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Player > Weapon > Range > Burner, phoenix-class

Burner, phoenix-class

Starfinder Armory p.37

Level: 20
Price: 795000
Damage: 10d10 F
Range: 75 ft.
Critical: Burn 5d6
Capacity: 40 petrol
Usage: 4
Bulk: 2
Special: Line, unwieldy

Indistinguishable from a flamethrower to the lay observer, a burner uses petrol as fuel to produce a strong jet of flame. However, the subtly narrower nozzle and recoil-suppressing gyros allow a burner to fire streams of petrol with more control and focus than its traditional cousin. Ifrit-, salamander-, hellhound-, firedrake-, and phoenix-class burners are all widely available.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Burner, ifrit-classHeavy313001d10 F30 ft.Burn 1d640 petrol42Line, unwieldyARM p.37
Burner, salamander-classHeavy760502d10 F40 ft.Burn 2d640 petrol42Line, unwieldyARM p.37
Burner, hellhound-classHeavy11238003d10 F50ft.Burn 3d640 petrol42Line, unwieldyARM p.37
Burner, firedrake-classHeavy161580006d10 F60 ft.Burn 4d640 petrol42Line, unwieldyARM p.37
Burner, phoenix-classHeavy2079500010d10 F75 ft.Burn 5d640 petrol42Line, unwieldyARM p.37

Burn

The target gains the burning condition.

Burning

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.

Line

This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon’s listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn’t damage creatures farther away. A line weapon can’t damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack).

Unwieldy

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.

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