To obtain an Improvised Weapon (e.g. a bottle or barstool), succeed these checks:

  • Luck vs DC 8, or Perception DC 12** - there needs to be an object usable as a weapon nearby
  • Speed vs DC 15 - you need to be quick to pick it up, or an enemy can attack you with a Reaction

Improvised weapons will require a Luck check vs DC 10 on every attack, where on failure, the weapon breaks, and on a Critical failure, the weapon breaks and deals **1d4 Phys damage to the user.

The Luck DC increases with the attack penalty. For example, Attack #2 would require a Luck check vs DC 11. The attack penalty also applies to self-damage.

Attack #2 with a Club would do 1d6+2 damage to the enemy on success, or 1d4-1 damage to the player on a Crit fail.

pf2:1 Improvised Club: 1d6+3 Phys, range 5ft. (-1 penalty for each attack) pf2:1 Improvised Projectile: 1d4+3 Phys, range 15ft. (-1 penalty for each attack)