Weapon Sections
FFD20 Specific Weapons | FFD20 Chef Weapons | FFD20 Power Weapons |
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Weapon Groups
For the purposes of feats and traits, these weapon groups count as warrior weapon groups. These groups cannot be selected for the warrior’s Chosen Weapon class 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), bardiche, battleaxe, boarding axe, butchering axe, dwarven double waraxe, dwarven longaxe, dwarven maulaxe, dwarven waraxe, galkan war pick, gandasa, greataxe, handaxe, heavy pick, hooked axe, horse butcher cleaver, knuckle axe, kumade, kumade (collapsible), hurlbat, light pick, mattock, orc double axe, pata, throwing axe, and tongi.
Blades, Heavy: ankus, bastard sword, chainsaw, chakram, combat spatula, cutlass, double chicken saber, double walking stick katana, dueling sword, estoc, falcata, falchion, flambard, fuma shuriken, greatsword, great terbutje, katana, khopesh, klar, knight sword, longsword, mandragoran curve blade, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, sharpened combat scabbard, shotel, sickle-sword, split-blade sword, switchscythe, temple sword, terbutje, and two-bladed sword.
Blades, Light: bayonet, blade boot, brass knife, broken-back seax, butterfly knife, butterfly sword, chakram, dagger, deer horn knife, dogslicer, dueling dagger, fillet knife, gladius, hunga munga, kama, kerambit, kukri, kunai, machete, madu, mandragoran leafblade, mandragoran thornblade, manople, pata, quadrens, rapier, sanpkhang, sawtooth sabre, scizore, sea-knife, shortsword, sica, sickle, spiral rapier, starknife, swordbreaker dagger, sword cane, sword-chucks, tailblade, thief sword, tri-bladed katar, wakizashi, and war razor.
Bows: composite longbow, composite shortbow, greatbow, harp-bow, longbow, orc hornbow, shortbow, and thorn bow.
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), barbazu beard, bayonet, blade boot, brass knuckles, cestus, dan bong, dwarven boulder helm, dwarven war-shield, emei piercer, feral claw gauntlets, fighting fan, garrote, gauntlet, handwraps, heavy shield, hook hand, iron brush, klar, light shield, madu, man tongs, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, tri-bladed katar, unarmed strike, wooden stake, waveblade, and wushu dart.
Crossbows: blaster edge, crank crossbow (heavy), crank crossbow (light), double crossbow, gastraphetes, hand crossbow, heavy crossbow, launching crossbow, light repeating crossbow, heavy repeating crossbow, light crossbow, pelletbow (dwarven heavy), pelletbow (dwarven light), repeating hand crossbow, slaver’s crossbow (heavy), slaver’s crossbow (light), stonebow, and tube arrow shooter, underwater heavy crossbow, and underwater light crossbow.
Double: bo staff, boarding gaff, chain-hammer, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven double waraxe, dwarven urgrosh, gnome battle ladder, gnome hooked hammer, halfling double sling, kusarigama, monk’s spade, orc double axe, quarterstaff, taiaha, thief sword, two-bladed sword, and weighted spear.
Firearms: all one-handed, two-handed, and siege firearms.
Flails: battle poi, bladed scarf, cat-o’-nine-tails, chain spear, dire flail, double chained kama, dwarven dorn-dergar, flailpole, flying talon, flindbar, flying blade, gnome pincher, halfling rope-shot, heavy flail, kusarigama, kyoketsu shoge, light flail, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.
Gunarms: all one-handed, two-handed, and double weapon gun arms.
Hammers: aklys, battle aspergillum, chain-hammer, club, combat wok, dwarven longhammer, dwarven maulaxe, earth breaker, gnome piston maul, greatclub, hanbo, heavy mace, knobkerrie, lantern staff, light hammer, light mace, mere club, piston maul, planson, ram hammer (dwarven), sphinx hammer (dwarven), taiaha, tenderizer, tetsubo, wahaika, and warhammer.
Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, deer horn knife, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, handwraps, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk’s spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sanpkhang, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, traveling kettle, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.
Natural: feral claw gauntlets, handwraps, all natural weapons (such as bite, claw, gore, tail, and wing), and unarmed strike.
Polearms: bardiche, bec de corbin, bill, boarding gaff, crook, fauchard, flailpole, giant-sticker (dwarven), glaive, glaive-guisarme, gnome ripsaw glaive, guisarme, halberd, hooked lance, horsechopper, lucerne hammer, mancatcher, monk’s spade, naginata, nodachi, ogre hook, qu battle fork, ranseur, rhomphaia, tepoztopilli, and tiger fork.
Power Weapons: animated doll, 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.
Spears: amentum, barbed spear, boar spear, boarding pike, chain spear, doru, double spear, flask pike, harpoon, injection spear, javelin, ladle of pain, lance, longspear, mandragoran branched spear, orc skull ram, pilum, planson, sarissa, shortspear, sibat, spear, spear-sling, stormshaft javelin, syringe spear, tiger fork, totem spear, trident, and weighted spear.
Thrown: aklys, amentum, atlatl, blitzball, blitzball (spiked), blowgun, bolas, boomerang, brutal bolas, chain-hammer, chakram, club, crystal chakram, dagger, dart, deer horn knife, dire bolas, dueling dagger, doru, flask thrower, fuma shuriken, grappling hook, halfling double sling, halfling sling staff, harpoon, hunga munga, hurlbat, javelin, jolting dart, kestros, knobkerrie, kunai, lasso, light hammer, net, phaleros, pilum, poisoned sand tube, ram hammer (dwarven), rope dart, shortspear, shuriken, shrillshaft javelin, sibat, sling, sling glove, snag net, spear, sphinx hammer (dwarven), starknife, stingchuck, stormshaft javelin, syringe spear, throwing arrow cord, throwing axe, throwing shield, trident, wahaika, and wushu dart.
Tribal: Club, dagger, feral claw gauntlets, greatclub, handaxe, heavy shield, light shield, shortspear, spear, throwing axe, and unarmed strike.
Pathfinder Ported Weapons
The following are weapons from Pathfinder that are either straight ports or altered slightly to fit FFd20.
Pathfinder Melee Weapons
FFd20 Weapons | Cost (gil) | Dmg (S) | Dmg (M) | Critical | Weight | Type | Special |
---|---|---|---|---|---|---|---|
Handwraps (Light/Simple) | 0.10 | — | — | — | — | — | See text |
FFd20 Specific Weapons
The following are special FFd20 equipment. Check here for standard Pathfinder weapons.
Table: FFd20 Melee Weapons
FFd20 Weapons | Cost (gil) | Dmg (S) | Dmg (M) | Critical | Weight | Type | Special |
---|---|---|---|---|---|---|---|
Chainsaw (2-handed/Exotic) | 2,000 | 1d12 | 3d6 | 18-20/x2 | 10 lbs. | Slashing | Deadly, distracting, sunder |
Feral Claw Gauntlets (Light/Martial) | 50 | 1d3 | 1d4 | x2 | 2 lbs. | Bludgeoning or Slashing | See text |
Curve Blade, Mandragoran (2-handed/Exotic) | 85 | 1d8 | 1d10 | 18-20/x2 | 7 lbs. | Slashing | — |
Fork, Qu Battle (2-handed/Exotic) | 125 | 2d4 | 1d10 | x3 | 12 lbs. | Piercing | Brace, chef, disarm, reach |
Mandragoran Leafblade (Light/Exotic) | 45 | 1d3 | 1d4 | 18-20/x2 | 3 lbs. | Piercing or Slashing | — |
Mandragoran Thornblade (1-handed/Exotic) | 65 | 1d4 | 1d6 | 18-20/x2 | 4 lbs. | Piercing or Slashing | — |
Spear, Mandragoran Branched (2-handed/Exotic) | 25 | 1d6 | 1d8 | x3 | 10 lbs. | Piercing | Brace, Reach |
Sword, Knight (1-handed/Exotic) | 35 | 1d8 | 1d10 | 19-20/x2 | 6 lbs. | Slashing | — |
Sword-Chucks (1-handed/Exotic) | 25 | 2d3 | 2d4 | x3 | 4 lbs. | Slashing | Disarm |
Thief Sword (2-handed/Exotic) | 115 | 1d4/1d4 | 1d6/1d6 | 19-20/x2 | 8 lbs. | Slashing | Double, Finesse, Traditional (genome) |
War Pick, Galkan (1-handed/Exotic) | 75 | 2d4 | 2d6 | x3 | 12 lbs. | Piercing | Trip |
Table: FFd20 Ranged Weapons
FFd20 Weapons | Cost (gil) | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight | Type | Special |
---|---|---|---|---|---|---|---|---|
Blaster Edge (2-handed/Exotic) | 25 | 1d6 | 1d8 | x2 | 30 ft. | 7 lbs. | Slashing | See text |
Blitzball (1-handed/Exotic) | 5 | 1d4 | 1d6 | x2 | 20 ft. (thrown) | 2 lbs. | Bludgeoning | Performance, see text. |
Blitzball, Spiked (1-handed/Exotic) | 50 | 1d6 | 1d8 | x2 | 10 ft. (thrown) | 5 lbs. | Bludgeoning and Piercing | Performance, see text. |
Fuma Shuriken (1-handed/exotic) | 72 | 1d6 | 2d4 | x3 | 30 ft. (thrown) | 12 lbs. | Slashing or piercing | — |
Greatbow (2-handed/Exotic) | 200 | 1d8 | 1d10 | x3 | 120 ft. | 6 lbs. | Piercing | — |
Harp-Bow (2-handed/Exotic) | 345 | 1d4 | 1d6 | x3 | 70 ft. | 8 lbs. | Piercing | See text |
FFD20 Chef 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.
Weapons | Cost (gil) | Dmg (S) | Dmg (M) | Critical | Weight | Damage Type | Special | Weapon Type |
---|---|---|---|---|---|---|---|---|
Combat Spatula | 25 | 1d4 | 1d6 | 19-20, x3 | 4 lbs. | S/B | Performance, sunder, chef | One-handed Exotic |
Combat Wok | 12 | 1d4 | 1d6 | 19-20, x2 | 8 lbs. | B | Fire (see text), chef | One-handed Exotic |
Fillet Knife | 10 | 1d3 | 1d4 | x3 | 1 lb. | S/P | Deadly, chef | Light Exotic |
Horse Butcher Cleaver | 20 | 1d10 | 1d12 | x2 | 20 lbs. | B/S | Sunder, chef | Two-handed Exotic |
Ladle of Pain | 22 | 1d6 | 1d8 | x3 | 7 lbs. | B/P | Reach, trip, chef | Two-handed Exotic |
Man Tongs | 10 | 1d3 | 1d4 | x3 | 2 lbs. | S | Disarm, grapple, chef | Light Exotic |
Tenderizer | 8 | 1d4 | 1d6 | x2 | 3 lbs. | B | Chef | Light Exotic |
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. All power weapons are counted as supernatural and do not function within anti-magic fields nor can they fire into them. Rapid Shot does not work with Power Weapons. While most power weapons can be activated with a standard action, melee power weapons can be activated with a charge.
Ranged Power Weapons have a set range of 30 feet and use ranged touch attacks rather than ranged attacks and provoke attacks of opportunity, whereas Melee Power Weapons can only attack adjacent targets with a reach of 5 feet and use melee touch attacks rather than melee attacks and do not provoke attacks of opportunity. 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 nor from anything that grants an attack with a weapon such as Step Up and Strike or Whirlwind Attack. Users may still take Weapon Focus for power weapons. A Power Staff/Rod can be used as a normal quarterstaff/club, respectively, in melee combat, but don’t grant the elemental damage.
Instead of using the user’s STR modifier, or other modifiers, 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), power flails can be wielded two-handed to multiply the modifier by 1.5x, while power poles must be wielded two-handed. Size has no effect on damage dice.
These weapons are unique in their design, in that they produce elemental damage but in such a way that they aren’t enough to heal the wounds of creatures that would normally absorb the element. If a creature with absorption is hit by a power weapon of the same element, they instead just negate the damage.
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 Weapons | Cost (gil) | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight | Type | Special |
---|---|---|---|---|---|---|---|---|
Power Rod (1-handed/Exotic) | 50 | 1d4 | 1d4 | x2 | 30 ft. (Max) | 3 lbs. | Elemental | — |
Power Staff (2-handed/Exotic) | 75 | 1d6 | 1d6 | x2 | 30 ft. (Max) | 4 lbs. | Elemental | — |
Power Multi-Rod (1-handed/Exotic) | 100 | 1d2/1d2 | 1d2/1d2 | x2 | 30 ft. (Max) | 3 lbs. | Elemental | — |
Power Multi-Staff (2-handed/Exotic) | 150 | 1d3/1d3 | 1d3/1d3 | x2 | 30 ft. (Max) | 4 lbs. | Elemental | — |
Table: FFd20 Melee Power Weapons
FFd20 Weapons | Cost (gil) | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight | Type | Special |
---|---|---|---|---|---|---|---|---|
Animated Doll (light/exotic) | 125 | 1d4 | 1d4 | x2 | — | 4 lbs. | Elemental | See text |
Power Flail (1-handed/Exotic) | 135 | 1d4 | 1d4 | x2 | — | 5 lbs. | Elemental | Finesse, see text |
Power Pole (2-handed/Exotic) | 200 | 1d6 | 1d6 | x2 | — | 8 lbs. | Elemental | Finesse, reach, see text |