Stunt and Strike replacing trick attack


Rules Questions


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The Stunt and Strike alternate class feature looks great, but how does it interact with abilities that use the term "trick attack"? Does "stunt and strike" replace "trick attack" in descriptions? Because by RAW, it appears that anything that interacts with or augments the trick attack ability would have no effect for someone with Stunt and Strike.

Perhaps this is the intent, since many of the abilities affected are options and you can just pick something else. But if I choose to make a Daredevil Operative with the Stunt and Strike alternate class feature, by RAW the unique specialization ability granted at 11th level, Terrain Strike, is completely useless to me. This is a big disadvantage compared to the other specializations whose 11th level ability doesn't augment or interact with trick attack. It just seems like an oversight to me, especially since by fluff the Stunt and Strike ability sounds like it would be pretty appealing for a Daredevil.


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To be fair, Terrain Strike is, if I recall, already mostly worthless anyway because every Operative of 7th level or higher can take 10 on their trick attack skill checks.

So I'm not sure it makes much difference, unless the Operative somehow doesn't have the appropriate Skill Focus (possible now, but unlikely).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, with one of the alternate features, an operative could give up the Take 10 ability.

While I obviously can't answer the root question, since it's one of intent, not a question of the rules they wrote, let's see how many things it would affect if the substitution was intended to be possible.

Off the top of my head:

Star Knight Challenge
Shot on the Run
Spring Attack
The +4 bonus for non dex-based specialization skills
Throttle weapons (but that property is written to have no sound logic on what abilities work with them, anyway)
Quick Trick
Uncanny Mobility


HammerJack wrote:
Well, with one of the alternate features, an operative could give up the Take 10 ability.

Yeah, which is why I said it was possible but unlikely. You'd have to take both Marked for Death and Stunt & Strike AND be a Daredevil before it becomes an issue.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Some other abilities that specifically work with trick attack will come up much sooner. I see my list is also missing the bonus from the Alien Archive exploit, if you've identified your target.

So I would welcome an answer if we can get one.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Another question to throw onto this pile. You can use a scope during a trick attack if you don't move, and it would be good to know if that benefit is also intended to be off limits when using stunt and strike.


Bumping this thread because I am starting a Shadow Mystic that is intending to take a couple levels of Ghost Operative. A level 2 Operative's 1d4 trick attack isn't super useful compared to, say, the ability to avoid AoOs with Hidden Strike, but it doesn't innately work with, say, Spring Attack or Shot on the Run, as those feats call out Trick Attack specifically.

Stunt & Strike is already sacrificing a lot (LOT) of damage; it should probably at least get the trick attack roll bonuses and non-damage interactions with other powers.

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