Commando
The Commandos of Sulos have learned to tap into the Font of Nature to shift forms into a more feral and wild creature, granting numerous useful abilities. They are also master skirmishers and hunters who move swiftly through any terrain, striking at their enemies, and mercilessly tracking their prey. They have keen vision and a wealth of knowledge about the environment and the natural world. They are the consummate explorers, and perfectly home in the wilds.
Their numbers however are dwindling. As the world of Sulos is gradually settled and industrialized, and the wild realms are tamed and bent under the thumb of man, dwarf, and goblinoid, the ranger is gradually becoming less important. In time there may be no need for his skills at all, though fortunately (for the time being) there still remain vast expanses of unspoiled tundra, deserts, and forests, where the ranger remains active and vigilant.
Hit Die: D8
Alignment: Any
Class Skills: Climb, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope
Skill Points: 4 + Intelligence modifier (x4 at 1st level)
| Level | BAB | Fortitude | Reflex | Will | Shifting |
| 1 | +1 | +2 | +2 | +0 | |
| 2 | +2 | +3 | +3 | +0 | |
| 3 | +3 | +3 | +3 | +1 | |
| 4 | +4 | +4 | +4 | +1 | Bonus Feat |
| 5 | +5 | +4 | +4 | +1 | |
| 6 | +6/+1 | +5 | +5 | +2 | |
| 7 | +7/+2 | +5 | +5 | +2 | |
| 8 | +8/+3 | +6 | +6 | +2 | Bonus Feat |
| 9 | +9/+4 | +6 | +6 | +3 | |
| 10 | +10/+5 | +7 | +7 | +3 | |
| 11 | +11/+6/+1 | +7 | +7 | +3 | |
| 12 | +12/+7/+2 | +8 | +8 | +4 | Bonus Feat |
| 13 | +13/+8/+3 | +8 | +8 | +4 | |
| 14 | +14/+9/+4 | +9 | +9 | +4 | |
| 15 | +15/+10/+5 | +9 | +9 | +5 | |
| 16 | +16/+11/+6/+1 | +10 | +10 | +5 | Bonus Feat |
| 17 | +17/+12/+7/+2 | +10 | +10 | +5 | |
| 18 | +18/+13/+8/+3 | +11 | +11 | +6 | |
| 19 | +19/+14/+9/+4 | +11 | +11 | +6 | |
| 20 | +20/+15/+10/+5 | +12 | +12 | +6 | Bonus Feat |
| Level | Skirmish | Speed | Vision | Favored E. | Special |
| 1 | +1d6 | +0 | Low-Light | 1st | Track |
| 2 | +1d6 | +0 | |||
| 3 | +1d6, +1 AC | +5 | |||
| 4 | +1d6, +1 AC | +5 | W. Stride | ||
| 5 | +2d6, +1 AC | +5 | 30’ Darkvision | 2nd | |
| 6 | +2d6, +2 AC | +10 | |||
| 7 | +2d6, +2 AC | +10 | |||
| 8 | +2d6, +2 AC | +10 | Swift Tracker | ||
| 9 | +3d6, +2 AC | +15 | |||
| 10 | +3d6, +2 AC | +15 | +30’ Darkvision | 3rd | |
| 11 | +3d6, +3 AC | +15 | |||
| 12 | +3d6, +3 AC | +20 | Camouflage | ||
| 13 | +4d6, +3 AC | +20 | |||
| 14 | +4d6, +3 AC | +20 | |||
| 15 | +4d6, +4 AC | +25 | +30’ Darkvision | 4th | |
| 16 | +4d6, +4 AC | +25 | H.I.P.S. | ||
| 17 | +5d6, +4 AC | +25 | |||
| 18 | +5d6, +4 AC | +30 | |||
| 19 | +5d6, +5 AC | +30 | |||
| 20 | +5d6, +5 AC | +30 | +30’ Darkvision | 5th | Double Step |
Commando Class Features
All of the following are class features of the commando class.
Weapon and Armor Proficiencies
A commando is proficient in all simple and martial weapons and with medium and light armor.
Skirmish (Ex)
A commando relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes in any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the ranger’s turn. This extra damage increases by 1d6 for every four levels gained above 1st.
The extra damage applies only against living creatures that have discernable anatomies. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this extra damage. The commando must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Commandos can apply this extra damage to ranged attacks, but only if the target is within 30 feet.
At 3rd level, a commando gains a +1 competence bonus to AC during any round in which she moves at least ten feet. The bonus applies as soon as the commando has moved ten feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd. A commando loses this ability when wearing medium or heavy armor, or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Favored Environment (Ex)
At first level, a commando may select a natural environment from among those given on the table below. Due to the commando’s experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains these bonuses on Knowledge (Nature) checks made in association with that environment. Knowledge (Dungeoneering) checks made in association with underground environments also benefit from these bonuses, if a commando has selected Underground as one of her favored environments.
At 5th level, and every five levels thereafter, a commando may select an additional favored environment. In addition, at each such interval, the bonuses for any one favored environment (including the one just selected, if so desired) increase by 2. If a commando chooses desert or forest he must also choose a climate type as indicated on the table.
| Environment | Examples |
| Aquatic | Sea, Ocean |
| Desert, Cold | Tundra |
| Desert, Warm | Badlands, Sandy Desert |
| Forest, Temperate | Forest |
| Forest, Warm | Jungle |
| Hills | Rugged Terrain up to 2000’ in Elevation |
| Marsh | Bog, Moor, Swamp |
| Mountains | Rugged Terrain above 2000’ in Elevation |
| Plains | Farmland, Grassland, Steppe, Prairie |
| Underground | Dungeons, Caverns |
Keen Vision (Ex)
If a first level commando does not already possess low-light vision, she gains low-light vision. At 5th level, if she does not already possess darkvision she gains darkvision with a 30’ range. At 10th level, and every five levels thereafter, the range of a commando’s dark vision increases 30’.
Track (Ex)
A commando gains track as a bonus feat.
Fast Movement (Ex)
Starting at 3rd level, a commando gains a + 5 enhancement bonus to her base land speed. For every three levels gained thereafter the commando’s bonus to speed increases by + 5. In medium or heavy armor, or when carrying a medium or heavy load, the commando loses this benefit
Shifting (Su)
Starting at 4th level, a commando may tap into his affinity for nature to gain short bursts of physical power. Once per day (per shifter feat), a commando can enter a state that is in tune with the power of nature. Each commando has one of ten shifter traits---characteristics that manifest themselves when a character is shifting. Each shifter trait typically provides a +2 bonus to one of the character’s physical ability scores, and grants some other advantages as well.
Shifting is a free action and lasts for a number of rounds equal to 3 + the character’s constitution modifier. Every shifter feat selected after her first shifter feat, enables a ranger to shift 1 additional time per day.
See the variant druid for shifter traits
Woodland Stride (Ex)
At 4th level, a commando may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and other similar terrain) at his normal speed and without taking damage or suffering any other impairment. However terrain enchanted or magically manipulated to impede motion still affects her.
Swift Tracker (Ex)
Beginning at 8th level a commando can move her normal speed while following tracks without taking the normal -5 penalty. She takes only a -10 penalty while moving up to twice her normal speed while tracking.
Camouflage (Ex)
At 12th level, a commando can use the hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex)
At 16th level, a commando can use the hide skill in any sort of natural terrain, even while being observed.
Double Step (Ex)
At 20th level, a commando may take a second 5’ step during her turn, either before or after her full attack action.