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Player > Weapon > Range > Flame pistol, solar flare
Damage: 3d10 F
Range: 30 ft.
Critical: Burn 2d6
Capacity: 20 petrol
Special: Line, unwieldy
Inventive manufacturers have developed more effective versions of the classic flame pistol, resulting in the blaze, inferno, and solar flare models. Like other flame pistols, the more advanced models fire lines of ignited petrol from their barrels, but they work at higher pressure and include nanotechnology that breaks down the petrol into more volatile compounds as the weapon is fired.
|Flame pistol, blaze||Small Arms||7||5500||2d4 F||20 ft.||Burn 1d4||20 petrol||5||L||Line, unwieldy||ARM p.37|
|Flame pistol, inferno||Small Arms||11||23000||2d8 F||30 ft.||Burn 1d8||20 petrol||5||L||Line, unwieldy||ARM p.37|
|Flame pistol, solar flare||Small Arms||17||220000||3d10 F||30 ft.||Burn 2d6||20 petrol||5||L||Line, unwieldy||ARM 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 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).
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.