The Hidden Truth

Player > Weapon > Melee > Blaze scimitar, acolyte

Blaze scimitar, acolyte

Starfinder Adventure Path #13: Fire Starters (Dawn of Flame 1 of 6) p.52

Level: 2
Price: 740
Damage: 1d6 F
Critical: Burn 1d6
Bulk: 1
Special: Bright, powered (capacity 20, usage 1)

Known far and wide for their fighting prowess, Sarenites who delve into the darkest corners of the universe often take the holy weapon of their goddess with them. A blaze scimitar is made of a metallic alloy that can be heated to blistering temperatures again and again through use of a an induction magnet. These golden blades glow bright orange when activated and shed light in a wide area when they strike a blow. Due to their weight and the power required to follow through with attacks, they must be wielded with two hands.

Two-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Blaze scimitar, acolyteAdvanced27401d6 FBurn 1d61Bright, powered (capacity 20, usage 1)DF01 p.52
Blaze scimitar, discipleAdvanced892002d6 FBurn 1d81Bright, powered (capacity 20, usage 1)DF01 p.52
Blaze scimitar, clericAdvanced12346004d6 FBurn 2d61Bright, powered (capacity 40, usage 2)DF01 p.52
Blaze scimitar, divineAdvanced161620008d6 FBurn 2d81Bright, powered (capacity 40, usage 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.


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 melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon (see page 169).

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