Latest NewsKefka Icon

Sidebar Weirdness

Home > Equipment >

Weapons

Weapon Sections

FFD20 Specific WeaponsFFD20 Chef WeaponsFFD20 Power Weapons

Weapon Groups

For the purposes of feats and traits, these weapon groups count as fighter weapon groups. These groups cannot be selected for the fighter’s Chosen Weapon feature, aside from those listed on their page. Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: axe-gauntlet (dwarven heavy), axe-gauntlet (dwarven light), bardichebattleaxe, boarding axe, butchering axe, dwarven waraxe, galkan war pick, gandasa, greataxehandaxeheavy pickhooked axeknuckle axe, kumade, kumade (collapsible), light pickmattockorc double axepatathrowing axe, and tongi.

Blades, Heavy: ankus, bastard swordchakram, cutlass, double, double chicken saberdouble walking stick katanadueling swordelven curve blade, estoc, falcatafalchionflambard, fuma shuriken, greatswordgreat terbutje, greatsword, katanakhopeshklar, knight sword, longsword, nine-ring broadswordnodachi, rhoka sword, sawtooth sabre, scimitarscytheseven-branched swordshotel, sickle-sword, split-blade sword, switchscythe, temple swordterbutje, and two-bladed sword.

Blades, Lightbayonetbroken-back seaxbutterfly knifebutterfly swordchakramdagger, deer horn knife, dogslicer, dueling dagger, gladius, hunga mungakamakatarkerambitkukri, machete, madu, manople, pataquadrensrapier, sanpkhang, sawtooth sabre, scizore, shortsword, sica, sickle, spiral rapier, starknifeswordbreaker daggersword canewakizashi, and war razor.

Bowscomposite longbowcomposite shortbow, greatbow, harp-bow, longbow, orc hornbow, and shortbow.

Chef: combat spatula, combat wok, fillet knife, horse butcher cleaver, ladle of pain, man tongs, and tenderizer.

Close: axe-gauntlet (dwarven heavy), axe-gauntlet (dwarven light), bayonetbrass knucklescestusdan bong, dwarven war-shield, emei piercer, feral claw gauntlets, fighting fangauntletheavy shieldiron brushkatarklarlight shieldmadumere clubpunching dagger, rope gauntlet, sap, scizorespiked armorspiked gauntletspiked shieldtekko-kagitonfa, tri-bladed katar, unarmed strikewooden stake, waveblade, and wushu dart.

Crossbows: blaster edge, double crossbowhand crossbowheavy crossbowlaunching crossbowlight repeating crossbow, heavy repeating crossbow, pelletbow (dwarven heavy), pelletbow (dwarven light), and tube arrow shooter, underwater heavy crossbow, and underwater light crossbow.

Doublebo staff, boarding gaff, chain-hammer, chain speardire flaildouble walking stick katana, double-chained kama, dwarven urgrosh, gnome battle ladder, gnome hooked hammerkusarigamamonk’s spadeorc double axequarterstafftaiahatwo-bladed sword, and weighted spear.

Firearms: all one-handed, two-handed, and siege firearms.

Flailsbattle poibladed scarf, cat-o’-nine-tails, chain speardire flaildouble chained kama, dwarven dorn-dergar, flailflying talon, gnome pincher, heavy flailkusarigamakyoketsu shogemeteor hammermorningstarnine-section whipnunchakusansetsukonscorpion whip, spiked chain, urumi, and whip.

Gunarms: all one-handed, two-handed, and double weapon gun arms.

Hammersaklysbattle aspergillum, chain-hammer, club, earth breaker, gnome piston maul, greatclubheavy mace, lantern staff, light hammer, light macemere club, planson, ram hammer (dwarven), sphinx hammer (dwarven), taiahatetsubowahaika, and warhammer.

Monkbo staffbrass knucklesbutterfly swordcestusdan bong, deer horn knife, double chained kamadouble chicken saber, emei piercer, fighting fanhanbojuttekamakusarigamakyoketsu shoge, lungshuan tamo, monk’s spadenine-ring broadsword, nine-section whip, nunchakuquarterstaffrope dartsai, sanpkhang, sansetsukonseven-branched swordshang goushurikensianghamtemple swordtiger forktonfatraveling kettletri-point double-edged swordunarmed strikeurumi, weighted hand/footwraps, and wushu dart.

Natural: feral claw gauntlets, all natural weapons (such as bite, claw, gore, tail, and wing), unarmed strike, and weighted hand/footwraps.

Polearmsbardichebec de corbinbill, boarding gaff, crook, fauchard, giant-sticker (dwarven), glaiveglaive-guisarme, gnome ripsaw glaive, guisarmehalberdhooked lance, horsechopper, lucerne hammermancatchermonk’s spadenaginatanodachi, ogre hook, qu battle fork, ranseurrhomphaiatepoztopilli, and tiger fork.

Power Weapons: animated dolls, power flail, power multi-rod, power multi-staff, power pole, power rod, and power staff.

Siege engines: Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines.

Spearsamentumboar spearchain speardouble spear, elven branched spear, harpoonjavelinlancelongspear, orc skull ram, pilum, planson, shortspearsibatspear, stormshaft javelin, tiger forktrident, and weighted spear.

Thrownaklysamentumatlatl, blitzball, blitzball (spiked), blowgunbolasboomerangbrutal bolas, chain-hammer, chakramclubdaggerdart, deer horn knife, dueling dagger, flask thrower, fuma shuriken,  halfling sling staffharpoonhunga mungajavelinkestroslasso, light hammer, net, pilumpoisoned sand tube, ram hammer (dwarven), rope dartshortspearshurikensibatslingsling glove, snag net, spear, sphinx hammer (dwarven), starknife, stormshaft javelin, throwing axe, throwing shield, trident, and wushu dart.

TribalClubdagger, feral claw gauntlets, greatclubhandaxeheavy shieldlight shieldshortspearspearthrowing axe, and unarmed strike.

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, 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
(Light/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)
51d41d6x220 ft. (thrown)2 lbs.BludgeoningPerformance, see text.
Blitzball, Spiked
(1-handed/Exotic)
501d61d8x210 ft. (thrown)5 lbs.Bludgeoning and PiercingPerformance, see text.
Fuma Shuriken
(1-handed/exotic)
721d62d4x330 ft. (thrown)12 lbs.Slashing or piercing
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.

Fuma Shuriken: The Fuma Shuriken, also known as Ninja Star, Ninja Shuriken, Magic Shuriken, Pinwheel and Fuuma, is a weapon commonly seen used by Ninja who must certainly kill their target or have to resort to more brash means of assassination. Fuma shuriken are large, four-bladed projectile weapons, similar to normal throwing shuriken stars, but are around 2 to 3 feet in diameter.

You can wield the fuma shuriken as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must succeed at a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.

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, 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 Spatula25 gil1d41d619-20, x34 lbs.S/BPerformance, sunder, chefOne-handed Exotic
Combat Wok12 gil1d41d619-20, x28 lbs.BFire (see text), chefOne-handed Exotic
Fillet Knife10 gil1d31d4x31 lb.S/PLethal, chefLight Exotic
Horse Butcher Cleaver20 gil1d101d12x220 lbs.B/SSunder, chefTwo-handed Exotic
Ladle of Pain22 gil1d61d8x37 lbs.B/PReach, trip, chefTwo-handed Exotic
Man Tongs10 gil1d31d4x32 lbs.SDisarm, grapple, chefLight Exotic
Tenderizer8 gil1d41d6x23 lbs.BChefLight Exotic

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.

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.

Fillet Knife: A razor sharp knife that can fillet a man as well as it can fillet a fish.

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.

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.

Tenderizer: A metal hammer designed to tenderize raw meat and the faces of your opponent.

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. All power weapons are made out of wood, except for the flail’s head and chain which is made of metal.

Ranged Power Weapons have a set range of 30 feet and use ranged touch attacks rather than ranged attacks, whereas Melee Power Weapons can only attack adjacent targets with a reach of 5 feet and use melee touch attacks rather than melee attacks. 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. Power Weapons deal extra damage equal to the wielder’s casting modifier, which is capped by their caster level (ex: CL of 3 with a casting modifier of +5 would equal +3 elemental damage). 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. They have a CL of 1 and are crafted like normal magic items. Power Weapons can only have enhancements from the Power Weapons Special Abilities 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
Animated Dolls
(light/exotic)
125 gil1d41d4x24 lbs.ElementalSee text.
Power Flail
(1-handed/Exotic)
135 gil1d41d4x25 lbs.ElementalFinesse, see text
Power Pole
(2-handed/Exotic)
200 gil1d61d6x28 lbs.ElementalFinesse, see text

Animated Dolls: Small stuffed dolls enhanced through the use of magical rituals to take on homunculi characteristics. They can understand (but not speak) common, plus 1 language imbued into them by their creator. Their element (Earth, Fire, Holy, Ice, Lightning, Shadow, Water, or Wind) is also determined when first crafted. Often seen as training tools for magi, these dolls help spellcasters to work their magic while still maintaining a presence in combat.

Animated Dolls are held in 1 hand and can be activated with a standard action, upon which they can move a number of feet per turn equal to 5 times the user’s casting modifier (minimum 20ft), this movement does not provoke attacks of opportunity. Once within the same square as an enemy, they make a melee touch attack as commanded, with a bonus to attack equal to the user’s highest caster level and casting modifier of the user, dealing 1d4 + casting modifier in elemental damage. The extra damage from the casting modifier is capped by the wielder’s caster level (ex: CL of 3 with a casting modifier of +5 would equal +3 elemental damage).

When activated, dolls remain active for a number of rounds equal to ½ the casting modifier of the user (minimum 2), before becoming inert. Once held, they regain their ability to be activated. The user must give up a move action to continue having the doll act each round they are active. Dolls cannot be used in conjunction with other dolls or power weapons. They only ever get 1 attack per round and do not benefit from power weapon feats.

Dolls otherwise act like power weapons. They are crafted via the Craft Magic Arms and Armor item creation feat and the dark orb, elemental orb, or holy orb cantrip.

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 extra elemental damage equal to 1.5x the amount of the wielder’s casting modifier capped by the their caster level (ex: CL of 3 with a casting modifier of +5 would equal +4 elemental damage). 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 extra elemental damage equal to 1.5x the amount of the wielder’s casting modifier capped by the their caster level (ex: CL of 3 with a casting modifier of +5 would equal +4 elemental damage). 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).

Weapons