Michael B. said: Anyone have any specific use macros for setting up trick attack? For my game, I have made a Ability on the back sheet called Trick_Attack It has the following code: @{character_name} sneaks up and Trick Attacks: If **Stealth**[[d20+@{stealth}-20+1]] equals or exceeds ``target CR`` add [[[[ [[{@{class_1_level},5}>5]]+floor({@{class_1_level}-3,0}kh1/2)]]d[[4*({@{class_1_level},3}>3)]]]]dmg to the attack, and the target is flat footed vs. this attack. The target is then either Flatfooted or Off-Target until @{character_name}'s next turn. This code autocalculates the key skill, adds the d20 and the specialization bonus, then subtracts 20 to get the correct CR. If your Operative uses a different skill, change the skill name, and possibly the number representing the specialization bonus. Then it autocalculates the dmg, (though that may not work if the operative has 1d4 for Trick damage.) That bracket can be replaced by something like [[4d8]]. The text at the end tells what additional effects the Trick attack may apply. This can be easily edited as the Operative levels up and gains new Debilitating Trick options. Then, I put a "button" in my attack, by placing the following on the 1st line of the Attacher field in the Attack: {{buttons0=[Trick Attack?](~Zerrin5|Trick_Attack)}} Be sure to change the Zerrin5 to your Operative's Name. Technically, the skill check comes before the attack. Usually, the only effect it is going to have on the attack's success is making the target flat footed. That -2 can be applied afterwards. Since the Trick attack is a full action, the Operative is almost always going to do the attack anyway, even if the Trick does not succeed. I kind of like it this way, because the damage and effects don't happen if the attack misses anyway. So if your attack roll is a 1, it doesn't really matter if the the skill check is a natural 20. So I just put that 'button' in the Attacher field, then click the attack. A clickable field appears at the bottom of the attack. When you click on it, it posts the roll for the Trick skill, and the dmg, as below: If the operative is not doing a trick attack, the 'button' still posts, but it only puts the extra info after the attack if you click on it. There are a number of other ways to do it as well, and some that are more visually appealing than this. Edit: using the same ability on the back sheet, you could make it a token action, and then they could roll it first, and not have it as a button on the attack. Also Edited pictures for better clarity.