Cas' Commando (3.5e Class)
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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
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.
Starting Gold: As rogue.
Starting Age: Moderate.
|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)|
|9th||+9/+4||+6||+6||+3||Sudden Strike (5d6)|
|11th||+11/+6/+1||+7||+7||+3||Sudden Strike (6d6)|
|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)|
|17th||+17/+12/+7/+2||+10||+10||+5||Sudden Strike (9d6)|
|19th||+19/+14/+9/+4||+11||+11||+6||Sudden Strike (10d6)|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
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.
Takeout (Ex): Whenever a Commando deal lethal damages she can opt to deal non-lethal damage instead. This include her sudden strike ability.
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.
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.
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.