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Player > Weapon > Range > Blaze rifle, ifrit-class

Blaze rifle, ifrit-class

Starfinder Armory p.37

Level: 4
Price: 1900
Damage: 1d10 F
Range: 40 ft.
Critical: Burn 1d6
Capacity: 40 petrol
Usage: 2
Bulk: 1
Special: Analog, unwieldy

A blaze rifle is a bulky, ungainly weapon, with a rifle stock and two tanks of petrol mounted atop the barrel. Compared to other petrol weapons, the blaze rifle fires a far narrower stream of petrol, which allows for greater accuracy. Fire-loving mercenaries often choose the blaze rifle to avoid charring their allies. Ifrit-, salamander-, hellhound-, firedrake-, and phoenix-class blaze rifles are common throughout the Pact Worlds.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Blaze rifle, ifrit-classLongarms419001d10 F40 ft.Burn 1d640 petrol21Analog, unwieldyARM p.37
Blaze rifle, salamander-classLongarms758002d8 F60 ft.Burn 2d640 petrol21Analog, unwieldyARM p.37
Blaze rifle, hellhound-classLongarms11232003d10 F60 ft.Burn 3d640 petrol21Analog, unwieldyARM p.37
Blaze rifle, firedrake-classLongarms161530005d10 F60 ft.Burn 4d640 petrol21Analog, unwieldyARM p.37
Blaze rifle, phoenix-classLongarms207650009d10 F80 ft.Burn 5d640 petrol21Analog, unwieldyARM 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.

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