Anything Goes Long (3.5e Feat)
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Anything Goes Long [General, Fighter]
You can throw nearly anything - ale tankards, rocks, bags of coins - and make it hurt.
Prerequisite: Dex 13, Base attack bonus +4
Benefit: You are the master of the improvised missile. You may treat any object, including weapons you are not proficient with, as simple thrown 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.
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.
Size | Damage |
---|---|
Tiny | 1d2 |
Small | 1d4 |
Medium | 1d6 |
Large | 1d8 |
Huge | 1d10 |
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.
Notes: This does not give you the ability to use any object in melee combat; for that, see the Anything Goes Combat feat.
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- Author: Joshua Turton © Joshua Turton 2001 This feat is from the NBoF, please see NBoF Credits.
- Revised by the Netbook of Feats Review Board
Overall | Purp | Pow | Port | Comp | Rule |
---|---|---|---|---|---|
4.25 | 4.25 | 4.00 | 4.00 | 4.00 | 5.00 |
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