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  1. *Book - Fields of Blood*
  2.  
  3. Commando
  4.  
  5. A commando succeeds where all others fail. No mission is too dangerous
  6. for this cunning, mobile soldier. He always travels light, placing him at
  7. a decided disadvantage against heavily armed and armored fighters in a
  8. fair fight. However like life, war is rarely fair. Instead of depending upon
  9. brawn and steel to win the day, the commando relies on stealth — both
  10. of foot and blade — deception and ingenuity to neutralize opponents that
  11. stand between him and his objective. Unlike conventional troops, which
  12. are organized into larger units, the commando is typically part of a small
  13. team or a lone warrior. In most military encounters, numerical superiority
  14. plays a decisive role in a battle’s outcome, but not in the commando’s
  15. case. He and his colleagues become one with the terrain, moving through
  16. tall grasses to halt infantry and cavalry troops dead in their tracks. The
  17. lightly armored and dexterous ranger uses such natural obstacles and
  18. barriers to slip behind enemy lines with relative ease and incapacitate
  19. foes without attracting attention to his clandestine activities. Though
  20. few, if any, witness the commando in action firsthand, the aftermath is
  21. unmistakable. Whether he rescued prisoners, destroyed a critical supply
  22. depot, slew an important military figure or dispatched a group of sentries,
  23. his destructive wake leaves a ruinous toll on the enemy.
  24. Weapon and Armor Proficiency: Commandos are proficient with
  25. all simple and martial weapons and with light armor and shields (except
  26. tower shields).
  27.  
  28. Commando: At 1st level, a commando adds Disable Device to his list
  29. of class skills and removes Handle Animal from his list of class skills.
  30.  
  31. Sneak Attack (Ex) At 1st level, a commando inflicts +1d6 points of
  32. damage against targets within 30 feet that he flanks or that are denied their
  33. Dex bonus to AC against him. This damage increases by +1d6 at 5th level
  34. and every five levels thereafter. This ability replaces favored enemy.
  35.  
  36. Cover of Darkness (Ex) At 1st level, a commando gains low-light
  37. vision. If he already has low-light vision, he gains darkvision with a
  38. range of 30 feet. If he already has darkvision, the range of his darkvision
  39. increases by 30 feet. This ability replaces wild empathy.
  40.  
  41. Behind Enemy Lines (Ex) Commandos are accustomed to acting
  42. alone. At 4th level, when no ally is within 30 feet of the commando, he
  43. gains a +1 morale bonus on attack and weapon damage rolls. This bonus
  44. increases by +1 at 8th level and every four levels thereafter to a maximum
  45. of +5 at 20th level. This ability replaces hunter’s bond.
  46.  
  47. Dastardly Finish (Ex) At 11th level, a commando gains the Dastardly
  48. Finish feat as a bonus feat, even if he does not meet the prerequisites.
  49. This feat appears in the Pathfinder Roleplaying Game Advanced Player’s
  50. Guide. This ability replaces quarry.
  51.  
  52. Pinpoint Targeting (Ex) At 19th level, a commando gains the Pinpoint
  53. Targeting feat as a bonus feat, even if he does not meet the prerequisites.
  54. If he already has this feat, he can instead take any combat feat, but he must
  55. meet the feat’s prerequisites. This ability replaces improved quarry.
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