Operative Quick Trick


Rules Questions


I am trying to understand the benefit of Quick Trick.

"You can make a trick attack as a standard action" .... Ok cool.

"IF you do not move as part of that ability.. You cannot make any other attack during a round when you do this, and cannot take any action that affects or modifies your attack or the weapon you are attacking with."

IOW... it's still a full action anyway for all intents and purposes. Right?

Help me understand this. What situations is this alternate class feature useful if you can't move when you use it?


LRStahl wrote:

I am trying to understand the benefit of Quick Trick.

"You can make a trick attack as a standard action" .... Ok cool.

"IF you do not move as part of that ability.. You cannot make any other attack during a round when you do this, and cannot take any action that affects or modifies your attack or the weapon you are attacking with."

IOW... it's still a full action anyway for all intents and purposes. Right?

Help me understand this. What situations is this alternate class feature useful if you can't move when you use it?

You can reload, activate a haste circuit, use improved demoralize, draw a weapon, stand up, manipulate an item (open a door, etc.), change grips, drop prone.

Probably several other actions I'm not thinking of that you can't take as part of the full action that is trick attack.


Yeah, full actions take away your ability to perform any swift or move action.

Another option that might prove useful is that you can ready the action.

And it's not like the ability takes away your movement. You could combine it with a guarded step as an example.

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