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<blockquote data-quote="Beefermatic" data-source="post: 7268178" data-attributes="member: 6670757"><p>Ah the Commando, this is a favorite of my gaming group, hope you enjoy. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>(side note, my classes are balanced for Pathfinder Core Classes not base 3.5)</p><p></p><p><span style="font-size: 18px"><u><strong>COMMANDO</strong></u></span></p><p></p><p>Elite soldiers, hardened mercenary veterans, and early black ops, Commandos are soldiers who bridge the gap between fighter, ranger, and rogue, unlike a rogue they are able to stand toe to toe with the toughest foe but unlike a fighter they have learned the value of quick and hard strikes from the shadows and have an uncanny ability to avoid attacks.</p><p></p><p>Commandos are very slippery attackers and rely on their ability to ambush, sneak attack and use their agility to outmaneuver foes, and can deal incredible damage in the opening rounds of combat. Their real power lies on their capability to enter and leave combat, seem to disappear even from all kinds of foes spellcasters and rangers alike, and at higher levels can kill foes instantly.</p><p></p><p><strong>BAB: </strong>+1/hd As Fighter</p><p><strong>Good Saves:</strong> Fort/Ref</p><p><strong>HD:</strong> d10</p><p></p><p><strong>Skills:</strong> 6+Int Acrobatics, Bluff, Climb, Command, Craft, Disable Device, Diplomacy, Disguise, Escape Artist, Heal, Intimidate, Knowledge Dungeoneering, Knowledge Engineering, Knowledge Geography, Knowledge Nature, Perception, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device</p><p></p><p><strong>Weapon and Armor Proficiencies: </strong>All Simple and Martial weapons, Estocs, Whips, Scorpion Whips, Garrote Wires, Bastard Swords, Light Armors, Medium Armor, Banded Mail, All Shields except Tower Shields</p><p></p><p><span style="font-size: 12px"><strong>CLASS ABILITIES</strong></span></p><p></p><p>1: Fast Movement, Tactical Step, Ambush 1d6, Sneak Attack 1d6, Imp Unarmed Strike, Survivalist</p><p></p><p>2: Trapfinding, Combat Style Feat</p><p></p><p>3: Ambush 2d6, Garrote Specialization</p><p></p><p>4: Evasion, Endurance</p><p></p><p>5: Ambush 3d6, Sneak Attack 2d6, Tactical Step +1, Garrote</p><p></p><p>6: Combat Style Feat, Trap Sense+1</p><p></p><p>7: Ambush 4d6, Efficiency</p><p></p><p>8: Uncanny Dodge</p><p></p><p>9: Ambush 5d6, Sneak Attack 3d6, Trapsense+2</p><p></p><p>10: Tactical Step +2, Unarmed Strike 1d6, Combat Style Feat, Improved Ambush, Uncanny Stealth</p><p></p><p>11: Ambush 6d6</p><p></p><p>12: Hide in Plain Sight, Trapsense +3</p><p></p><p>13: Ambush 7d6, Sneak Attack 4d6, Silent Takedown</p><p></p><p>14: Unarmed Strike 1d8, Combat Style Feat, Uncanny Evasion</p><p></p><p>15: Ambush 8d6, Tactical Step +3, Trapsense +4, Backstab</p><p></p><p>16: CQC</p><p></p><p>17: Ambush 9d6, Sneak Attack 5d6</p><p></p><p>18: Unarmed Strike 1d10, Combat Style Feat, Trapsense +5</p><p></p><p>19: Ambush 10d6, Neck Break</p><p></p><p>20: Tactical Step +4, Ambush Mastery</p><p></p><p></p><p><strong>Fast Movement (Ex):</strong> While wearing no, or light armor gain +10 to your movement speed, at 10th level applies to medium armor as</p><p>well.</p><p></p><p><strong>Tactical Step (Ex):</strong> Can take a 5 ft step as an immediate action. Can make additional 5 ft steps in a single round equal to the number shown.</p><p></p><p>The Commando can take a 5 ft step as an Immediate Action this can be used in addition to standard movement every round. At 5th level and every 5 levels thereafter, the Commando gains one additional 5ft Tactical Step, each can be used independently and split up over the course of a single round.</p><p></p><p>Tactical Step can only be used if the commando is not flat footed, or otherwise denied his Dex to AC.</p><p></p><p><em>(Immediate Actions can be used during another person’s round or your own, thusly you can use this to dodge incoming attacks by simply stepping out of the way of blows, dodge line attacks, or boost your movement speed, etc.)</em></p><p></p><p><strong>Ambush:</strong> During a surprise round, or if you go first in initiative during the first round, deal d6 extra precision based damage with all melee and ranged attacks up to 30' away.</p><p></p><p><strong>Sneak Attack:</strong> As Rogue</p><p></p><p><strong>Survivalist (Ex):</strong> Gain +1/2 Commando level bonus to Stealth and Survival Skill checks</p><p></p><p><strong>Trap Finding (Ex):</strong> Gain +1/2 Commando level bonus to Perception; and 1/2 Commando level to Disable Device checks vs Traps</p><p></p><p><strong>Combat Style :</strong> As the Ranger Ability, may choose alternate combat styles if desired up to DM Discretion.</p><p></p><p><strong>Evasion (Ex):</strong> As Rogue</p><p></p><p><strong>Garrote Specialization:</strong> Gain use of Garrote Wires, if used as part of a Grapple/CMB attempt, gain indicated automatic damage plus Strength and a half in addition to standard grappling rules as long as it’s applied. Locking Mechanisms allow you to set the Garrote and not have to continue the grapple.</p><p></p><p><em>Wire/Cord:</em> 1d4 bld 1cp Break DC 16</p><p><em>Piano Wire:</em> 1d6 slsh 10sp Break DC 25</p><p><em>Steel, Mechanized "Professional" Garrote Wire:</em> slsh 1d8 250gp Break DC 22 Locking Mechanism</p><p><em>Diamond Toothed Mithral Cutting Wire:</em> 1d10 slsh 1000gp Break DC 30 Locking Mechanism</p><p></p><p><strong>Garrote: (Ex)</strong> +4 CMB/CMD (Grapple Checks) while using a Garrote Wire</p><p></p><p><strong>Trapsense (Ex): </strong>+1 to Saves/AC vs Traps, these bonuses rise to +2 when the Commando reaches 9th Level, +3 at 12th Level, +4 at 15th Level, and +5 at 18th level. Trapsense bonuses gained from multiple classes stack.</p><p></p><p><strong>Efficiency (Ex):</strong> Gain an immediate melee attack on any foe within reach immediately after felling a foe.</p><p></p><p><strong>Uncanny Dodge (Ex):</strong> Cannot be caught flatfooted, do not lose Dex vs invisible attackers. Can still be feinted</p><p> </p><p><strong>Unarmed Strike:</strong> As a 1st level Monk. Stacks with similar abilities.</p><p></p><p><strong>Improved Ambush:</strong> Can make additional Ambush attacks on foes you can successfully evade and hide from during combat.</p><p></p><p><strong>Uncanny Stealth (Ex):</strong> Gain a +10 Circumstance bonus to Stealth checks when hiding in or behind objects, (under a box), foliage, or otherwise using the environment to help camouflage yourself.</p><p></p><p><strong>Hide In Plain Sight (Ex):</strong> Can hide even while being observed as long as you have access to reasonable cover.</p><p></p><p><strong>Silent Take Down (Ex):</strong> If you can kill an opponent within a surprise round, you can make an opposed Stealth check vs any opponent within earshot to avoid audible detection.</p><p></p><p><strong>Uncanny Evasion (Ex):</strong> If you successfully avoid damage from an AOE attack you may make an immediate 5ft step and a stealth check to disappear using the aoe attack as a distraction.</p><p></p><p><strong>Backstab (Ex):</strong> Apply Ambush damage to enemies you successfully feint, flank, or simply get directly behind, does not work against those without proper anatomy (oozes, etc) or those with Improved Uncanny Dodge.</p><p></p><p><strong>CQC (Ex): </strong>Gain 1 free additional Unarmed melee attack any time you make either a standard or full round attack. Applies to attacks of opportunity.</p><p></p><p><strong>Neck Break (Ex):</strong> If you can successfully get directly behind an opponent without being detected during a surprise round you can make an immediate Melee Coup de Grace using your base Unarmed Melee damage. Must succeed on a standard Coup De Grace attempt, only effects opponents up to +1 Size Category larger than yourself.</p><p></p><p><strong>Ambush Mastery:</strong> May Ambush anytime an opponent is flanked or otherwise loses their Dex bonus to AC</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 7268178, member: 6670757"] Ah the Commando, this is a favorite of my gaming group, hope you enjoy. :) (side note, my classes are balanced for Pathfinder Core Classes not base 3.5) [SIZE=5][U][B]COMMANDO[/B][/U][/SIZE] Elite soldiers, hardened mercenary veterans, and early black ops, Commandos are soldiers who bridge the gap between fighter, ranger, and rogue, unlike a rogue they are able to stand toe to toe with the toughest foe but unlike a fighter they have learned the value of quick and hard strikes from the shadows and have an uncanny ability to avoid attacks. Commandos are very slippery attackers and rely on their ability to ambush, sneak attack and use their agility to outmaneuver foes, and can deal incredible damage in the opening rounds of combat. Their real power lies on their capability to enter and leave combat, seem to disappear even from all kinds of foes spellcasters and rangers alike, and at higher levels can kill foes instantly. [B]BAB: [/B]+1/hd As Fighter [B]Good Saves:[/B] Fort/Ref [B]HD:[/B] d10 [B]Skills:[/B] 6+Int Acrobatics, Bluff, Climb, Command, Craft, Disable Device, Diplomacy, Disguise, Escape Artist, Heal, Intimidate, Knowledge Dungeoneering, Knowledge Engineering, Knowledge Geography, Knowledge Nature, Perception, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device [B]Weapon and Armor Proficiencies: [/B]All Simple and Martial weapons, Estocs, Whips, Scorpion Whips, Garrote Wires, Bastard Swords, Light Armors, Medium Armor, Banded Mail, All Shields except Tower Shields [SIZE=3][B]CLASS ABILITIES[/B][/SIZE] 1: Fast Movement, Tactical Step, Ambush 1d6, Sneak Attack 1d6, Imp Unarmed Strike, Survivalist 2: Trapfinding, Combat Style Feat 3: Ambush 2d6, Garrote Specialization 4: Evasion, Endurance 5: Ambush 3d6, Sneak Attack 2d6, Tactical Step +1, Garrote 6: Combat Style Feat, Trap Sense+1 7: Ambush 4d6, Efficiency 8: Uncanny Dodge 9: Ambush 5d6, Sneak Attack 3d6, Trapsense+2 10: Tactical Step +2, Unarmed Strike 1d6, Combat Style Feat, Improved Ambush, Uncanny Stealth 11: Ambush 6d6 12: Hide in Plain Sight, Trapsense +3 13: Ambush 7d6, Sneak Attack 4d6, Silent Takedown 14: Unarmed Strike 1d8, Combat Style Feat, Uncanny Evasion 15: Ambush 8d6, Tactical Step +3, Trapsense +4, Backstab 16: CQC 17: Ambush 9d6, Sneak Attack 5d6 18: Unarmed Strike 1d10, Combat Style Feat, Trapsense +5 19: Ambush 10d6, Neck Break 20: Tactical Step +4, Ambush Mastery [B]Fast Movement (Ex):[/B] While wearing no, or light armor gain +10 to your movement speed, at 10th level applies to medium armor as well. [B]Tactical Step (Ex):[/B] Can take a 5 ft step as an immediate action. Can make additional 5 ft steps in a single round equal to the number shown. The Commando can take a 5 ft step as an Immediate Action this can be used in addition to standard movement every round. At 5th level and every 5 levels thereafter, the Commando gains one additional 5ft Tactical Step, each can be used independently and split up over the course of a single round. Tactical Step can only be used if the commando is not flat footed, or otherwise denied his Dex to AC. [I](Immediate Actions can be used during another person’s round or your own, thusly you can use this to dodge incoming attacks by simply stepping out of the way of blows, dodge line attacks, or boost your movement speed, etc.)[/I] [B]Ambush:[/B] During a surprise round, or if you go first in initiative during the first round, deal d6 extra precision based damage with all melee and ranged attacks up to 30' away. [B]Sneak Attack:[/B] As Rogue [B]Survivalist (Ex):[/B] Gain +1/2 Commando level bonus to Stealth and Survival Skill checks [B]Trap Finding (Ex):[/B] Gain +1/2 Commando level bonus to Perception; and 1/2 Commando level to Disable Device checks vs Traps [B]Combat Style :[/B] As the Ranger Ability, may choose alternate combat styles if desired up to DM Discretion. [B]Evasion (Ex):[/B] As Rogue [B]Garrote Specialization:[/B] Gain use of Garrote Wires, if used as part of a Grapple/CMB attempt, gain indicated automatic damage plus Strength and a half in addition to standard grappling rules as long as it’s applied. Locking Mechanisms allow you to set the Garrote and not have to continue the grapple. [I]Wire/Cord:[/I] 1d4 bld 1cp Break DC 16 [I]Piano Wire:[/I] 1d6 slsh 10sp Break DC 25 [I]Steel, Mechanized "Professional" Garrote Wire:[/I] slsh 1d8 250gp Break DC 22 Locking Mechanism [I]Diamond Toothed Mithral Cutting Wire:[/I] 1d10 slsh 1000gp Break DC 30 Locking Mechanism [B]Garrote: (Ex)[/B] +4 CMB/CMD (Grapple Checks) while using a Garrote Wire [B]Trapsense (Ex): [/B]+1 to Saves/AC vs Traps, these bonuses rise to +2 when the Commando reaches 9th Level, +3 at 12th Level, +4 at 15th Level, and +5 at 18th level. Trapsense bonuses gained from multiple classes stack. [B]Efficiency (Ex):[/B] Gain an immediate melee attack on any foe within reach immediately after felling a foe. [B]Uncanny Dodge (Ex):[/B] Cannot be caught flatfooted, do not lose Dex vs invisible attackers. Can still be feinted [B]Unarmed Strike:[/B] As a 1st level Monk. Stacks with similar abilities. [B]Improved Ambush:[/B] Can make additional Ambush attacks on foes you can successfully evade and hide from during combat. [B]Uncanny Stealth (Ex):[/B] Gain a +10 Circumstance bonus to Stealth checks when hiding in or behind objects, (under a box), foliage, or otherwise using the environment to help camouflage yourself. [B]Hide In Plain Sight (Ex):[/B] Can hide even while being observed as long as you have access to reasonable cover. [B]Silent Take Down (Ex):[/B] If you can kill an opponent within a surprise round, you can make an opposed Stealth check vs any opponent within earshot to avoid audible detection. [B]Uncanny Evasion (Ex):[/B] If you successfully avoid damage from an AOE attack you may make an immediate 5ft step and a stealth check to disappear using the aoe attack as a distraction. [B]Backstab (Ex):[/B] Apply Ambush damage to enemies you successfully feint, flank, or simply get directly behind, does not work against those without proper anatomy (oozes, etc) or those with Improved Uncanny Dodge. [B]CQC (Ex): [/B]Gain 1 free additional Unarmed melee attack any time you make either a standard or full round attack. Applies to attacks of opportunity. [B]Neck Break (Ex):[/B] If you can successfully get directly behind an opponent without being detected during a surprise round you can make an immediate Melee Coup de Grace using your base Unarmed Melee damage. Must succeed on a standard Coup De Grace attempt, only effects opponents up to +1 Size Category larger than yourself. [B]Ambush Mastery:[/B] May Ambush anytime an opponent is flanked or otherwise loses their Dex bonus to AC [/QUOTE]
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