Anything Goes Combat (3.5e Feat)

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This material is published under the OGL 1.0a.

Anything Goes Combat [General, Fighter]

In your hands almost anything is a dangerous weapon
Prerequisite: Dex 13, Int 13
Benefit: You are the master of the improvised weapon. You may treat any object, including weapons you are not proficient with, as simple melee weapons using the stats listed in this feat instead of the stats usually used for that object or weapon, although you may still use weapons you have proficiency with as per normal. Determine the size of the object or weapon and use the stats listed here. All weapons threaten a critical hit on a 20 and do double damage. No weapon gives you reach. As stated in the SRD, a light weapon is generally two size categories smaller than the wielder, a one-handed weapon one size smaller, and a two-handed weapon is an object of the same size category as the wielder.
Size Damage
Tiny 1d2
Small 1d4
Medium 1d6
Large 1d8
Huge 1d10
If the DM determines that there is no way the object in question could do regular damage it instead deals nonlethal damage. Additionally any object used as a weapon via this feat can deal nonlethal damage at your discretion without penalty.
Normal: You suffer a -4 penalty on attack rolls with any weapon you are nonproficient with, and similarly with objects not designed to be used for combat.
Special: You may not take weapon feats with objects not designed to be weapons. For instance you cannot take Weapon Focus (Beer Mug).
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Author: Anne Trent, Sigfried Trent © Anne Trent, Sigfried Trent 2001   This feat is from the NBoF, please see NBoF Credits.
Revised by the Netbook of Feats Review Board
NBoF Balance Rating (0 to 5 Scale)
Overall Purp Pow Port Comp Rule
4.00 5.00 4.00 3.00 4.00 4.00

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