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Player > Weapon > Range > Igniter, solar flare

Igniter, solar flare

Starfinder Armory p.38

Level: 18
Price: 360000
Range: 80 ft.
Critical: Burn 5d6
Capacity: 40 charges
Usage: 4
Bulk: 1
Special: Ignite 5d6

An igniter has a deep-red crystal rod in place of a typical longarm barrel. This crystal focuses infrared light on a distant foe, causing the target to burst into flames. Assassins and drow in particular often favor the weapon due to its absence of any visible discharge. Ember, blaze, inferno, and solar flare igniters are common in many places.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Igniter, emberLongarms8990080 ft.Burn 2d640 charges41Ignite 2d6ARM p.38
Igniter, blazeLongarms123420080 ft.Burn 3d640 charges41Ignite 3d6ARM p.38
Igniter, infernoLongarms1510800080 ft.Burn 4d640 charges41Ignite 4d6ARM p.38
Igniter, solar flareLongarms1836000080 ft.Burn 5d640 charges41Ignite 5d6ARM p.38


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.


Weapons with the ignite special property use an accelerant to start small, intense fires on their targets. A target hit by a weapon with this special property must succeed at a Reflex save (DC = 20 + 1/2 the item's level + your Dexterity bonus) or gains the burning condition (Core Rulebook 273) with the listed amount of damage. Gaining the burning condition multiple times from the ignite special property does not increase your burning damage—you take only the highest listed ignite damage each round. A character who gains the burning condition through other means (such as the burn critical effect, even from a weapon with ignite) does add that damage to her burning damage each round. Ending the burning condition ends burning from all sources.

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