| (Simple) Light Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
| Knuckle Claw | See text | 1d4 | 1d6 | 19-20/x2 | — | 1 lb | P and S | Deadly, Monk |
| (Exotic) Light Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
| Razor Wire | 250 gil | 2d2 | 2d3 | x4 | — | — | S | Deadly, Distracting, Grapple, Performance, Reach, Trip |
| (Exotic) One-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
| Gunblade, Hyperion | 75 gil | 1d6 | 1d8 | 19-20/x2 | — | 5 lbs | S | |
| Rod, Mage's | 50 gil | 1d4 | 1d6 | x2 | — | 3 lbs | Special | |
| Staff, Mage's | 50 gil | 1d4 | 1d6 | x2 | Special | 3 lbs | Special |
| (Exotic) Two-Handed Melee Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
| Gunblade, Revolver | 100 gil | 1d8 | 1d10 | 19-20/x2 | — | 7 lbs | S | |
| Fullblade | 400 gil | 2d6 | 2d8 | 19-20/x2 | — | 23 lbs | S |
| (Exotic) Ranged Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight | Type | Special |
| Blaster Edge | 75 gil (see text) | 1d4 | 1d6 | 19-20/x2 | 60 ft | 2 lbs | Slashing | |
| Staff, Mage's | 50 gil | 1d4 | 1d6 | x2 | 60 ft | 3 lbs | Special | |
| Blitzball | 10 gil | 1d4 | 1d6 | x2 | 20 ft (thrown) | 5 lbs | B | Finesse, Performance, Nonlethal, See Text |
| Fuma Shuriken | 50 gil | 1d6 | 1d8 | 18-20x2 | 30 ft (thrown) | 4 lbs | S | Monk |
| Noulith | 100 gil | 1d4 | 1d4 | x2 | 25 ft | 1 lbs | S |
Blaster Edge
Cost 75 gil (blaster 50, edge 25) Weight 2 lbs. (1 lb. for blaster and edge, each)
Damage 1d4 (small) 1d6 (medium) Critical 19-20/x2 Type slashing
Range Increment 60 ft. (projectile)
Category ranged Proficiency exotic
Weapon Group crossbows
An unconventional weapon to be sure, the blaster edge isn’t necessarily practical, but it sure as hell looks cool! It originated as a modified children’s toy.
A blaster edge consists of two parts: the blaster, a wrist-mounted pneumatic tube launcher; and the edge, a chakram-like projectile with a tube underneath, which slides nicely into the blaster. While worn, the blaster is not held in hand, but instead occupies the wrist slot, meaning that the wielder cannot wear any other items on that wrist slot. As a consequence of its mounting, it grants its wearer a +10 bonus to their CMD to keep from being disarmed of it.
Once fired from the blaster, the edge returns to its user similar to a mundane form of the returning weapon special ability, treating the edge as if it were a thrown weapon. This returning effect only applies if the wielder is proficient with blaster edges, and either hits or misses their intended target, if the attack were prevented by some other force (such as a wall, or other obstacle), or the wielder misses their target and hits an adjacent creature instead, the edge falters and instead lands within 5 ft. of where it was impeded.
Mounting an edge to be fired from the blaster can be performed as a swift action. Additionally, when mounted, the edge may be locked in place by its wielder, allowing the edge to stay mounted, and freeing the wielder’s opposite hand. The wielder must still use their opposite hand to fire their blaster edge, even if the edge is locked.
Fullblade
Cost 400 gil; Weight 23 lbs.
Damage 2d6 (small), 2d8 (medium) Critical 19-20/x2 Type slashing
Category two-handed Proficiency exotic
Weapon Group heavy blades, samurai
At first glance you’d think “there’s no way a human could wield this” and then you see that SOLDIER 1st Class wield one and you think “Well they’re SOLDIER; that’s a superhuman.” Then you hear rumours of a guy in Avalanche using one, and you don’t buy it. But then you see him for yourself… then you know fear.
Fullblades are essentially scarier versions of greatswords, measuring about an extra foot longer than your average greatsword, and with a much wider blade, usually. Despite their size, they’re typically made with a finely crafted balance, and as such are always considered Masterwork, and gain a +1 enhancement bonus to attack rolls made with one (this is factored into the base price of a Fullblade).
Knuckle Claw
Cost 15 gil (glove 20 gil, gauntlet 30 gil) Weight 1 lbs.
Damage 1d4 (small) 1d6 (medium) Critical 19-20/x2 Type piercing and slashing
Category light Proficiency simple
Weapon Groups close, monk
Special deadly, monk, see text
Originally invented by the warrior-monks of Fabul, knuckle claws are a popular weapon among unarmed adventurers, allowing them to keep their familiar training relevant and giving them a literal edge in combat.
Older designs for the knuckle claw often resemble a three-bladed katar, except the blades resembled smaller versions of a domovoi’s dagger, the weaponry of a monster local to Fabul. More modern versions often integrate blades into a glove or gauntlet, both freeing up the hand they’re worn on to hold items (though wielding weapons is cumbersome and frequently impossible), and the gauntlet version making them unable to be disarmed. If a character using a knuckle claw has an unarmed strike progression, he uses that damage progression rather than the base damage of the knuckle claw.
Staff, Mage’s
Cost 50 gil; Weight 3 lbs.
Damage 1d4 (small), 1d6 (medium) Critical x2 Type bludgeoning
Category one-handed Proficiency exotic
Weapon Group mage*
A mage’s backup policy when they’re out of juice. Always handy to have.
A mage’s staff may at first glance look like a walking stick (and often they are). Typically made from wood or metal, a mage’s staff is designed to harness the smallest motes of magical power and make use of them. Some mage's staves are made in the form of a different one-handed weapon, this may modify its base damage type, but does not otherwise affect the staff's statistics.
Creatures with an MP pool and at least one MP may fire bolts of energy from a mage’s staff with an attack. These bolts deal 1d6 elemental damage (or 1d4 non-elemental damage), and have a range of 60 ft. The type of damage dealt is determined by the staff’s creator, at the time of its creation. If the staff’s wielder has a caster level, they may use it in place of their base attack bonus when firing bolts from the staff, though doing so would not grant additional attacks. When using it in this way, the mage's staff counts as a ranged weapon. The damage the bolts deal is not affected by the size of the staff, or its wielder.
Rod, Mage’s
Cost 50 gil; Weight 2 lbs.
Damage 1d4 (small), 1d6 (medium) Critical x2 Type special (see text)
Category one-handed Proficiency exotic
Weapon Group mage*
A more physical spellcaster’s approach to backup. Commonly used by red mages, and warriors with more mystical inclinations.
Unlike a staff’s design, mage’s rods are typically much more uniform, almost free from personal touches and flourishes. A polished, and often painted wooden core, silver or metal banding and bottom cap, and a polished crystalline orb affixed to the top of the rod.
By default, this weapon deals bludgeoning damage, but when wielded by a creature with an MP pool, they may choose to channel energy into the rod’s orb, dealing physical elemental damage with the rod, instead. The type of physical elemental damage dealt is determined by the staff’s creator, at the time of its creation. When making attacks that would deal physical elemental damage, the wielder may use their caster level in place of their base attack bonus, though doing so would not grant additional attacks.
*The mage weapon group is a new weapon group, containing only the mage's rod and mage's staff.
Gunblade, Revolver
Cost 100 gil; Weight 7 lbs.
Damage 1d8 (small), 1d10 (medium) Critical 19-20/x2 Type slashing
Category two-handed Proficiency exotic
Weapon Group heavy blades
As featured in Weapons Monthly, March edition, the Revolver is the iconic, and most trustworthy gunblade model, dating back to their use by Gunn’s Blades.
The Revolver model of gunblade combines the cutting of a blade with explosive gunpowder and a revolving chamber.
So long as it has at least one round of ammunition loaded, the gunblade’s wielder may pull the trigger when attacking to make a trigger attack. When making a trigger attack, the wielder takes a -2 penalty to their attack and uses a round of ammo, but rolls their damage dice twice before applying other bonuses to the attack, similar to the Vital Strike feat. This stacks with the Vital Strike feat, rolling the damage dice an additional time when using it. Like the Vital Strike feat, this additional damage is not multiplied on a critical hit.
The Revolver’s chamber can hold 6 rounds of ammunition. Loading a revolver requires a move action, but this can be reduced to a swift action via the Rapid Reload feat.
Ammunition
Ammunition for the revolver can typically be purchased in boxes containing 12 rounds. Each box costs 2 gil.
Gunblade, Hyperion
Cost 75 gil; Weight 5 lbs.
Damage 1d6 (small), 1d8 (medium) Critical 19-20/x2 Type slashing
Category one-handed Proficiency exotic
Weapon Group heavy blades
A less common, but still ultimately common model of gunblade with more modern roots. Combines advances in firearm technology with a thinner blade to make for a nasty one-handed weapon.
The Hyperion model of gunblade has a more modern firearm grip than the likes of the Revolver, making use of a box magazine for loading ammunition.
So long as it has at least one round of ammunition loaded, the gunblade’s wielder may pull the trigger when attacking to make a trigger attack. When making a trigger attack, the wielder takes a -2 penalty to their attack and uses a round of ammo, but rolls their damage dice twice before applying other bonuses to the attack, similar to the Vital Strike feat. This stacks with the Vital Strike feat, rolling the damage dice an additional time when using it. Like the Vital Strike feat, this additional damage is not multiplied on a critical hit.
The Hyperion’s box magazine can hold up to 12 rounds of ammunition. Loading the Hyperion requires a move action and a prepared spare magazine, but this can be reduced to a swift action via the Rapid Reload feat.
Ammunition
Ammunition for the Hyperion can typically be purchased in boxes containing 36 rounds. Each box costs 5 gil. Additionally, empty box magazines can be purchased for 1 gil each. Preparing a box magazine takes one minute, and loads the magazine with 12 rounds of ammunition.
Blitzball
Cost 10 gil; Weight 5 lbs.
Damage 1d4 (small), 1d6 (medium) Critical x2 Type bludgeoning
Range Increment 20 ft. (thrown)
Category ranged Proficiency exotic
Weapon Group thrown
Special finesse performance, nonlethal, see text
Designed for Spira's premier underwater sport, a Blitzball is a hard to master weapon capable of use on and off the spherefield
A character weilding a Blitzball does not suffer penalties for weilding it underwater. Created by YellowTongue
Guntana
Cost 130 gil; Weight 6 lbs.
Melee Damage 1d4 (small), 1d6 (medium) Critical 18-20/x2 Type slashing
Firearm Damage 1d3 (small), 1d4 (medium) Range Increment 50ft Critical 19-20/x2 Type piercing
Category one-handed Proficiency exotic
Weapon Group light blades + firearms (handguns, light)
Despite the name, a guntana is actually closer to a wakizashi in length. Fitted along the back is a barrel connected to a trigger mechanism on the handle, meaning that it functions similarly to a double weapon. The firearm portion is otherwise considered to be a simple handgun. The melee and firearm portions of the weapon must be masterworked and enchanted seperately.
Due to its light weight and balance, a character who is proficient with a guntana may use their dexterity modifier in place of strength on attack rolls.
When making a full attack with a Guntana, if the wielder follows a melee attack with a firearm attack (from the guntana) within the same round; they gain a +2 circumstance bonus on damage roll of that attack. This however increases the misfire chance from 1 to 2 for the attempt.
A guntana's melee portion can be used by characters who are proficient only with wakizashi, but a character must be proficient with both wakizashi and firearms in order to use the firearm portion.
Ammunition
Ammunition for the guntana can typically be purchased in boxes containing 12 rounds. Each box costs 2 gil.
Razor Wire
Cost: 250 gil; Weight —
Damage: 2d2 (small) 2d3 (medium); Critical x4; Type: slashing
Category: Light; Proficiency: Exotic
Weapon Groups: Light Blades
Special: Deadly, Disarm, Distracting, Grapple, Performance, Reach, Trip
A unique and dangerous weapon (Technically weapon"s", as razor wire requires several threads be used in tandem to have any effect) razor wire is as the name suggests, extremely thin metal wires that mimic the sharpness of a finely honed razor. Razor wire requires extreme skill to use properly, therefore you not considered proficient with razor wire, even if you are otherwise proficient with all light blades, and therefore take a penalty on attack rolls unless you also have a base attack bonus of a least +4 and possess either the Weapon Training (Light Blades) class feature or the Weapon Focus (Light Blades) feat. Alternatively, if you have at least three levels in a class that grants Finesse Training and have chosen Light Blades for that ability, you are also considered proficient with razor wire (this is informally known as being "fully proficient" with razor wire).
If you can treat razor wire as belonging to another weapon group, excluding via the versatile design weapon modification, you can instead substitute weapon training/focus with that weapon group for light blades to determine if you are proficient with razor wire.
You don't add your Strength modifier to attack and damage rolls with razor wire, it's too light and supple to transfer any physical force. Instead, you always apply your Dexterity modifier to attack rolls with razor wire and creatures fully proficient with razor wire apply their Dexterity modifier to damage rolls rather than their Strength modifier. If any effect would prevent you from adding your Strength modifier to the damage roll, you do not add your Dexterity modifier (Similar to Finesse Training). Unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes), though you don't threaten the area into which you can make an attack. Razor wire requires extreme craftsmanship to make and thus are always considered Masterwork, and gain a +1 enhancement bonus to attack rolls made with them (this is factored into the base price of razor wire).
(Original idea by Avery Wulfsmoon)
Fuma Shuriken
Cost 50 gp Weight 4 lbs.
Damage 1d6 (Small), 1d8 (Medium) Critical 18-20/x2 Type slashing
Range Increment 30 ft.
Category ranged Proficiency exotic
Weapon Groups monk, thrown
Special monk
Made of four blades almost the size of scimitars, these massive shuriken are a weapon favored by ninjas throughout the world.
A fuma shuriken is treated as a martial weapon for throwing. If you have proficiency with the fuma shuriken, you can use it as a one-handed melee weapon without penalty, despite it being a ranged weapon.
Nouliths
Cost 100 gil Weight 1 lb
Damage 1d4 Critical x2 Type slashing
Range 25 ft
Category ranged Proficiency exotic
Weapon Groups mage
Used by hotshot magiteknicians and sages focusing on fundamentals alike, this set of four floating crystals are less wielded and more commanded.
A newer magical invention, when drawn, nouliths float near the wielder’s head, firing cutting beams of magic when commanded. While not taking up physical space in the user’s hands, nouliths require at least one free hand to operate.
Creatures with a spell list may instead cast Elemental Spark, Dia Spark, or Shadow Spark whenever they would attack with nouliths, treating it as an attack with nouliths for all purposes. In addition, as long as the wielder has at least 1 MP, the damage of Elemental Spark, Dia Spark, and Shadow Spark is increased to 1d6.





