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Player > Weapon > Range > Ember pistol, truth-sequence
Starfinder Adventure Path #13: Fire Starters (Dawn of Flame 1 of 6) p.52
Level: 2
Price: 525
Damage: 1d6 P
Range: 30 ft.
Critical: Burn 1d4
Capacity: 8 rounds
Usage: 1
Bulk: L
Special: —
Lighter and more mobile versions of cinder rifles, these pistols are standard issue to the Dawn Patrol and many Sarenite authorities across the galaxy. The piercing rounds are shot from the bulky pistol at white-hot temperatures and can set their targets on fire. They are still thought of as a humane weapon by some, as the searing bullets often cauterize the wounds that they make.
One-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Ember pistol, truth-sequence | Small Arms | 2 | 525 | 1d6 P | 30 ft. | Burn 1d4 | 8 rounds | 1 | L | — | DF01 p.52 |
Ember pistol, salvation-sequence | Small Arms | 7 | 5700 | 2d6 P | 30 ft. | Burn 1d4 | 10 rounds | 1 | L | — | DF01 p.52 |
Ember pistol, valor-sequence | Small Arms | 11 | 23400 | 3d6 P | 40 ft. | Burn 2d4 | 12 rounds | 1 | L | — | DF01 p.52 |
Ember pistol, glory-sequence | Small Arms | 14 | 65800 | 4d6 P | 40 ft. | Burn 2d6 | 16 rounds | 1 | L | — | DF01 p.52 |
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.
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