, or electrical.
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| Summary
| - You enter battle unarmed, but not for long
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| BAB
| - 86400.0
- You are proficient with improvised weapons.
- All improvised weapons have their damage dice increased by one size.
- All improvised weapons are considered to have an magical enhancement bonus equal to one-quarter your level, rounded down.
- Improvised thrown weapons have a range increment of 20 feet for you. Double the critical threat range for all improvised weapons you wield.
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| abstract
| - Benefits: This is a combat feat that scales with your Base Attack Bonus.
* +0: You are proficient with improvised weapons.
* +1: All improvised weapons have their damage dice increased by one size.
* +6: All improvised weapons are considered to have an magical enhancement bonus equal to one-quarter your level, rounded down.
* +11: Improvised thrown weapons have a range increment of 20 feet for you. Double the critical threat range for all improvised weapons you wield.
* +16: You can deal an additional 1d6 damage of any type from the following list with any item: slashing, bludgeoning, slashing, fire, cold, acid, sonic, or electrical. Back to Main Page → 3.5e Homebrew → Character Options → Feats
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