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.

Toxic Overload (Ex; 7th Level)

Source Starfinder Enhanced pg. 75
When you hit with a weapon in the shock category, you can spend 1 Resolve Point to overload the environmental protections built into the target’s armor, flooding their armor with dangerous gases. Choose one of these three effects (Fortitude negates):
  • Caustic gases irritate the target’s eyes, causing them to treat all creatures as though they have concealment.
  • Toxic fumes give the creature the sickened condition.
  • Hallucinogenic fumes give the creature the shaken condition.
The malfunction and effects last for 1d4 rounds, though a creature can end the effects immediately by deactivating their environmental protections as a standard action. Once you affect a creature with this gear boost, they are immune to it for 24 hours. This has no effect on creatures who aren’t wearing armor that provides environmental protections.