Opportunist (3.5e Class)

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The Opportunist

The Opportunist is a Class meant to overthrow situations with stacking Precision Damage. For those who don't know, Precision Damage comes from things such as Bleed Damage, Sneak Attack, and Skirmish. These are not multiplied upon a Critical and generally are not able to be used against Constructs, Oozes, Undead, and other such beings. This Class is more so a humble idea that I wanted to try out, so feel free to add / change / suggest alternate ideas. I merely wanted to base a design on Precision Damage.

Making an Opportunist

Abilities: Dexterity is important to allow for extra Attack or Opportunities, as is Strength for making Trip Attempts.

Races: Any Race works well; Humans are among the best however.

Alignment: Chaotic or Evil

Starting Gold: 3d4x10

Starting Age: Moderate

Table: The Opportunist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+0+0+2+0 Sneak Attack (1d6)
2nd+1+0+3+0 Open Shot (1d6 / +0 Attack Roll)
3rd+2+1+3+1 Skirmish (1d6 / +0 AC)
4th+3+1+4+1 Improved Trip, Combat Expertise
5th+3+1+4+1 Sneak Attack (2d6)
6th+4+2+5+2 Open Shot (1d6 / +2 Attack Roll)
7th+5+2+5+2 Skirmish (1d6 / +1 AC)
8th+6/+1+2+6+2 Advantage Shot, Vital Strike, Deadly Precision [General]
9th+6/+1+3+6+3 Sneak Attack (3d6)
10th+7/+2+3+7+3 Open Shot (2d6 / +2 Attack Roll)
11th+8/+3+3+7+4 Skirmish (2d6 / +1 AC)
12th+9/+4+4+8+4 Foul Sneaking, Improved Critical [General], Deadly Precision [General]
13th+9/+4+4+8+4 Sneak Attack (4d6)
14th+10/+5+4+9+4 Open Shot (2d6 / +4 Attack Roll)
15th+11/+6/+1+5+9+5 Skirmish (2d6 / +2 AC)
16th+12/+7/+2+5+10+5 Improved Skirmish, Improved Vital Strike, Deadly Precision [General]
17th+12/+7/+2+5+10+5 Sneak Attack (5d6)
18th+13/+8/+3+6+11+6 Open Shot (3d6 / +4 Attack Roll)
19th+14/+9/+4+6+11+6 Skirmish (3d6 / +2 AC)
20th+15/+10/+5+6+12+6 No Pain; No Gain, Bleeding Attack

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features

Weapon and Armor Proficiency: The Opportunist is proficient with all Light and Simple Weapons as well as Light Armor, but not with Shields.

Sneak Attack: At 1st Level you gain Sneak Attack for 1d6 Precision Damage as per the Rogue Class Ability. It increases by +1d6 Damage every 4 Levels thereafter (5th, 9th, 13th, & 17th). You may stack Sneak Attack Damage with Open Shot's and Skirmish's.

Open Shot: At 2nd Level you gain Open Shot for 1d6 Precision Damage and +0 to your Attack Rolls. The values stagger between what increases. At 6th Level you gain +2 Attack Roll, at 10th Level you gain an additional +1d6 Damage, at 14th Level you gain another +2 to your Attack Roll, and at 18th Level you gain another +1d6 to your Damage. Whenever your opponent provokes an Attack of Opportunity, you may use Open Shot as an Immediate Action. For instance, your opponent reloads their crossbow or recovers from a fall. During this time, if you are within range, you strike them during their Turn. The single attack is at your highest BAB. Should you strike, your opponent must make a Fortitude Save DC 10 + Damage Dealt. Failing this DC causes your opponent to become Staggered during their current Turn and through their next Turn. If your opponent is attempting anything that requires a Skill Check, such as Concentration or Climb, their Skill Check increases by the amount of damage dealt to them. You may stack Open Shot's Damage with Sneak Attack's and Skirmish's.

Skirmish: At 3rd Level you gain Skirmish for 1d6 Precision Damage and +0 to your AC as a Dodge Bonus. The values stagger between what increases. At 7th Level you gain +1 Dodge AC, at 11th Level you gain +1d6 Damage, at 15th Level you gain +2 Dodge AC, and at 19th Level you gain an additional +1d6 Damage. In order to use Skirmish, you must travel at least 10 feet within your Turn. This means you may only make a single attack at your highest BAB, as you can not preform a Full Attack. You gain your Dodge Bonus until the beginning of your next Turn toward all opponent's, and this stacks with any other Feats that might offer Dodge Bonuses.

Improved Trip: At 4th Level you gain Improved Trip even if you don't have Combat Reflexes for the Prerequisite. Combat Expertise is instead considered for purposes of making this Class more effective.

Combat Expertise: At 4th Level you gain Combat Expertise.

Advantage Shot: At 8th Level you gain Advantage Shot. You may now make an Open Shot against opponents who are Fascinated Pinned, and Prone.

Vital Strike: At 8th Level you gain Vital Strike. When making a single attack at your highest BAB, you now deal an additional Damage Die worth of damage. For example, a weapon that deals 1d6 damage will deal 2d6 damage on a single attack. These extra Damage Die are not multiplied during a successful Critical, rather added to the total afterwards.

Deadly Precision [General]: At 8th Level you gain Deadly Precision [General]. You must choose a weapon to have it focused under, such as Deadly Precision [Kama]. Additionally you must choose either Sneak Attack, Open Shot, or Skirmish. Whichever one you choose, when dealing damage from it you may reroll all 1's but you must take whatever you roll, even if it is another 1.

Foul Sneaking: At 12th Level you gain Foul Sneaking. You may now use Sneak Attack against opponents who are Dazzled, Entangled, or Nauseated.

Improved Critical [General]: At 12th Level you gain Improved Critical [General] with a weapon you have Proficiency with, such as Improved Critical [Dagger]. Your Critical Threat Range is now doubled with that weapon; 20 becomes 19-20, 19-20 becomes 17-20, 18-20 becomes 15-20, and 17-20 becomes 13-20.

Deadly Precision [General]: At 12th Level you gain Deadly Precision [General]. You must choose a weapon to have Proficiency with, such as Deadly Precision [Dagger]. Additionally you must choose either Sneak Attack, Open Shot, or Skirmish. You can't choose the same type more than once. Whichever one you choose, when dealing damage from it you may reroll all 1's but you must take whatever you roll, even if it is another 1.

Improved Skirmish (+2d6 / +2 AC): At 16th Level you gain Improved Skirmish. When you travel at least 20 feet, rather than 10 feet, you deal an additional +2d6 worth of damage and you gain an additional +2 Dodge AC until the beginning of your next Turn.

Improved Vital Strike: At 16th Level you gain Improved Vital Strike. When making a single attack at your highest BAB, you now deal a second Damage Die worth of damage. For example, a weapon that deals 1d6 damage will now deal 3d6 damage on a single attack. These extra Damage Die are not multiplied during a successful Critical, rather added to the total afterwards.

Deadly Precision [General]: At 16th Level you gain Deadly Precision [General]. You must choose a weapon to have Proficiency with, such as Deadly Precision [Dagger]. Additionally you must choose either Sneak Attack, Open Shot, or Skirmish. You can't choose the same type more than once. Whichever one you choose, when dealing damage from it you may reroll all 1's but you must take whatever you roll, even if it is another 1.

No Pain; No Gain: At 20th Level you gain No Pain; No Gain. This Class Ability allows you to swap the uses of Advantage Shot and Foul Sneaking. When attempting an Open Shot or a Sneak Attack, you are able to use them in place of the times when you can use the other one.

Open Shot + Advantage Shot: Normally used when your opponent provokes an Attack of Opportunity, is Fascinated, Pinned, or Prone.
Sneak Attack + Foul Sneaking: Normally used when your opponent is denied their Dexterity Bonus, is Dazzled, Entangled, or Nauseated.
Open Shot + Advantage Shot: Now able to be used when your opponent is denied their Dexterity Bonus, is Dazzled, Entangled, or Nauseated.
Sneak Attack + Foul Sneaking: Now able to be used when your opponent provokes an Attack of Opportunity, is Fascinated, Pinned, or Prone.

Bleeding Attack: At 20th Level you gain Bleeding Attack. When making a Sneak Attack, an Open Shot, or a Skirmish you deal an amount of Bleed Damage equal to the number of Damage Die used in total. These effects do not stack, however they do coincidence with each other. For example, dealing +3d6 Skirmish Damage will cause +3 Bleed Damage, while dealing +3d6 Skirmish Damage in addition to +5d6 Sneak Attack Damage will deal +8 Bleed Damage. A successful Heal Check DC 15 will stop the bleeding, or any form of Magical Healing. Additionally Sneak Attack, Open Shot, and Skirmish all require their own Heal Checks; Dealing +3 Bleed from Skirmish and +5 from Sneak Attack requires two Heal Checks, however either can be chosen to be healed in the order that the DM or Player chooses, depending who is in control of the specified character in question.

Ex-Opportunist

Those who follow the path of righteousness, honor, and valor (Lawful or Good) immediately halt progression, but do not lose any of their Class Abilities.

Epic Opportunist

Table: The Epic Opportunist

Hit Die: d6

LevelSpecial
21stSneak Attack (6d6)
22ndOpen Shot (3d6 / +6 Attack Roll)
23rdSkirmish (3d6 / +3 AC)
24thBonus Feat
25thSneak Attack (7d6)
26thOpen Shot (4d6 / +6 Attack Roll)
27thSkirmish (4d6 / +3 AC)
28thBonus Feat
29thSneak Attack (8d6)
30thOpen Shot (4d6 / +8 Attack Roll)

2 + Int modifier skill points per level.

Opportunist Starting Package

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Playing a Opportunist

Religion: .

Other Classes: .

Combat: .

Advancement: .

Opportunists in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Opportunist Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
5.
10.
15.
20.

Opportunists in the Game


Adaptation: .

Sample Encounter: .

EL : .



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