New class for review - The Commando

FoxWander

Adventurer
In the campaign I've recently started a player wanted to have a character that was a mix of rogue and ranger. We tinkered with the class benefits of each and came up with a mix that I think is a good, balanced class. It's a viable alternative to either without overshadowing them or stealing their thunder(or at least that's what I hope). I've just put the finishing touches on a write-up for the class and I'm seeking advice and comments on it.

If my markup-fu is not up to creating the formatting, or if you'd just like an offline format to read, I've attached a pdf of the class as well. Please let me know what you think. :)

Commando
Alignment: Any
Hit Die: d8

Class Skills
Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Know (geography) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Skill points at first level: (6 Int modifier) x 4
Skill points at each additional level: 6
Code:
[b]         Base       Fort   Ref    Will[/b]
[b]Level    Attack     Save   Save   Save	Special[/b]
1	 1          2	   2	  0     Sneak Attack +1d6, trapfinding
2	 2          3	   3	  0     Combat style
3	 3          3	   3	  1     Endurance
4	 4          4	   4	  1     Evasion
5	 5          4	   4	  1     Sneak Attack +2d6
6	 6/1        5	   5	  2     Improved combat style
7	 7/2        5	   5	  2     Blind Fighting
8	 8/3        6	   6	  2     Woodland stride
9	 9/4        6	   6	  3	 
10	10/5        7	   7	  3     Sneak Attack +3d6, Improved Evasion
11	11/6/1      7      7      3     Combat style mastery
12	12/7/2      8	   8	  4	 
13	13/8/3      8	   8	  4     Camouflage
14	14/9/4      9	   9	  4	 
15	15/10/5     9      9      5     Sneak Attack +4d6
16	16/11/6/1   10	   10	  5	 
17	17/12/7/2   10	   10	  5     Hide in plain sight
18	18/13/8/3   11	   11	  6	 
19	19/14/9/4   11	   11	  6	 
20	20/15/10/5  12     12     6     Sneak Attack +5d6
Class Features
All of the following are class features of the Commando.


Weapon and Armor proficiency: A commando is proficient with all simple and martial weapons as well as the garrote and hand crossbow. Commandos are proficient with light armor but not with shields.

Sneak Attack: If a commando can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The commando’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the commando flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every five commando levels thereafter. Should the commando score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a commando can make a sneak attack that deals non-lethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual -4 penalty.
A commando can sneak attack only living creatures with discernible anatomies; undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The commando must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A commando cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Commandos can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Commandos can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A commando who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Combat Style (Ex): At 2nd level, a commando selects a combat styles to pursue: archery, dirty tricks, guerilla tactics, single weapon, two weapons, thrown weapons or unarmed combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. He gains the listed feat (according to his choice) even if he does not have the normal prerequisites for that feat.

Archery - Rapid Shot
Dirty Tricks – Combat Reflexes
Guerilla Tactics – Mobility
Single Weapon – Weapon Focus
Two Weapons - Two-Weapon Fighting
Thrown Weapons – Quick Draw
Unarmed Combat – Improved Unarmed Strike

The benefits of the commando’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance: A commando gains Endurance as a bonus feat at 3rd level.

Evasion (Ex): At 4th level and higher, a commando can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the commando is wearing light armor or no armor. A helpless commando does not gain the benefit of evasion.

Improved Combat Style (Ex): At 6th level, a commando’s aptitude in his chosen combat style (archery, dirty tricks, guerilla tactics, single weapon, two weapons, thrown weapons or unarmed combat) improves. He gains the listed feat (according to his choice) even if he does not have the normal prerequisites for that feat.

Archery – Manyshot
Dirty Tricks – Improved Feint
Guerilla Tactics – Shot on the Run
Single Weapon – Weapon Specialization
Two Weapons - Improved Two-Weapon Fighting
Thrown Weapons – Point Blank Shot
Unarmed Combat – Improved Grapple

As before, the benefits of the commando’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Blind Fighting: A commando gains Blind-Fight as a bonus feat at 7th level.

Woodland Stride (Ex): Starting at 7th level, a commando may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Improved Evasion (Ex): This ability works like evasion, except that while the commando still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless commando does not gain the benefit of improved evasion.

Combat Style Mastery (Ex): At 11th level, a commando’s aptitude in his chosen combat style (archery, dirty tricks, guerilla tactics, single weapon, two weapons, thrown weapons or unarmed combat) improves again. He gains the listed feat (according to his choice) even if he does not have the normal prerequisites for that feat.

Archery - Improved Precise Shot
Dirty Tricks – Improved Trip
Guerilla Tactics – Spring Attack
Single Weapon – Improved Critical
Two Weapons - Greater Two-Weapon Fighting
Thrown Weapons – Far Shot
Unarmed Combat – Stunning Fist

As before, the benefits of the commando’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Camouflage (Ex): A commando of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a commando of 17th level or higher can use the Hide skill even while being observed.
 

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Looks pretty well balanced compared to the ranger. Though I think sneak attack is more powerful than favored enemy you also gave up spells and animal companion which while those (well at least that latter) are admitedly weak abilities help balance it out.

Just one question, if you wanna play a mix of rogue and ranger why not multiclass thats what the rules are there for.
 

Aust Diamondew said:
Looks pretty well balanced compared to the ranger. Though I think sneak attack is more powerful than favored enemy you also gave up spells and animal companion which while those (well at least that latter) are admitedly weak abilities help balance it out.

Just one question, if you wanna play a mix of rogue and ranger why not multiclass thats what the rules are there for.

Well, the class isn't for me, it's for a player in my game. He liked the sneaky, woodsy warrior idea of the ranger but couldn't picture his character with the three things we got rid of- favored enemies, animal companions and spells. He wanted more of a modern day ranger, a 'special forces' type. So dropping some core ranger abilities for rogue was a better fit than just multiclassing.

Anybody else have comments or advice? Is the class balanced in respect to the ranger? How about with rogue? What about the new combat styles? Thrown weapons and unarmed combat are from Dragon magazine, but what about Dirty Tricks, Guerilla Tactics and Single Weapon? Do they seem balanced? Do they fit the concept? Does the single weapon style getting specialization take too much from the fighter? Does the class concept fill a good enough niche to be a 20-level "core" class?
 

At first glance, it looks really good. Sneak Attack is stronger than Favored Enemy, but weaker than Favored Enemy + Spells + Animal Companion, especially in such a slow progression.

I think it could use a boost at higher level -- the Ranger spell list is just excellent, as is having a high Use Magic Device check for a Rogue. Their listed benefits are not the whole of their capability. So, I'd suggest adding some high level mystical stuff -- perhaps based on their Combat Path, perhaps not. Stuff like Shadow Jump or alter self or perhaps an initiative bonus (like the Dread Commando PrC gains). This high level boost will also help offset my one complaint, which is...

Like a normal Ranger, this class is just too good for a one-level dip. I could easily see a human Rogue taking two levels of this class first, for access to Weapon Finesse and Weapon Focus and TWF before continuing life as a Rogue. That's not such a huge complaint, since it applies to a normal Ranger as well, albeit to a lesser degree.

Ooo, one more complaint: two groovy benefits at 10th level. Why not move Improved Evasion to 12th level instead?

Here's my revised Special Ability list, which takes into consideration all of the previous suggestions:

1: SA +1d6, Trapfinding
2: Combat Style
3: Endurance
4: Evasion
5: SA +2d6
6: Improved Combat Style
7: Blind-Fight
8: Woodland Stride
9: Swift Tracker, Init +2
10: SA +3d6
11: Greater Combat Style
12: Trackless Step, Init +4
13: Camoflage
14: A Thousand Faces
15: SA +4d6, Init +6
16: Silence at will
17: Hide in Plain Sight
18: Init +8
19: Darkness at will
20: SA +5d6, dimension door at will

Compare to a Rogue 10 / Ranger 3 / Horizon Walker 7.

Cheers, -- N
 

have you guys checked out the Scout base class from Complete Adventurer - and the Ranger with/out spells in Complete Warrior. Those might help out with this character.

Overall though, i really, REALLY like this class. It has a lot of flavour and gets rd of the Ranger's archetype crap. I think i might plunder this class (along with the Scout and Spelless Ranger) for my new base woodsman class - thanks for the great ideas :D.

IMO, the Ranger should be a PrC that is based off of Aragorn and others from LotR - he (or she) fights Orcs, Giants, Trolls and other evils, can use herbs to heal, and is a really good survival/warrior prestigue class in general.

but, hey, thats just me.

I do think that this class needs a little boost at higher levels - that's why you should plunder the Scout. Maybe a Speed boost?add in 20 or 30 feet over his career - +10 @ 6th, +20 (total) @ 12th, adn +30 (total) @ 18th?

Just a few thoughts :D
 

Some of your combat style feats are a little weak. The thing that makes the Ranger's combat styles so attractive is that you get to bypass some heavy prerequisites on the feats - both Manyshot and Improved TWF require Dex 17 and BAB +6, and both Improved Precise Shot and Greater TWF require Dex 19 and BAB +11 (making these feats top of the line at the level a single-classed ranger gets them). By comparison, getting Far Shot or Improved Trip at 11th level doesn't feel very exciting.
 

Hey, thanks for all the good feedback. And anyone who reads this, feel free to plunder from it all you like- or steal the whole thing once we get all the kinks worked out. ;)

Nifft and Staffan, I agree with you. I felt when I was writing it all out that the class could use a bit more at the higher levels. I wasn't sure how far to go with it because I was very concerned with making it balanced versus the ranger and rogue.

Against the ranger, the commando is weak. I realize now that when I initially wrote it up, I was thinking the ranger only got 4 skill pts. per level. I was doing it at work with only an online SRD and somehow missed that they actually get 6 SP. So I was thinking the "extra" SP + sneak attack balanced (a little on the weak side) compared to favored enemies, animal companions AND spells. Spells was the big point in the ranger's favor. Now that I know my mistake, I'm thinking the commando is definitely weak compared to the ranger.

At first glance, I'm tempted to add the ranger's spell ability to the commando. The ranger spell list is very useful, and would go very well with commando. A slightly modified list would fit better- perhaps dropping some of the directly animal and some nature oriented spells for something more commando-y. Magic weapon instead of magic fang, for instance, and a few others. But any swaps I could see would be for very similar type spells .

If you ignore spells for the moment, the commando basically gets sneak attack in exchange for favored enemies and animal companions. I'd say sneak attack wins in that regard, so I can't just give the commando spells and call it even. But how about Sudden Strike? Since you can't use it flanking it's not as powerful as sneak attack, so I think it would balance well with enemies and animals. If I keep it at the same progression as sneak attack was, then I think adding spells could work. What do you all think?

Give me a bit to work on a modified spell list and I'll post another write-up.
 

FoxWander said:
Anybody else have comments or advice?


Thrown weapons. Point blank shot at sixth level... personally I can't see a character who does thrown weapons waiting until sixth level to get point blank shot. Which brings me to my further thought
(Pause for quote)

Staffan said:
Some of your combat style feats are a little weak.

I agree. The one I noted being just from a cursory glance. I'd suggest giving a list of alternatives to apply, or perhaps just making a special feat list.

I'd also agree to a modified spell list. Although personally I'd prefer a few more special abilities. Don't forget that the rogue gets a list of special rogue only feats that are more powerful than normal feats accessable at tenth level. You could add something similiar to this, and I think that would make up for the loss of spell progression.

I don't like sudden strike as an alternative. Unless, of course, you also give the character some way to get hidden. The only reason it was workable in the Ninja was that classes ability to go invisible a limited number of times per day.
 


Brother Richard said:
First of al check out the scout as already stated and if you don't want it, MULTICLASS thats what it is for.
Hey man, no need to thread crap.

I suggested the scout as well, but you could hae put it nicer.

Multiclassing works, but only if XP penalties can be avoided - some folks can't avoid these too well, however (those who aren't humans or half-elves).

/N
 

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