Archives of Nethys

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

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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.
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Source Starfinder Dead Suns Adventure Path pg. 241, Starfinder #2: Temple of the Twelve pg. 53
Item Level 5
Vicious weapons have sinister appearances. A viciousweapon gains the boost special weapon property, but when you make an attack with the boosted damage, you take damage equal to the additional boost damage. This damage applies even if your attack misses, and it is not reduced by DR, resistance, or any other ability. The boost is 1d4, plus an additional 1d4 for every 6 item levels the weapon has. If the weapon does not use charges or ammunition, boosting it takes a standard action and does not expend any additional charges or ammunition. You cannot boost an attack made with the automatic, blast, explode, or line weapon special property. Weapons that have the boost special weapon property cannot be vicious.