Archives of Nethys

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

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| 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.
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Cunning

Source Starfinder #46: The Perfect Storm pg. 46
Item Level 1
When you strike a creature with a cunning weapon and deal damage, you can attempt an Engineering, Life Science, or Mysticism check to identify the creature as appropriate (this takes no action). You gain a +2 circumstance bonus to this check. If you succeed, in addition to learning useful information about the creature, you gain a +1 circumstance bonus to the next saving throw you must attempt against that creature’s abilities within the next minute.