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STAR-Fusion Release v1.7.0, August 17, 2019-requires newly released STAR aligner v2.7.2a, where we updated the chimeric junction reporting, requiring chimeric read alignments to have higher alignment scores than the non-chimeric read alignment counterparts. A weapon with the Spellthrower fusion is able to have a single Spell gem loaded into it at a time. The Starfinder Roleplaying Game is a science-fiction/science fantasy role-playing game published by Paizo Publishing.It is built on Paizo's previous game, the Pathfinder Roleplaying Game, both in its game mechanics and universe, but adapted to a more futuristic style than its fantasy predecessor; game content is intended to be easily convertible between the two systems. The Lanceris a Plasma pistol developed for use by special forces units and the higher end of the market. With the success of Starfinder we will see a lot of other publishers dipping toes into both support of the Starfinder game, as well as their own new games. Play alien races both new and familiar as you explore the mysteries of a weird galaxy. Like most weapon fusions designed for use on AbadarCorp weapons, the. With the knockdown fusion, a weapon disrupts a target’s center of gravity. See Biomes for more information on environments that impose attack penalties, and see Underwater Combat for rules on attacking submerged targets. 191 A weapon fusion is a small, prepackaged add-on that can be attached to any weapon to infuse it with magic. The weapon gains the severe wound critical hit effect. You can add this fusion only to a weapon that has the thrown weapon special property. Which is a shame, because there is some amazing content in there otherwise. It is unknown what the real name of this person was. Source Starfinder Core Rulebook pg. Weapons can be built for use by smaller creatures but generally cost twice as much (since they require special miniaturization technology). If there’s any doubt about whether you’re in combat or able to access the critical hit effect, the GM decides. If the weapon already deals two types of damage, replace one of them with cold (you decide which damage type to replace each time you activate the frost fusion). Only weapons that deal bludgeoning damage can benefit from this fusion. ... An adventurer’s weapon can be all that stands between them and death. Essentially you are giving up a small amount of damage for a large amount of utility, depending on fusion. This boon can be used to improve weapons gained as a result of other Starship boons. Unlike the normal rules for using a Spell gem, it does not matter if the gem’s item level is higher than your caster level (even if your caster level is 0). Hip: This holster holds the weapon in an easily accessed—and easily seen—location. weapon increases the value of the limited fire value by half (rounded down). Only a weapon that deals bludgeoning, piercing, or slashing damage can benefit from this fusion. A Small or Medium creature trying to use a weapon built for a creature that is Tiny or Large suffers a –4 penalty to attack rolls. A weapon with the entangling fusion gains the entangle weapon special property. Concealed Carry: A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Weapons and Objects). This roll represents your expertise with the weapon, and no actual attack or ammunition is used. You can activate or deactivate the flaming fusion as a swift action. If you select humanoid or outsider, you must also select one subtype. You can grant no more than 10 total The online tools can be found in the menu, or the code for the project can be found over on GitHub. The EMP weapon fusion gives the weapon an electromagnetic pulse critical hit effect. You can activate or deactivate the shock fusion as a swift action. A weapon with the trailblazer fusion manages to alter the nature of its attacks to overcome the penalties of some natural environmental effects. A weapon with the charge disrupting fusion disrupts power sources. Scoring a critical hit with a weapon with the disentanglement fusion alters the target at a subatomic level, causing debilitating and horrific mutations. Created by Nick Lambert using material from the Starfinder Core Rulebook, copyright Paizo Inc. Once per day when you successfully attack a foe with a weapon with the. Weapon fusions are magic unless stated otherwise. Uses. Other creatures and forces can move the target normally. The corrosive fusion weaves the destructive power of acid into the weapon’s form. If you can’t catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which you threw it. This fusion never causes a weapon that normally target KAC to target EAC. In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket). Weapon fusions are magic unless stated otherwise. The anarchic fusion imbues a weapon with divine energy from a chaotic deity. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon. You can add this fusion only to a weapon that does not already deal sonic damage. If the weapon already deals two types of damage, replace one of them with electricity (you decide which damage type to replace each time you activate the shock fusion). Adventurers use weapon fusions to customize their weapons for a specific enemy or to increase a weapon’s overall effectiveness. Adventures on Absalom Station in the far future of Pathfinder's Planet Golarion. Damage from the weapon overcomes DR/evil and ignores the energy resistance of good dragons and good outsiders. EN WORLD -- Starfinder is a quality game that is likely going to be the point of the spear of a new wave of interest in science fiction/science fantasy gaming. table weapon fusions. The weapon gains the bleed critical hit effect. According to the description of weapon fusions, they can be added to ammunition for half the cost of a normal weapon of that level. A weapon with the defiant fusion resists efforts to be removed from its wielder. Only weapons that do bludgeoning, piercing, slashing, or cold damage can benefit from this fusion. Any attacks with the fused weapon are evil-aligned. Half the weapon’s damage type is replaced with cold damage. ... table weapon fusion prices. A weapon fusion is a small, prepackaged add-on that can be attached to any weapon to … You can activate or deactivate the frost fusion as a swift action. The disruptive fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. Set thousands of years in Pathfinder's future, Starfinder is a stand-alone roleplaying game evolved from the Pathfinder rules and designed to bring you a whole new universe of science fantasy adventures. If the weapon already has a critical hit effect, when you score a critical hit against an appropriate foe, you can apply either the weapon’s normal critical hit effect or the stunned effect. Weapon fusions cost 15% of the weapon. With the deafening fusion, a weapon releases a blast of low-frequency sonic energy on impact. Any attacks with the weapon are lawful-aligned. The unholy fusion imbues a weapon with divine energy from an evil deity. Weapons primarily deal damage, and some have additional special properties. You can apply the devastating fusion only to a weapon with two or more critical hit effects. You can activate or deactivate the corrosive fusion as a swift action. If the weapon deals two types of damage, both of the damage types become nonlethal. The amount of damage dealt to the secondary target is equal to one-third the level of the weapon with the burst fusion (minimum 1). You move swiftly, strike suddenly, and always have an escape plan. A weapon with a quantum storage fusion can be placed into rel-state, erasing it from existence; the weapon remains quantumly entangled with its wielder, and it can be retrieved at any time. A weapon with the anchoring fusion has a chance to immobilize its targets. Only weapons that deal piercing or slashing damage can have this fusion. 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). Only weapons that deal piercing or slashing damage can benefit from this fusion. The weapon retains all its properties (including bulk) when disguised but does not radiate magic. Half the weapon’s damage type is replaced with fire damage. The weapon gains the wound critical hit effect. In Starfinder, there’s also plenty of gadgets to go around, including lasers, plasma weapons, exotic grenades and, of course, robots. If the weapon already deals two types of damage, replace one of them with sonic (you decide which damage type to replace each time you activate the thundering fusion). Only ranged weapons that don’t have the automatic, explode, line, or thrown weapon special property can benefit from the blasting fusion. Appearances The Replacements (Mentioned only) A weapon with the venomous fusion gains the injection weapon special property. The weapon gains immobilization as a critical hit effect. Common weapon fusions are described below. The descriptions are organized primarily by weapon category (cryo, flame, laser, plasma, projectile, shock, sonic, and uncategorized). H. Starfinder was a member of the Liana Liberators. Scores of new weapons, filling out the options for weapons of every category, level, and type and rules to customize your weapons through weapon accessories, weapon fusions, and different weapon manufacturers. Half the weapon’s damage type is replaced with acid damage. I would say it is worth it, yes. The weapon gains the deafen critical hit effect. You can add this fusion only to a weapon that has the thrown weapon special property. The illuminating fusion causes a weapon to gain the bright weapon special property. The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. The magic of this fusion subdues the damaging effect of the weapon it is added to. You can activate or deactivate the merciful fusion as a swift action. sfrpgtools is a suite of tools built with HTML and javascript for use with the Starfinder roleplaying game. The weapon gains intimidation as a critical hit effect. A weapon with the dispelling fusion gathers spare wisps of latent magic during combat, which it can then unleash in a Focused effort to dispel magic. The durable fusion uses magical runes and reinforcements to significantly increase a weapon’s toughness. If you are wielding it when you are knocked unconscious, panicked, or stunned, it stays in your hand. The bleeding fusion weaves entropic energy into the weapon’s form. 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). If you fail to cast a Spell from a Spell gem, the Spell is expended harmlessly and the Spell gem is destroyed. The entry indicates the amount of damage ignored and the type of weapon that negates the ability. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the arc effect. Fusions placed on ammunition cease functioning if used in a weapon disallowed by the fusion, or if used in a weapon when the total levels of the weapon and ammunition's fusions exceeds that of the weapon. Fusion in stars takes place in the high-pressure cores. Only weapons that deal acid, cold, electricity, fire, or sonic damage can benefit from a burst fusion. Only weapons that deal bludgeoning damage can benefit from this fusion. Any weapon more powerful than the type listed in the note also negates the ability. You can add this fusion only to a weapon that does not already deal cold damage. For example, a limited fire 5 weapon would become limited fire 7. Adventurers use weapon fusions to customize their weapons for a specific enemy or to increase a weapon’s overall effectiveness. 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. After a glamered weapon is used to make an attack, this fusion is suppressed for 1 minute. New suits of armor, including light, heavy, and powered armor for nearly every level and numerous armor upgrades. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is in disguise. Catching the weapon when it comes back takes no action. The Longbow is a plasma Sniper rifle. The bane fusion enhances the power of critical hits against certain foes. The shock fusion weaves the electrical energy of the universe into the weapon’s form. This negates any miss chance caused by the target having concealment, though it has no effect on miss chances from other sources (and does not offset the miss chance from a target having total concealment). You can deactivate this fusion as a move action, in which case the weapon acts as if it does not have the bright property until it is reactivated (which also requires a move action). They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the knockdown effect. The anarchic fusion imbues a weapon with divine energy from a chaotic deity. Top of the Table: The Starfinder Interview, Page 2, Game Informer. Only weapons that deal bludgeoning, piercing, slashing, or sonic damage can benefit from a deafening fusion. Weapon Fusion Descriptions. The flaming fusion imbues a weapon with the fiery power of a star. Any attacks with the weapon are chaotic-aligned. The frost fusion imbues a weapon with the icy cold of a dead world far from its system’s sun. The name H. Starfinder was an alias used as part of the Liberators' attempt to pose as members of the Alderaanian Biological Research Institute when they came to the Cularin system during the Clone Wars. The seeking fusion causes an attack from a weapon to veer toward its target. A returning weapon flies through the air back to you after you make a thrown ranged attack with it. Adventurers use weapon fusions to customize their weapons for a specific enemy or to increase a weapon’s overall effectiveness. The Starstone was once located on Golarion, where it allowed mortals to ascend to godhood.. The holy fusion cannot be added to weapons that have the unholy fusion. From publisher blurb: Take your favorite fantasy RPG to the stars! Damage from the weapon bypasses DR/good and ignores the energy resistance of evil dragons, evil outsiders, and evil undead. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is affected by the entangle condition. Your weapon whispers bolstering words into your mind, allowing you to withstand even mighty terrors such as the colossi of Daimalko. A hybridized weapon still consumes ammunition and battery charges normally. However, if the Spell gem’s item level is higher than your base attack bonus, once you’ve spent the full action to cast the Spell, you must succeed at an attack roll with the weapon against an AC equal to the Spell gem’s level + 1 or you fail to cast the Spell. 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. If you are proficient with and wielding the weapon, as a full action you can cast the Spell contained within the Spell gem rather than make a normal attack. The thundering fusion imbues a weapon with heightened frequency vibrations. The blasting fusion allows a weapon to make a single attack as a blast (see the blast weapon special property) once per day as a full action. Starfinder hopes to do for space opera what D&D has done for fantasy. ; The Scalpel is the premier laser sniper rifle.. Any attacks with the weapon are chaotic-aligned. A creation of the Brethedan biotech firm Life Innovations, a, Followers of the Prophecies of Kalistrade use. According to the … Press J to jump to the feed. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon’s level (minimum +1). Starfinder hopes to do for space opera what D&D has done for fantasy, Polygon. The Star Log.EM series—Starfinder for tomorrow! 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. Attacks from a weapon with this fusion deal full damage to incorporeal creatures. This allows you to use the Spell gem as if you were a spellcaster with the Spell on your class’s Spell list. In addition to the normal benefits, the runes grant the weapons one or more of the following weapon fusions (see page 191) of your choice: bane, corrosive, ethereal, flaming, frost, holy, merciful, shock, thundering, or unholy. Once selected, the creature type and subtype can’t be changed. The weapon ignores any DR and energy resistance of undead creatures. Wea… Fusions with limited usage apply to ammunition as well and are considered on a per-weapon … If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the dispelling effect. 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. Damage from the weapon bypasses DR/chaotic and ignores the energy resistance of lawful dragons and lawful outsiders. While this fusion is active, the weapon’s regular damage becomes nonlethal damage. Against a designated foe, the bane weapon gains the stunned critical hit effect. Some examples include a fusion that causes cryo weapons to leave slippery patches of ice, a fusion that causes sonic weapons to deafen foes more reliably, a fusion that heals your weapon after its been damaged, and more.

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