This class is primarily intended for D&D 3.5 and welcomes other non-casters to be given more consideration.
Compared to other soldiers and military operatives, commandos are often well educated and highly skilled, capable of facilitating reconnaissance, espionage and precise combat objectives. While they may lack some of the blunt resilience found in other warriors, they are still quite capable of using their training, along with the right tools and equipment, to gain the advantage.
Starting Age: same as Ranger
Starting Gold: 6d4x10 gp (150 gp)
Hit Die: d6
Class Skills (8 + Int modifier per level): Balance, Climb, Craft, Disable Device, Escape Artist, Heal, Hide, Jump, Knowledge (all), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim and Tumble.
Compared to other soldiers and military operatives, commandos are often well educated and highly skilled, capable of facilitating reconnaissance, espionage and precise combat objectives. While they may lack some of the blunt resilience found in other warriors, they are still quite capable of using their training, along with the right tools and equipment, to gain the advantage.
Starting Age: same as Ranger
Starting Gold: 6d4x10 gp (150 gp)
Hit Die: d6
Class Skills (8 + Int modifier per level): Balance, Climb, Craft, Disable Device, Escape Artist, Heal, Hide, Jump, Knowledge (all), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim and Tumble.
Level | Base Attack Bonus | One Good Save | Two Poor Saves | Special |
1st | +1 | +2 | +0 | Adroit Reload, Open Fire, Trapfinding, Save Focus, Specialize |
2nd | +2 | +3 | +0 | Elude Touch, Hard Target |
3rd | +3 | +3 | +1 | Insightful Aim, Pack Mastery |
4th | +4 | +4 | +1 | Bonus Feat, Harder Target +1 |
5th | +5 | +4 | +1 | Farsight, Multitask, Trap Sense +1 |
6th | +6/+1 | +5 | +2 | Elusiveness +1 |
7th | +7/+2 | +5 | +2 | Bonus Feat, Harder Target +2 |
8th | +8/+3 | +6 | +2 | Rapid Aim, Masterful Motion |
9th | +9/+4 | +6 | +3 | Camouflage, Grounding |
10th | +10/+5 | +7 | +3 | Bonus Feat, Harder Target +3 |
11th | +11/+6/+1 | +7 | +3 | Expert Aim, Trap Sense +2 |
12th | +12/+7/+2 | +8 | +4 | Hasty Barrage |
13th | +13/+8/+3 | +8 | +4 | Bonus Feat, Harder Target +4 |
14th | +14/+9/+4 | +9 | +4 | Clustered Aim, Hide in Plain Sight |
15th | +15/+10/+5 | +9 | +5 | Impetuous Endurance |
16th | +16/+11/+6/+1 | +10 | +5 | Bonus Feat, Harder Target +5 |
17th | +17/+12/+7/+2 | +10 | +5 | Steady Barrage, Trap Sense +3 |
18th | +18/+13/+8/+3 | +11 | +6 | Elusiveness +2 |
19th | +19/+14/+9/+4 | +11 | +6 | Bonus Feat, Harder Target +6 |
20th | +20/+15/+10/+5 | +12 | +6 | Steady Barrage |
CLASS FEATURES
All of the following are class features of the commando.
Weapon and Armor Proficiency: In addition to basic weapons, a commando gains proficiency with four weapon groups, as well as all types of crossbows and firearms (including exotic ones), all types of armor (light, medium and heavy) and all types of shields (including tower shields).
Adroit Reload (Ex) A commando gains Rapid Reload as a bonus feat for all crossbows and firearms. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by reloading any of these weapons.
Open Fire (Ex) A commando may use all crossbows, firearms and light throwing weapons as if he had the Rapid Shot feat, regardless of his Dexterity score. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by attacking with any of these weapons.
Trapfinding (Ex) A commando gains Trapfinding, as per the rogue's class feature.
Save Focus (Ex) At 1st level, a commando must choose one type of saving throw (Fortitude, Reflex or Will). That saving throw advances with a good progression according to his commando class levels, while the others do so with a poor progression.
Specialize (Ex) At 1st level, a commando may choose a number of cross-class skills to gain as additional commando class skills, equal to 6 + his Charisma modifier.
Elude Touch (Ex) By 2nd level, a commando’s intuition alerts him to danger from melee and ranged touch attacks. He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down), plus his highest mental ability modifier (minimum sum of +0); however, his touch AC can never exceed his Armor Class against normal attacks.
Hard Target (Ex) Starting at 2nd level, whenever a commando makes a successful saving throw to reduce (rather than negate) consequences he would suffer from a given attack or effect, he may attempt that save one additional time at the same DC to negate those consequences entirely.
Insightful Aim (Ex) Starting at 3rd level, a commando may apply his Intelligence bonus (if any) as a bonus on damage rolls with any crossbow or firearm used to fire a projectile at a target located within the first range increment. Targets immune to sneak attacks and critical hits, are immune to a commando's insightful aim.
Pack Mastery (Ex) At 3rd level, a commando's carrying capacity increases by one half (multiply by 1½). He also gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by retrieving a stored item or sheathing a weapon. Although uncommon, this bonus also applies against any attacks of opportunity he provokes by drawing a weapon, readying a shield or loosing a shield.
Bonus Feat (Ex) A commando gains an additional bonus feat at 4th level, and every three class levels thereafter (7th, 10th, 13th, 16th, 19th, etc). The feats chosen must be from the list of fighter bonus feats.
Harder Target (Ex) At 4th level, a commando gains a +1 bonus on each additional saving throw provided by his Hard Target ability. This bonus increases by 1 for every three class levels gained thereafter.
Farsight (Ex) A commando develops great visual acuity. Starting at 5th level, he suffers only half the normal penalty on his Spot checks because of distance (–1 per 20 feet of distance, rather than –1 per 10 feet). In addition, the commando takes only half the normal penalty on ranged attacks per range increment (–1 per range increment, rather than –2).
Multitask (Ex) By 5th level, a commando can move up to half his speed as part of any move action or standard action used to reload a crossbow or firearm, sheathe a weapon or retrieve a stored item. If he uses a full round action to perform any of these tasks, he may move up to his speed when doing so. The process of using this ability prohibits use of the Tumble skill and provokes only one attack of opportunity from each opponent that threatens him at any point during the action. However, each of those opponents must choose whether their attack of opportunity is made in response to the commando's task or his movement.
Trap Sense (Ex) At 5th level, a commando gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the commando reaches 11th level, and to +3 when he reaches 17th level. Trap sense bonuses gained from multiple classes stack.
Elusiveness (Ex) By 6th level, a commando's training provides him with a +1 bonus on all checks and opposed rolls made to avoid or resist bull rush, disarm, feint, grapple, overrun, sunder and trip attempts made against him. He also gains an equal dodge bonus to AC against all attacks of opportunity, and charge attacks. This bonus increases by 1 when the commando reaches 18th level.
Rapid Aim (Ex) By 8th level, a commando with the Open Fire ability, may use all crossbows, firearms and light throwing weapons as if he had the Improved Rapid Shot feat, regardless of his Dexterity score.
Masterful Motion (Ex) Starting at 8th level, a commando may, as a full round action, move up to his speed and perform a standard action at any point during that movement. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by moving out of or within a threatened area.
Camouflage (Ex) At 9th level, a commando gains Camouflage, as per the ranger's class feature.
Grounding (Ex) By 9th level, a commando can kneel or drop to a prone position as an immediate action. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by standing up, crawling or picking up an item.
Expert Aim (Ex) Starting at 11th level, a commando may use all crossbows, firearms and light throwing weapons as if he had the Improved Precise Shot feat, regardless of his Dexterity score.
Hasty Barrage (Ex) After reaching 12th level, a commando may perform a full attack as a standard action, but in so doing, suffers a –8 penalty on all attack rolls he makes with that action. Alternatively, whenever he performs a full attack under any other conditions, he may make one additional attack at his highest base attack bonus with each weapon he wields, but in so doing, suffers a –4 penalty on all attack rolls he makes with that action.
Clustered Aim (Ex) By 14th level, whenever a commando makes two or more consecutive ranged attacks against one target, by firing projectiles from one or more crossbows and/or firearms as part of the same full attack, any damage reduction and/or energy resistance that target has, applies only once against the total result of those consecutive attacks.
Hide in Plain Sight (Ex) At 14th level, a commando gains Hide in Plain Sight as per the ranger's class feature, except it can be used in any terrain.
Impetuous Endurance (Ex) Starting at 15th level, a commando does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.
Steady Barrage (Ex) By 17th level, and again by 20th level, any penalty a commando suffers on attack rolls from using the Hasty Barrage ability, is reduced by half.
All of the following are class features of the commando.
Weapon and Armor Proficiency: In addition to basic weapons, a commando gains proficiency with four weapon groups, as well as all types of crossbows and firearms (including exotic ones), all types of armor (light, medium and heavy) and all types of shields (including tower shields).
Adroit Reload (Ex) A commando gains Rapid Reload as a bonus feat for all crossbows and firearms. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by reloading any of these weapons.
Open Fire (Ex) A commando may use all crossbows, firearms and light throwing weapons as if he had the Rapid Shot feat, regardless of his Dexterity score. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by attacking with any of these weapons.
Trapfinding (Ex) A commando gains Trapfinding, as per the rogue's class feature.
Save Focus (Ex) At 1st level, a commando must choose one type of saving throw (Fortitude, Reflex or Will). That saving throw advances with a good progression according to his commando class levels, while the others do so with a poor progression.
Specialize (Ex) At 1st level, a commando may choose a number of cross-class skills to gain as additional commando class skills, equal to 6 + his Charisma modifier.
Elude Touch (Ex) By 2nd level, a commando’s intuition alerts him to danger from melee and ranged touch attacks. He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down), plus his highest mental ability modifier (minimum sum of +0); however, his touch AC can never exceed his Armor Class against normal attacks.
Hard Target (Ex) Starting at 2nd level, whenever a commando makes a successful saving throw to reduce (rather than negate) consequences he would suffer from a given attack or effect, he may attempt that save one additional time at the same DC to negate those consequences entirely.
Insightful Aim (Ex) Starting at 3rd level, a commando may apply his Intelligence bonus (if any) as a bonus on damage rolls with any crossbow or firearm used to fire a projectile at a target located within the first range increment. Targets immune to sneak attacks and critical hits, are immune to a commando's insightful aim.
Pack Mastery (Ex) At 3rd level, a commando's carrying capacity increases by one half (multiply by 1½). He also gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by retrieving a stored item or sheathing a weapon. Although uncommon, this bonus also applies against any attacks of opportunity he provokes by drawing a weapon, readying a shield or loosing a shield.
Bonus Feat (Ex) A commando gains an additional bonus feat at 4th level, and every three class levels thereafter (7th, 10th, 13th, 16th, 19th, etc). The feats chosen must be from the list of fighter bonus feats.
Harder Target (Ex) At 4th level, a commando gains a +1 bonus on each additional saving throw provided by his Hard Target ability. This bonus increases by 1 for every three class levels gained thereafter.
Farsight (Ex) A commando develops great visual acuity. Starting at 5th level, he suffers only half the normal penalty on his Spot checks because of distance (–1 per 20 feet of distance, rather than –1 per 10 feet). In addition, the commando takes only half the normal penalty on ranged attacks per range increment (–1 per range increment, rather than –2).
Multitask (Ex) By 5th level, a commando can move up to half his speed as part of any move action or standard action used to reload a crossbow or firearm, sheathe a weapon or retrieve a stored item. If he uses a full round action to perform any of these tasks, he may move up to his speed when doing so. The process of using this ability prohibits use of the Tumble skill and provokes only one attack of opportunity from each opponent that threatens him at any point during the action. However, each of those opponents must choose whether their attack of opportunity is made in response to the commando's task or his movement.
Trap Sense (Ex) At 5th level, a commando gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the commando reaches 11th level, and to +3 when he reaches 17th level. Trap sense bonuses gained from multiple classes stack.
Elusiveness (Ex) By 6th level, a commando's training provides him with a +1 bonus on all checks and opposed rolls made to avoid or resist bull rush, disarm, feint, grapple, overrun, sunder and trip attempts made against him. He also gains an equal dodge bonus to AC against all attacks of opportunity, and charge attacks. This bonus increases by 1 when the commando reaches 18th level.
Rapid Aim (Ex) By 8th level, a commando with the Open Fire ability, may use all crossbows, firearms and light throwing weapons as if he had the Improved Rapid Shot feat, regardless of his Dexterity score.
Masterful Motion (Ex) Starting at 8th level, a commando may, as a full round action, move up to his speed and perform a standard action at any point during that movement. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by moving out of or within a threatened area.
Camouflage (Ex) At 9th level, a commando gains Camouflage, as per the ranger's class feature.
Grounding (Ex) By 9th level, a commando can kneel or drop to a prone position as an immediate action. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by standing up, crawling or picking up an item.
Expert Aim (Ex) Starting at 11th level, a commando may use all crossbows, firearms and light throwing weapons as if he had the Improved Precise Shot feat, regardless of his Dexterity score.
Hasty Barrage (Ex) After reaching 12th level, a commando may perform a full attack as a standard action, but in so doing, suffers a –8 penalty on all attack rolls he makes with that action. Alternatively, whenever he performs a full attack under any other conditions, he may make one additional attack at his highest base attack bonus with each weapon he wields, but in so doing, suffers a –4 penalty on all attack rolls he makes with that action.
Clustered Aim (Ex) By 14th level, whenever a commando makes two or more consecutive ranged attacks against one target, by firing projectiles from one or more crossbows and/or firearms as part of the same full attack, any damage reduction and/or energy resistance that target has, applies only once against the total result of those consecutive attacks.
Hide in Plain Sight (Ex) At 14th level, a commando gains Hide in Plain Sight as per the ranger's class feature, except it can be used in any terrain.
Impetuous Endurance (Ex) Starting at 15th level, a commando does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.
Steady Barrage (Ex) By 17th level, and again by 20th level, any penalty a commando suffers on attack rolls from using the Hasty Barrage ability, is reduced by half.
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