The Hidden Truth

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Player > Weapon > Range > Ember pistol, truth-sequence

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 WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Ember pistol, truth-sequenceSmall Arms25251d6 P30 ft.Burn 1d48 rounds1LDF01 p.52
Ember pistol, salvation-sequenceSmall Arms757002d6 P30 ft.Burn 1d410 rounds1LDF01 p.52
Ember pistol, valor-sequenceSmall Arms11234003d6 P40 ft.Burn 2d412 rounds1LDF01 p.52
Ember pistol, glory-sequenceSmall Arms14658004d6 P40 ft.Burn 2d616 rounds1LDF01 p.52

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.

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