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

Table: FFd20 Melee Weapons

FFd20 WeaponsCostDmg (S)Dmg (M)CriticalWeightTypeSpecial
Fork, Qu Battle
125 gil2d41d10x312 lbs.PiercingBrace, disarm, reach
Sword, Buster
200 gil1d123d620/x335 lbs.Slashing
Sword, Knight
53 gil1d81d1019-20/x26 lbs.Slashing
War Pick, Galkan
75 gil2d42d6x312 lbs.PiercingTrip
Weighted Hand/Footwraps
10 gil+1+12 lbs.BludgeoningMonk

Table: FFd20 Ranged Weapons

FFd20 WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeightTypeSpecial
(1-handed/Exotic Light)
5 gil1d41d6x220 ft.2 lbs.BludgeoningPerformance
Blitzball, Spiked
(1-handed/Exotic Light)
50 gil1d61d8x210 ft.5 lbs.Bludgeoning and PiercingPerformance
Power Rod
50 gil1d41d4x230 ft. (Max)3 lbs.
Power Staff
75 gil1d61d6x230 ft. (Max)4 lbs.
200 gil1d81d10x3120 ft.6 lbs.Piercing

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.

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.

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.