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