Archives of Nethys

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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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Apprehending

Source Pact Worlds pg. 194
Item Level 5
The apprehending fusion causes the weapon to grow spikes and overwrought iron fixtures, as befits its use by the Hellknights. When an apprehending weapon hits an enemy, you can activate the fusion as a reaction to perform a trip combat maneuver against that target with the same attack bonus as for the weapon attack. Additionally, the target must succeed at a Fortitude saving throw (DC = 10 + half the weapon’s item level + the ability score modifier you apply to attack rolls with the weapon) or be unable to cast spells or spell-like abilities for 1 round. Once the weapon has used this ability, it cannot use it again until you take a 10-minute rest to regain Stamina Points.