Equipment

Armor

Armor is a useful tool in the final fantasy universe when venturing into dangerous locations, which most PC's seem to do on a regular basis. The armor and weapons described below are only a sampling of the many types of armor that exist in the final fantasy universe. The GM and players should feel free to create more types as inspiration strikes.

Light Armor

Light armor is composed of leather and cloth, layered together in a fashion so as to catch and deflect blows without harm to the wearer. It allows a good dexterity bonus, but not so good armor bonus.

Light Armor Cost Armor Bonus
Ref. Defense
Equip Bonus
Fort Defense
Max Dex Bonus Speed Armor Check Penalty
Leather 400 +4 +5 5 sq. -5
Chain 600 +5 +1 +4 5 sq. -5
Scale 800 +6 +2 +3 5 sq. -5
heavy.bmp

Heavy Armor

Heavy armor is composed of metal plates, chainmail backings and sturdy leather, layered over each other in such a fashion as to deflect most blows. It also slows down the wearer, and limits their run speed to 3x instead of the normal 4x.

Heavy Armor Cost Armor Bonus
Ref. Defense
Equip Bonus
Fort Defense
Max Dex Bonus Speed Armor Check Penalty
Banded Mail 1000 +7 +1 +3 4 sq. -10
Half-plate 1200 +8 +2 +2 4 sq. -10
Full plate 1400 +9 +3 +1 4 sq. -10

Mystic Armor

Mystic armor is mostly ordinary cloth, interwoven with magical spells to enhance its protective value. It is frequently very stylish and dramatic in fashion, as final fantasy spellcasters are not shy individuals.

Mystic Armor Cost Armor Bonus
Ref. Defense
Equip Bonus
Will Defense
Max Dex Bonus Speed Armor Check Penalty
Sage Robe 50 +4 n/a No loss -2
Wizard Robe 100 +4 +1 n/a No loss -2
Mage Robe 200 +4 +2 n/a No loss -2
Master Robe 400 +4 +3 n/a No loss -2

Shields

A shield is a pretty simple device. It's a big flat sheet of something you put between yourself and your foe to stop them hitting you. There are two basic kinds of shields, light and heavy. If you are proficient with Light armor, you know how to use Light shields. If you know how to use Heavy armor, you know how to use Heavy shields.

Shields Cost Armor Bonus
Ref. Defense
Equip Bonus
Fort Defense
Max Dex Bonus Speed Armor Check Penalty
Light Shield 100 +1 +4 5 sq. -5
Heavy Shield 200 +2 +4 4 sq. -5

Specific Armors

Naturally, there are hundreds of special armor combinations which are beyond the simple formula listed here. Below, you can find some specific armors that you can draw inspiration from or the GM may choose to allow into the game.

  • Mirror Mail: This is a suit of half plate that has been burnished brightly, and then enchanted with the spell reflect. When worn, the wearer is treated as though they were constantly affected by a reflect spell. Mirror mail grants the wearer a +8 to their Reflex defense score and +2 to the wearer's Fortitude defense score.

Cost: 1800gil
Base Item: Half-Plate

  • Demon Mail: This suit of frightening looking armor is enchanted with a variant of the endless rage spell. While wearing it, the wearer gains +2 to all Melee damage rolls. Demon mail grants the wearer a +5 to their Reflex defense score and +1 to the wearer's Fortitude defense score.

Cost: 900gil
Base Item: Chain Mail

  • Bone Mail: Bone mail looks as though it's made from bone, with wicked shards of obsidian throughout. In actuality, it's merely forged with Dark magicite, Absorbing Dark based elemental attacks. Bone mail grants the wearer a +6 to their Reflex defense score and +2 to the wearer's Fortitude defense score.

Cost: 1200gil
Base Item: Scale Mail

  • Snowflake Robe: A snowflake robe is interwoven with threads of Ice magicite, and displays beautiful shifting patterns of blue and silver snowflakes over it's surface. The wearer takes 1/2 damage from Ice elemental attacks, and 1.5x damage from Holy and Fire spells. In addition, he deals an additional die of damage when casting spells with the elemental effect. A snowflake robe grants the wearer a +4 to their Reflex defense score and +3 to the wearer's Will defense score.

Cost: 600gil
Base Item: Master's Robe

  • Blaze Robe: A blaze robe is interwoven with threads of Fire magicite, and displays beautiful shifting patterns of red and gold flames over it's surface. The wearer takes 1/2 damage from Fire elemental attacks, and 1.5x damage from Water and Ice spells. In addition, he deals an additional die of damage when casting spells with the elemental effect. A blaze robe grants the wearer a +4 to their Reflex defense score and +3 to the wearer's Will defense score.

Cost: 600gil
Base Item: Master's Robe

  • Sacred Shield: The wearer of a sacred shield is immune to all Arcane magic effects, even helpful ones.

Cost: 1000 or 2000 gil
Base Item: Light or Heavy shield

  • Aegis Shield The wearer of a aegis shield is immune to all Astral magic effects, even helpful ones.

Cost: 1000 or 2000 gil
Base Item: Light or Heavy shield

Weapons

The way to deal damage, in all it's varied glory. Weapons are classified by the ease of use, and how much training is required to use them.

Simple Weapons

Simple weapons are easy to pick up, and readily available anywhere in the monster haunted world of the Final Fantasy universe.

Simple Weapons Cost Damage Notes
Knife 50 2d4 May be thrown
Staff 65 1d6/1d6 double weapon
Mace 50 1d8
Rock free 1d6 May be thrown
Swords3.jpg

Light Blades

Light blades are fairly common, and available almost anywhere, but take a bit of training to master, though they do more damage than simple weapons.

Light Blades Cost Damage Notes
Knife 50 2d4
Sword 150 2d6
Axe 150 1d12+1

Heavy Blades

Heavy blades are the most uncommon weapons, and are only available in large cities, and in well trained and funded armies. They take the most effort and training to master.

Heavy Blades Cost Damage Notes
Greatsword 150 2d8 2-handed
Greataxe 250 1d12+4 2-handed
Knight's Sword 500 2d10 2-handed
requires Exotic Weapon Proficiency
Requires Service as a Knight

Polearms

Polearms are fairly common, and available almost anywhere, but take a bit of training to master, though they do more damage than simple weapons.

Polearms Cost Damage Notes
Lance 500 2d8 reach 2 sq.
Spear 250 2d6 reach 2 sq.
bows.jpg

Bows

Bows are easy to pick up, and readily available anywhere in the monster haunted world of the Final Fantasy universe.

Bows Cost Damage Notes
Crossbow 200 1d10 may be wielded 1-handed with -5 penalty
simple weapon range
Long Bow 200 2d10 simple weapon range
pistol2.jpg

Guns

Guns are fairly common, and available in most medium and large cities. They take a bit of training to master, though they do more damage than simple weapons. They do less damage than bows, but have considerably better ranges.

Guns Cost Damage Notes
Pistol 250 2d6 pistol range
Rifle 500 2d8 2-handed
rifle range

NOTE: There are no prices listed for ammo. No one in Final Fantasy ever seems to worry about ammunition or reloading.

Weapon Ranges

Type of
Ranged Weapon
Point Blank
(No Penalty)
Short
(-2 Attack)
Medium
(-5 Attack)
Long
(-10 Attack)
Heavy Weapons 0-50 squares 51-100 squares 101-250 squares 251-500 squares
Pistols 0-20 squares 21-40 squares 41-60 squares 61-80 squares
Rifles 0-30 squares 31-60 squares 61-150 squares 151-300 squares
Simple Weapons* 0-20 squares 21-40 squares 41-60 squares 61-80 squares
Thrown Weapons** 0-6 squares 7-8 squares 9-10 squares 11-12 squares

* Includes bows, slings, atlatls and cestas.
** Includes grenades and thrown melee weapons such as knives, spears, & rocks.

Special Materials and Properties

Special Materials

In addition to magic items created with magicite, some substances have innate special properties.

If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

Robes may be made with special materials by weaving threads of the special material into and through them. The special material is often woven into glittering designs.

Each of the special materials described below has a definite game effect.

Adamantine

Adamantine is an ultrahard metal, a shiny dark gray/black in color, like polished hematite.

Armor made of adamantine increases its Fortitude defense bonus and it's Reflex defense bonus by +1. Weapons made of adamantine increase the damage they deal by one die type.
Cost: 2x base item's cost.

Crystal

Crystal is magically forged and purified quartz crystal. It is usually a soft milky white color, but can be dyed any shade the maker wishes.

Armor made of crystal increases its Reflex defense bonus and it's Will defense bonus by +1. Weapons made of crystal are lighter and easier to wield than metal weapons, wielders gain a +1 bonus to thier base attack score when wielding weapons made of crystal.
Cost: 2x base item's cost.

Materia

Materia is a metal refined from the ore surrounding pure magicite. It shimmers with a subdued rainbow of colors, like oil on water over a dull gray sheen.

Armor made of materia increases its Fortitude defense bonus and it's Will defense bonus by +1. Weapons made of materia deal an additional +1d6 magical damage on a confirmed critical hit.
Cost: 2x base item's cost.

Mythril

Mithral is a rare silvery, glistening metal that is lighter than iron but just as hard.

Armor made of mythril gains a bonus of +1 to all it's defense types. In addition, armor made from mythril weighs only half as much as normal armor of the same type, and counts as one armor type lighter. This means heavy armor only reduces movement speed to 5 squares, and light armor does not reduce character speed at all. Weapons made of mythril are lighter than average, and grant a +1 bonus to their base attack score when wielding weapons made of mythril.
Cost: 4x base item's cost.

Orichalcum

A complex process involving metallurgy and alchemy can meld gold and steel into a new material, Orichalcum. Orichalcum is harder, stronger, and much much heavier than either original metal.

Armor made of orichalcum gains a bonus of +2 to all it's defense types. However, the wearer's speed is reduced by 1 square, due to the increased weight. This decrease in speed is cumulative with the loss of speed from orichalcum weapons. Weapons made of orichalcum increase the damage they deal by one die. However, the wielders speed is reduced by 1 square, due to the increased weight. This decrease in speed is cumulative with the loss of speed from orichalcum armor.
Cost: 4x base item's cost.

Magicite

Magicite is a pure distillation and concentration of Mist into a crystalline form. Magicite grows naturally within and around veins of rock, and if care is taken, can be harvested as a perfectly renewable resource.

In addition to special materials, armor and weapons can be made by mixing magicite into the metal as it is forged, or woven into strands within the cloth. When magicite is used in this way, it always leaves a distinctive mark on the item in question, coloring the metal a distinctive hue, or leaving glittering strands of color in the threads of the cloth.

Unlike special materials, you can blend two different types of magicite into a suit of armor or weapon and retain their special properties. However, mixing opposed types of magicite results in a perfectly ordinary item with no magical properties at all. You can build a double weapon with each head made of a different (or even opposed!) type of magicite.

Weapons made with magicite gain the elemental type, and deal elemental damage. Armor that is made from magicite grants its wearer some protection from elemental attacks of that type, as well as empowering any attack forms the wearer uses that are based on that element. Attacks and spells that use an elemental descriptor have their damage increased by one die, and their duration increased by one round when the elemental descriptor of the attack matches that of the armor.

You can wield a weapon and wear armor of opposed types of magicite with no ill effect.

There are 8 types of energy, which are distilled from magicite: Earth, Fire, Ice, Lightning, Water, Wind, Holy, and Dark.

  • Wind Magicite is a cloudy mixture of pale blue and white, constantly swirling in a slow motion cascade. Wind magicite is opposed to Earth magicite.
  • Lightning magicite is a flashing chaotic mix of yellow, orange, and white. Lightning magicite is not found naturally, and must be distilled from Wind and Fire magicite. Lightning magicite is opposed to Earth and Water magicite.
  • Earth magicite is a mix of browns, deep reds, and blacks, moving in a glacially slow ordered dance. Earth magicite is opposed to Wind magicite.
  • Fire magicite is a flickering shifting hue of red, with orange and yellow highlights. Fire magicite is opposed to Water magicite.
  • Water magicite is a swirling collection of blues and greens. Water magicite is opposed to Fire magicite.
  • Ice magicite is aqua, purple and white, in sharp jagged streaks. Ice magicite can be distilled from Water and Dark magicite. Ice magicite is opposed to Fire and Holy magicite.
  • Dark magicite is a mix of black and purple, shot through with baleful red. Dark magicite is opposed to Holy magicite.
  • Holy magicite is a shimmering mix of pastel shades of blue, green, pink and orange. Holy Magicite is opposed to Dark magicite.

When magicite is blended with armor it confer various degrees of elemental resistance. The degrees of elemental resistance are as follows:

Absorb: Energy of this type heals the creature instead of damaging it. Armor that can absorb an elemental damage type is automatically Fragile to its opposed elemental type. For example, the wearer of Wind armor (armor which converts Wind damage into health) would automatically take 3x damage from Earth based attacks.

Null: Damage from this energy type is reduced to 0. Armor that reduces elemental damage to 0 is automatically Weak against its opposed elemental type. For example, the wearer of Blaze armor (armor which reduces all Fire damage to 0) would automatically take 1.5x damage from all Water based attacks.

Half: Divide damage from this energy type by 2 (round down).

Normal: Self-explanatory. No reduction or multiplier for damage.

Weak: Multiply damage of this type by 1.5 Weak armor is automatically Null verses its opposed element.

Fragile: Multiply damage of this type by 3

Cost: A single type of magicite in a weapon or armor increases the cost of the base item by 2x. Each additional type of magicite adds an additional 2x multiplier to the cost. So an item with 2 types of magicite in it would cost 4x base value, and an item with 4 types of magicite in it would cost 8x (!!) the base value.

Special Properties

These may be applied to any weapon or armor, granting extra abilities, but increasing the cost.

Ancient

Ancient items are engraved with runes in a long dead language that few now living understand or speak.

When a weapon with the Ancient property hits a target and the damage dealt exceeds the target's damage threshold, the target's move speed is reduced by half. This is a persistent status effect.

While wearing armor with the Ancient property, the wearer is affected as though by a [[spells#toc53|Resist]] spell.
Cost: x3

Blooded

Blooded items pulse with an eerie reddish purple glow, that ebbs and flows with the owners lifeforce.

When a weapon with the Blooded property hits a target the wielder regains lost hitpoints (up to thier normal maximum) in the amount of half the damage the Blooded weapon deals.

While wearing armor with the Blooded property, the wearer may deal n number of hitpoints of damage to himself to inflict n hitpoints of damage to his target. The wearer must deal damage with a weapon in order to use this ability. This damage is in addition to the damage dealt by the weapon normally.
Cost: x4

Silenced

Silenced items have no visually distinguishing mark about them, but the user notices that all sounds seem a little muted and dull to his or her ears.

When a weapon with the Silenced property scores a critical hit against a target the target is affected as though hit with the silence spell. The wielder of a Silenced weapon gains a +2 circumstance bonus to all Stealth checks, but suffers a -2 penalty on all Perception checks.

While wearing armor with the Silenced property, the bonus to all Stealth checks increases to +5, and the wearer is immune to attacks that would deafen him or impair his hearing in any way. The wearer still suffers a -2 penalty to all Perception checks.
Cost: x3

daggers-jfang.JPG

Venomous

Venomous items are always a bilious green shade, and slowly drip a caustic venom from their spiked bits.

When a weapon with the Venomous property scores a critical hit against a target the target is poisoned. Roll 1d20 + 10 against the target's Fortitude defense every round until it misses. Each time the poison hits, it deals 2d6 poison damage.

While wearing armor with the Venomous property, the wearer is immune to all poison damage.
Cost: x3

Crippling

Items with the Crippling property are always slightly crooked, as though there was something 'off' about their construction or dimensions.

When a weapon with the Crippling property property hits a target and the damage dealt exceeds the target's damage threshold, the target moves an additional -1 on the condition track.

While wearing armor with the Crippling property, the wearer moves +1 step up the condition track each time he inflicts damage that results in his target moving -1 step or more down the condition track.
Cost: x4

Cost: Each additional property in a weapon or armor adds together to increase the cost. So an Ancient Blood sword would cost 7x base value, and an Ancient Blooded Crippling sword would be 11x (!!) the base value. This cost multiplier is cumulative with any multiplier applied from magicite construction.

Specific Weapons

The following specific weapons usually are preconstructed with exactly the qualities described here. Naturally, these are not the only such weapons, and are merely a representation and source of ideas for players and GM alike.

  • Defender: The wielder of Defender gains the Draw Fire talent from the Commando talent tree even if he does not meet any of the prerequisites. In addition, the wielder of Defender also gains a +2 bonus to his Reflex defense score. Defender deals 2d10 points of damage.

Cost: Only awarded via quest or service.
Base Item: Knight's Sword

longsword.gif
  • Excalibur: The semi mythical blade, or at least a good enough copy. Excalibur ignores 1 points of damage reduction when dealing damage. Excalibur deals 2d6 points of damage.

Cost: 600
Base Item: Sword

  • Katana: The long curved blade of a samurai warrior, often with a long and storied history. When wielded by a character with spellpower talents, a katana's damage is increased by 1 point for each spellpower talent that the character has. A katana deals 2d8 points of damage.

Cost: 600
Base Item: Greatsword

  • Lionheart: Lionheart has a pommel shaped like the face of a lion roaring with gold filigree. Whoever wields the weapon feels a surge of confidence and surety. The wielder of Lionheart is utterly immune to all mind influencing affects, and completely immune to fear. Lionheart deals 2d6 points of damage.

Cost: 600
Base Item: Sword

  • Mage Masher: A dagger that has a quiet aura around it. Anyone wielding this dagger gains a +2 circumstance bonus to stealth checks. When this weapon scores a critical hit, the target is affected as though by the silence spell. A Mage Masher deals 2d4 points of damage.

Cost: 150gil
Base Item: Knife

ragnarok.gif
  • Ragnarok: A huge blade with black and grey runes carved into the blade, and a hilt shaped into the the likeness of a snarling demon. (…or is it just a likeness?) Ragnarok causes the target to move -1 step on the condition track on a critical hit. Ragnarok deals 2d8 points of damage.

Cost: 600
Base Item: Greatsword

staff3.jpg
  • Rod of Power: A Rod of Power is carved with elemental forms and runes, and woven with multiple forms of magicite. While wielding an rod of power, the wielder gains a +5 bonus to their spellcasting skill. A rod of power is a double weapon, and deals 1d6/1d6 damage.

Cost: 195
Base Item: Staff

  • Save the Queen: The Save the Queen glows a soft purple and blue, and bears the seal of a long vanished royal house. The Save the Queen grants the wielder DR 5 while it is in his hands. Save the Queen deals 2d10 points of damage.

Cost: Only awarded via quest or service.
Base Item: Knight's Sword

  • Ninja Sword: A Ninja Sword is similar to a Katana, but painted black with inlaid patterns of shadows and moons on it. While in his hands, the wielder gains the Rapid Strike feat even if they do not meet the normal prerequisites for it.

Cost: 600
Base Item: Sword 2d6

potion4.jpg

Restorative Items

These items are used in conjunction with the Treat Injury skill to heal damage, treat status conditions, and restore magic spells. Each takes a full-round action to use. With either the Chemist or Medic feats, this is reduced to a standard action. If the character has both feats, these items can be used as a swift action.

Each item has a Treat Injury DC associated with it. Each time one of these items is used, the character using the item must make the required DC on a Treat Injury check, or the item is wasted. There is no penalty for a character using an item on himself, but some status conditions obviously would prevent him from making the check.

potion.jpg
  • Potion: Potions heal a number of hit points equal to the target's level, +1 for every point past 15 by which the Treat Injury skill check was made.

DC to use: 15
Cost: 100

  • Hi-Potion: Hi-Potions heal a number of hit points equal to the target's level x 2, +2 for every point past 15 by which the Treat Injury skill check was made.

DC to use: 15
Cost: 200

  • X-Potion: X-Potions heal a number of hit points equal to the target's level x 5, +5 for every point past 15 by which the Treat Injury skill check was made.

DC to use: 15
Cost: 500

  • Phoenix Down: Using a Phoniex Down revives a character who has been dead no more than 3 rounds. The target regains a number of hit points equal to the target's level and restores him to consciousness.

DC to use: 25
Cost: 300

  • Antidote: Antidote removes all poisons from the target's system and removes any persistent conditions caused by poison.

DC to use: 15
Cost: 50

  • Echo Grass: Echo Grass removes silence effects from the target.

DC to use: 15
Cost: 50

  • Eye Drop: Eye Drops remove temporary blindness from the target, as well as any persistent conditions caused by blindness. This cannot heal characters that were born blind.

DC to use: 15
Cost: 50

  • Soft: Soft restores a character that has been turned to stone back to life. The character is returned in exactly the same condition they were in when they were petrified.

DC to use: 15
Cost: 50

  • Remedy: Remedy removes all persistent conditions from the target and restores them to the top of the condition track.

DC to use: 20
Cost: 150

potion3.jpg
  • Ether: Ether restores one expended spell to the target's spell suite.

DC to use: 20
Cost: 100

  • Hi-Ether: Hi-Ether restores all spells to the target's spell suite.

DC to use: 20
Cost: 500

  • Elixir: Elixir restores the target to their normal maximum hitpoints as well as restoring all the spells in their spell suite.

DC to use: 25
Cost: 1000

Artwork Courtesy of Square-Enix, Final Fantasy XII Guide, used without permission
Artwork Courtesy of Wen-M, Anima RPG, used without permission

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