Special Ops

SolidSnake

First Post
OK, so maybe DnD isn't the best system to try to make a character in this way, but I figure someone in this forum has thought about it before:) What I was envisioning was a character out of Force Recon or something along those lines (think guerilla warefare and urban assault). I am thinking Ranger/Fighter is the best option for something like this, but I just don't know. Does anyone have any idea how to construct this soldier? I am trying to come up with an entire organization of these people...something the Kingdom deploys in the most dire of circumstances.
 

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Commando PrC from the Quintessential Rogue book from Mongoose Publishing just about fits what your looking for i believe.

EDIT: Or maybe not...its more of a sniper type rogue, except with fewer skill points, and fewer class skills....it only gets 2 + Int mod skill points per level. but at 5th level Commando, you can sneak attack and use Point Blank Shot at up to 60 feet, you can prepare ambushes at level 3 (gets a +5 bonus when taking 20 on hide and can apply the results of this to a nuber of allies totalling up to 2 times his Commando class level.) his sneak attack damage keeps goin up also. Not sure if this is what you want.
 
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Fighters are right out, since you need lots of skills. Feats are only really needed for flavor.

Every special ops force has several different people carrying out several roles, so you'll need "archetypes".

Every character should have an Int and Wis of at least 11. One of the things they look for is mental resolve (can you operate while wounded, do you panic, can you stay awake for three days straight, etc).

Sniper
There is usually one sniper per squad
You need a really high Dex and everything that can boost your attack range (eg Far Shot, longbow of distance, etc).
You need Hide (maximized!) as well, and Spot is useful too. You have to be really patient to be a sniper. For instance, if while you're crouching and watching a target, a wild animal sniffs you, you must not move at all!. Furthermore, you must pick your target wisely, and not just shoot targets of oppurtunity.
A magic item that gives you Invisibility is very useful, since you'll usually be too fear away for See Invisible to detect you.

Explosives Expert
Not very common in a fantasy setting for obvious reasons, you could play a rogue, expert or (rarely) a wizard, preferably multiclased. All you need is Alchemy and maybe some Craft skills. Any stealth skill is also quite good.

Commander
You need Gather Information and all kinds of communication and spying equipment (eg Crystal Balls). You also need something to protect yourself from Detect Scrying spells. The commander is usually not the best fighter in the group.

Asassin
Any rogue will do, naturally. You just need really good stealth, Find Traps, and perceptive abilities to avoid your enemy (and avoid being surprised by them). Invisiblity is less useful here, since you will approach your enemies closely. Find your target, kill them, and then find some way of escaping (eg a Cape of the Mountebank).

Soldiers
Usually rangers, but they could be fighters (barbarians need not apply), they need big weapons but light armor so they can move stealthily. (Eg a greatsword and studded leather.) You need a really clear head (high Int, Wis) and a good control on your temper. You'll need to draw the enemy from established positions, lure them into ambushes, avoid traps, etc.
 


Crothian, what company puts that out?

I think a Rogue/Monk would be the best venue. Monks aren't immediately the weapons expert, but 'dropping through the skylight and breaking necks left and right' is generally their forte.
 

Xarlen said:
Crothian, what company puts that out?

Let me check....Penumbra. It's for 1st -3rd level characters, but it has a lot of room for expanding ideas. For instance there is a rumour section, and I took each of the five rumors and expanded them all into full adventures. So, one little module I used for for over 8 gaming sessions.

"At this point, we've arrived at the heart of the scenerio. The design goal of Three Days to Kill is to simulate a Tom Clancy style Special Ops mission, but in a sword and Sorcery setting."

Personally, I just clicked with this modules. It was perfectly easy to adapt. The PCs at the time where of 5th to 6th level, but I had no problems adjusting the module to challenge them. There are a lot of good ideas that can be expanded on, and that's what I did.
 


Okay, that's just odd. It's actually Atlas Games. Why it has Penumbra in big bold letters (second in size only to the name of the module) I'll never know. Sorry, about the mis information there.
 


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