Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon. A character takes a -4 penalty on his or her attack roll when wielding or throwing an improvised weapon. Those with the Catch Off Guard feat have become trained in wielding improvised weapons to their maximum capacity, and don't suffer from this penalty.
An improvised thrown weapon has a range increment of 1 Range. For every 2 Size over 5 the creature is, it can throw an improvised weapon another 1 Range.
Improvised weapons deal damage based on their Bulk, the heavier and more wieldy an object is, the more damage it does. You apply your strength modifier to improvised weapons. Weapons with a bulk of L or smaller can be finessed.
All improvised weapons deal x2 damage on a critical hit.
Unlike proper weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.