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Weapons

The following are special FFd20 equipment. Check here for standard Pathfinder weapons.

Table: FFd20 Melee Weapons

FFd20 WeaponsCost (gil)Dmg (S)Dmg (M)CriticalWeightTypeSpecial
Fork, Qu Battle
(2-handed/Exotic)
1252d41d10x312 lbs.PiercingBrace, disarm, reach
Sword, Buster
(2-handed/Exotic)
2001d123d619-20/x235 lbs.Slashing
Sword, Knight
(1-handed/Exotic)
531d81d1019-20/x26 lbs.Slashing
Feral Claw Gauntlets
(Light/Martial)
501d31d4x22 lbs.Bludgeoning and SlashingSee text
War Pick, Galkan
(2-handed/Exotic)
752d42d6x312 lbs.PiercingTrip
Weighted Hand/Footwraps
(Simple)
10+1+12 lbs.BludgeoningMonk

Table: FFd20 Ranged Weapons

FFd20 WeaponsCost (gil)Dmg (S)Dmg (M)CriticalRange IncrementWeightTypeSpecial
Blitzball
(1-handed/Exotic Light)
51d41d6x220 ft.2 lbs.BludgeoningPerformance
Blitzball, Spiked
(1-handed/Exotic Light)
501d61d8x210 ft.5 lbs.Bludgeoning and PiercingPerformance
Greatbow
(2-handed/Exotic)
2001d81d10x3120 ft.6 lbs.Piercing
Harp-Bow
(2-handed/Exotic)
3451d41d6x370 ft.8 lbs.PiercingSee 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.

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.

Power Rod/Staff: These rods/staves are built for mages or anyone with a MP pool. Most casters are proficient in these weapons. It requires a 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. They only have a range of 30 feet. It requires a standard action and must have at least 1 MP in your MP pool to activate. 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, Fire Staff, Ice Rod, Ice Staff, etc). These weapons use ranged touch attacks rather than ranged attacks and deal extra damage equal to the caster’s casting modifier. To craft a Power Rod or Staff, the crafter must have the Craft Magic Arms and Armor item creation feat and the elemental orb cantrip.

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-handed as a martial weapon. A knight treats a knight sword as a martial weapon.

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.

 

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 WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeightTypeSpecial
Power Rod
(1-handed/Exotic)
50 gil1d41d4x230 ft. (Max)3 lbs.Elemental
Power Staff
(2-handed/Exotic)
75 gil1d61d6x230 ft. (Max)4 lbs.Elemental
Power Multi-Rod
(1-handed/Exotic)
100 gil1d2/1d21d2/1d2x230 ft. (Max)3 lbs.Elemental
Power Multi-Staff
(2-handed/Exotic)
150 gil1d3/1d31d3/1d3x230 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 WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeightTypeSpecial
Power Flail
(1-handed/Exotic)
135 gil1d41d4x25 lbs.ElementalFinesse, see text
Power Pole
(2-handed/Exotic)
200 gil1d61d6x28 lbs.ElementalFinesse, 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).