Found 2446 matches

Trailblazer
[Level: 1]

A weapon with the trailblazer fusion manages to alter the nature of its attacks to overcome the penalties of some natural environmental effects. Its attacks ignore the cover provided by bogs and the cover creatures submerged at least chest deep in water receive from attacks made from the surface. Fire damage dealt by the weapon to underwater targets does half normal damage (rather than the normal one-quarter), and other attacks made underwater deal full damage (rather than the normal half damage).
Additionally, ranged attack rolls with the weapon don’t take a penalty due to the effects of storms, strong and severe winds, or windstorms. It can even be used to make ranged attacks in severe storms as if they were typical storms and in hurricane- force winds as if they were strong winds.

See Biomes on page 396 for more information on environments that impose attack penalties, and see Underwater Combat on page 405 for rules on attacking submerged targets.

Unholy
[Level: 2]

The unholy fusion imbues a weapon with divine energy from an evil deity. Any attacks with the fused weapon are evil-aligned. Damage from the weapon overcomes DR/evil and ignores the energy resistance of good dragons and good outsiders. The unholy fusion can’t be added to weapons that have the holy fusion.

Anchoring
[Level: 1]

A weapon with the anchoring fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a starship or large vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally.

Axiomatic
[Level: 2]

The axiomatic fusion imbues a weapon with divine energy from a lawful deity. Any attacks with the weapon are lawful-aligned. Damage from the weapon bypasses DR/lawful and ignores the energy resistance of chaotic dragons and chaotic outsiders. The axiomatic fusion can’t be added to weapons that have the anarchic fusion.

Corrosive
[Level: 9]

The corrosive fusion weaves the destructive power of acid into the weapon’s form. Half the weapon’s damage type is replaced with acid damage. You can activate or deactivate the corrosive fusion as a swift action. If the weapon already deals two types of damage, replace one of them with acid (you decide which damage type is replaced each time you activate the corrosive fusion). You can add this fusion only to a weapon that does not already deal acid damage. This fusion never causes a weapon that normally targets KAC to target EAC.

Anarchic
[Level: 2]

The anarchic fusion imbues a weapon with divine energy from a chaotic deity. Any attacks with the weapon are chaotic-aligned. Damage from the weapon bypasses DR/chaotic and ignores the energy resistance of lawful dragons and lawful outsiders. The anarchic fusion can’t be added to weapons that have the axiomatic fusion.

Devistating
[Level: 5]

You can apply the devastating fusion only to a weapon with two or more critical hit effects. When you score a critical hit with a weapon that has the devastating fusion, you can select two of the critical hit effects to apply to the target (even if you are normally required to select just one critical hit effect).

Flaming
[Level: 5]

The flaming fusion imbues a weapon with the fiery power of a star. Half the weapon’s damage type is replaced with fire damage. You can activate or deactivate the flaming fusion as a swift action. If the weapon already deals two types of damage, replace one of them with fire (you decide which damage type to replace each time you activate the flaming fusion). You can add this fusion only to a weapon that does not already deal fire damage. This fusion never causes a weapon that normally targets KAC to target EAC.

Hybridized
[Level: 1]

A weapon with the hybridized fusion replaces much of its technological functions with magic counterparts. It gains the analog weapon special property (see page 180), and the core function of the weapon is considered to be a hybrid of magic and technology (rather than only the fusion counting as a hybrid item). A hybridized weapon still consumes ammunition and battery charges normally.

Venomous
[Level: 2]

A weapon with the venomous fusion gains the injection weapon special property (see page 181). Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an injection attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is exposed to the drug, medicinal, or poison when you use the injection property in an attack. Only weapons that deal piercing or slashing damage can benefit from this fusion.