Weapons

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== 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), bardiche, battleaxe, boarding axe, butchering axe, dwarven waraxe, galkan war pick, gandasa, greataxe, handaxe, heavy pick, hooked axe, horse butcher cleaver, knuckle axe, kumade, kumade (collapsible), light pick, mattock, orc double axe, pata, throwing axe, and tongi.
Blades, Heavy: ankus, bastard sword, chakram, combat spatula, cutlass, double, double chicken saber, double walking stick katana, dueling sword, elven curve blade, estoc, falcata, falchion, flambard, fuma shuriken, greatsword, great terbutje, katana, khopesh, klar, knight sword, longsword, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, shotel, sickle-sword, split-blade sword, switchscythe, temple sword, terbutje, and two-bladed sword.
Blades, Light: bayonet, broken-back seax, butterfly knife, butterfly sword, chakram, dagger, deer horn knife, dogslicer, dueling dagger, fillet knife, gladius, hunga munga, kama, katar, kerambit, kukri, machete, madu, manople, pata, quadrens, rapier, sanpkhang, sawtooth sabre, scizore, shortsword, sica, sickle, spiral rapier, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.
Bows: composite longbow, composite 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), bayonet, brass knuckles, cestus, dan bong, dwarven war-shield, emei piercer, feral claw gauntlets, fighting fan, gauntlet, heavy shield, iron brush, katar, 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, double crossbow, hand crossbow, heavy crossbow, launching crossbow, light repeating crossbow, heavy repeating crossbow, pelletbow (dwarven heavy), pelletbow (dwarven light), 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 urgrosh, gnome battle ladder, gnome hooked hammer, kusarigama, monk’s spade, orc double axe, quarterstaff, steel staff, taiaha, 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, flail, flying talon, gnome pincher, heavy flail, kusarigama, kyoketsu shoge, lumen flindbar, 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, earth breaker, gnome piston maul, greatclub, heavy mace, lantern staff, light hammer, light mace, mere club, 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, jutte, kama, kusarigama, kyoketsu shoge, luen Flindbar, 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, steel staff, temple sword, tiger fork, tonfa, traveling kettle, tri-point double-edged sword, unarmed strike, urumi, 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.
Polearms: bardiche, bec de corbin, bill, boarding gaff, crook, fauchard, 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, boar spear, chain spear, double spear, elven branched spear, harpoon, javelin, ladle of pain, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, stormshaft javelin, tiger fork, trident, and weighted spear.
Thrown: aklys, amentum, atlatl, blitzball, blitzball (spiked), blowgun, bolas, boomerang, brutal bolas, chain-hammer, chakram, club, dagger, dart, deer horn knife, dueling dagger, flask thrower, fuma shuriken,  gambler throwing cards, halfling sling staff, harpoon, hunga munga, javelin, kestros, lasso, light hammer, net, pilum, poisoned sand tube, ram hammer (dwarven), rope dart, shortspear, shuriken, sibat, sling, sling glove, snag net, spear, sphinx hammer (dwarven), starknife, stormshaft javelin, throwing axe, throwing shield, trident, and wushu dart.
Tribal: Club, dagger, feral claw gauntlets, greatclub, handaxe, heavy shield, light shield, shortspear, spear, throwing axe, and unarmed strike.
=== 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) 	1,000 	2d6 	2d8 	x3 	13 lbs.	Slashing 	—
Fork, Qu Battle
(2-handed/Exotic)	125 	2d4 	1d10 	x3 	12 lbs.	Piercing 	Brace, disarm, reach
Sword, Knight
(1-handed/Exotic) 	53 	1d8 	1d10 	19-20/x2	6 lbs. 	Slashing 	—
Feral Claw Gauntlets 
(Light/Martial)	50 	1d3 	1d4 	x2 	2 lbs. 	Bludgeoning and Slashing	See text
Lumen Flindbar (1-handed/Exotic)	65 	1d6 	1d8 	x2 	6 lbs 	Bludgeoning and Piercing	Disarm, Monk
Steel Staff (2-handed/Martial) 	20 	1d4/1d4	1d6/1d6	x2 	9 lbs. 	Bludgeoning 	Double, Monk
War Pick, Galkan
(1-handed/Exotic)	75 	2d4 	2d6 	x3 	12 lbs.	Piercing 	Trip
Weighted Hand/Footwraps
(Light/Simple)	10 	+1 	+1 	— 	2 lbs. 	Bludgeoning 	Monk
== 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
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.
Chainsaw: The chainsaw is a complex tool which employs an engine of steam (and sometimes magic) to drive a belt of blades around a vaguely sword-like projection. It is great for cutting through objects such as logs, and rare adamantine versions chew through solid iron walls. It is not intended for use as a weapon however. Those without proficiency take -6 to attack rolls, while those with proficiency still take -2. It may be used as a tool, proficient or not. The chainsaw does special things on a natural 1. On a natural 1, the chainsaw has a 20% chance it may jam. In such a case, the device must be shut off and a Disable Device check of DC 20 is requires to bring the chainsaw back into working order. If the weapon is ever sundered, its fuel explodes, dealing 2d6 fire damage to its user. Chainsaws gain +2 on Sunder checks and treat the hardness of the object as -2 less than normal (to a minimum of 0). Any enchantment bonus grants another -1 penalty per bonus. It consumes 10 gil in fuel per encounter or for every minute used outside of battle. This fuel can be crafted with Craft (Alchemy) checks, generally distilled from organic sludge like oils.
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.
Lumen Flindbar: This one-handed weapon is similar to a nunchaku in that it consists of a pair of bars linked with heavy chain. However, a flindbar’s bars are made of iron and are capped with a ring of spikes or studs. Being much heaver than a nunchaku, due to its purely metallic nature, it is not a light weapon.
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.
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.
Steel Staff: A typical quarterstaff made of metal rather than wood, about 5 feet in length. Any effects that apply to a quarterstaff also apply to a steel staff
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 Bard Weapons ==
Created by TheOtherGuy. 
Bard Weapons are considered a separate category of exotic weapon for the purposes of acquiring proficiency through the “Exotic Weapons Proficiency” feat.
Weapons 	Cost 	Dmg (S) 	Dmg (M)	Critical	Weight	Damage Type	Special	Weapon Type
Battle Maracas (Light)	12 Gil	1d4 	1d6 	x2 	 	 	 	
8 lbs. 	B 	Performance	 	 	 	 	 	
Combat Dancing Shoes 	20 Gil	1d3 	1d4 	x2 	 	 	 	
4 lbs. 	B 	Performance	 	 	 	 	 	
Sharpened Tambourine 	15 Gil	1d4 	1d6 	x2 	 	 	 	
3 lbs. 	S 	Performance	 	 	 	 	 	
Blowgun Flute: Made for the sneaky and tricky, this flute has been modified to hide a dart loaded behind the tone reflector and released with a small lever by the lip plate. Just bite and blow with your choice of blow dart!
As a full-round action, the hidden dart can be released from its chamber and fired out of the flute. This acts as a normal blowgun, but takes a -2 to it’s attack roll due to the awkward angle of the business end. Otherwise it acts just like a normal flute.
Battle Maracas: These maracas are made to deal blows. With the addition of either spikes carved during the instrument’s making or metal spikes screwed into the instrument, these babies can cave in the faces of your enemies accompanied with that signature sound.
Combat Clogs/Tactical Tap Dancing Shoes: For those more inclined toward dance rather than song, these shoes are perfect for those who wish to bring their art beyond the stage. These shoes are able to clack against any hard surface from a dank cave floor to the finest castle halls to the armor that protects your foes!
Sharpened Tambourine: This tambourine’s zils are made of steel and have been sharpened to a razor edge. 
== 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.
Weapons 	Cost 	Dmg (S)	Dmg (M)	Critical 	Weight 	Damage Type	Special 	Weapon Type
Combat Spatula 	25 gil	1d4 	1d6 	19-20, x3	4 lbs. 	S/B 	Performance, sunder, chef	One-handed Exotic
Combat Wok 	12 gil	1d4 	1d6 	19-20, x2	8 lbs. 	B 	Fire (see text), chef 	One-handed Exotic
Fillet Knife 	10 gil	1d3 	1d4 	x3 	1 lb. 	S/P 	Deadly, chef 	Light Exotic
Horse Butcher Cleaver	20 gil	1d10 	1d12 	x2 	20 lbs.	B/S 	Sunder, chef 	Two-handed Exotic
Ladle of Pain 	22 gil	1d6 	1d8 	x3 	7 lbs. 	B/P 	Reach, trip, chef 	Two-handed Exotic
Man Tongs 	10 gil	1d3 	1d4 	x3 	2 lbs. 	S 	Disarm, grapple, chef 	Light Exotic
Tenderizer 	8 gil 	1d4 	1d6 	x2 	3 lbs. 	B 	Chef 	Light 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. 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.
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. 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 Weapons	Cost 	Dmg (S)	Dmg (M)	Critical	Range Increment	Weight	Type 	Special
Power Rod
(1-handed/Exotic)	50 gil 	1d4 	1d4 	x2 	30 ft. (Max) 	3 lbs.	Elemental	—
Power Staff
(2-handed/Exotic)	75 gil 	1d6 	1d6 	x2 	30 ft. (Max) 	4 lbs.	Elemental	—
Power Multi-Rod
(1-handed/Exotic)	100 gil	1d2/1d2	1d2/1d2	x2 	30 ft. (Max) 	3 lbs.	Elemental	—
Power Multi-Staff
(2-handed/Exotic)	150 gil	1d3/1d3	1d3/1d3	x2 	30 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). They have 5 Hardness and HP 5.
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). They have 5 Hardness and HP 10.
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). They have 5 Hardness and HP 5.
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). They have 5 Hardness and HP 10.
== Table: FFd20 Melee Power Weapons ==
FFd20 Weapons 	Cost 	Dmg (S)	Dmg (M)	Critical	Range Increment	Weight	Type 	Special
Animated Doll
(light/exotic)	125 gil	1d4 	1d4 	x2 	— 	4 lbs.	Elemental 	See text.
Power Flail
(1-handed/Exotic)	135 gil	1d4 	1d4 	x2 	— 	5 lbs.	Elemental 	Finesse, see text
Power Pole
(2-handed/Exotic)	200 gil	1d6 	1d6 	x2 	— 	8 lbs.	Elemental 	Finesse, see text
Power Fist (Light/Exotic)	125 gil	1d2 	1d3 	x2 	- 	2 lbs.	Bludgeoning/Elemental	See Text
Animated Doll: Tiny-sized 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, they also do not provoke AoOs for entering a creature’s space. 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. They have 5 Hardness, 10 HP, AC 12.
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 can be wielded in 2 hands to deal extra elemental damage equal to the wielder’s casting modifier (capped by their caster level) multiplied by 1.5 (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). They have 5 Hardness and HP 5.
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 the wielder’s casting modifier (capped by their caster level) multiplied by 1.5 (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). They have 5 Hardness and HP 10.
Power Fist: An enchanted gauntlet that can be charged with elemental power for a time, allowing the wielder to deal elemental energy to a target. A power fist is treated as if it was a gauntlet for all purposes other than proficiency. 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 Fist, Ice Fist, etc). As long as the wearer has 1 MP remaining in their MP pool, they can charge the gauntlet as a swift action (this does not consume MP; multiple gauntlets can be charged at the same time). They remain charged for your casting modifier in rounds, and whilst charged deal an extra amount of elemental damage equal to your casting modifier, to a maximum of your caster level. 
Attacks with a power fist are not melee touch attacks, and do not require a standard action to make unlike other power weapons.  The various power weapon only enchantments work as stated below and can be added even if the weapon is not at a +1 enhancement bonus per normal power weapon rules:  
* Gaia powered enchantment works like normal. 
* The “[Blank] Charged” enchantments each increase the elemental damage added by 1 when the power fist is charged. (e.g. a double-charged power fist does casting modifier+1, triple-charged does casting modifier+2, etc.)  
* In addition Power Fists can be enchanted like normal weapons, regardless of their status as power weapons.
Category:Systems