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.

Draining Finisher (Ex)

Source Interstellar Species pg. 33
With a practiced swing, you expend all your weapon’s power into one strike. When you successfully use a melee weapon with the powered weapon special property to strike a target, you can expend all the weapon’s remaining charges to deal additional damage, after which the weapon deactivates. The amount of additional damage is equal to 1d4 for every 3 item levels the weapon has. If the weapon has at least one-fourth, one half, or three quarters of its charges remaining, the additional damage die size increases to d6s, d8s, or d10s respectively.