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Player > Weapon > Range > Flare rifle, dazzler
Level: 3
Price: 445
Damage: 2d4 F
Range: 60 ft.
Critical: Burn 1d6
Capacity: 8 flares
Usage: 1
Bulk: 1
Special: Analog, bright, harrying
A flare rifle is similar in appearance to a combat rifle, though it has a slightly wider barrel and magazine. This weapon fires flares, which don't typically deal tremendous damage but can distract opponents. Dazzler flare rifles fire a single, relatively ordinary flare, while the vivifier flare rifle breaks open the flare and burns it all in moments, causing far greater light and heat. Coruscator, scorcher, and nova models fire more flares at a time to increase their damage output.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Flare rifle, dazzler | Longarms | 3 | 445 | 2d4 F | 60 ft. | Burn 1d6 | 8 flares | 1 | 1 | Analog, bright, harrying | ARM p.37 |
Flare rifle, vivifier | Longarms | 6 | 3600 | 1d10 F | 80 ft. | Burn 2d4 | 8 flares | 1 | 1 | Analog, bright, harrying | ARM p.37 |
Flare rifle, coruscator | Longarms | 10 | 15700 | 5d4 F | 80 ft. | Burn 2d6 | 12 flares | 2 | 1 | Analog, bright, harrying | ARM p.37 |
Flare rifle, scorcher | Longarms | 13 | 43900 | 7d4 F | 80 ft. | Burn 3d6 | 12 flares | 3 | 1 | Analog, bright, harrying | ARM p.37 |
Flare rifle, nova | Longarms | 17 | 201000 | 12d4 F | 100 ft. | Burn 4d6 | 12 flares | 4 | 1 | Analog, bright, harrying | ARM p.37 |
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.
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
Attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.
A harrying weapon produces exceptionally distracting bursts of fire. When you take the harrying fire action with this weapon, you gain a +2 insight bonus to your attack roll.
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