Commando Prestige Class by David Koon
Commando
Game Rule Information:
Hit Points: d10
Class Skills: Acrobatics, Athletics, Demolitions, Drive, Escape Artist, Operate Jetpack, Perception, Pilot, Repair, Stealth, Treat Injury
Skill Points at Each Level: 6 + INT modifier
Weapon and Armour Proficiency: Commandos are proficient with light armour and all weapons.
Pre-Requisites: STR 18, DEX 16, BAB +5, Brawl feat, level 5
Game Rule Information:
Hit Points: d10
Class Skills: Acrobatics, Athletics, Demolitions, Drive, Escape Artist, Operate Jetpack, Perception, Pilot, Repair, Stealth, Treat Injury
Skill Points at Each Level: 6 + INT modifier
Weapon and Armour Proficiency: Commandos are proficient with light armour and all weapons.
Pre-Requisites: STR 18, DEX 16, BAB +5, Brawl feat, level 5
Martial Focus
The Commando is a living weapon, trained and honed to use his body to inflict pain and death. This translates into the Commando receiving a +1 to all attack, damage, grapple, trip, fortitude and reflex rolls. However, he may only have innate Kizen powers, and his total number of Kizen powers and Kizen pool are reduced by half, rounded up. Also, the Commando may not have any cybernetic enhancements, as they interfere with and can disrupt some of his more finely tuned trainings
Fists of Stone
The Commando’s unarmed strike deals 1d6 points of lethal damage.
Improved Unarmed Strike
The Commando is considered armed at all times.
Dodge
The Commando selects an opponent at the end of his turn. Until the beginning of the next turn, the Commando receives a + 1 DV bonus against that enemy.
Improved Grapple
The Commando receives +4 to all Grapple and Pin checks and does not provoke attacks of opportunity for doing so. Additionally, damage dealt by pinning ignores one half of the opponent’s damage reduction
Mobility
Provided that the Commando has his Dexterity bonus to Defence, he gains a +4 bonus to Defence Value against any attack of opportunity taken due to his moving in or out of threatened squares.
Stranglehold
The Commando deals an extra 1d6 damage while pinning an opponent, and the opponent must make a fortitude save (DC = 10 + Commando level + 2 per round the pin has been maintained) or lack out for 1d4 rounds.
Improved Trip
The Commando receives a +4 to all Trip attempts and does not provoke an attack of opportunity for doing so.
Combat Expertise
You may reduce your base attack bonus by up to -5 and increase your DV by the same amount for one turn.
Defensive Throw
If a melee attack is made against you and misses, you may make a trip attempt as a free action.
Fists of Steel
The Commando’s fists deal 1d8 lethal damage and their critical threat range is 19-20. Additionally, they ignore one half of the opponent’s damage reduction.
Combat Reflexes
The Commando receives a number of additional attacks of opportunity equal to his Dexterity modifier, but he may not use more than one of them per opportunity.
Flurry
The Commando receives no penalty for swinging with his off hand, and he receives an equal number of attacks with his off hand as he would with his main hand.
Earth’s Embrace
While pinning an opponent, you now deal an extra 1d12 of damage.
Whirlwind Attack
You may forfeit your full round attack action to take one attack against each enemy in melee range at your highest base attack bonus. You also forfeit any additional attacks you receive on your turn due to class features, feats, etc.
Bodily Control
The Commando may now add his Dexterity modifier to his grapple, pin and trip checks as well.
Prone Attack
You may make a melee attack while prone at no penalty, and if you are successful, you may get back up as a free action, Additionally, no one receives a bonus for attacking you while you are prone.
Expert Grapple
You receive an additional +2 to grapple and pin checks. Also, damage done by pinning ignores the opponent’s damage reduction and you may substitute an attack of opportunity with an attempted grapple.
Toss
When you win an opposed grapple check on your turn, you may throw your opponent. For every 5 points you exceed your opponent’s grapple check by, you may toss your opponent 5 feet. If you succeed by less than 5 you still toss your opponent 5 feet. In this case they have still “fallen” but won’t take damage from the fall.
Fists of Diamond
The Commando’s fists now deal 1d10 damage and have a critical threat range of 18-20. They also ignore the opponent’s damage reduction.
Neck Snap
If the Commando is currently maintaining a pin, he may attempt to break his opponent’s neck. A grapple check is required, and if the Commando exceeds his opponent by 10 points or more, he may attempt to break his opponent’s neck, reducing them to negative hit points equal to their CON modifier minus 1. A fortitude save (DC = 10 + Commando class level + STR modifier) negates.
The Commando is a living weapon, trained and honed to use his body to inflict pain and death. This translates into the Commando receiving a +1 to all attack, damage, grapple, trip, fortitude and reflex rolls. However, he may only have innate Kizen powers, and his total number of Kizen powers and Kizen pool are reduced by half, rounded up. Also, the Commando may not have any cybernetic enhancements, as they interfere with and can disrupt some of his more finely tuned trainings
Fists of Stone
The Commando’s unarmed strike deals 1d6 points of lethal damage.
Improved Unarmed Strike
The Commando is considered armed at all times.
Dodge
The Commando selects an opponent at the end of his turn. Until the beginning of the next turn, the Commando receives a + 1 DV bonus against that enemy.
Improved Grapple
The Commando receives +4 to all Grapple and Pin checks and does not provoke attacks of opportunity for doing so. Additionally, damage dealt by pinning ignores one half of the opponent’s damage reduction
Mobility
Provided that the Commando has his Dexterity bonus to Defence, he gains a +4 bonus to Defence Value against any attack of opportunity taken due to his moving in or out of threatened squares.
Stranglehold
The Commando deals an extra 1d6 damage while pinning an opponent, and the opponent must make a fortitude save (DC = 10 + Commando level + 2 per round the pin has been maintained) or lack out for 1d4 rounds.
Improved Trip
The Commando receives a +4 to all Trip attempts and does not provoke an attack of opportunity for doing so.
Combat Expertise
You may reduce your base attack bonus by up to -5 and increase your DV by the same amount for one turn.
Defensive Throw
If a melee attack is made against you and misses, you may make a trip attempt as a free action.
Fists of Steel
The Commando’s fists deal 1d8 lethal damage and their critical threat range is 19-20. Additionally, they ignore one half of the opponent’s damage reduction.
Combat Reflexes
The Commando receives a number of additional attacks of opportunity equal to his Dexterity modifier, but he may not use more than one of them per opportunity.
Flurry
The Commando receives no penalty for swinging with his off hand, and he receives an equal number of attacks with his off hand as he would with his main hand.
Earth’s Embrace
While pinning an opponent, you now deal an extra 1d12 of damage.
Whirlwind Attack
You may forfeit your full round attack action to take one attack against each enemy in melee range at your highest base attack bonus. You also forfeit any additional attacks you receive on your turn due to class features, feats, etc.
Bodily Control
The Commando may now add his Dexterity modifier to his grapple, pin and trip checks as well.
Prone Attack
You may make a melee attack while prone at no penalty, and if you are successful, you may get back up as a free action, Additionally, no one receives a bonus for attacking you while you are prone.
Expert Grapple
You receive an additional +2 to grapple and pin checks. Also, damage done by pinning ignores the opponent’s damage reduction and you may substitute an attack of opportunity with an attempted grapple.
Toss
When you win an opposed grapple check on your turn, you may throw your opponent. For every 5 points you exceed your opponent’s grapple check by, you may toss your opponent 5 feet. If you succeed by less than 5 you still toss your opponent 5 feet. In this case they have still “fallen” but won’t take damage from the fall.
Fists of Diamond
The Commando’s fists now deal 1d10 damage and have a critical threat range of 18-20. They also ignore the opponent’s damage reduction.
Neck Snap
If the Commando is currently maintaining a pin, he may attempt to break his opponent’s neck. A grapple check is required, and if the Commando exceeds his opponent by 10 points or more, he may attempt to break his opponent’s neck, reducing them to negative hit points equal to their CON modifier minus 1. A fortitude save (DC = 10 + Commando class level + STR modifier) negates.