When they joined the struggle there was something they could not have known at the time,
that no blade on earth, no blacksmith's art
could ever damage their demon opponent.
He had conjured the harm from the cutting edge of every weapon.
-Beowulf, as translated by Seamus Heaney
DEATH BY PITCHFORK
The minions of darkness have a habit of striking when heroes are ill prepared to face them. All too often, heroes may be forced to defend themselves with common objects. Furthermore, many characters that heroes encounter from mobs of irate villagers to thieving goblinfolk, are more likely to wield such weapons of opportunity than true military arms.
Tool-grade weapons are similar to military-grade weapons. Characters wielding such items suffer a -1 penalty on attack and damage rolls. The tools listed below are considered simple weapons.
Broken Bottle Dagger
Carving Knife Dagger
Crowbar Light mace
Fireplace Poker Shortspear
Gaff Light pick
Grain Flail Flail
Hammer Light Hammer
Meat Cleaver Handaxe
Piano String** Sap
Pick Heavy Pick
*Unlike a quarterstaff, these tools are not double weapons.
**A piano string strung around the neck does lethal slashing damage instead of bludgeoning damage and allows the wielder to make a CMB check to initiate a grapple.
Parthian Rapier The curious Parthian (or "parting shot") rapier is considered the bane of honorable duelists and is usually found as an aristocratic display piece. It is simple a rapier with a pistol built into the hilt. The Parthian rapier is poorly balanced compared to either a standard rapier or pistol and is an exotic weapon. It does boast an insidious advantage, however. If the wielder makes a successful attack with the rapier blade, by simply pulling the trigger she can then immediately fire the pistol at the same target as a free action. The target cannot use her Dexterity bonus to AC against this follow up attack. You can use the Weapon Finesse feat when attacking with the rapier blade. You suffer a -4 penalty on attack rolls made with the pistol if you do not have the Exotic Weapons Proficiency (firearms) feat.
Simple Weapons CuL Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Light Melee Weapons
Straight Razor 3+ 2 gp 1d3 1d4 x2 - 1/2 lb. S see below
Parthian Rapier 9 300 gp 1d4/1d10 1d6/1d10 18-20/x2/x3 -/50 ft. 5 lbs. P see below
Straight Razor A small, finely honed blade with a folding handle. Against a foe that is caught flat-footed from a successful attack, the razor also does 1 bleed damage.
GRENADELIKE GUNPOWDER WEAPONS
*A miss requires a roll for deviation as for regular grenadelike weapons, but rather than dealing splash damage to all creatures within 5 feet, the weapon deals the same damage to all creatures within the blast radius of where it actually lands.
Weapon CuL Cost Damage Blast Radius* Range Increment Weight Special
Bomb 8+ 150 gp 2d6 5 ft. 10 ft. 1 lb. see below
Smokebomb 8+ 70 gp Smoke see below 10 ft. 1 lb. see below
Bomb This round gunpowder bomb must be lit before it is thrown. Lighting the bomb is a standard action. The explosion deals 2d6 points of fire damage. Those caught in the blast radius can make a DC 20 Ref save to take half damage. Any character carrying a bomb who suffers fire damage must make a DC 13 Ref save. If the character fails this save, the bomb's fuse has accidently been lit; unless put out as a standard action, it explodes 1 round later.
Smokebomb This cylindrical bomb must be lit before it is thrown. Lighting it is a standard action. One round after it is lit, this nondamaging explosive emits a cloud of smoke in a 20-foot-radius that persists in still conditions for 1d3+6 rounds and windy conditions for 1d3+1 rounds. Visibility is limited to two feet. Everything within the cloud has 90% concealment. Any character carrying a bomb who suffers fire damage must make a DC 13 Ref save. If the save fails, the bomb's fuse has accidently been lit; unless put out as a standard action, it goes off 1 round later.