TEXT: EXPERT CLASSES 
   
   
   
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  OPPORTUNIST (EXPERT) 
   
  No matter how many lives may be at stake, every battle is 
  truly just a violent, life-sized game. The teams may be uneven 
  and the terrain may not be regulated, but tactics, strategy, and 
  out-thinking the opponent are still the most crucial parts of 
  combat. The Opportunist thrives in this environment; 
  giving direction to his allies, taking full advantage of what 
  the battlefield has to offer, and exploiting 
  every opening his opponent gives him. 
  Through a mix of martial and mental 
  means, the Opportunist does his best to 
  crush the opposition and make sure 
  everyone on his team plays their best in 
  the game of war. 
  Depending on your campaign, an 
  Opportunist could be… 
   
  The confident veteran who always has a few 
  backup plans. 
   
  An investigator renowned for his analytical acumen 
  and impromptu plans under pressure. 
   
  A freethinking fighter who learned at college instead 
  of war. 
   
  A young prince who applies strategies from noble war-
  games to real-time combat. 
   
  A bookish scholar whose lack of experience is more than 
  made up for by his universal knowledge and quick 
  thinking. 
   
  Party Role: Backer/Combatant. The Opportunist's 
  control of the battlefield gives his allies a welcome 
  boost, but even without them he's a threat all his own. 
  CLASS FEATURES 
  Requirements: 
  Intelligence 
  13+, 
  Tactics 
  4+ 
  ranks, 
  Coordinated Attack feat, Shield Block or Parry advanced action 
  Favored Attributes: Intelligence, Wisdom, Dexterity 
  Class Skills: Athletics, Crafting, Haggle, Impress, Intimidate, 
  Investigate, Resolve, Sense Motive, Search, Tactics 
  Skill Points: 6 + Int modifier per level 
  Vitality: 9 + Con modifier per level 
  CORE ABILITY 
  Stratagem: Once per round, when you spend an action die to 
  boost an opposed skill check you gain 1 Edge. 
  CLASS ABILITIES 
  The Motive: Your unique insight in combat makes a proper 
  fool of those who act without thinking. Once per round as a free 
  action, you may Anticipate an opponent who has moved into an 
  adjacent square since the start of your last turn. You may use your 
  Tactics (Int) bonus when making this check, and with success you 
  gain a dodge bonus to Defense equal to the higher of your 
  Intelligence or Wisdom modifier (min. +1).  
  Coordinated Plan I: At level 2, you gain the Coordinated 
  Move feat. Also, each time a teammate succeeds at a check 
  prompted by one of your Coordinated feats, you gain 1 Edge. 
  Coordinated Plan II: At level 7, you gain the 
  Coordinated Strike feat. Also, if a teammate kills or 
  knocks a foe unconscious with an attack prompted 
  by one of your Coordinated feats, you gain 1 
  additional Edge. 
  Chest-High Walls I: At level 3, you may 
  spend a half action and 1 Edge to survey the 
  battlefield for a creative advantage, granting you 
  a bonus action die that must be spent on a 
  Narrative Control benefit to aid you or your 
  allies or impede the enemy. These benefits do 
  not count against the party's number of Narrative 
  Control benefits for the adventure. This ability may 
  be used once per combat. Unspent action dice 
  gained from Chest-High Walls are lost at the end of 
  combat. 
  Chest-High Walls II: At level 7, you may now 
  survey the battlefield as part of an Aim or Total 
  Defense action and spend any amount of edge. You 
  gain a number of Narrative Control action dice 
  equal to the amount of edge spent. You may 
  spend these dice as free actions on different 
  Narrative Control benefits during this combat 
  (until you have spent them all). 
  Battle Planning I: At Level 4, you gain 2 
  of the following battle plans. You may begin 
  each combat with 1 battle plan already in 
  effect and may enact a new one as a full 
  action. Each plan’s benefits last until 
  the end of the current combat or until 
  you enact a different battle plan. A battle 
  plan grants you and each teammate who can 
  see or hear you a +2 morale bonus with the following rolls and 
  values. 
   
   Crush Them!: Melee and unarmed attack checks 
   Fire at Will!: Ranged attack checks 
   Guard Yourselves!: Defense 
   I Want Them Alive!: Subdual damage rolls 
   No Prisoners!: Lethal damage rolls 
   Press On!: Base Speed (morale bonus × 5 ft.) 
   Stand Fast!: Vitality (morale bonus × target’s Career Level) 
   Steady Now!: Saves 
   
  Battle Planning II: At Level 8, you gain 2 additional battle 
  plans (total 4). 
  Read The Opposition: You are an astute analyzer of 
  opponents, whether in civil discourse or a raging battle. At Level 4, 
  you gain the Mark feat. Also, You may learn any of the target's 
  attack bonuses or Defense in place of skills when you use your 
  Mark feat.  
  
  (EXPERT CLASS) 
   
   
   
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  Table X.X: Opportunist 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Abilities 
  1 
  +1 
  +0 
  +1 
  +1 
  +0 
  +2 
  +1 
  +1 
  Stratagem, the motive 
  2 
  +2 
  +0 
  +2 
  +2 
  +1 
  +3 
  +2 
  +1 
  Coordinated plan I 
  3 
  +3 
  +1 
  +2 
  +2 
  +1 
  +4 
  +2 
  +2 
  Chest-high walls I 
  4 
  +4 
  +1 
  +2 
  +2 
  +2 
  +5 
  +2 
  +2 
  Battle planning I, read the opposition 
  5 
  +5 
  +1 
  +3 
  +3 
  +2 
  +5 
  +3 
  +3 
  The means 
  6 
  +6 
  +2 
  +3 
  +3 
  +2 
  +6 
  +3 
  +3 
  Synchronized effort 
  7 
  +7 
  +2 
  +4 
  +4 
  +3 
  +7 
  +4 
  +4 
  Chest-high walls II, coordinated plan II 
  8 
  +8 
  +2 
  +4 
  +4 
  +3 
  +8 
  +4 
  +4 
  Battle planning II, seize the moment 
  9 
  +9 
  +3 
  +4 
  +4 
  +4 
  +9 
  +4 
  +5 
  The opportunity 
  10 
  +10 
  +3 
  +5 
  +5 
  +4 
  +10 
  +5 
  +5 
  A dash of luck 
   
  The Means: A true opportunist is always ready for an opening. 
  At level 5, when an opponent you have Anticipated misses you 
  with an attack, you may make a free melee attack against them or 
  gain 1 Edge. 
  Synchronized Effort: You get your whole team moving like 
  matching cogs in a clock. At Level 6, you gain the Surge of Speed 
  feat. If you use one of your Coordinated feats and Surge of Speed 
  in the same round, your bonus action may also be an attack action. 
  Seize The Moment: Opportunity sounds like it's about to bust 
  down your door. At Level 8, once per round, when you make an 
  opposed roll against an opponent you have already Anticipated or 
  Outmaneuvered, you may spend up to 3 Edge and gain a morale 
  bonus to the check equal to twice the amount spent. 
  The Opportunity: With great efficacy in combat, you 
  maximize any opening. At level 9, when you make a free attack 
  granted by The Means, its threat range increases by an amount 
  equal to your starting action dice. If this attack is a threat, it costs 1 
  less action die to activate (minimum 0). 
  A Dash Of Luck: The slightest misstep against you is the first 
  on the path to defeat. At Level 10, you gain the Black Cat feat. 
  Also, Outmaneuver checks made against opponents in Close 
  Quarters are full actions. Finally, Errors made by opponents that 
  you have successfully outmaneuvered are activated for 1 less 
  action die (minimum 0). 
  NPC CLASS ABILITIES 
   
  The following new class abilities from the Opportunist expert 
  class are available to NPCs using the class ability NPC quality (see 
  Fantasy Craft, page 231). 
  Table X.X: NPC Class Abilities 
  Class Ability 
   
  XP Value 
  A Dash of Luck 
  8 
  Battle Planning I-II 
  2 per grade 
  Chest-High Walls I-II (Special Character Only) 
  2 per grade 
  Coordinated Plan I-II (Special Character Only) 
  3 per grade 
  Seize the Moment (Special Character Only) 
  2 
  Read The Opposition 
  3 
  Stratagem (Special Character Only) 
  2 
  The Means (Special Character Only) 
  2 
  The Motive 
  2 
   
  Designed by Curator with the help of the Crafty Forum-ites. 
  Art by willowWISP of deviantART. 
   
   
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/03 - Expert - Opportunist (ver 2.0).pdf