Trained for infiltration and combat, commandos are called when only a true specialist can complete the mission. Though he remains only lightly armored, his skill and acumen allow him to neutralize the enemy and reach any objective.
| Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +0 | Bonus feat, skill specialty, Weapon Focus |
| 2nd | +1 | +0 | +3 | +0 | Evasion, rogue talent |
| 3rd | +2 | +1 | +3 | +1 | Combat focus I, 1st favored environment |
| 4th | +3 | +1 | +4 | +1 | Rogue talent, uncanny dodge |
| 5th | +3 | +1 | +4 | +1 | Combat focus II, skill specialty |
| 6th | +4 | +2 | +5 | +2 | Rogue talent, trap sense +2 |
| 7th | +5 | +2 | +5 | +2 | Bonus feat, improved uncanny dodge |
| 8th | +6/+1 | +2 | +6 | +2 | 2nd favored environment, rogue talent |
| 9th | +6/+1 | +3 | +6 | +3 | Combat focus III, skill specialty |
| 10th | +7/+2 | +3 | +7 | +3 | Rogue talent |
| 11th | +8/+3 | +3 | +7 | +3 | Advantageous attack +1, bonus feat |
| 12th | +9/+4 | +4 | +8 | +4 | Rogue talent, trap sense +4 |
| 13th | +9/+4 | +4 | +8 | +4 | Combat focus IV, 3rd favored environment, skill specialty |
| 14th | +10/+5 | +4 | +9 | +4 | Rogue talent |
| 15th | +11/+6/+1 | +5 | +9 | +5 | Bonus feat |
| 16th | +12/+7/+2 | +5 | +10 | +5 | Rogue talent |
| 17th | +12/+7/+2 | +5 | +10 | +5 | Combat Focus V, skill specialty |
| 18th | +13/+8/+3 | +6 | +11 | +6 | 4th favored environment, rogue talent |
| 19th | +14/+9/+4 | +6 | +11 | +6 | Advantageous attack +2, bonus feat |
| 20th | +15/+10/+5 | +6 | +12 | +6 | Rogue talent |
Class Skills (8 + Int modifier per level): Acrobatics, Arcane Lore, Athletics, Deception, Engineering, Heal, Insight, Intimidate, Linguistics, Natural Lore, Perception, Perform, Persuasion, Profession, Stealth, and Streetwise.
Class Features
A Commando does not gain the Sneak Attack, Weapon Finesse, Trap Sense, and Master Strike class features.
Class Skills
A commando adds Natural Lore to the list of class skills.
Bonus Feats
At 1st level, you gain a bonus feat. You gain an additional bonus feat at 7th, 11th, 15th, and 19th level. These bonus feats must be drawn from the feats noted as Combat feats, Precision feats, or Skill feats.
You also gain Weapon Focus as a bonus feat at 1st level, even if you don’t meet the prerequisites.
This replaces Sneak Attack at 1st, 7th, 11th, 15th, and 19th level and Weapon Finesse.
Rogue Talents
You can choose your Rogue Talents from the list of Ranger Talents in addition to the options normally available to you; however, your effective ranger level is 2 lower than your rogue level when selecting a Ranger Talent as a Rogue Talent.
Combat Focus
At 3rd level, you choose a specific focus for your training, allowing you to master maneuvers and techniques that make you a serious threat in battle. Your chosen combat focus determines the specific class features you gain as you continue to gain levels in commando. Unless otherwise stated, all combat focus abilities are extraordinary abilities. You can choose any one combat focus from the following list:
- Commander
- Delver
- Dread Warrior
- Duelist
- Equipment Master
- Feats
- Martial Artist
- Precision Striker
- Shieldsman
- Unwavering Resolve
This replaces Sneak Attack at 3rd, 5th, 9th, 13th, and 17th level and Master Strike.
Favored Environment
| Environment | Examples |
|---|---|
| Aquatic | on or under water |
| Cold | glaciers, snow, tundra |
| Desert | badlands and sandy deserts |
| Forest | coniferous and deciduous |
| Jungle | rain forests, monsoon forests |
| Marsh | bogs, swamps, mangrove forests |
| Mountain | mountains and foothills |
| Plains | grassland, savanna, steppe, prairie |
| Underground | caverns, dungeons |
| Urban | cities, towns |
At 3rd level, you may select an environment from among those given on Table: Favored Environments. You gain a +2 bonus on Natural Lore, Perception, and Stealth checks when using these skills in that environment.
At 8th level and every five levels thereafter (at 13th and 18th level), you may select an additional favored environment from those given on the table and gain an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2.
If a specific terrain falls into more than one category of favored environment, the bonuses do not stack; you simply use whichever bonus is higher.
This replaces Trap Sense.