|FFD20 Specific Weapons||FFD20 Chef Weapons||FFD20 Power Weapons|
FFD20 Specific Weapons
The following are special FFd20 equipment. Check here for standard Pathfinder weapons.
Table: FFd20 Melee Weapons
|FFd20 Weapons||Cost (gil)||Dmg (S)||Dmg (M)||Critical||Weight||Type||Special|
|Fork, Qu Battle|
|125||2d4||1d10||x3||12 lbs.||Piercing||Brace, disarm, reach|
|Feral Claw Gauntlets |
|50||1d3||1d4||x2||2 lbs.||Bludgeoning and Slashing||See text|
|War Pick, Galkan|
Table: FFd20 Ranged Weapons
|FFd20 Weapons||Cost (gil)||Dmg (S)||Dmg (M)||Critical||Range Increment||Weight||Type||Special|
|5||1d4||1d6||x2||20 ft.||2 lbs.||Bludgeoning||Performance, see text.|
|50||1d6||1d8||x2||10 ft.||5 lbs.||Bludgeoning and Piercing||Performance, see text.|
|200||1d8||1d10||x3||120 ft.||6 lbs.||Piercing||—|
|345||1d4||1d6||x3||70 ft.||8 lbs.||Piercing||See text|
Blitzball: Often seen as a toy or tool for sport, the blitzball can be quite the unordinary weapon for adventurers. However, either from an attachment to the sport, or some innate childlike wonder, some people use the blitzball to deadly means. These weapons can be used thrown or kicked at a target dealing the same amount of damage which provokes an attack of opportunity. If the user misses an attack against an enemy it will continue up until 5 range increments are met, or will rebound against a surface. If the blitzball hits a target at range it will rebound to the user, to use in another iterative attack or for the next turn. Blitzballs are designed for underwater sports and so can be used within aquatic terrains unlike normal thrown weapons, they can be thrown/kicked underwater and receive no penalty for the first range increment but take -4 to attacks rolls for each range increment instead of -2 while underwater.
Blitzball, Spiked: Acting almost identical to the unspiked version, this blitzball has spikes wrapped around it, with the user narrowly avoiding the spikes on attack.
Feral Claw Gauntlets: This set of metallic gauntlets can easily be equipped on races that lack natural weapons. Whilst worn, they change the creatures unarmed attacks into claw natural attacks, gaining all benefits and penalties of such. This attack counts as a primary, dealing 1x STR damage on attacks and allows 1 attack per hand. Creatures with more limbs must buy another pair, enchanting them separately. The user can still use manufactured weapons while wearing these gauntlets, but take a -2 penalty to attack rolls, -4 if the weapon is ranged. While wearing these gauntlets you are unable to make unarmed strikes or make use of flurry of blows, including any similar ability. A character can’t benefit from Feral Claw Gauntlets and other items that provide enhancement bonuses or weapon special abilities (such as an amulet of mighty fists) on the same attack. Any items/feats that note Natural Weapons apply for the gauntlets.
Fork, Qu Battle: A qu battle fork has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a qu battle fork against a charge, you deal double damage on a successful hit against a charging character. A qu treats a qu battle fork as a martial weapon.
Greatbow: You need at least two hands to use a greatbow, regardless of its size. A greatbow is too unwieldy to use while mounted. A greatbow sized for a Medium character is 6 feet or more in length when strung. Greatbows follow all of the normal rules for composite bows, including strength ratings. Each point of Strength bonus granted by the bow adds 200 gil to the cost.
Harp-Bow: This combination of an instrument and shortbow is hard to use by most musicians and hunters, but in the hands of a Bard it can be dangerous as both. While the weapon is called a Harp-Bow some people may change the instrument for a similar string one, like a Violin. While using the Harp-Bow the wielder may choose to play a song, or fire an arrow as if by a shortbow. However, due to the combination of tools you take a -2 to performance and attack rolls with this instrument weapon. A masterwork version will reduce both of these to -1, while magical enhancements made to the bow increase that to a bonus, with a +5 enhancement this would give +3 to performance rolls made with the Harp-Bow.
Sword, Buster: A buster sword is classified as an enormous broadsword (though it has more in common with a backsword). From tip to handle, it is approximately five to six feet long, with a single-edged, enormous blade approximately one foot wide. Its original finish sports a bolted, steel base and blade, and there are two holes on the blade near the hilt. It was primarily used by mercenaries to wipe out large numbers of enemies at once, and to sweep mounted fighters from their horses. If the wielder’s Strength is less than 19 (or 17 for a Small or smaller buster sword), the wielder takes a –2 penalty on attacks with it, as they are unable to maneuver its daunting size and weight.
Sword, Knight: A knight sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a knight sword two-
War Pick, Galkan: A galkan war pick is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a galkan war pick two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A galka treats a galkan war pick as a martial weapon even when using it in one hand.
Weighted Hand/Footwraps: These wraps provide extra hitting power thanks to its weight and the materials used to construct it. Anyone who expects to get into a fistfight or a brawl probably wants to wear these wraps. The weighted hand/footwraps provide a +1 bonus to damage on a successful unarmed strike attack. A strike with these wraps are otherwise considered an unarmed attack. These wraps are two sizes smaller than their wearer (for example, a pair of weighted hand/footwraps designed for a Hume are Tiny). Because of how they are worn, these wraps can’t be disarmed or dropped. A character can’t benefit from both handwraps and other items that provide enhancement bonuses or weapon special abilities (such as an amulet of mighty fists) on the same attack.
FFD20 Chef Weapons
There are also some Culinarian specific weapons.
Weapons marked with the “chef” special quality can be used to cook as well as being a weapon. They confer a +2 bonus on Profession (Chef) skill checks for being equipped with the correct tools. Characters with 10 ranks in Profession (Chef) are automatically considered proficient in the use of these weapons.
|Weapons||Cost||Dmg (S)||Dmg (M)||Critical||Weight||Damage Type||Special||Weapon Type|
|Combat Wok||12 gil||1d4||1d6||19-20, x2||8 lbs.||B||Fire (see text), chef||One-handed Exotic|
|Horse Butcher Cleaver||20 gil||1d10||1d12||x2||20 lbs.||B/S||Sunder, chef||Two-handed Exotic|
|Tenderizer||8 gil||1d4||1d6||x2||3 lbs.||B||Chef||Light Exotic|
|Fillet Knife||10 gil||1d3||1d4||x3||1 lb.||S/P||Lethal, chef||Light Exotic|
|Ladle of Pain||22 gil||1d6||1d8||x3||7 lbs.||B/P||Reach, trip, chef||Two-handed Exotic|
|Man Tongs||10 gil||1d3||1d4||x3||2 lbs.||S||Disarm, grapple, chef||Light Exotic|
|Combat Spatula||25 gil||1d4||1d6||19-20, x3||4 lbs.||S/B||Performance, sunder, chef||One-handed Exotic|
Combat Wok: A single dose of cooking oil added to this cast iron wok as a swift action and a DC 15 Profession (Chef) check will light a wok on fire until the start of your next turn. This adds an additional 1d4 fire damage to the attack.
Horse Butcher Cleaver: An over-sized meat cleaver that requires two hands to wield. Made of a thick round wooden handle and a wrought iron blade, this weapon is more about the weight you put into it than the single edge blade itself; which is more like an axe blade than an actual sword blade. Most of the strikes used with this weapon are broad and many are delivered overhead. Cleave attempts made with this weapon gain a +2 to damage rolls.
Tenderizer: A metal hammer designed to tenderize raw meat and the faces of your opponent.
Fillet Knife: A razor sharp knife that can fillet a man as well as it can fillet a fish.
Ladle of Pain: A way oversized ladle with a bottom covered in spikes.
Man Tongs: Used as an offhand weapon and used to snatch other weapons these sturdy tongs sport razor sharp teeth at the tips of the weapon to help inflict maximum carnage.
Combat Spatula: Crafted by the culinarians of old who used to have to defend themselves while cooking on the battlefield for the frontline troops. This cast-iron spatula is as big as your head with a handle crafted from the finest oak. The edges of the flat spatula are designed for versatility, one side has a serrated knife edge for killing while the other as a flat edge for flipping a steak. A combat spatula counts as both a weapon and a cooking implement.
FFD20 Power Weapons
Power Weapons: These rods/staves are built for mages or anyone with an MP pool. Most casters are proficient in these weapons. It requires an MP pool and caster level to use, even if you have the Exotic Weapon Proficiency with them. Magicite powers these weapons to imbue with elemental damage. Ranged Power Weapons have a set range of 30 feet, whereas Melee Power Weapons can only attack adjacent targets with a reach of 5 feet. It requires a standard action and must have at least 1 MP in your MP pool to activate. Since they use a standard action to activate it is not treated as an attack action, therefore they do not benefit from iterative attacks or anything that would normally affect an attack action including Two-Weapon Fighting or Vital strike. Users may still take weapon focus for power weapons. Ranged Power Weapons use ranged touch attacks rather than ranged attacks, whereas Melee Power Weapons used melee touch attacks rather than melee attacks, and deal extra damage equal to the caster’s casting modifier. Size has no effect on damage dice. To craft a Power Weapon, the crafter must have the Craft Magic Arms and Armor item creation feat and the dark orb, elemental orb, or holy orb cantrip.
Table: FFd20 Ranged Power Weapons
|FFd20 Weapons||Cost||Dmg (S)||Dmg (M)||Critical||Range Increment||Weight||Type||Special|
|50 gil||1d4||1d4||x2||30 ft. (Max)||3 lbs.||Elemental||—|
|75 gil||1d6||1d6||x2||30 ft. (Max)||4 lbs.||Elemental||—|
|100 gil||1d2/1d2||1d2/1d2||x2||30 ft. (Max)||3 lbs.||Elemental||—|
|150 gil||1d3/1d3||1d3/1d3||x2||30 ft. (Max)||4 lbs.||Elemental||—|
Power Rod: This 1-handed mid-ranked rod allows the wielder to shoot elemental energy at a target. When created or bought, they only deal one elemental type of damage (Earth, Fire, Holy, Ice, Lightning, Shadow, Water, or Wind) and are named as such (Fire Rod, Ice Rod, etc).
Power Staff: This 2-handed mid-ranked staff allows the wielder to shoot elemental energy at a target. When created or bought, they only deal one elemental type of damage (Earth, Fire, Holy, Ice, Lightning, Shadow, Water, or Wind) and are named as such (Fire Staff, Ice Staff, etc).
Power Multi-Rod: Combining 2 elements, this multi-rod deals more varied elemental damage at a single target. This is a single attack roll, with both elements hitting the same target, split your casting mod evenly between both elements, in the case of a decimal you may decide which element has the higher bonus. This rod otherwise works like a normal rod. When created or bought, they only deal two elemental types of damage (Earth, Fire, Holy, Ice, Lightning, Shadow, Water, or Wind) and are named as such (Magma Rod for fire and earth, Sleet Rod for ice and water, etc).
Power Multi-Staff: Combining 2 elements, this multi-staff deals more varied elemental damage at a single target. This is a single attack roll, with both elements hitting the same target, split your casting mod evenly between both elements, in the case of a decimal you may decide which element has the higher bonus. This staff otherwise works like a normal staff. When created or bought, they only deal two elemental types of damage (Earth, Fire, Holy, Ice, Lightning, Shadow, Water, or Wind) and are named as such (Magma Staff for fire and earth, Sleet Staff for ice and water, etc).
Table: FFd20 Melee Power Weapons
|FFd20 Weapons||Cost||Dmg (S)||Dmg (M)||Critical||Range Increment||Weight||Type||Special|
|135 gil||1d4||1d4||x2||—||5 lbs.||Elemental||Finesse, see text|
|200 gil||1d6||1d6||x2||—||8 lbs.||Elemental||Finesse, see text|
Power Flail: An enchanted flail that changes normal physical damage for elemental, allowing the wielder to deal elemental energy to a target. A power flail requires a melee touch attack and may be wielded in 2 hands to deal 1.5x casting modifier. When created or bought, they only deal one elemental type of damage (Earth, Fire, Holy, Ice, Lightning, Shadow, Water, or Wind) and are named as such (Fire Flail, Ice Flail, etc).
Power Pole: An enchanted pole that changes normal physical damage for elemental, allowing the wielder to deal elemental energy to a target. A power pole requires a melee touch attack and must be wielded in 2 hands but instead deals 1.5x casting modifier. When created or bought, they only deal one elemental type of damage (Earth, Fire, Holy, Ice, Lightning, Shadow, Water, or Wind) and are named as such (Fire Pole, Ice Pole, etc).