HammerJack |
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It depends on what you're planning to do. For a more "standard" operative, using the normal weapons of the class, I would say that stunt and strike is a weaker option than trick attack.
(Especially since things like the bonus to use non dex based specialization skills, and things like star knight challenge or garrotes that have a special dispensation to work with trick attack do not seem to apply to SAS).
However, for a multiclass character, trick attack is pretty poor, due to the class level scaled nature of the ability, while stunt and strike works just fine, aside from the stunts that include a saving throw. Stunt and Strike also enables oddball builds that use nonstandard weapons and could not benefit from trick attack before, though Operative Arsenal provides another option, there.
So overall, while I would say SAS is a bad trade for the characters that were using trick attack, I think it's a great alternate feature because it opens up options for new builds, instead of making old ones stronger. (So the opposite of Quick Trick, which is just a straight massive buff to standard builds).
Dracomicron |
Poked around the forum andndidnt see much chatter on it, what do people think of the feature? Unlike it in concept, but feel the execution is a bit lackluster, giving up a big boost in damage for what feel like minor effects. What's everyone else think of it?
Well, you can do it with longarms, heavy weapons, and advanced melee deathsticks, which suits some play styles more.
Xenocrat |
It allows some amazing debuffs that work well with party members who have save or lose abilities. If you use an unwieldy heavy weapon your damage doesn't even suffer - you can blow up groups with an explode or line weapon while debuffing someone or overcoming obstacles with your stunt.
The standout debuffs are Set-Up (Bluff, -2 to all saves) and Dirt Trick (Computers, lots of conditions but you want sickened). Once you can apply both that's a big help to an ally trying to land a save or lose effect.
There are few other good utility type stunts.
thistledown |
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I have an Envoy 8 / Operative 2, who took the levels for skill bonuses and Uncanny Pilot. If rebuild was an option, she'd be a great fit for Stunt & Strike. Sadly, her Trick skill is Sense Motive (as envoys get expertise with it), and there are no Stunts for Sense Motive. Her Culture is almost as good though, and learning things about the target is nice.
She'd still have the problem she has now though - the action economy doesn't mesh well with Envoy Improvizations.
Torgrin Deepsmith |
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That is what frustrates me some too, that not all the skill focuses in the specialization received special stunts.
Also that it only works with skill-focused skills, which means you take skill focus, which becomes obsolete after like 7th level (no insight stacking) in order to use any stunts outside your specialization.
Dracomicron |
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That is what frustrates me some too, that not all the skill focuses in the specialization received special stunts.
Also that it only works with skill-focused skills, which means you take skill focus, which becomes obsolete after like 7th level (no insight stacking) in order to use any stunts outside your specialization.
Skill Focus never becomes obsolete for Operatives, because at level 7, when they would match the insight bonus with Operatives Edge, they gain the ability to Take 10 with their Focused skills. I haven't done the math, but even without the Trick Attack bonuses attached to the various specializations (because they don't, strictly speaking, apply to Stunt & Strike as well), that should be enough to Stunt most enemies.
Yeah, my main problem with Stunt & Strike is that nothing related to Trick Attack works with it, so you can't apply the Debilitating Trick Exploits, and you don't get the Trick Attack bonus from things like Alien Archive.
That said, Stunt & Strike is great for Operative level dipping, because there is no world where having an option to make an opponent flat-footed to your attack, even with an unwieldy weapon, is a bad one.
I'm planning on using Knock Down with the Soldier's Beat Down feat boost... as levels go up Knock Down is unlikely to work with its low DC, but even a chance for knocking people prone is good, especially when you're also making them flat-footed. If it does go off, then hitting with a reaction as they stand is pretty slick.
Torgrin Deepsmith |
Good points thanks, I've been trying to justify using the stunts for my "thief" operative, but the really good ones seem very situational, plus you need the skill focus.
Like the Swipe one, great if the enemy has something worthwhile to take from him. The Computers one that can sicken, also good in a high-tech environment.
I could multiclass to make it seem more viable, but we already have a soldier and mystic in group, and I have no Charisma for anything else.
NorthernDruid |
It needs houseruling to work with at least some trick attack enhancing options and badly needs to fix the scaling of non-dex skills so they're useable before level 7.
But it's a pretty neat to be able to build effectively for sniper rifles for instance.
It also needs to have at least two stunts for all skills.
I have an Envoy 8 / Operative 2, who took the levels for skill bonuses and Uncanny Pilot. If rebuild was an option, she'd be a great fit for Stunt & Strike. Sadly, her Trick skill is Sense Motive (as envoys get expertise with it), and there are no Stunts for Sense Motive. Her Culture is almost as good though, and learning things about the target is nice.
She'd still have the problem she has now though - the action economy doesn't mesh well with Envoy Improvizations.
If the operative levels are the most recent you can use a Mnemonic Editor for 500 credits to redo your last 2 levels completely.