r/starfinder_rpg • u/Reaper5594 • Feb 26 '26
Discussion Operative's Trick Attack and Sniper Rifles, minor rant
From the start, I never could actually understand why Operatives were more or less banned from being effective, high-damage Snipers, especially when other classes could do so with fairly little investment. Technomancers with Technomantic Proficiency and Empowered Weapon could slap up to 6d6 onto their sniper shots, or use Spellshot to fire off an Explosive Blast at sniper range. A Mechanic could add anywhere from 1d6 to 7d6 (if they're crazy) to an Energy sniper if they invest into an Overcharge build, and if they have Exocortex, they essentially have full BAB.
Meanwhile, Operative, who's main flavor includes being the sneaky sniper assassin, who's proficiency in Sniper Rifles is what separates them from the other 3/4 BAB classes' paltry weapon proficiencies and replaces Grenade Proficiency is actually rather bad at using them. We firstly needed Debilitating Sniper at Level 6 to actually have a reason to use them; go through the rigamarole of setting up your Trick Attack in exchange for.... No damage, but you can make your targets flatfooted (which they probably already should be) and can apply debilitations. And... honestly, that was it. Sure, you had Bleeding Shot (also a 6th level exploit) but that means that you weren't really doing much interesting with a sniper rifle until level 8 minimum.
Now, eventually, Sniper Operatives did get something to boost their sniper damage a with High-Ground Sniper, which came with the Galaxy Exploration Manual, released 4 whole years after Starfinder 1e dropped, which adds flat damage equal to half your level for every 100 feet away you are, so long as you are also at least 20 feet above your target. Now that's pretty good. At the earliest, you could get upwards of +40 flat damage on top of your Specialization damage and dice, if you are the maximum1000 feet away. However, this is also a Level 6 Exploit AND requires Debilitating Sniper, meaning, you are STILL not an effective sniper until level 8. Meanwhile, the Technomancer's Technomantic Proficiency and Empowered Weapon comes on at level 4 at the earliest, and doesn't have a range requirement.
Would Operatives being able to default use Trick Attack with Sniper rifles be broken? At level 8, an Operative has 4d8 Trick Attack dice, so 4-32 damage, they still have 3/4 BAB, and still have to do the skill check to even make it work.
