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The commando specialises in hitting enemies hard and fast before slipping away undetected. Rogues drafted into the military or who seek combat service often follow this class, honing their sneak attack ability to an incredible degree, allowing them to strike enemies down from great distances and deal stinging blows that leave their foes dead or terribly injured.
Commandos often operate behind enemy lines, picking out sniper positions and organising ambushes against columns of troops or important targets. While behind enemy lines, the commando normally lives off the land, relying on his knowledge of the wilds to sustain him as he makes his way through hostile territory towards his objective.
Hit Die: d6.
To qualify to become a commando, a character must fulfil all the following criteria.
Base Attack Bonus: +4 or higher.
Feats: Point Blank Shot, Far shot.
Skills: Hide 8 ranks, Spot 4 ranks.
Special Ability: Sneak attack for at least 1d6 damage.
|Class Level||Base Attack||Fort Save||Ref Save||Save Will||Special|
|1||+1||+2||+2||+0||Live off the Land, Silent Strike|
|2||+2||+3||+3||+0||Sneak Attack +1d6|
|4||+4||+4||+4||+1||Sneak attack +1d6|
The commandos class
skills (and the key ability for each skill) are Balance (Dexterity), Climb (Strength), Hide (Dexterity), Intuit Direction (Wisdom), Listen (Dexterity), Move
Silently (Dexterity), Spot (Wisdom), and Wilderness
Skill points at each level: 2 + Intelligence modifier.
All of the following are
class features of the commando class.
Weapon and Armour Proficiency: The commando gains proficiency with simple and martial weapons, shields and light and medium armour.
Live Off the Land: When using his Wilderness Lore skill to keep himself safe and fed in the wild, the commando gains a +2 competence bonus to his check. He does not gain this bonus when using his skill for any other reason, including finding food and shelter for others. The commando learns to act as a solo operative in the wilderness but is not used to providing for others.
Silent Strike: When attacking from hiding with a ranged weapon, the commandos opponents must make a Spot check in order to determine his location. For each attack the commando makes after his first, his opponents gain a +2 competence bonus to their Spot checks. This bonus accumulates for a particular foe until he discovers the commandos position.
For example, a commando takes a shot from hiding at a squad of ogres. The ogres gain no bonus to their Spot check. The next round, the commando uses the full-attack action to fire two arrows. The ogres now gain a +4 bonus. If one ogre spots the commando but is then killed or otherwise put out of commission before he can warn his allies, the remaining ogres continue to accumulate a bonus.
Sneak Attack: This ability functions exactly like the rogue class ability. The commando gains an additional d6 of sneak attack damage at levels two and four. This bonus damage stacks with that gained from other classes, such as rogue.
Prepare Ambush: If the commando has an hour to prepare an ambush site, he may gain a +5 competence bonus when taking 20 with his Hide check. In addition, he may apply the result of this Hide check to a number of allies totalling up to two times his level in the commando class.
Sniper: The commando
drills tirelessly in the art of hitting his opponents vital areas from
a distance. He may use his Point Blank
Shot feat at ranges of up to 60 ft.,
that feat now grants him +2 to ranged attack rolls and damage and he may now
gain his sneak attack damage with ranged weapons from up to 60 ft. away from
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