Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Evolutionist | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper

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.

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.