Post by Derek Raines on May 21, 2010 15:22:50 GMT -5
The Opportunist
"Someday, someone will best me. But I won't be sticking around to see it happen...and it won't be you."
Opportunist are fast-talking, quick thinking scoundrels that focus on making the most out of a situation instead of taking the simple path of direct conflict and confrontation. Opportunist are all about thinking on their feet, taking big risks (or having others take those risks for you), using any and all resources at their disposal and keeping themselves on top by claiming the upper hand when it becomes apparent to them. Opportunist don't mind breaking the rules to acquire their goals, however, that does not imply breaking laws. Opportunist come from all alignments and will carry out their plans be it through the application of law, chaos, good or evil. The Opportunist spends a good amount of time making preparations and researching the weaknesses of his enemies and dangerous situations so that he can avoid a difficult or even fair fight to have the advantage whenever possible. He surrounds himself with powerful allies to better his overall chances and uses his charm and wit to make those allies reliable in case he has need of them. This is not to say the Opportunist isn't loyal himself- many adventurers rely on their Opportunist companions to get them out of deadly encounters when steel and magic are simply no match for a seized opportunity.
Hit Die: D8
Class Skills
The Opportunists' class skills are Acrobatics (Dex), Appraise
(Int), Bluff (Cha), Climb (Str), Diplomacy
(Cha), Disable Device (Dex), Disguise (Cha), Escape Artist
(Dex), Intimidate (Cha), (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception(Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis),
Sleight of Hand (Dex), Stealth (Dex) and Use
Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
Entry Requirements:
Alignment: Any
Skills: Bluff 5 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks
Feats: Leadership
Special: Must have seized an opportunity that turned a potentially disastrous situation into a grand victory.
Class Features:
Sneak Attack: Although the opportunist does not boast the martial prowess of many skilled adventurers they are always eager to strike a vital weak point in their adversaries if the opportunity should present itself.
Charismatic Defense: An Opportunist benefits
from an increased survival instinct during combat. Because
of this sixth sense, he adds 1 point of Charisma bonus (if
any) per Opportunist class level to his Armor Class in addition
to any other modifiers he would normally receive. If the
Opportunist is caught flat-footed or is otherwise denied his
Dexterity modifier to Armor Class, he also loses this bonus.
Reputation: The Opportunist uses every chance he gets to build a name for himself- be it through his own bluster or legendary deeds. Add this value to the character's Leadership score.
Shared Opportunity: The Opportunist teaches his allies how to look for the perfect moment to strike. Allies within 30 feet of the Opportunist deal an extra 1d6 points of damage on any successful attack of opportunity.
Fast Talker An Opportunist gains bonuses on all Bluff and Diplomacy checks.
Make it Count: As an Opportunist, you are a
master of fighting dirty and making each attack count. You can make a
feint as a free action rather than as a move action, but
once you’ve surprised your enemies with such a feint, it
takes time before an opportunity arises for you to fool them again. At 4th
level, you must wait 2d4 rounds before using Make it Count again. Waiting requires no specific actions on your part; you can fight normally during this time. Beginning at 7th level your reflexes improve and the time between
Make it Count drops to 1d4 rounds.
In The Know: An Opportunist gains bonuses on all Knowledge (local) and Sense Motive checks.
Better Part of Valor The Opportunist knows that sometimes staying out of sight is the best way to avoid a dangerous situation. He gains the Hide in Plain Sight ability.
Master Opportunist: Once per round, the rogue can make
a sneak attack against an opponent who has just
been struck for damage in melee by another character.
This attack counts as an attack of opportunity for that
round and can never be done more than once per round.
The Opportunist
[BAB] Fort Ref Will
1st [+0] +0 +2 +0 Sneak Attack +1D6, Charismatic Defense, Reputation 1
2nd [+1] +0 +3 +0 Shared Opportunity, Fast Talker +2
3rd [+2] +1 +3 +1 Sneak attack +2d6
4th [+3] +1 +4 +1 Make it Count, In the Know +2
5th [+3] +1 +4 +1 Sneak attack +3d6, Reputation 2
6th [+4] +2 +5 +2 Better Part of Valor
7th [+5] +2 +5 +2 Sneak attack +4d6
8th [+6/+1] +2 +6 +2 In the Know +4, Fast Talker +4
9th [+6/+1] +3 +6 +3 Sneak attack +5d6, Reputation 3
10th [+7/+2] +3 +7 +3 Master Opportunist