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.

Distracting Dose (Ex)

Source Starfinder Enhanced pg. 75
You exploit an envenomed foe’s distress to disappear. When you use a weapon with the injection weapon special property to deliver a poison or drug, and the target fails their initial saving throw against the toxin, you can attempt a Bluff check to create a diversion as a swift action before the end of your turn. When creating a diversion in this way, you can use your Medicine skill modifier in place of your Bluff modifier.