Stealing the stars and putting them in your eyes...


Commando

Special Ops character that can have the skills to by pass security and the element of stealth on there side. They are swift silent and often used to assassinate people as well as retake hijacked ships or brake into fortified buildings.


Class Abilities

Level

Attack Base

Fortitude Save

Reflex Save

Will Save

Special

1

+0

+0

+2

+0

Sneak Attack +1d6, Trap Finding

2

+1

+0

+3

+0

Evasion

3

+2

+1

+3

+1

Sneak Attack +2d6, Trap Sense +1

4

+3

+1

+4

+1

Uncanny Dodge

5

+3

+1

+4

+1

Sneak Attack +3d6

6

+4

+2

+5

+2

Trap Sense +2

7

+5

+2

+5

+2

Sneak Attack +4d6

8

+6/+1

+2

+6

+2

Improved Uncanny Dodge

9

+7/+2

+3

+6

+3

Sneak Attack +5d6, Trap Sense +3

10

+8/+3

+3

+7

+3

Special Ability

11

+9/+4

+3

+7

+3

Sneak Attack +6d6

12

+9/+4

+4

+8

+4

Trap Sense +4

13

+10/+5

+4

+8

+4

Sneak Attack +7d6, Special Ability

14

+11/+6/+1

+4

+9

+4

15

+12/+7/+2

+5

+10

+5

Sneak Attack +8d6, Trap Sense +5

16

+12/+7/+2

+5

+10

+5

Special Ability

17

+12/+7/+2

+5

+10

+5

Sneak Attack +9d6

18

+13/+8/+3

+6

+11

+6

Trap Sense +6

19

+14/+9/+4

+6

+11

+6

Sneak Attack +10d6, Special Ability

20

+15/+10/+5

+6

+12

+6



Class Features

Personal Firearms Proficiency - allows a character to make this sort of attack without penalty. If a character isn't proficient in personal firearms, he or she takes a –4 penalty on attacks with that type of weapon. Characters must select what class of weapon and whethere it's long arm or pistol. Any attempts to use another firearm out of its class will result in a -2 penalty.

Exotic Firearms Proficiency - Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers. This allows a character to make this sort of attack without penalty. If a character isn't proficient in exotic firearms, he or she takes a –4 penalty on attacks with that type of weapon. Any attempts to use another firearm out of its class will result in a -2 penalty.

Simple Melee Weapons Feat - Choose a type of simple weapon, such as dagger or staff. You understand how to use that type of simple weapon in combat. The character makes attack rolls with simple weapons normally. A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons. Any attempts to use another firearm out of its class will result in a -2 penalty.

Martial Melee Weapons Feat - Choose a type of martial weapon, such as long sword. You understand how to use that type of martial weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic listin the class description.

Armor Profiency (Light) - This feat allows character to wear light armor.

Armor Profiency (Medium) - This feat allows character to wear medium armor.

Hit Point Increase - Commando HP Increases 8 every level. (Not a feat)

Starting Credits - 4d4 x 100



Class Abilities

Sneak Attack:

  • If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue 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 rogue can make a sneak attack that deals nonlethal damage insteadof lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue 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 rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Arogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Evasion:

  • At second level, a rogue gains evasion. If exposed to any effect that normally allows a character to attempt a reflex saving throws for half damage (such as fireball), she takes no damage with a successful saving throw. Evasion can only be used if the commando has light or no armor.

Uncanny Dodge:

  • Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge.

Improved Uncanny Dodge (Ex):

  • A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Trapfinding:

  • Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical 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. Rogues (and only rogues) 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 rogue 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 her party) without disarming it.

Trap Sense:

  • At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Special Abilities:

  • On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.


Special Abilities Abilities

On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike:

  • Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex):

  • The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability, does not apply to the defensive roll.

Improved Evasion:

  • This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. Ahelpless rogue does not gain the benefit of improved evasion.

Skill Mastery:

  • The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. Arogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind:

  • This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat:

  • A rogue may gain a bonus feat in place of a special ability.


Class Skills

Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Computer Use (Int), Driving (Dex) Pilot (Dex) and Use Rope (Dex).

Skill Points at 1st Level: (8 + Int modifer) x 4
Skill Points at Each Additional Level: 8 + Int Modifer



Commando Special Skills

Decipher Script:

  • Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.) Both the Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can't tell whether the conclusion you draw is true or false.
  • Action: Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions).
  • Try Again: No.
  • Special: A character with the Diligent feat gets a +2 bonus on Decipher Script checks.
  • Synergy: If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks involving scrolls

Open Lock:

  • Check: The DC for opening a lock varies from 20 to 40, depending on the quality of the lock, as given on the chart below. Attempting an Open Lock check without a unlocking device for automatic doors or lock picks they gain imposes a -2 circumstance penalty on the check.

Type of Lock

DC

Very Simple Lock

15

Average Lock

20

Good Lock

30

Amazing Lock

35

  • Action: Opening a lock is a full-round action.
  • ** Special:** If you have the Nimble Fingers feat, you get a +2 bonus on Open Lock checks. Characters who are attempting to opening an automatic door can tell what kind of enviormenet by seeing the security state the door is currently in.

Disable Trap:

  • Check: The Disable Device check is made secretly, so that you don't necessarily know whether you've succeeded. The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you're attempting some sort of sabotage, you think the device is disabled, but it still works normally.

Type of Trap

DC

Time

Simple (Trip wire)

10

1 Round

Tricky (Sabotage Device)

15

1d4 Rounds

Difficult (Terrible Trap)

20

2d4 Rounds

Wicked (Complex Trap)

25

2d4 Rounds

  • Action: The amount of time needed to make a Disable Device check depends on the task, as noted above. Disabling a simple device takes 1 round and is a full-round action. An intricate or complex device requires 1d4 or 2d4 rounds.
  • Try Again: Varies. You can retry if you have missed the check by 4 or less, though you must be aware that you have failed in order to try again.
  • Special: If you have the Nimble Fingers feat, you get a +2 bonus on Disable Device checks. A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it (along with her companions) without disarming it.
  • Restriction: Rogues (and other characters with the trapfinding class feature) can disarm magic traps. A magic trap generally has a DC of 25 + the spell level of the magic used to create it. The spells fire trap, glyph of warding, symbol, and a teleportation circle also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic traps against which a rogue can't disable.

Pit Pocket:

  • You can cut or lift a purse and hide it on your person, palm an unattended object or perform some feat of legerdemain with an object no larger than a hat or a loaf of bread. A check against DC 10 lets you palm a coin-sized, unattended object. Minor feats of legerdemain, such as making a coin disappear, are also DC 10 unless an observer is determined to note where the item went. If someone is watching, the DC increases depending on the amount of skill points the person has in spot. Failure by or more means you've been figured out and the party you've been trying to rob, or trick knows what has occurred.
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