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OPPORTUNIST

Opportunists make their own luck. Shamelessly willing to take advantage of their foes, they can instantly assess a situation in order to find a way to turn it to their own benefit. When a giant swings his club, the opportunist leaps onto it and uses the momentum to make her jump go that much further. When a spellcaster hurls a bolt of magical energy, the opportunist steps in front of a door and uses the power to help her to smash through so she can make her escape. When a courtier tries to blacken her name, the opportunist lets loose such a stream of cheeky accusations that the courtier ends up looking like the traitor instead. Opportunists’ ability to exploit their enemies gives them a breezy self-confidence and the sheer audacity to take risks few others would dare. Perhaps because of this brazenness, they seem blessed by amazing strokes of good fortune. However, they rarely take their luck for granted. Instead they rely upon their keen senses to sidestep danger and their adaptability to carry them through both combat and social settings.

Requirements

To qualify to become an opportunist, a character must fulfill all the following criteria:

Size: Small

Skills: Acrobatics 5 ranks, Stealth 5 ranks

Feat: Defensive Combat Training

Hit Die: d8

Class Skills: The opportunist’s class skills are Acrobatics (Dex), Athletics (Str), Disable Device (Dex), Escape Artist (Dex), Influence (Cha), Linguistics (Int), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex).

Skill Ranks per Level: 6 + Int modifier

Table: The Opportunist

CLASS FEATURES

The following are the class features of the opportunist:

 

Excellent Aid (Ex)

An opportunist has an amazing talent for getting the most out of those who assist her. Increase the bonus she gets from aid another by +1. This increases by another +1 at 3rd level and again at 5th level. This increase does not apply to when she uses aid another to help others, only when others aid her.

 

Exploitive Maneuver (Ex)

An opportunist can use an enemy’s actions in combat for her own gain, as if the opponent were using aid another to assist the opportunist. The enemy must be able to reach the opportunist, and the opportunist must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, the opportunist can substitute another ability score modifier for her Strength modifier when making her combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If the opportunist succeeds at this combat maneuver check, she adds the aid another bonus to her action on her next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability — an opportunist can use a giant’s swinging club to jump farther whether the giant hits or misses with its attack roll.

 

The GM decides whether the enemy’s action can benefit the opportunist in the desired manner. Circumstances occurring between the enemy’s turn and the opportunist’s turn may prevent her from following through with the desired action); if this occurs, she loses the bonus from aid another but can take her turn normally.

Trap Spotter (Ex)

An opportunist has a keen ability to notice and react to danger. She gains the trap spotter rogue talent.

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Exceptionally Lucky (Ex)

At 2nd level, an opportunist learns how to squeeze even more from her innate luck. She gains a +1 luck bonus on all saving throws. This bonus increases to +2 at 4th level.

Improved Trap Spotter (Ex)

At 2nd level, the range of the opportunist’s trap spotter ability increases to 20 feet.

Sneak Attack (Ex)

This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 for every even level (2nd and 4th). If an opportunist gets a sneak attack bonus from another source, the bonuses on the damage stack.

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Fit In (Ex)

At 3rd level, an opportunist masters the art of sending out nonverbal cues that suggest agreement and affiliation. This enables her to act as if she belongs in any situation, whether an aristocratic garden party or an evil cult’s inner sanctum. She can make a Disguise check in lieu of an Influence check to influence the initial attitudes of NPCs. She does not need to change her appearance to make this check — this ability relies on instinctively knowing how to act to make it appear she belongs. If multiple creatures with differing views of appropriate behavior are present, she cannot simultaneously affect them and must choose a target creature or group to influence — she can’t pretend to be a guest at a fancy party to impress the nobles and pretend to be a maid to mingle with the servants at the same time.

 

Opportunity Attacker (Ex)

At 5th level, an opportunist masters the art of striking foes when they are at their most vulnerable. When making an attack of opportunity, she deals her sneak attack damage even if her target is not flat-footed or otherwise denied its Dexterity bonus to AC.

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