Dead Suns: Incident at Absalom Station
Adventure Path

Weapons
NameLevelPriceDamageRangeCriticalBulkCapacityUsageSpecial
One-Handed
Advanced Melee
52,6501d8 S-Wound 1- -Analog
Weapon Fusions
NameLevelDescription
3Weapons with the binding fusion often feature decorative images of bars, gates, and manacles. A binding weapon gains the bind critical hit effect. When you score a critical hit on a target, you gain a +2 bonus to grapple checks you make against that target until the end of your next turn. If the weapon already has a critical hit effect, you can apply either the weapon’s normal critical hit effect or the binding critical hit effect when you score a critical hit. You can add this fusion only to melee weapons.
4Weapons with the burning fusion often take on an appearance that includes numerous flame-like elements. However, if applied to a weapon that already has visual details representing crows or ravens, the fusion adds further raven-like flourishes to the weapon instead. A weapon with the burning fusion gains the burn critical hit effect. The burn damage for the critical hit effect is 1d6 when the fusion is applied to a 4th- or 5th-level weapon, 2d6 when applied to 6th- to 10th-level weapons, 3d6 when applied to 11th- to 15th-level weapons, and 4d6 when applied 16th- to 20th-level weapons. If the weapon already has a critical hit effect, you can apply either the weapon’s normal critical hit effect or the burn critical hit effect when you score a critical hit.
6Weapons with the chained fusion gain a short chain that dangles from the haft or handle. The chain magically extends to enable the weapon to attack foes beyond the wielder’s immediate reach. A chained weapon gains the reach weapon special property for the first attack made with it each round. After it has been used for an attack, the weapon loses the reach weapon special property until the beginning of your next turn. You can add this fusion only to melee weapons.
6A weapon with the spellbane fusion gains the spellbane critical hit effect. A target affected by the spellbane critical hit effect must succeed at a Will save (DC as normal for a weapon of the given item level) or be unable to cast spells or use spell-like abilities for 1d4 rounds. If the weapon already has a critical hit effect, you can choose to apply either the weapon’s normal critical hit effect or the spellbane effect when you score a critical hit. If a spellbane weapon also has a fusion that allows it to bypass damage reduction of a specific alignment (such as an unholy weapon’s ability to bypass DR/evil), its spellbane critical hit effect works only against creatures with the diametrically opposed alignment (for example, good creatures in the case of a spellbane unholy weapon), but the save DC of the spellbane critical hit effect increases by 2.
Items
NameLevelPriceBulkHandsCapacityUsage
912,00050---
914,500L---
1238,500L---
17275,000L---
20950,000L---
53,3701---
913,400L---
Magic
Worn
53,0001---
919,400L---
42,100L---
88,400L---
Magic
Worn
79,9801---
2002---

Starfinder Adventure Path #1: Incident at Absalom Station © 2017, Paizo Inc.; Authors: Robert G. McCreary, with Jason Keeley, Owen K.C. Stephens, and James L. Sutter.

This website uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This website is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.