Burn (Ex): Whenever the flame freak damages an opponent with his Heat ability, the opponent may catch fire. Those hit by the flame freak's unarmed attack must succeed at a Reflex save (DC 15) or catch fire. See page 86 of the Dungeon Master’s Guide (Sidebar: Catching on Fire) and page 113 of the Player’s Handbook (Alchemist’s Fire) for more information. The flames burn for 1d4 rounds and deal 1d6 points of fire damage per round. Those directly touching or grappling him automatically suffer 2d6 points of fire damage per round (no save) as long as they maintain contact. When contact is broken, they are entitled to the same Reflex save above to avoid catching fire. A burning creature can take a move-equivalent action to put out the flame. The heat transferred by metal weapons is not hot enough to cause a creature to catch fire.