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
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.
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
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.