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Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
The following information is copied and slightly reworded from the broken condition. See the broken condition for the full, original text.
Attacks made with a weapon with the broken condition suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 bonus on attack and damage rolls. You can add the masterwork quality to a weapon after it is created, but doing so increases the price of adding masterwork to a weapon by 50%. The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition), and the price is the same for adding it to double weapons.
Masterwork ammunition is damaged (effectively destroyed) when used. The bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.
All magic weapons are automatically considered to be of masterwork quality.
Some types of armor and shields can be used as weapons, you can create a masterwork version of such an item that confers an enhancement bonus on attack rolls.
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