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.
Commandos are proficient with all simple and martial weapons and with light armor and shields (except tower shields).
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.
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.
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.
At 11th level, a commando gains the Dastardly Finish feat as a bonus feat, even if he does not meet the prerequisites.
This ability replaces quarry.
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.
Fields of Blood © 2015 Frog God Games, LLC. Author: Tom Knauss