Hand of Flame

Price: 18,000 gp; Slot: Arm; Type: Outsider (fire); Weight: 4 lb; Install DC: 26; Implantation Value: 2

Aura: Moderate Transmutation; CL: 9th;

Special Notes / Rules: Implants

Source: MoE, pg. 132

Description: By replacing one your arms with that of an fire-based outsider, it appears as blacked and covered in glowing cracks, but otherwise the same as your own arm. As a swift action that does not provoke, you are able to cause your fist to glow white hot, allowing your natural attacks with that arm, or any metal melee weapon wielded by that arm, to do an additional 1d6 points of fire damage. Anyone or anything struck with either option must also make a Reflex save, DC 10 + 1/2 your Hit Dice + your Constitution modifier, or be set on fire for 1d6 points of damage per round. You can maintain this ability indefinitely, but it requires a swift action every round to do so. Any metal weapon wielded in this fashion starts taking 1d6 points of fire damage, ignoring hardness, after a number of consecutive rounds equal to its hardness.

So long as you do not have any outsider implants that require the water subtype, you gain a +2 circumstance bonus to Reflex saves and initiative. This bonus stacks with other bonuses from outsider implants that require the fire subtype.

Construction:

Craft DC: 22; Cost: 4,500 gp

Requirements: Craft Implant (outsider), Flame Blade

Donor Requirement: The arm or essence of an outsider with the fire subtype.