Commando PrC
A commando is a highly trained soldier who is capable of carrying out high-risk missions behind enemy lines alone or in small groups.
BECOMING A COMMANDO
Hit Die: d10.
Requirement
ENTRY REQUIREMENTS
Base Attack Bonus: +4.
Feats: Alertness, Improved Unarmed Strike.
Skills: Climb 3 ranks, Disable Device 3 ranks, Stealth 6 ranks, Survival 6 ranks, Swim 3 ranks.
Class Skills
The Commando's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Table: Commando
Level | Base Attack
Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +1 | +1 | +0 | Cover of darkness, powerful pugilist |
2nd | +2 | +1 | +1 | +1 | Sneak attack +1d6, uncanny dodge, wild stride |
3rd | +3 | +2 | +2 | +1 | Behind enemy lines (+2), trackless step |
4th | +4 | +2 | +2 | +1 | Armored ease (–3), improved uncanny dodge |
5th | +5 | +3 | +3 | +2 | Sneak attack +2d6, stealthy movement, trapsmith |
6th | +6 | +3 | +3 | +2 | Behind enemy lines (+3), survivor’s spirit |
7th | +7 | +4 | +4 | +2 | Camouflage, steady aim |
8th | +8 | +4 | +4 | +3 | Hide in plain sight, sneak attack +3d6 |
9th | +9 | +5 | +5 | +3 | Behind enemy lines (+4), fearless |
10th | +10 | +5 | +5 | +3 | Armored ease (–6), death attack, undetectable |
Class Features
All of the following are class features of the Commando.
Weapon and Armor Proficiency
Commando do not gain proficiency with any additional weapons or armor.
Cover of Darkness (Ex)
A commando gains darkvision with a range of 30 feet and low-light vision. If he already has darkvision, the range of his darkvision increases by 30 feet.
Powerful Pugilist (Ex)
A commando skill allows him to better utilize his unarmed strikes to their fullest potential. If his target is flat-footed, he inflicts an additional 2d6 points of damage against his foe with his unarmed strike; this is precision damage.
If the commando has levels in the brawler, monk, or another class that allow the scaling of the unarmed strike damage, commando levels stack with levels in that class for the purpose of calculate the final damage.
If the commando has no levels in that class, his base unarmed strike damage now deals the same damage of a monk of 1st level.
Sneak Attack
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd level and every third level (5th, 8th). If a commando gets a sneak attack bonus from another source, the bonuses on damage stack.
Uncanny Dodge (Ex)
At 2nd level, a commando gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A commando with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a commando already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Wild Stride (Ex)
Starting at 2nd level, a commando learns to move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield.
He may also move his full speed when he succeeds on a Swim check, and he may move through any sort of natural difficult terrain (such as natural thorns, briars, overgrown areas, deep snow, sand, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise.
Provided he starts his turn on normal ground, the commando can move on any surface as if it were the ground, like walls and ceilings. He falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way.
He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water.
Behind Enemy Lines (Ex)
Commandos are accustomed to acting alone. At 3rd level, when no ally is within 30 feet of the commando, he gains a +2 bonus on attack and weapon damage rolls. This bonus increases by +1 at 6th level and every three levels thereafter.
Trackless Step (Ex)
Starting at 3rd level, a commando leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Improved Uncanny Dodge (Ex)
At 4th level and higher, a commando can no longer be flanked. This defense denies enemies the ability to sneak attack the commando by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the commando has BaB.
Armored Ease (Ex)
A commando learn to adapt his movements to the restrictive nature of armor. Beginning at 4th level, a commando reduce the armor check penalty of any armor and shield with which he is proficient by 3 (to a minimum of 0) and medium armor no longer impart speed penalty to him. At 8th level, this reduction increases to 6 (to a minimum of 0) and heavy armor no longer impart speed penalty to him.
Stealthy Movement (Ex)
A commando learn to remain quiet and hidden even while mobile. At 5th level, a commando can move at full speed using the Stealth skill without penalty, and he can run using the Stealth skill taking a –10 penalty to the check.
Trapsmith
At 5th level, a commando can learn how to create one ranger trap. A commando can use a known trap a number of times per day equal to his highest mental modifier (minimum 1). The DC for a commando’s trap is equal to 10 + ½ his BaB + his highest mental modifier, and it lasts 1 day per level in the commando class he has.
A commando can set only extraordinary ranger traps with this ability; as with extraordinary ranger traps, the trap DC for these traps has a –2 penalty.
Every 3 days, the commando can change the selected trap.
Survivor’s Spirit (Ex)
At 6th level, a commando add his Command levels to Fortitude saves against disease and poison and all Constitution checks.
Camouflage (Ex)
A commando of 7th level or higher can use the Stealth skill to hide, even if the terrain doesn’t grant cover or concealment.
Steady Aim (Ex)
Starting at 7th level, a commando gains a +4 bonus to any readied attack action.
Hide in Plain Sight (Ex)
A commando of 8th level or higher can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a commando can hide herself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Fearless (Ex)
A commando of 9th level or higher gains immunity to fear.
Death Attack (Ex)
If a commando of 10th level studies his victim for one round and then makes a sneak attack that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (commando’s choice). Studying the victim is a standard action. The death attack fails if the target detects the commando or recognizes the commando as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the commando’s class level + the commando’s highest mental modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the commando. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the commando has completed the round of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the commando does not launch the attack within 3 rounds of completing the study, a new round of study are required before he can attempt another death attack.
Undetectable (Ex)
At 10th level, a commando is under a constant extraordinary
mind blank effect. Unlike the normal
mind blank, this does not give the usual resistance bonus against mind-affecting. Also, a commando existence is so tenuous that he cannot be detected with strange sense. Creatures using unusual forms of sensory perception such as blindsight, greensight, scent or tremorsense cannot automatically foil the commando use of Stealth; such creatures must make a Perception check as normal to detect him when he makes use of the Stealth skill. This ability foils indirect detection (such as a creature using
detect magic to search for the commando magical items while he’s using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spell-like abilities, and / or supernatural abilities specifically used to uncover information about him rather than enhancing the user's perception, such as the
augury spell.