COMMANDO

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A commando is a combatant, or operative of an elite light infantry or special operations force using dedicated operation techniques.

**Requirements**

To qualify to become a Commando, a character must fulfill the following criteria

**Base Attack Bonus:** +4

**Feats:** Light Armor Proficiency, Personal Firearms Proficiency

**Skills:** Survival 5 Ranks

**Class Information**

The following information pertains to the Commando advanced class.

**Hit Die:** The Commando gains 1d2 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** The Commando gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

**Skill Points at Each Level:** 5 + Int modifier.

**Class Features**

The following class features pertain to the Commando advanced class.

**Team Initiative Bonus (Ex):** You are skilled at keeping a team organized and ready for danger. All allies within 10 meters who can see you (including yourself) gain a competence bonus on initiative checks equal to your Commando class level.

**Preferred Weapon: Starting at 1st level the Commando chooses a ranged weapon with which they are proficient to become their preferred weapon this weapon gets a +1 bonus to damage rolls.**

**Armored Ease (Ex):** You learn to adapt your movements to the restrictive nature of armor. Beginning at 2nd level, you reduce the armor check penalty of any armor with which you are proficient by 2 (to a minimum of 0). At 4th level, this reduction increases to 4 points (to a minimum of 0).

**Follow Target: At 3rd level, the Commando becomes adept at keeping his weapon trained on a moving target. If the Commando has made a successful ranged attack against a moving target, there’s a chance he can retain the benefits of aiming. Each round the target moves, the Commando can attempt a Reflex save (TN = distance moved in meters) to stay locked on target.**

**Improved Range:** At 4th level, the Commando has become so familiar with his preferred weapons that he can greatly extend their range. When using a preferred weapon, treat its range increment as if it was double its listed value. At 8th level, the Commando treats the range increment for a preferred weapon as if it were 2.5 times the listed value. Improved range replaces the effects of the Far Shot feat when using a preferred weapon.

**Ambush: Starting at 6th level, whenever the Commando encounters a flat-footed enemy during the surprise round, he gains a bonus equal to half his number of Commando levels (round down) to his first attack. For example, a 7th-level Commando gains a +3 bonus on his first attack against a flat-footed opponent during the surprise round.**

**Stealthy Movement (Ex):** You learn to remain quiet and hidden even while mobile. Beginning at 4th level, you take no penalty on Hide or Move Silently checks while moving at up to your normal speed, and you take only a -10 penalty on Hide and Move Silently checks when running or charging (instead of the usual -20).

**Bonus Feats:** At 5th and 8th level, the Commando gets a bonus feat. The bonus feat must be selected from [COMBAT FEATS], and the Commando must meet all the prerequisites of the feat to select it.

**Deadly Aim:** Beginning at 7th level, the Commando can use a preferred weapon to deliver a coup-de-grace to a helpless foe even at long range as a full-round action. To use deadly aim, the Commando must suffer no range penalties against the target and make a normal ranged attack roll. Because the target is helpless, ranged sneak attack damage also applies.

**Devastating Strike:** At 9th level, the Commando gains the ability to execute a deadly strike with any weapon she wields. Making a deadly strike requires a full-round action. (The Commando can take a 1-meter step, but cannot take any other actions.) The Commando uses her normal base attack bonus (including all relevant modifiers), with an additional +4 competence bonus on the attack. The threat range for a critical hit is doubled, and the attack also deals maximum possible damage (regardless of whether it is a normal or critical hit).

**Uncanny Hide:** At 10th level, the Commando becomes so adept at avoiding notice that he may hide from enemies with unnatural speed. Whenever the Commando is unaware during the surprise round and would normally be unable to act, he may make a Hide check as a free action to avoid being noticed, provided that he is not being directly observed at the time.