PDA

View Full Version : The Opportunist (PEACH)



Ixahinon
2009-06-14, 06:04 PM
The Opportunist:

To the average person, oppotunity knocks when they hear the word of a special deal down at the market place, or when the local adventure catches wind of a particular weakness to a society of orcs. These types of opportunities oten present themselves to the person, before the person will act upon them. Not so with the Opportunist.

The Oppotunist is the type of person who will not only take advantage of the situations that present themselves, but also have a nack for creating such situations of their own, as if it were a sixth sense. Everything is a potential opportunity, from the cards at a gambling table, to a wounded enemy on the battlefield, and the Opportunist is always there to make the most of it.

Requirements:

In order to become an Opportunist, a character must have the following:
Alignment: Must remains a neutral mentality (Lawful Neutral, Chaotic Neutral, True Neutral)
Base Attack: +4
Class: An Opportunist must have at least one level in rogue
Skills: +5 Diplomacy, +5 Bluff, +8 Escape Artist

The Opportunist:
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Combine Sneak Attack 5/Day, Confidence Boost 1/Day, Always the Opportunist (+1), Analyze the Situation.
2nd|
+1|
+0|
+3|
+0|+1 Caster Level
3rd|
+1|
+1|
+3|
+1|Always the Opportunist (+2), +1 Caster Level

4th|
+2|
+1|
+4|
+1|Confidence Boost 2/Day, Always a Backdoor 1/Day, +1 Caster Level

5th|
+2|
+1|
+4|
+1|+1 Caster Level

6th|
+3|
+2|
+5|
+2|Always the Opportunist (+3), +1 Caster Level

7th|
+3|
+2|
+5|
+2|Confident Boost 3/Day, Always a Backdoor 2/Day, +1 Caster Level

8th|
+4|
+2|
+6|
+2|+1 Caster Level

9th|
+4|
+3|
+6|
+3|Always the Opportunist (+4), +1 Caster Level

10th|
+5|
+3|
+7|
+3|Hide in Plain Sight, Confidence Boost 4/Day, +1 Caster Level[/table]

Abilities:

Spells Per Day: An Opportunist has the chance to continue to earn spells provided one of their main classes were either of arcane or divine background. Starting at 2nd level, the Opportunist will begin to learn spells again as if he is always one level lower than his previous class (Example: 4th level Sorcerer/2nd level Opportunist will have spells as a Sorcerer of 3rd level)

Analyze the Situation: Starting at first level, the Opportunist can survay the situation in order to get a feel for how things will play out, and thus weigh his odds on acting in a certain mannor. In terms outside of combat, the Opportunist can gain a small circumstance bonus after spending a full minute on assessing the situation before acting. In order to determine if the assessment was successful, the Opportunist must roll a DC check against that situation.

Note: All DC checks are up to the DMs descresion, since non-combative use of this ability is so broad. As such, all Given competence bonuses are up to the DMs Descression.

Examples may include:
In order to better deal with a gambler, the Opportunist must first spend a minute watching his manorisms. At the end of that minute, he must then make a Wisdom check against a DC 20. Failure results in the Opportunist gaining nothing to work with. Success gains the opportunist a +3 Competence bonuses to any and all interactions with the gambler.

This ability also helps the Opportunist better make use of his 'Always the Opportunist' ability. By spending a Full Round action in battle, the Opportunist can make a Spot check (DC target's current hp divided by 5) to determine how wounded the enemy is.

This ability is only accurate based on how well the DC roll was.

If the Check was 15 or under the DC...the Opportunist can't get a reading.
If the Check was 10 or under the DC...The Opportunist can get a vague reading on the creature's health. (Excellent Condition, Barely Injured, Injured, Badly Wounded, Near Death, etc)
If the Check was 5 or under the DC...The Opportunist can get a 'ballpark' number from the DM on the creature's HP.
If the Check was made...the Opportunist knows exactly how many HP remains.

This ability can be used on allies.

Combine Sneak Attack: Starting at 1st level, an Opportunist can use his sneak attack ability in ways any normal rogue can't up to five times a day. An Opportunist can choose one of the following:

Take it!: Choosing this ability allows the Opportunist to take advantage of subtle movements and distractions in order to land a Sneak Attack in a situation normal rogues could not. 5/Day, the Opportunist can opt to apply sneak attack damage to any attack, even if the target is not flat-footed, or the Opportunist is in front of the target. The target must still be vulnrable to sneak attacks.

Death from afar: Choosing this ability allows the Opportunist to apply his tactics from a small distance. 5/Day, the Opportunist can opt to place Sneak Attack Damage on any ranged attack, provided they are within 60 feet of the target.

Magic Sneak Attack Choosing this ability allows the Opportunist to weave his rogue like skills into a powerful magical blast. Provided the Opportunist has access to divine or arcane spells, the Opportunist can add sneak attack damage on top of the damage form his spell. Normal Sneak Attack rules apply (Must be flat-footed, etc) and the spell must be a ray (Scorching Ray, Polar Ray, etc) or a touch attack (Vampiric Touch, Chill Touch, etc)

Sneak Attack Damage is counted as the same damage as the spell, (A scorching ray with sneak attack damage added will do fire damage on the sneak attack) and the spell must be cast within 60 feet of the enemy in order to apply sneak attack damage.

Confidence Boost: Starting at 2nd level, an Opportunst can 'pump' up for a task that involved a skill of any sort. The opportunist must have a minute to 'psyche' himself up in order to optain this boost. This ability results in a +1 bonus per prestigue class level (Maximum of +10 competence bonus at 10th level Opportunist) This ability can be used one time per day at 2nd level, and he gains an additional use for every three levels thereafter.

Always the Opportunist: At first level, an Opportunist always looks for a way to capaitalize, even in the smallest things, but it is the act of making a kill that the Opportunist didn't really contribute to as much as the others, that brings out the most of this ability.

In order for this ability to come into play, the Opportunist must first kill a creature that is already near deathdue to other attacks. The Opportunist cannot have contibuted more than 25% of total damage to th eenemy, if he wishes to gain the bonuses of making the final blow.

Example: If the Opportunist wishes to gain bonuses on killing a creature that has 100hp, then the Opportunist cannot deal more than 25hp to the creature, before killing it. It is recommended that both the DM and the player keep track of damage dealt by the Opportunist.

Success in making the final blow gives the opportunist a +1 bonus to attack, damage, saves, and skills for the next hour. Making additional final blows do not stack onto the origional bonus, but everything else does (Morale, Competence, Enchantment bonuses stack). This bonus increases to +2 at 3rd level, +3 at 6th level, and +4 at 9th level.

Always a Backdoor: There will never be a time where the Opportunist will not get into trouble that could lead to jail, or even death. To account for this, an Opportunist has always had a trick up his sleeve.

Starting at 3rd level, An Opportunist can activate an ability similiar to the dimention door spell in that when in trouble, they can attempt to Dimention Door out of harms way. Unlike the spell, however, the distance an Opportunist can move is 50 feet + 10 feet per prestigue level (Maximum 150 feet) in any direction. This ability can be used twice a day at level seven.

When this ability is activated, the Opportunist must move at least 50 feet away from the opponent that provoked this ability. Furthermore, an Opportunist can not attack the opponent he just Dimension Doored away from, until his next round.

Hide in Plain Sight: Sometimes Dimention Dooring away isn't enough, the opponent is too relentless to give up on the creature. In which case. The Opportunist can attempt to Hide in Plain Sight, as per the ranger ability.

Ixahinon
2009-06-14, 06:20 PM
A lot of stuff I feel can be improved here...like I feel it may be too easy to get into this PrC...don't know what else to add in.

Also, a lot of the abilites are...subjective. Especially 'Analyze the Situation' when not used in combat terms...not sure how to specify it...

...I suppose that is why it is posted here.

Baron Corm
2009-06-14, 06:40 PM
Please use a spellchecker.

The Magic Sneak Attack ability already applies to every spell requiring an attack roll, as of Complete Arcane.

What do Confidence Boost, Always a Back Door, and Hide in Plain Sight have to do with being an opportunist?

Nothing about Attacks of Opportunity? .-.

Ixahinon
2009-06-14, 06:48 PM
Please use a spellchecker.

Noted


The Magic Sneak Attack ability already applies to every spell requiring an attack roll, as of Complete Arcane.

I had feeling most of this crap doesn't apply anymore, as any average joe could do it


What do Confidence Boost, Always a Back Door, and Hide in Plain Sight have to do with being an opportunist?

In order to take control of the opportunity, you need to have the proper skills to do it. Confidence Boost is akin to a burgler meditating before running in and yelling 'this is a stick up!' or a base jumper taking a few deep breaths before taking the plundge.

Always a Back Door is for when the burgler finds out that he is robbing a bank full of riot police...or the Base Jumper realizes he is jumping off a 50 platform.

Hide in Plain Sight is for when the burgler is still in hot persuit, or the base jumper....I got nothing for the base jumper.


Nothing about Attacks of Opportunity? .-.

Kinda along the lines of the above...nothing I can provide that can't be taken with a feat (Combat Expertise)...I could give it to you for free...but that isn't really all that exciting...

talus21
2009-06-15, 04:38 PM
Well being the player that got to play this. It was a blast. My little Halfling loved it. Part of the reason this was made was he was always claiming that if he was the last one to hit something before it died it was his kill. Nothing like a Halfling telling all his companions that they would all be dead if it weren't for him. :smallbiggrin: