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Main Details | Alternate Class Features | Archetypes | Class Builds | Fighting Styles | Gear Boosts

Gear Boosts

At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name.

Alkali Conversion (Ex; 7th Level)

Source Tech Revolution pg. 33
As a move action, you can adjust the payload of a weapon you wield that deals acid damage, briefly converting it into an alkaline and equally caustic substance. Until the end of your turn, your attacks with the weapon treat the acid resistance of targets as 5 lower (minimum 0) for the purposes of resisting the weapon’s acid damage. At 15th level, the alkaline attacks instead treat the acid resistance of targets as 10 lower, and such attacks deal their minimum acid damage to targets immune to acid rather than dealing no damage.

Anchoring Arcana (Su; 7th Level)

Source Starfinder Core Rulebook pg. 111
As a full action, you can make a single attack with a magic weapon against a single foe. If the attack is a ranged attack, the target must be within the first range increment. Even if the attack normally affects an area or multiple targets, it affects only your selected target. If your attack hits, you can spend 1 Resolve Point to force the target to attempt a Will saving throw (DC = 10 + half your soldier level + your key ability score modifier). If the target fails its save, it can’t voluntarily move from its current space for 1d4 rounds. This has no effect on involuntary movement, but it does prevent the creature from teleporting or moving to another plane. Once you’ve struck a foe with this attack, whether it succeeds at or fails its saving throw, it is immune to this ability for 24 hours.

Armored Advantage (Ex)

Source Starfinder Core Rulebook pg. 111
When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class.

Automatic Expert (Ex; 7th Level)

Source Galaxy Exploration Manual pg. 26
When you attack with a weapon in automatic mode, you can reload the weapon as part of the full action used to make the attack. You must reload the weapon with a full set of ammunition, such as a full clip, cartridge, or battery, as appropriate for the weapon.

Blazing Strike (Ex)

Source Starfinder Armory pg. 154
When you hit a creature within 30 feet of you while using a weapon with the bright weapon special property, the radiance partially blinds the target, giving it the dazzled condition for 1 round. If you hit multiple creatures at the same time (such as with an automatic, blast, or explode weapon), only the creature nearest to you or at the center of the explosion (your choice if multiple creatures are equidistant) is affected.

Bleeding Injection (Ex; 7th Level)

Source Galaxy Exploration Manual pg. 26
Weapons you wield that have the injection weapon special property gain bleed 1d4 as a critical hit effect. If the weapon already has the injection critical hit effect, you can apply both effects when you score a critical hit. If the weapon has another critical hit effect, apply either the weapon’s normal critical hit effect or this bleed effect. The bleed damage increases to 2d4 at 11th level, 3d4 at 15th level, and 4d4 at 19th level.

Bright Flames (Ex; Level)

Source Tech Revolution pg. 33
Any weapon from the flame category gains the bright weapon special property while you wield it. If the weapon already has the bright property, the weapon’s attacks increase the area’s illumination by two steps, to a maximum of normal light. You can suppress or resume this gear boost for weapons you wield without spending an action.

Brutal Blast (Ex)

Source Starfinder Core Rulebook pg. 111
You gain a +2 insight bonus to damage rolls with weapons that have the blast special property (such as a scattergun). This extra damage applies only to creatures within 10 feet of you; creatures farther away take the normal amount of damage. This bonus increases by 1 for every 4 soldier levels you have.

Bullet Barrage (Ex)

Source Starfinder Core Rulebook pg. 111
You gain a +1 insight bonus to damage rolls for weapons in the projectile category. This bonus increases by 1 for every 4 soldier levels you have.

Caustic Burns (Ex)

Source Starfinder Armory pg. 154
When you score a critical hit with a weapon from the disintegrator category, you increase the damage of its corrode critical hit effect by 1d6. If it does not have a corrode critical hit effect, the weapon gains corrode 1d6 as a critical hit effect, which functions even if the weapon already has another critical hit effect.

Close at Hand (Ex)

Source Starfinder #25: The Chimera Mystery pg. 50
You have a practiced ease with smuggling weapons. You gain a +2 bonus to Disguise checks to hide the fact that you are wearing armor and to Sleight of Hand checks to conceal weapons on your body. You can draw a concealed weapon as a move action or, if you have the Quick Draw feat, as a swift action.

Deflecting Smash (Ex)

Source Starfinder Armory pg. 154
Your weapon’s energy deflects incoming attacks. When you make an attack with a melee weapon that has the powered weapon special property, you gain a +1 insight bonus to your EAC until the beginning of your next turn. If your attack is a critical hit, the insight bonus increases to +2.

Disarming Critical (Ex; 7th Level)

Source Galaxy Exploration Manual pg. 26
When you score a critical hit with a weapon that has the disarm special property, you can choose to forgo the normal benefits of a critical hit (both the doubled damage and any critical hit effects). If you do, the attack deals normal damage. Roll the attack a second time to perform a disarm combat maneuver against the target.

Discreet Armor (Ex)

Source Starfinder #25: The Chimera Mystery pg. 50
You can attempt to conceal the fact you are wearing armor by removing the bulkiest pieces and dressing carefully. Doing so takes 10 minutes of work for light armor and 1d3×10 minutes of work for heavy armor and reduces the Armor Class bonus by 1 for light armor or 3 for heavy armor (to a minimum of +0). You can’t conceal power armor in this way. Then, roll a Disguise check (with a –4 penalty if you are concealing heavy armor). This sets the DC of the Perception checks of anyone observing you to notice you are wearing armor. If you are physically searched, the searcher gains a +4 bonus to the check. It takes the same amount of time to return your armor to normal.

Disrupting Strike (Su; 11th Level)

Source Galactic Magic pg. 33
Your weapons absorb ambient magic, potentially disrupting spellcasting. When you hit a target with an analog weapon, the target must attempt a Will save whenever they cast a spell before the beginning of your next turn. If they fail the save by 4 or less, the spell is weakened—treat its caster level as 2 lower, reduce any saving throw DC by 2, and the caster takes a –2 penalty to attack rolls with the spell. If they fail the save by 5 or more, the spell fails. Once a creature attempts a save against this gear boost, it’s immune to the ability for 24 hours.

Double Grenade Toss (Ex; 11th Level)

Source Tech Revolution pg. 33
As a standard action, you can throw two grenades you’re holding. The grenades must be aimed at intersections no more than 15 feet apart, and you make a separate attack for each grenade. The sum of the grenades’ item levels can’t exceed your soldier level plus your key ability score modifier.

Double Shot (Ex)

Source Galaxy Exploration Manual pg. 26
As a standard action, you can perform a special double shot attack using a weapon with the quick reload property that does not target multiple creatures (such as a weapon with the blast, explode, or line special property). The attack uses twice the normal amount of ammunition and increases the attack’s damage by 1 point per die of damage. This attack can’t benefit from the boost, guided, or variant boost weapon special properties, or any other ability or effect that is a move action and alters the effect of your attack or damage.

Dual Augmentation (Ex; 11th Level)

Source Tech Revolution pg. 33
If you have an augmentation that functions as a weapon, such as a bone blade or optical laser, you can install an additional augmentation in the same system. You can have no more than two augmentations in that system, even if you have another ability that provides you a similar benefit.

Electric Arc (Ex; 7th Level)

Source Starfinder Core Rulebook pg. 112
When you hit a target with a weapon in the shock category, electricity arcs out from your original target to deal electricity damage to a secondary subject within 10 feet of the original target. This damage is equal to the weapon’s level. The secondary subject must be the creature nearest to the original target (your choice if multiple creatures are equidistant).

This gear boost does not function for weapons that have the explode or blast special property. If you use this gear boost with a weapon with the arc critical hit effect (see page 182), your secondary subject for electric arc must be the same as your secondary subject for the arc critical effect.

Fast Hands (Ex; 7th Level)

Source Galaxy Exploration Manual pg. 27
You can draw a small arm or weapon with the operative property as a swift action. If you have the Quick Draw feat, once per turn you can draw a small arm or weapon with the operative property without taking any action.

Finesse Striker (Ex)

Source Character Operations Manual pg. 91
You add half your soldier level to damage rolls using weapons with the operative special property.

Flash Freeze (Ex; 7th Level)

Source Starfinder Core Rulebook pg. 112
When you hit a creature with a weapon in the cryo category, that creature’s speeds are reduced by 10 feet for 1 round, to a minimum of 10 feet.

Forceful Throw (Ex; Level)

Source Tech Revolution pg. 33
You can use your Strength modifier in place of your Dexterity modifier to calculate the saving throw DC of thrown weapons with the explode property.

Forceful Trip (Ex; 7th Level)

Source Galaxy Exploration Manual pg. 27
When you successfully use a melee weapon with the trip weapon special property to perform a trip combat maneuver, you push that opponent to the ground with extra force, dealing additional bludgeoning damage equal to your key ability score modifier plus your soldier level.

Hampering Strike (Ex; 7th Level)

Source Galactic Magic pg. 33
When you hit a creature with an analog weapon that deals bludgeoning, piercing, or slashing damage, you can hamper the target’s movement for 1 round (Reflex negates). While hampered, the creature’s speed is reduced by half, and it can’t perform guarded steps. Once a creature attempts a save against this gear boost, it’s immune to the ability for 24 hours.

Heavy Onslaught (Ex; 11th Level)

Source Starfinder Core Rulebook pg. 112
Your attacks with heavy weapons bypass part of the target’s damage reduction. If your heavy weapon does not already overcome the target’s damage reduction, treat the target’s damage reduction as though it were 5 lower. At 15th level, treat the target’s damage reduction as 10 lower.

Laser Accuracy (Ex)

Source Starfinder Core Rulebook pg. 112
You gain a +1 insight bonus to attack rolls with weapons in the laser category.

Massive Momentum (Ex)

Source Starfinder Armory pg. 154
The massive weapons you carry give you more heft when pushing others around. When you successfully perform a combat maneuver to bull rush or reposition a target while wielding a melee weapon with the unwieldy property, increase the result of your melee attack roll by 5 when determining how far you move your target.

Melee Striker (Ex)

Source Starfinder Core Rulebook pg. 112
Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.

Meteoric Speed (Ex; Level)

Source Starfinder #47: Nightmare Scenario pg. 44
When you make a ranged attack with a weapon with the thrown special property, it gains the benefit of the returning weapon fusion. If the weapon is already affected by the returning weapon fusion or a similar effect, it instead returns immediately, allowing you to make additional attacks with the weapon.

Nimble Juggernaut (Ex)

Source Character Operations Manual pg. 91
Whenever you’re wearing armor (including powered armor), you reduce your total armor check penalty by 1 (minimum 0) and total speed adjustment by 5 feet (minimum adjustment 0 feet). The armor check penalty reduction increases by 1 at 7th level and every 4 levels thereafter. At 11th level, you reduce the armor’s speed adjustment by 10 feet (minimum adjustment 0 feet). These benefits stack with similar effects, such as from the guard fighting style’s 1st-level style technique.

One Bullet Left (Su; 7th Level)

Source Galaxy Exploration Manual pg. 27
You can use this gear boost before attempting to fire a ranged weapon that is out of ammunition to immediately reload the weapon with an amount of ammunition or charge equal to the weapon’s usage value. This can’t provide a weapon additional ammunition if the ammunition’s item level is greater than half your soldier level. Once you use this ability, you can’t use it again until you take a 10-minute rest to recover Stamina Points.

Overload Fusion (Su)

Source Galactic Magic pg. 33
You can drain power from offensive enchantments to explosive effect. When you hit a target with a weapon that has a weapon fusion or fusion seal, you can temporarily drain the magic from the fusion to increase the weapon’s damage dealt to one target by an amount equal to the weapon fusion’s or fusion seal’s item level. The fusion then ceases functioning until you regain Stamina Points as part of a 10-minute rest. A fusion can be drained in this way only once per day.

Penetrating Fire (Ex; 7th Level)

Source Tech Revolution pg. 33
When you score a critical hit using a weapon with the burn critical effect and your attack deals damage to the target, the fire damage from the burn effect ignores fire resistance the target might have.

Perfect Puncture (Ex; 11th Level)

Source Galaxy Exploration Manual pg. 27
When wielding a weapon with the penetrating special property, add half your soldier level to the item’s level to calculate the amount of hardness that the weapon can ignore.

Plasma Immolation (Ex; 7th Level)

Source Starfinder Core Rulebook pg. 112
You are expert at setting things on fire with plasma. If your attack roll with a weapon in the plasma category is a 19 (the d20 shows a 19), and the attack hits your target, the target gains the burning condition. The condition deals 1d4 fire damage if the weapon has an item level of 1st-6th, 1d8 if its item level is 7th-14th, and 2d8 if its item level is 15th or higher.

Powerful Explosive (Ex; 7th Level)

Source Starfinder Core Rulebook pg. 112
When you attack with a weapon with the explode special property and a radius of 10 feet or greater, you can increase the radius of the explosion by 5 feet.

Raw Lethality (Ex)

Source Starfinder Armory pg. 154
When wielding weapons with the archaic weapon special property, the damage you deal is never reduced as a result of that property. Archaic weapons you wield gain bleed 1d8 as a critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or this bleed effect. The bleed damage increases by 1d8 at 11th level and every 4 soldier levels you have beyond 11th (maximum bleed 4d8 at 19th level).

Second Chance Boost (Ex; 11th Level)

Source Galaxy Exploration Manual pg. 27
When you augment a weapon’s damage using the boost weapon special property, the property also increases the damage of the weapon’s second attack made before the end of your next turn so long as your first such attack misses its target and deals no damage.

Selective Explosion (Ex; 7th Level)

Source Tech Revolution pg. 33
When you use a weapon that affects an area, such as weapons with the line, blast, or explode special properties, you can choose one creature in the weapon’s area not to be affected by the weapon.

Serum Super-User (Ex)

Source Galaxy Exploration Manual pg. 27
When you use a serum with a non-instantaneous duration, that duration is doubled. When you use a serum that grants a bonus to saving throws, that bonus increases by 1.

Shooting Star (Ex; Level)

Source Starfinder #47: Nightmare Scenario pg. 44
You gain a +1 insight bonus to damage rolls for weapons with the thrown special property. This bonus increases by 1 for every 4 soldier levels you have.

Sidereal Arc (Ex; 7th Level)

Source Starfinder #47: Nightmare Scenario pg. 44
You can make a special full attack with a single weapon with the thrown special property. Each attack must be against a different target. When you attack this way, your thrown weapon arcs from each hit target to the next target. For the purposes of determining cover (but not concealment), you’re considered to be attacking from the previous target’s square. At the end of this series of attacks, the weapon returns to you as per the returning fusion.

Skilled Blocker (Ex; 7th Level)

Source Galaxy Exploration Manual pg. 27
When you successfully use a melee weapon with the block weapon special property to strike an opponent, you can also protect an ally adjacent to you. Both you and the ally gain the block property’s +1 enhancement bonus to AC against that foe’s melee attacks. The ally loses this bonus if they move outside your melee reach.

Sonic Resonance (Ex; 7th Level)

Source Starfinder Core Rulebook pg. 112
When you hit a creature within 30 feet of you using a weapon in the sonic category, the sonic energy continues to resonate within that creature, giving it the flat-footed condition for 1 round. If you hit multiple creatures at the same time (such as with an automatic, blast, or explode weapon), only the creature nearest to you or to the center of the explosion (your choice if multiple creatures are equidistant) is affected.

Steady Sniper (Ex; 11th Level)

Source Starfinder Armory pg. 154
When you use a move action to aim a weapon with the sniper weapon special property, you can make two attacks with that weapon as a standard action before the end of your turn; you take a –6 penalty to each of these attacks and must attempt both attacks against the same target. This counts as a full attack for the purpose of any abilities that reduce your penalties to attacks.

Stumbling Strike (Ex; 11th Level)

Source Galaxy Exploration Manual pg. 27
You can use your attacks to stymie an opponent’s movement instead of directly attacking. When you successfully use a weapon with the reach weapon special property to strike a target with an attack of opportunity, instead of dealing damage to that target, you give the target the flat-footed condition and reduce all the target’s speeds (including burrow, climb, fly, and swim speeds) by half; both effects last until the beginning of the target’s next turn.

Stunning Decision (Ex; 7th Level)

Source Galaxy Exploration Manual pg. 27
You can set a weapon with the stun weapon special property to stun mode or reset it to normal mode as part of the action used to make an attack with the weapon.

Swarm Shooter (Ex; Level)

Source Tech Revolution pg. 33
When you use a weapon that deals damage to multiple targets, it deals additional damage to creatures with the swarm defenses special ability as though the weapon affected all creatures in its area. When you use a ranged weapon that would normally affect only a single target against a creature with the swarm defenses ability, you can deal half damage to the target instead of no damage.

Technological Disruption (Ex; 11th Level)

Source Tech Revolution pg. 33
You can use weapons in the shock category to perform dirty trick combat maneuvers against targets with the technological subtype and to perform sunder combat maneuvers. For ranged attacks, either maneuver can only be attempted against targets within the first range increment, and you make a ranged attack against the target’s KAC + 8 instead of a melee attack roll.

Technology Smasher (Ex; 11th Level)

Source Galaxy Exploration Manual pg. 27
When you use a weapon with the analog weapon special property to damage a technological object or creature with the technological subtype, your attack ignores that target’s hardness. If your weapon also has the archaic weapon special property, your attacks against technological objects and creatures with the technological subtype also deal additional damage to these targets equal to half your level.

Twinned Threat (Ex)

Source Starfinder Armory pg. 154
While wielding at least two one-handed melee weapons, when you successfully attack and deal damage with one of those weapons, you gain a +2 insight bonus to damage with all other one-handed melee weapons you wield until the end of your turn. This bonus increases by 1 for every 4 soldier levels you have. Additionally, if you are wielding two identical one-handed melee weapons and make a full attack using both, increase the DC of those weapons’ critical hit effects by 1 until the end of your turn.

Unarmed Mauler (Ex)

Source Starfinder Armory pg. 154
Your unarmed strikes gain the wound critical hit effect and are treated as having an item level equal to your soldier level for the purpose of determining save DCs. You can take this gear boost twice. The second time you take it, your unarmed strikes instead gain the severe wound critical hit effect, and the DC to resist this effect increases by 1. If your unarmed strikes already have a critical hit effect, when you score a critical hit, you apply either the unarmed strike’s normal critical hit effect or the wound (or severe wound) critical hit effect granted by this gear boost.

Unburdened Shield (Ex)

Source Character Operations Manual pg. 91
Whenever you’re wielding a shield, you ignore half the shield’s armor check penalty and speed adjustment (if any). If the shield has a maximum Dexterity bonus, you also add 1 to its maximum Dexterity bonus.

Unstoppable Line (Ex; 7th Level)

Source Galaxy Exploration Manual pg. 27
When you strike multiple targets with a weapon with the line special property, and the effect would be stopped due to a target taking no damage, and if that target does not provide total cover to creatures farther away, the remaining targets instead take half damage if the attack hits them. Additionally, if you score a critical hit with a line weapon, you can choose which target takes the effect of the critical hit.

Unstoppable Strike (Ex; 7th Level)

Source Starfinder Armory pg. 154
Your attacks with weapons that deal energy damage slice through part of your target’s resistances. If your attack with a weapon does not already overcome the target’s energy resistance, treat the target’s energy resistances as though they were each 5 lower. At 15th level, treat the target’s energy resistances as 10 lower.

Unyielding Bulwark (Ex)

Source Starfinder Armory pg. 154
While wearing heavy armor or powered armor, you gain a +4 insight bonus to your AC against bull rush, reposition, and trip combat maneuvers.