Opportunist (Apath)

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Unofficial rules compendium

Even more so than most rogues, 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.

Class Information

This is a prestige archetype.

Prestige Class: Halfling opportunist from Pathfinder Player Companion: Halflings of Golarion.

Build Classes: Rogue.

Role: Their amazing luck, acute sense of danger, and ability to assess and then seize the advantage in virtually any situation makes opportunists ideally suited for scouting or taking the front, especially when fighting only one enemy.

Alignment: Any. Opportunists view deception and taking advantage of others as a way of life. This makes it difficult but not impossible for lawful characters that choose this prestige class to stick to their principles.

Hit Die: d8.

Class Features

The opportunist has all the rogue's class features, except as follows.

Agile Maneuvers

An opportunist uses speed and wit to get into just the right position for a sucker punch. She gains the Agile Maneuvers feat as a bonus feat at 1st level. This replaces advanced talents.

Exploitive Maneuver (Ex)

At 2nd level 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, giving her a bonus on her next skill check, attack roll, or to AC against the next attack. The enemy must be able to reach the opportunist, and the opportunist must activate this ability as an immediate action. The opportunist adds the aid another bonus to her action on her next turn and subtracts that bonus from the enemy’s roll for the action (or adds it the targets' saving throws, as appropriate).

Note that 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. This replaces the rogue talent gained at level 2.

Example: Piria is an opportunist battling an ogre in a walled arena. On the ogre’s turn, it swings at her with its club; Piria’s player wants to use her exploitive ability to catch the club and use its movement to boost her toward the top of the arena wall, giving her a bonus on her Acrobatics check to jump. The GM decides this is a reasonable use, She will gain the aid another bonus on her Acrobatics check on her next turn. The GM rolls the ogre’s attack with a –2 penalty, hits Piria, and deals damage, but Piria still gets the aid another bonus on her next Acrobatics check— perhaps as the ogre’s club hit her, she grabbed it, flipped onto it, and on her turn can jump from the swinging club using the +2 bonus from aid another.

Excellent Aid (Ex)

At third level 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 6th level and every 3 levels thereafter to a maximum of +6 at level 18. This increase increases the bonus she gets from exploitive maneuver, but not the penalty she inflicts on the target. Excellent aid does not apply to when she uses aid another to help others, only when others aid her. This replaces trap sense (danger sense for an unchained rogue).

Defensive Combat Training

An opportunist is hard to catch at a disadvantage. She gains the Defensive Combat Training feat as a bonus feat at 4th level. This replaces the rogue talent from level 4.

Trap Spotter (Ex)

An opportunist has a keen ability to notice and react to danger. She gains the trap spotter rogue talent as her level 6 rogue talent. At level 10, the range of her trap spotter talent increases to 20 ft. This replaces the rogue talent at level 6.

Fit In (Ex)

At 8th 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 a Diplomacy 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. This replaces the rogue talent from level 8.

Exceptionally Lucky (Ex)

At 9th level, an opportunist can rely on her luck to get her out of sticky situations. She gains a +1 bonus on Fortitude and Will saving throws. This bonus increases to +2 at 15th level. This replaces advanced talents.

Improved Evasion (Ex)

An opportunist can dodge dangerous energy discharges with ease. She gains the improved evasion talent as her level 10 rogue talent.

Deadly Opportunity (Ex)

At 12th 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. This replaces the rogue talent from level 12.

Exploit Trap (Ex)

An opportunist of 14th level can move in a way that would normally trigger a trap and avoid triggering it. She must know the trap is there to do this, including having just discovered it with the trap spotter ability.

If an enemy triggers the trap or attacks the opportunist in melee when she is on or adjacent to the trap trigger the opportunist can use exploit trap as an immediate action. The trap triggers in such a way that it affects the opponent but not the rogue. Creatures other than the rogue and her target are affected normally. Add the opportunist's excellent aid modifier to any attack roll or save DC of the trap. If the trap deals hit point damage, add the opportunist's sneak attack to the damage. This replaces the rogue talent from level 14.

Opportunist (Ex)

An opportunist can exploit an opening created by an ally or even a duped enemy. She gains the Opportunist rogue talent as her level 16 rogue talent.

Exploit Attack (Ex)

At 18th level, when she uses exploitive maneuver against an attack, the opportunist can make a CMB check against the attacker's CMD to redirect that attack against an enemy adjacent to her instead of claiming an aid other bonus. If she is successful, the attacker receives a bonus on his attack roll rather than a penalty and adds the opportunist's sneak attack damage to the damage of his attack. This replaces the rogue talent from level 18.

Defensive Opening (Ex)

At 20th level, when an opponent attacks the opportunist and she escapes damage, either because the attack missed, was redirected, or because of a successful saving throw, the opportunist can make an attack of opportunity against the original attacker if he is within reach, or a ranged attack as an immediate action if he is not. The target is denied his Dexterity bonus to AC against this attack. This replaces the rogue talent from level 20.

Table: Opportunist

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +2 +0 Agile Maneuvers, finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, exploitive maneuver
3rd +2 +1 +3 +1 Excellent aid +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Debilitating injury, Defensive Combat Training, uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Excellent aid +2, trap spotter
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, fit in
9th +6/+1 +3 +6 +3 Excellent aid +3, exceptionally lucky +1, sneak attack +5d6
10th +7/+2 +3 +7 +3 Improved evasion, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Deadly opportunity, excellent aid +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Exploit trap
15th +11/+6/+1 +5 +9 +5 Excellent aid +5, exceptionally lucky +2, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Opportunist
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Excellent aid +6, exploit attack
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Defensive opening, master strike, rogue's edge

Summary of Changed Class Abilities

These abilities of the rogue are lost or modified in this archetype:

  • Rogue Talents (all)
  • Trap Sense (all)
  • Advanced Talents
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