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Player > Weapon > Melee > Flame spinner, immolation
Level: 5
Price: 2860
Damage: 1d8 F
Critical: Burn 1d6
Bulk: 1
Special: Analog, free hands (2), fueled (capacity 20, usage 2), unwieldy
A flame spinner consists of two weighted balls attached to a length of cable; the pair is spun in an elegant, showy dance of spinning fire. Fireball and immolation flame spinners use petrol to generate a flaming nimbus around the ball's metal casing, while supernova and fission flame spinners dispense with the casing and instead compress the petrol to generate a dense mass of blazing heat in place of each ball. Using a flame spinner effectively is difficult due to the complex handling required, and kasathas and other races with additional limbs find they have a substantial advantage in that regard.
Two-handed Weapons | Type | Level | Price | Damage | Critical | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|
Flame spinner, fireball | Advanced | 1 | 225 | 1d6 F | Burn 1d4 | 1 | Analog, free hands (2), fueled (capacity 20, usage 1), unwieldy | ARM p.37 |
Flame spinner, immolation | Advanced | 5 | 2860 | 1d8 F | Burn 1d6 | 1 | Analog, free hands (2), fueled (capacity 20, usage 2), unwieldy | ARM p.37 |
Flame spinner, supernova | Advanced | 12 | 33900 | 3d10 F | Burn 2d6 | 1 | Analog, free hands (2), fueled (capacity 20, usage 1), unwieldy | ARM p.37 |
Flame spinner, fission | Advanced | 20 | 802000 | 8d12 F | Burn 5d6 | 1 | Analog, free hands (2), fueled (capacity 20, usage 1), unwieldy | 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.
Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.
A free hands weapon is unbalanced or otherwise awkward to use. This difficulty in using the weapon can be negated by moving the listed number of hands that are not holding anything or being used for any other purpose as counterweights. You wield a free hands weapon using the normal number of hands, but if you have the listed number of free hands available while wielding it, the weapon is not considered unwieldy. For example, a kasatha wielding a flame spinner in two of her hands while her other two hands remain empty treats the weapon as though it does not have the unwieldy weapon special property.
A fueled weapon has an integrated petrol tank and must be activated to function properly. This works like the powered weapon special property (Core Rulebook 181), except it uses petrol as a fuel source instead of a battery. Unlike a battery, petrol is permanently expended upon use and must be purchased rather than recharged.
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