Cas' Commando (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Adopter: Leziad (talk)
Original Author: Cas (talk)
Date Created: 25 July, 2009.
Date Adopted: 19 February, 2010
Status: Finished
Editing: Spelling and grammar only, please.
Scale.png Low - Moderate - High - Very High
 Ratings for this homebrew:
/ 4

 0 users favored it (4/4).
 1 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

Rate this article
Discuss this article


A commando is good at hiding, running silently, wearing heavy armor while doing the former and hitting guys and gals very hard.

Making a Commando[edit]

A commando is a damage-dealer able to hide, like a cross between a rogue and a fighter but without the actual multiclassing. A commando is better when she hides and strikes people very hard. However, sudden strike make her a tab less versatile in combat and some commandos are often reduced to the option of "I hit again.". No matter, a commando is a team player, able to give the party a good initiative boost, but it is also a good solo class able to infiltrate a building and dispatch anything or anyone in her way.

Abilities: A commando needs a good intelligence and constitution, however depending on the commando style, either a good dexterity or strength is required.

Races: A commando can be of any race, however more intelligent or dexterous races tend to be commando more often than others.

Alignment: Any.

Starting Gold: As rogue.

Starting Age: Moderate.

Table: The Commando

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Cooperative Initiative, Sudden Strike (1d6), Takeout, Trapfinding
2nd +2 +3 +3 +0 Fast-Paced Stealth, Uncanny Dodge
3rd +3 +3 +3 +1 Armored Stealth, Sudden Strike (2d6)
4th +4 +4 +4 +1 Camouflage, Only the 1st Blow Matters
5th +5 +4 +4 +1 Improved Uncanny Dodge, Sudden Strike (3d6)
6th +6/+1 +5 +5 +2 Improved Armored Stealth
7th +7/+2 +5 +5 +2 Sudden Strike (4d6)
8th +8/+3 +6 +6 +2 Evasion
9th +9/+4 +6 +6 +3 Sudden Strike (5d6)
10th +10/+5 +7 +7 +3 Always First
11th +11/+6/+1 +7 +7 +3 Sudden Strike (6d6)
12th +12/+7/+2 +8 +8 +4 Zen thoughts
13th +13/+8/+3 +8 +8 +4 Sudden Strike (7d6)
14th +14/+9/+4 +9 +9 +4 Hide in Plain Sight
15th +15/+10/+5 +9 +9 +5 Sudden Strike (8d6)
16th +16/+11/+6/+1 +10 +10 +5 Bonus feat
17th +17/+12/+7/+2 +10 +10 +5 Sudden Strike (9d6)
18th +18/+13/+8/+3 +11 +11 +6 Stealth Device
19th +19/+14/+9/+4 +11 +11 +6 Sudden Strike (10d6)
20th +20/+15/+10/+5 +12 +12 +6 Unlimited Assault

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Commando.

Weapon and Armor Proficiency: A commando starts with proficiencies with all simple and martial weapons and with one exotic weapon of her choice. She is also proficient with all types of armor and shields.

Cooperative Initiative (Ex): All allies (and the commando herself) within 30 feet of the commando gain a competence bonus on initiative equal to the commando's int modifier or half her commando level, whichever is lower, minimum of 1.

Sudden Strike (Ex): As seen in Complete Adventurer.

Takeout (Ex): Whenever a Commando deal lethal damages she can opt to deal non-lethal damage instead. This include her sudden strike ability.

Trapfinding: Commando can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.

Commando can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.

A commando 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.

Fast-Paced Stealth (Ex): At 2nd level a commando no longer suffers a penalty to Move Silently and Hide checks for moving or running.

Uncanny Dodge (Ex): At 2nd level, a commando 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 commando already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Armored Stealth (Ex): A 3rd level Commando no longer take penalty for hiding and moving silently when wearing medium armor.

At 6th level, the commando may also ignore penalties associated with hiding and moving silently with heavy armor.

Camouflage (Ex): A commando of 4th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Only the 1st Blow Matters (Ex): Whenever a 4th level Commando hits a flat-footed opponent the first time, she may double her sudden strike dice. This effect only applies to the first attack made against the creature; iterative attacks are unaffected.

Improved Uncanny Dodge (Ex): At 5th level and higher, a commando can no longer be flanked. This defense denies a rogue the ability to sneak attack the commando by flanking him, unless the attacker has at least four more rogue levels than the target has commando levels. 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 level a rogue must be to flank the character.

Evasion (Ex): At 8th level and higher, a commando can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the commando is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Always First (Ex): At 10th level, a commando roll her initiative check twice, taking the better result.

Zen Thoughts (Ex): At 12th level a Commando may take 10 on any skill or ability check even when stressed or threatened.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a commando of 14th level or higher can use the Hide skill even while being observed.

Stealth Device (Su): At 18th level, the commando gains the ability to be invisible as a full-round action. As per greater invisibility, however she can only be invisible for so long. After she spend 1 round per Commando class level invisible she then become visible again. This ability can be used at will.

Unlimited Assault (Ex): At 20th level a Commando is able to make a full-attack as a standard action.

Back to Main Page3.5e HomebrewClassesBase Classes

Leziad's Homebrew (3778 Articles)
AdopterLeziad +
Article BalanceHigh +
AuthorCas +
Identifier3.5e Class +
Rated ByFoxwarrior +
RatingRating Pending +
SummaryA battle rogue class made by Cas, loosely based on the dread commando PrC. +
TitleCas' Commando +