Operative Trick Attack and Dex-based skills.


Rules Questions


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Pre-FAQ, the Ghost specialization granted a +4 to Stealth when used to Bluff for Trick Attack. Post-FAQ, it was lowered to +1. The FAQ doesn't give a reason for it, but the question being FAQed mentioned it was the only Dex-based skill to get a +4 bonus.

There are two other Dex-based skills that you can use for the Bluff check for Trick Attack, Acrobatics and Sleight of Hand. Since Stealth wasn't lowered to no modifier, does that mean Acrobatics and Sleight of Hand should be raised to +1 to match the other Dex-based skill's (Stealth's) Trick Attack modifier?


I'd say it's a reasonable house-rule to make. Although I suspect the only reason that the stealth bonus wasn't removed entirely was to toss a bone to people who made ghost operatives exclusively for the bonus.


3 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Possibly also because Ghost adds nothing to the list of skills that can be used for trick attack.


HammerJack wrote:
Possibly also because Ghost adds nothing to the list of skills that can be used for trick attack.

Oh, right, because Stealth is already on Trick Attack's list of skills for the feature? I hadn't thought of that. Taking Ghost doesn't grant you an alternative to the standard list of skills you can make a Trick Attack with, so it grants a +1 to make up for it. That makes sense.

Community / Forums / Starfinder / Rules Questions / Operative Trick Attack and Dex-based skills. All Messageboards

Want to post a reply? Sign in.