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:
Evasion:
Uncanny Dodge:
Improved Uncanny Dodge (Ex):
Trapfinding:
Trap Sense:
Special Abilities:
|
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:
Defensive Roll (Ex):
Improved Evasion:
Skill Mastery:
Slippery Mind:
Feat:
|
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 |
Commando Special Skills |
Decipher Script:
Open Lock:
|
Type of Lock |
DC |
Very Simple Lock |
15 |
Average Lock |
20 |
Good Lock |
30 |
Amazing Lock |
35 |
Disable Trap:
|
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 |
Pit Pocket:
|