Soldier Gear Boost

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.


Anchoring Arcana (Su; 7th level)[Link]

Source: Starfinder Core Rulebook p.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)[Link]

Source: Starfinder Core Rulebook p.111

When you are wearing armor, you gain a +1 insight bonus to your Kinetic Armor Class.



Brutal Blast (Ex)[Link]

Source: Starfinder Core Rulebook p.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)[Link]

Source: Starfinder Core Rulebook p.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)[Link]

Source: Starfinder Adventure Path #2: Temple of the Twelve (Dead Suns 2 of 6) p.53

When you score a critical hit with a weapon from the disintegrator category, you increase its corrode critical hit effect damage by 1d6. If it does not have a corrode critical hit effect, the weapon gains a 1d6 corrode critical hit effect. You can add this corrode critical hit effect to your disintegrator weapon even if it has another critical hit effect.



Electric Arc (Ex; 7th level)[Link]

Source: Starfinder Core Rulebook p.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, your secondary subject for electric arc must be the same as your secondary subject for the arc critical effect.



Flash Freeze (Ex; 7th level)[Link]

Source: Starfinder Core Rulebook p.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.



Heavy Onslaught (Ex; 11th level)[Link]

Source: Starfinder Core Rulebook p.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)[Link]

Source: Starfinder Core Rulebook p.112

You gain a +1 insight bonus to attack rolls with weapons in the laser category.



Melee Striker (Ex)[Link]

Source: Starfinder Core Rulebook p.112

Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.



Plasma Immolation (Ex; 7th level)[Link]

Source: Starfinder Core Rulebook p.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)[Link]

Source: Starfinder Core Rulebook p.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.



Sonic Resonance (Ex; 7th level)[Link]

Source: Starfinder Core Rulebook p.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.