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 Special Properties

Some weapons possess inherent special properties. A weapon’s special properties are listed in the Special column entry in its corresponding weapons table. Details of these special weapon properties appear below.


Source The Liberation of Locus-1 pg. 59
A healing weapon, which must be an energy weapon, can deliver restorative energy. You can set the weapon to heal mode (or reset it to normal mode) as a move action. While in healing mode, if the healing weapon hits a creature, roll dice equal to the weapon’s damage; Weapon Specialization, an operative’s trick attack, and other effects that increase damage don’t apply. The creature recovers Hit Points equal to the amount rolled, minimum 1. Reduce healing by half for constructs and undead; objects are unaffected. A critical hit with a healing weapon doesn’t increase the healing or have a critical hit effect. A healing weapon used in healing mode expends twice the usual number of charges, and a battery used in a healing weapon can’t be recharged.