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FFD20 Specific WeaponsFFD20 Chef WeaponsFFD20 Power Weapons

FFD20 Specific 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
(1-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
Blaster Edge
(2-handed/Exotic)
251d61d8x230 ft.7 lbs.SlashingSee Text
Blitzball
(1-handed/Exotic Light)
51d41d6x220 ft.2 lbs.BludgeoningPerformance, see text.
Blitzball, Spiked
(1-handed/Exotic Light)
501d61d8x210 ft.5 lbs.Bludgeoning and PiercingPerformance, see text.
Greatbow
(2-handed/Exotic)
2001d81d10x3120 ft.6 lbs.Piercing
Harp-Bow
(2-handed/Exotic)
3451d41d6x370 ft.8 lbs.PiercingSee text

Blaster Edge: This weapon is a bladed projectile fired from an arm strapped, crossbow like, firing weapon. When fired, the projectile slashes the target and returns back to the weapon at the end of the user’s turn as if it has the returning enhancement. If the user has multiple attacks, the projectile does not return, but can attack other targets in range with its additional attacks as long as they are within 30 feet of the first target. The same target cannot be attacked multiple times in succession, but can be targeted again after the projectile has made another attack against another target. The weapon itself is strapped to the users arm, and this does not take up a hand to wield, but still requires at least two hands to properly aim the weapon. If the user is holding an item in either hand, the user takes a -1 penalty on attack

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.

Copyright Notice / Area of Origin
Aeon Gaia Setting ©2020, NapazTrix; Aidan Bates.

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.

Copyright Notice / Area of Origin
Aeon Gaia Setting ©2020, NapazTrix; Aidan Bates.

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. If your Strength score is less than 15, you take a –2 penalty on attacks rolls with a galkan war pick, as you’re unable to wield the heavy pick.

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.

WeaponsCostDmg (S)Dmg (M)CriticalWeightDamage TypeSpecialWeapon Type
Combat Wok12 gil1d41d619-20, x28 lbs.BFire (see text), chefOne-handed Exotic
Horse Butcher Cleaver20 gil1d101d12x220 lbs.B/SSunder, chefTwo-handed Exotic
Tenderizer8 gil1d41d6x23 lbs.BChefLight Exotic
Fillet Knife10 gil1d31d4x31 lb.S/PLethal, chefLight Exotic
Ladle of Pain22 gil1d61d8x37 lbs.B/PReach, trip, chefTwo-handed Exotic
Man Tongs10 gil1d31d4x32 lbs.SDisarm, grapple, chefLight Exotic
Combat Spatula25 gil1d41d619-20, x34 lbs.S/BPerformance, sunder, chefOne-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 and a caster level. 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. Power Weapons can only have enhancements from the Power Weapons table located here.

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).