Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials


| Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Weapon Fusions

A weapon fusion is a small, prepackaged add-on that can be attached to any weapon to infuse it with magic. Adventurers use weapon fusions to customize their weapons for a specific enemy or to increase a weapon’s overall effectiveness. Weapon fusions are magic unless stated otherwise. While this causes the weapons they are installed in to be considered hybrid items, in truth the weapon and the fusion still operate separately. An ability that affects a magic item could affect the fusion installed in a weapon, but that would not prevent the weapon’s core function from operating normally unless the weapon was also independently a magic device. The hybridized fusion (see page 194) is an exception to this rule, as noted in its description. Weapons with fusions are considered magic for the purpose of overcoming damage reduction.
Click here for the remaining rules on Weapon Fusions.

Ensnaring

Source Starfinder Armory pg. 63
Item Level 6
The ensnaring fusion binds the target on a critical hit. On a critical hit with this weapon, you can apply the entangle weapon special property. The entangle effect ends after 1 minute if the target has not already escaped it. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the entangle effect. If you successfully affect a target with both the entangling and ensnaring fusions on the same attack roll, only the ensnaring fusion applies, and your use of the entangling fusion is not consumed. Only weapons that deal bludgeoning, cold, piercing, or slashing damage can benefit from this fusion.