Archives of Nethys

Pathfinder | Starfinder

Armor | Weapons
Artifacts | Augmentations | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers | Other Items | Special Materials


Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Flame Doshko

When activated, the blade of this doshko heats up by means of internal heating coils. The doshko deals fire damage and can also cause traumatic injuries.

Flame Weapons

Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits.

Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries.

Flame Doshko, Ember

Source Starfinder Core Rulebook pg. 172
Level 2; Price 750
Damage 1d8 F; Critical wound
Bulk 1; Special powered (capacity 20; usage 1)

Flame Doshko, Blaze

Source Starfinder Core Rulebook pg. 172
Level 8; Price 8,500
Damage 2d8 F; Critical wound
Bulk 1; Special powered (capacity 20; usage 1)

Flame Doshko, Inferno

Source Starfinder Core Rulebook pg. 172
Level 13; Price 53,200
Damage 5d8 F; Critical wound
Bulk 1; Special powered (capacity 20; usage 1)

Flame Doshko, Solar Flare

Source Starfinder Core Rulebook pg. 172
Level 19; Price 595,000
Damage 10d8 F; Critical severe wound
Bulk 1; Special powered (capacity 20; usage 1)