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Player > Weapon > Range > Cinder rifle, truth-sequence
Starfinder Adventure Path #13: Fire Starters (Dawn of Flame 1 of 6) p.52
Level: 2
Price: 700
Damage: 1d8 P
Range: 60 ft.
Critical: Burn 1d6
Capacity: 10 rounds
Usage: 1
Bulk: 2
Special: —
Designed for the fighting elite of Sarenrae, cinder rifles are similar to most jacketed rifles, but within the framework of the gun, the ammunition becomes superheated. The result is a bullet exiting the gun while white hot, tracing its path through the air with a bright trail.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Cinder rifle, truth-sequence | Longarms | 2 | 700 | 1d8 P | 60 ft. | Burn 1d6 | 10 rounds | 1 | 2 | — | DF01 p.52 |
Cinder rifle, salvation-sequence | Longarms | 7 | 6000 | 2d8 P | 60 ft. | Burn 1d6 | 14 rounds | 1 | 2 | — | DF01 p.52 |
Cinder rifle, valor-sequence | Longarms | 11 | 23700 | 3d8 P | 80 ft. | Burn 2d6 | 20 rounds | 1 | 2 | — | DF01 p.52 |
Cinder rifle, glory-sequence | Longarms | 15 | 102200 | 6d8 P | 80 ft. | Burn 2d6 | 24 rounds | 1 | 2 | — | DF01 p.52 |
The target gains the burning condition.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt
a Reflex saving throw to remove this condition. The DC of this
saving throw is equal to 10 + the amount of fire damage you took
this round from the burning condition. If you succeed at this
saving throw, you lose the burning condition. You can attempt
a new saving throw each round you have this condition, and
you receive a +2 bonus for each previous saving throw you've
attempted in consecutive rounds.
You can also automatically end this condition by jumping into
enough water to douse yourself. If you don't have enough water
on hand, you can spend a full action to roll on the ground or
otherwise smother the fire to attempt a new saving throw with
a +4 bonus (plus any bonuses from previously failed consecutive
attempts) to end the condition.
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