Item: Alchemist's Flamethrower
This long cylinder is topped by a pair of brass sockets and a collection of polished pipes and tubes. A total of two vials of alchemist's fire must be loaded into the sockets at the base of the weapon and the tubes cleaned and primed. Properly loading the flamethrower in this way takes 1 minute. When the trigger on a loaded flamethrower is pulled, the alchemist's fire is siphoned into the rifle and shot out of the muzzle in a line of fire. The damage dealt by a flamethrower is determined by the strength of the weakest alchemist's fire loaded into the flamethrower.
Activate 2 (fire, manipulate)
Requirements The flamethrower is loaded
Effect You pull the trigger, expending both loaded alchemist's fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemist's fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed persistent fire damage.
- Lesser Alchemist's Fire: The flamethrower deals 1d8 fire (DC 15 Basic Reflex) in a 30-foot line. 1 persistent,fire damage.
- Moderate Alchemist's Fire: The flamethrower deals 2d8 fire (DC 17 Basic Reflex) in a 60-foot line. 2 persistent,fire damage.
- Greater Alchemist's Fire: The flamethrower deals 6d8 fire (DC 28 Basic Reflex) in a 90-foot line. 3 persistent,fire damage.
- Major Alchemist's Fire: The flamethrower deals 10d8 fire (DC 37 Basic Reflex) in a 120-foot line. 4 persistent,fire damage.
Trait Effects
Alchemical: Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren’t magical and don’t radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.
Fire: Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
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