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Player > Weapon > Range > Flare rifle, scorcher

Flare rifle, scorcher

Starfinder Armory p.37

Level: 13
Price: 43900
Damage: 7d4 F
Range: 80 ft.
Critical: Burn 3d6
Capacity: 12 flares
Usage: 3
Bulk: 1
Special: Analog, bright, harrying

A flare rifle is similar in appearance to a combat rifle, though it has a slightly wider barrel and magazine. This weapon fires flares, which don't typically deal tremendous damage but can distract opponents. Dazzler flare rifles fire a single, relatively ordinary flare, while the vivifier flare rifle breaks open the flare and burns it all in moments, causing far greater light and heat. Coruscator, scorcher, and nova models fire more flares at a time to increase their damage output.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Flare rifle, dazzlerLongarms34452d4 F60 ft.Burn 1d68 flares11Analog, bright, harryingARM p.37
Flare rifle, vivifierLongarms636001d10 F80 ft.Burn 2d48 flares11Analog, bright, harryingARM p.37
Flare rifle, coruscatorLongarms10157005d4 F80 ft.Burn 2d612 flares21Analog, bright, harryingARM p.37
Flare rifle, scorcherLongarms13439007d4 F80 ft.Burn 3d612 flares31Analog, bright, harryingARM p.37
Flare rifle, novaLongarms1720100012d4 F100 ft.Burn 4d612 flares41Analog, bright, harryingARM 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.


Attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.


A harrying weapon produces exceptionally distracting bursts of fire. When you take the harrying fire action with this weapon, you gain a +2 insight bonus to your attack roll.

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