The following are special FFd20 equipment. Check here for standard Pathfinder weapons.
Table: FFd20 Melee Weapons
|FFd20 Weapons||Cost||Dmg (S)||Dmg (M)||Critical||Weight||Type||Special|
|Fork, Qu Battle|
|125 gil||2d4||1d10||x3||12 lbs.||Piercing||Brace, disarm, reach|
|900 gil||1d6||1d8||19-20/x2||11 lbs.||Slashing||Double|
|550 gil||1d4||1d6||19-20/x2||3 lbs.||Slashing||Double|
|200 gil||1d12||3d6||20/x3||35 lbs.||Slashing||—|
|53 gil||1d8||1d10||19-20||6 lbs.||Slashing||—|
|War Pick, Galkan|
|75 gil||2d4||2d6||x3||12 lbs.||Piercing||Trip|
|10 gil||+1||+1||—||2 lbs.||Bludgeoning||Monk|
Table: FFd20 Ranged Weapons
|FFd20 Weapons||Cost||Dmg (S)||Dmg (M)||Critical||Range Increment||Weight||Type||Special|
|50 gil||1d4||1d4||x2||30 ft. (Max)||3 lbs.||—||—|
|75 gil||1d6||1d6||x2||30 ft. (Max)||4 lbs.||—||—|
|200 gil||1d8||1d10||x3||120 ft.||6 lbs.||Piercing||—|
|900 gil||2d4||2d6||x4||80 ft.|
|550 gil||1d6||2d4||x4||30 ft.|
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.
Gunblade, Marksman’s: If the automatic is more readily built for ranged combat, the marksman’s Gunblade is the ultimate in that field. It is a Gunblade that is built primarily to give a sniper a secondary weapon on hand should he be discovered, thus highly increasing his capabilities. It is built with a rifle stock and even more superior rifling, allowing the bullet to travel to farther distances unchecked. The weapon is also quite readily built for hand to hand combat, as a side effect of the stock which is almost as in-line with the blade as the revolver’s handle. The weapon has a hollow in the blade, approximately a foot up the barrel, to allow for the shooter to thread his hands into the weapon for added stability over other Gunblade platforms. The blade curves elegantly back, with the bullet exiting as from the revolver version. The Marksman’s Gunblade is a finely tooled weapon; only the best of marksmen can afford these, and they are regarded, most correctly, as second to none. The weapon can hold ten shells in a clip that doubles as a hand guard.
Gunblade, Standard: The standard Gunblade is a combination of a short sword and a pistol. The hilt and grip of the sword are supplemented by a cylinder which houses the shells for the gunblade. The bullets are fired along the axis of the blade, exiting in a notch on the back of the blade, near the tip. The handle for the weapon is approximately 30 degrees off of the same axis, to allow for convenience in combat, allowing the highest amount of accuracy and balance for both melee and ranged combat. The actual blade is wide and the cutting edge is curved as it reaches the point of the weapon. The weapon can be fired twenty times before it must be reloaded.
Power Rod/Staff: These rods/staves are built for mages or anyone with a MP pool. Most casters are proficient in these weapons. It require 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 a caster level and MP pool to imbue the item with.
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.