TEXT: May Special
  The OppOrTunisT
  (new Base Class)
  
  B
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  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Axe Beak from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Grippli from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Iron Cobra from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Philip Masters.
  Yeti from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Pathfinder Roleplaying Game Ultimate Equipment ©2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, 
  Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, 
  Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, and Russ Taylor.
  Player Paraphernalia May Special The Opportunist, New Base Class ©2015, The 
  Knotty-Works; Author:  John Buckley.
  d20pfsrd.com. Copyright 2010, John Reyst.
  Image on page 5 From Shaman’s Stockart, Fantasy Figures 2.
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  compatibility license. Some rights reserved.
  
  1
  Player ParaPhernalia 
  May SPecial
  By the Knotty-Works
  Welcome to a special May issue of Player 
  Paraphernalia, a hodge podge of character 
  ideas and alternate rules that may be used 
  with the Pathfinder Roleplaying Game (Paizo, 
  Inc©).  This issue introduces a new base class, 
  the opportunist.  Focusing on some of the more 
  finesseable combat maneuvers, the opportunist 
  finds ways to inconvenience an enemy, opening 
  defensive holes for his allies to finish the job.  
  Somewhat roguish and somewhat martial, this 
  class is truly a support class that really knows how 
  to take advantage of any opportunity life gives 
  him.
  The Opportunist
  To the Opportunist, life is nothing but a series 
  of opportunities that be taken advantage.  
  Focusing on combat skills that may be used to 
  inconvenience others, the opportunist does not 
  pretend to be something he is not but instead 
  seeks spends his time harassing his enemies 
  while letting stronger more martially inclined 
  individuals take down the opponent.  Over time 
  the opportunist becomes quite talented in taking 
  advantage of almost any situation.
  Role:  The opportunist is the epitome of a support 
  personnel class.  He is nearly as skilled as the 
  rogue while gaining nearly as many combat 
  feats as the fighter.  The opportunist’s main job 
  in life is to harass and inconvenience one or 
  more opponents while others do the heavy lifting 
  whittling down their enemies.
  The opportunist is at a disadvantage on his own, 
  though he may call upon several skills to distract 
  or temporarily disable a target to make an 
  effective retreat.
  Alignment:  Any
  Hit Die: d8
  Starting Wealth:  The opportunist begins with 
  4d6 x 10 gp (average 140 gp).  The 
  opportunists also begins play with an outfit 
  worth 10 gp or less.
  Class Skills
  Acrobatics (Dex), Appraise (Int), Bluff (Cha), 
  Craft (Int), Disguise (Cha), Escape Artist (Dex), 
  Intimidate (Cha), Knowledge (dungeoneering) 
  (Int), Knowledge (local) (Int), Perception (Wis), 
  Profession (Wis), Sense Motive (Wis), Sleight 
  of Hand (Dex), Survival (Wis), and Use Magic 
  Device (Cha)
  Skill Ranks per Level  8 + Int modifier
  Class Abilities
  Weapon and Armor Proficiencies:  The 
  opportunist is proficient with all simple one 
  handed and light weapons, martial one 
  handed and light weapons, and bows.  In 
  addition the opportunist may select a number 
  of simple or martial reach weapons equal to his 
  Intelligence modifier or a single exotic weapon 
  with one at least one of the following special 
  attributes:  disarm, reach, or trip.
  The opportunist is proficient with light armor, 
  bucklers, and light shields.  If the opportunist 
  wears medium or heavy armor or uses a heavy 
  or tower shield he applies the armor check 
  penalty to his CMB when using maneuvers 
  listed as part of his martial expertise.
  Martial Expertise (Ex):  The opportunist gains 
  Combat Expertise as a bonus feat even if he 
  does not meet the prerequisite Intelligence 
  score at 1st level.  In addition, the opportunist 
  applies his Intelligence modifier to his Combat 
  Maneuver Bonus when performing the 
  following combat maneuvers:  armor cutting*, 
  dirty trick, disarm, feint, reposition, steal, and 
  trip), regardless of wither the modifier is positive 
  or negative.
  Bonus Feats:  The opportunist may choose from 
  the following combat feats as bonus feats 
  beginning at 2nd level and every other level 
  thereafter:  Armor Cutting Strike, Disarming 
  
  2
  Strike, Disengaging Feint, Drag 
  Down, Gang Up, Greater Armor 
  Cutting, Greater Dirty Trick, 
  Greater Disarm, Greater Feint, 
  Greater Reposition, Greater Steal, 
  Greater Trip,  Improved Armor 
  Cutting, Improved Dirty Trick, 
  Improved Disarm, Improved Feint, 
  Improved Reposition, Improved 
  Second Chance, Improved Steal, 
  Improved Trip, Repositioning 
  Strike, Second Chance, Swift 
  Aid, Team Up, and Tripping 
  Strike.  The opportunist must meet 
  prerequisites for pre-existing feats, 
  but otherwise may ignore any 
  other prerequiste listed.
  Opportunity Knocks (Ex):  At 3rd 
  level, the opportunist gains an 
  opportunity pool equal to ½ his 
  class level plus his Intelligence 
  modifier.  He may use these points 
  to empower his Opportunities 
  (see below) or he may spend 1 
  point to gain a +1 circumstance 
  bonus to either his Combat 
  Maneuver Bonus as a swift 
  action or +2 circumstance bonus his Combat 
  Maneuver Defense as an immediate action, 
  but only against the maneuvers listed under his 
  Martial Expertise ability.
  These points get replenished each day after 
  8 hours of rest and he be awarded a point for 
  successfully performing a combat maneuver 
  against a foe whose hit dice is equal to or 
  greater than his class level.  The opportunist’s 
  opportunity pool may never exceed that 
  granted by this ability equal to ½ his class level 
  plus his Intelligence modifier except for feats, 
  magic items, or spells that grant additional 
  overall points.
  Opportunities:  Beginning at 5th level, the 
  opportunist may select one opportunity from 
  those listed below, gaining an additional 
  opportunity every 4 levels thereafter. The 
  opportunist may only choose an opportunity 
  once unless the description states otherwise.  
  Some opportunities may require that the 
  opportunist possess a prior opportunity or have 
  achieved a minimum class level.
  Aid Others (Ex):  If the opportunist is adjacent 
  to a opponent being threatened by more 
  than one ally he may spend a single point 
  from his opportunity pool and use a standard 
  action to perform an Aid Another maneuver.  
  If successful, up to two allies gain a +2 bonus 
  on their next melee attack roll against the 
  opponent or either of the two allies 
  selected gains a +2 bonus to AC if the 
  Opportunist Level Progression Table
  Level
  Base Attack
  Fort
  Ref
  Will
  Speical
  1
  +0
  +0
  +2
  +0
  Martial Expertise
  2
  +1
  +0
  +3
  +0
  Bonus Feat
  3
  +2
  +1
  +3
  +1
  Opportunity Knocks
  4
  +3
  +1
  +4
  +1
  Bonus Feat
  5
  +3
  +1
  +4
  +1
  Opportunity
  6
  +4
  +2
  +5
  +2
  Bonus Feat
  7
  +5
  +2
  +5
  +2
  Uncanny Dodge
  8
  +6/+1
  +2
  +6
  +2
  Bonus Feat
  9
  +6/+1
  +3
  +6
  +3
  Opportunity
  10
  +7/+2
  +3
  +7
  +3
  Bonus Feat
  11
  +8/+3
  +3
  +7
  +3
  Improved Uncanny Dodge
  12
  +9/+4
  +4
  +8
  +4
  Bonus Feat
  13
  +9/+4
  +4
  +8
  +4
  Opportunity
  14
  +10/+5
  +4
  +9
  +4
  Bonus Feat
  15
  +11/+6/+1
  +5
  +9
  +5
  Combined Opportunity
  16
  +12/+7/+2
  +5
  +10
  +5
  Bonus Feat
  17
  +12/+7/+2
  +5
  +10
  +5
  Opportunity
  18
  +13/+8/+3
  +6
  +11
  +6
  Bonus Feat
  19
  +14/+9/+4
  +6
  +11
  +6
  Opportunity Master
  20
  +15/+10/+5
  +6
  +12
  +6
  Bonus Feat
  Opportunity Pool
  The opportunist’s opportunity pool works 
  on the same inner reserves as the magus’ 
  arcane pool and the monk’s ki.  If the 
  opportunist has class levels in either of these 
  classes, the opportunist may use points from 
  any of these pools to empower his class 
  abilities fueled by points.
  Feats, magic items, and spells that increase 
  the arcane pool or ki may be used for the 
  opportunist’s opportunity pool.  Though, if the 
  opportunist has class levels in the relevant 
  class for which the feat, magic item, or spell 
  was designed, he must specify which class 
  feature he is applying the effect.
  
  3
  opponent attacks them (the opportunist may 
  choose either but it applies to both, i.e. either 
  both get the AC bonus or the attack bonus) as 
  long as it occurs before the beginning of the 
  opportunist’s next turn.  For each additional 
  point spent, the opportunist may grant this 
  bonus to another ally threatening the same 
  opponent.
  Arcane Dabbler (Sp):  The opportunist 
  has picked up the ability to cast either 
  prestidigitation or mage hand as a spell like 
  ability by spending 1 point from his opportunity 
  pool.  The opportunist’s effective caster level is 
  equal to ½ his class level.
  Artful Dodger (Ex):  If the opportunist has at 
  least 1 point in his opportunity pool he gains a 
  +2 dodge bonus to his AC.  If the opportunist 
  is denied his Dexterity bonus he also loses this 
  bonus.  The opportunist may spend 1 point 
  from his opportunity pool as an immediate 
  action his dodge bonus increases to +4 until 
  the beginning of his next turn.  The opportunist 
  may treat this opportunity as the Dodge feat 
  to fulfill the requirements for other feats.  If the 
  opportunist already possesses the Dodge feat 
  he does not gain the +2 dodge bonus while 
  having at least 1 point in his opportunity pool, 
  but does gain +4 to his dodge bonus from the 
  Dodge feat when spending 1 point from his 
  pool.
  The opportunist may spend 1 additional point 
  at 5th level and every five levels thereafter 
  to increase the dodge bonus granted by this 
  power by +2.
  Evasive (Ex):  The opportunist may avoid any 
  damage from spells that do ½ damage from a 
  failed reflex save if he has at least 1 point in his 
  opportunity pool and he is wearing no armor or 
  light armor and carrying nothing more than a 
  light load.  If the opportunist is helpless, he loses 
  the ability to use this opportunity.
  Extended Feint (Ex):  If the opportunist has 
  at least 1 point in his opportunity pool and 
  successfully makes a feint against an opponent, 
  any ally that was threatening the opponent 
  when the opportunist made the feint also may 
  ignore the opponent’s Dexterity bonus for 
  any attacks made until the beginning of the 
  opportunist’s next turn.
  Fortuitous Advantage(Ex):   The opportunist 
  gains a +2 circumstance bonus to all 
  Fortitude saving throws as long as he has 
  at least 1 point in his opportunity pool.  The 
  opportunist may spend 1 point from his pool as 
  an immediate action to increase this bonus to 
  +4 until the beginning of his next turn.
  Free Fall (Ex):  The opportunist may spend a 
  number of points in his opportunity pool equal 
  to ¼ his class level as an immediate action.  For 
  each point spent the opportunist may reduce 
  the effective falling distance by 10 feet.  The 
  opportunist may not use this ability while 
  helpless or unconscious.
  Opportunity of Stealth (Ex):  The opportunist 
  gains Stealth as a class skill and gains a +2 
  circumstance as long as he has at least 1 
  point in his opportunity pool.  The opportunist 
  may increase the bonus to +4 for a number of 
  rounds equal to his class level by expending 1 
  point from his opportunity pool.
  Progressive Rogue:  The opportunist may 
  choose from a limited list of rogue advanced 
  talents.  The following rogue advanced talents 
  may be chosen as an opportunity:  Defensive 
  Roll, Fast Tumble, Skill Mastery, and Thoughtful 
  Reexamining.  If the opportunist has the Evasive 
  opportunity, he may choose the Improved 
  Evasion advanced talent.  The opportunist must 
  have at least 1 point in his opportunity pool 
  to gain the benefits of the chosen advanced 
  talent.
  In addition the opportunist may choose from 
  Another Day, Opportunist, or Weapon Snatcher 
  but must spend 1 point from his opportunity 
  pool in order to initiate the talent.
  The opportunist may take this opportunity 
  multiple times, selecting another rogue 
  advanced talent each time.  The opportunist 
  must be at least 11th level before he may 
  choose this opportunity.
  Quick Witted (Ex):  If the opportunist has at least 
  1 point in his opportunity pool he gains a +2 
  circumstance bonus to any charisma based 
  skill checks or charisma ability checks.  By 
  spending 1 point from his opportunity pool the 
  opportunist gains a +4 circumstance bonus to a 
  single charisma based skill check.
  Reflexive (Ex):  The opportunist gains the 
  benefits of the Combat Reflexes feat as long 
  as he has at least 1 point in his opportunity 
  pool.  Once the opportunist takes a 
  
  4
  number of attacks of opportunity equal to 
  his Dexterity bonus, he may take additional 
  attacks of opportunity by spending 1 point 
  from his opportunity pool for each attack.  The 
  opportunist may treat this opportunity as the 
  Combat Reflexes feat to fulfill the requirements 
  for other feats.  The opportunist gains no 
  additional benefits from the Combat Reflexes 
  feat if possessed when he takes this opportunity 
  or vice versa.
  Remedial Rogue:  The opportunist may choose 
  from a limited list of rogue talents.  The following 
  Rogue Talents may be chosen but initiating 
  the talent requires spending 1 point from the 
  opportunist’s opportunity pool:  Deft Palm, Fast 
  Fingers, Hard to Fool, Positioning Attack, Quick 
  Disguise, Resiliency, and Stand Up.  Or the 
  opportunist may choose the following rogue 
  talents that function as long as he has at least 
  1 point in his opportunity pool:  Assault Leader, 
  Canny Observer, Coax Information, Esoteric 
  Scholar, Expert Leaper, Hard to Fool, Nimble 
  Climber, Peerless Maneuver, Rogue Crawl, 
  Rope Master, and Surprise Attack.
  The opportunist may choose this opportunity 
  more than once but must select another talent 
  from the lists given.
  Willful Mind (Ex):  The opportunist gains a +2 
  circumstance bonus to all Will saving throws 
  versus mind-affecting effects including 
  compulsions and fear as long as he has at 
  least 1 point in his opportunity pool.  The 
  opportunist may spend 1 point from his pool as 
  an immediate action to increase this bonus to 
  +4 until the beginning of his next turn.
  Uncanny Dodge (Ex):  The opportunist gains 
  the ability to react to danger much more 
  quickly than others beginning at 7th level.  The 
  opportunist cannot be caught flat-footed 
  and does not lose his Dexterity bonus even 
  if the attacker is concealed or invisible.  The 
  opportunist does lose his dexterity bonus if 
  helpless, immobilized, or is successfully feinted 
  by an opponent.
  If the opportunist already has uncanny dodge 
  from another class, he instead gains Improved 
  Uncanny Dodge at 7th level.
  Improved Uncanny Dodge (Ex):  The 
  opportunist cannot be flanked once he 
  reaches 11th level unless attacked by 
  opponent with the Improved Uncanny 
  Dodge and has at least four more levels than 
  the opportunist.  If the opportunist gained 
  Improved Uncanny Dodge at 7th level  he may 
  add the class levels from the class that originally 
  granted him Uncanny Dodge to his effective 
  class level in regards to determining the level 
  required to flank him.
  Combined Opportunity (Ex):  At 15th level the 
  opportunist gains the ability to use two of the 
  following combat maneuvers as a full round 
  action:  armor cutting, dirty trick, disarm, feint, 
  reposition, steal, or trip.  The opportunist must 
  roll for each maneuver and takes a -4 penalty 
  to his Combat Maneuver Bonus for each 
  maneuver.  If the opportunist does not have the 
  Improved feat for one or both maneuvers, he 
  does provoke one attack of opportunity by his 
  target and any penalties gained from damage 
  is applied to both attack rolls.
  Opportunity Master (Ex):  At 19th level the 
  penalty for the Combined Opportunity ability 
  is reduced to -2 when he gains this ability.  At 
  20th level the opportunist may either attempt 
  two maneuvers granted from the combined 
  opportunity with no penalty or attempt three 
  maneuvers with a -2 penalty when using his 
  Combined Opportunity ability.  The opportunist 
  may also spend all the points within his 
  opportunity pool once he gains this ability 
  to attempt maneuvers against multiple foes 
  which he threatens.  He may only use one 
  maneuver per foe and he must have at least 1 
  point in his opportunity pool per opponent.  He 
  must roll separately for each maneuver being 
  used against each opponent.  Once used, 
  the opportunist’s opportunity pool is empty 
  regardless of how many opponents were 
  attacked.
  New Combat Maneuvers
  Armor Cutting
  You can only attempt this maneuver on an 
  opponent wearing manufactured armor and 
  you are wielding a slashing weapon or have 
  a natural slashing attack.  You attempt slash 
  at any belts, buckles, or other connective 
  accoutrement used to keep the armor 
  fastened and held securely in place as a 
  standard attack action.  If your CMB exceeds 
  the opponent’s CMD you manage 
  to damage the armor, causing the 
  
  5
  Maximum Dexterity Bonus to be reduced by 
  one point while increasing the armor check 
  penalty by one point.  The general type of 
  armor grants a bonus to the target’s CMD, 
  Medium armor grants a +1 bonus while Heavy 
  armor grants a +3 bonus.  Magical armor grants 
  its enhancement bonus to the target’s CMD.  
  This attack does provoke attacks of opportunity 
  from the target unless you have Improved 
  Armor Cutting.
  Multiple successful armor cutting attacks will 
  cumulatively decrease the maximum Dexterity 
  bonus (minimum of +0) and cumulatively 
  increase the armor check penalty (maximum 
  of -3 for light armors, -5 for medium armors, 
  and -8 for heavy armors).  Once the maximum 
  Dexterity bonus and armor check penalties 
  have been reduced to the point of maximum 
  ineffectiveness (as listed above), additional 
  applications of this maneuver reduce the 
  armor bonus itself by 1 point (to a minimum of 
  1).  Damage can be repaired by either a single 
  application of the mending spell or spending 
  10 minutes of repairing the armor.
  New Feats
  Armor Cutting Strike
  Your critical hits cut through the heaviest of 
  armor bindings
  Prerequisites:  Improved Armor Cutting, Base 
  Attack +9
  Benefit:  When you score a critical hit with a 
  slashing melee  attack you may also reduce 
  your opponent’s maximum dexterity bonus 
  by 1 and increase his armor check penalty by 
  one if he is wearing manufactured armor.  If 
  your confirmation roll exceeds your opponent’s 
  Combat Maneuver Defense (adjusted by 
  armor type as appropriate), he suffers the 
  effects of the armor cutting combat maneuver.
  Special:  You may only apply the effect of 
  this feat for a given critical hit if you are not 
  applying any other feat ability that modifies 
  your critical hit including Disarming Strike, 
  Repositioning Strike, or Tripping Strike.
  Extra Opportunity
  You may choose an additional opportunity.
  Prerequisites:  Opportunity class ability, 7th level
  Benefit:  You may select another opportunity for 
  use with your opportunity pool.  You may take 
  this feat more than once, selecting another 
  opportunity.
  Greater Armor Cutting
  You are very good at whittling away your 
  opponent’s armor.
  Prerequisites:  Improved Armor Cutting, Base 
  Attack +6
  Benefit:  You receive a +2 bonus on checks 
  when performing the armor cutting combat 
  maneuver.  This bonus stacks with the bonus 
  granted from the Improved Armor Cutting 
  feat.  Whenever you successfully increase 
  your opponent’s armor check penalty and 
  decrease his maximum dexterity bonus, your 
  opponent provokes attacks of opportunity from 
  your allies within reach as he attempts to adjust 
  to the loosened armor.
  Improved Armor Cutting
  A little slit here, a little slash there, you know 
  how to inconvenience your armored foe.
  Prerequisites:  Combat Expertise
  Benefit:  You gain a +2 bonus to all armor 
  cutting combat maneuver and do not provoke 
  attacks of opportunity.  You also gain a +2 
  bonus to your Combat Maneuver Defense 
  when an opponent tries the armor cutting 
  maneuver against you.
  Normal:  Using the armor cutting maneuver 
  provokes an attack of opportunity.
  Insightful Reflexes
  You can see the tells of your opponent when 
  he is about to move and have learned to take 
  advantage as he passes by.
  Prerequisites:  Combat Reflexes
  Benefit:  You may make a number of additional 
  attacks of opportunity per round equal to your 
  Wisdom modifier.  This replaces the number of 
  attacks gained from your Dexterity modifier, 
  they do not stack.
  Special:  As with Combat Reflexes, this feat only 
  allows a character possessing the opportunist 
  advanced rogue talent once per round.
  
  6
  Other KnOtty WOrKs 
  Pathfinder cOmPatible PrOducts
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer over 
  fifty new and unique spells.  Advancing with Class 
  supplements offer new abilities for existing 
  classes or introduce a new class with unique 
  mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia - 2015-05 - The Opportunist.pdf