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Player > Weapon > Range > Agitator, ember

Agitator, ember

Starfinder Armory p.37

Level: 1
Price: 330
Damage: 1d8 F
Range: 60 ft.
Critical: Burn 1d4
Capacity: 20 charges
Usage: 1
Bulk: 2
Special: Boost 1d4

An agitator is a portable generator of microwave radiation that rapidly heats up targets to create internal bubbles of steam or makes targets burst into flames. The longer the weapon is focused, the more intense the agitation becomes, making it a favored by the defenders of bunkers, guard posts, and other emplacements. Ember agitators and blaze agitators rely on individual generators, taking the form of a bulky cylinder in the middle of the gun that hums ominously as the weapon fires, but miniaturization technology allows inferno agitators and solar flare agitators to include multiple smaller generators for increased effect.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Agitator, emberHeavy13301d8 F60 ft.Burn 1d420 charges12Boost 1d4ARM p.37
Agitator, blazeHeavy643002d6 F80 ft.Burn 2d440 charges12Boost 1d6ARM p.37
Agitator, infernoHeavy13508006d6 F80 ft.Burn 3d440 charges22Boost 2d6ARM p.37
Agitator, solar flareHeavy1958000012d6 F100 ft.Burn 4d440 charges22Boost 5d6ARM 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.

Boost

You can charge up a weapon with this special property as a move action. When you do, you increase the weapon's damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon's damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn't have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn.

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