The Hidden Truth

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Inferno knife

Starfinder Adventure Path #02: Temple of the Twelve (Dead Suns 2 of 6) p.12

Level: 4
Price: 2100
Damage: 1d4 S
Critical: Burn 1d6
Bulk: L
Special: Analog, operative

Not all developments in military technology are successful. Originally designed to be a perfect survival tool, the inferno knife combines the cutting prowess of a survival knife with the virtues of a lighter and road flare. By squeezing one trigger, the user can inject a small stream of fuel from the hilt’s reservoir onto the blade’s tip, and a secondary trigger can ignite it, creating a small torch to signal others or light campfires. The product’s launch was disastrous, and users logged hundreds of complaints about the knives’ needless complexity. As a result, inferno knives have flooded the market and become showy weapons for criminals and performers, though timing the blade’s ignition in combat remains an unpredictable art.
An inferno knife is a 4th-level basic melee weapon with the analog and operative special properties. It deals 1d4 slashing damage and has the burn 1d6 critical hit effect. It costs 2,100 credits and has light bulk. An inferno knife uses petrol as fuel. It contains enough fuel to remain lit for 1 hour, shedding light in a 20-foot radius. Each successful critical hit reduces the remaining duration by 5 minutes. A single charge of petrol refills the weapon’s reservoir.

One-handed WeaponsTypeLevelPriceDamageCriticalBulkSpecialSource
Inferno knifeBasic421001d4 SBurn 1d6LAnalog, operativeDS02 p.12


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.


An operative can use the trick attack class feature (see page 93) with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.

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