Renderrs' DnD Resource


A master with the rifle, a commando is a nimble and lethal one man hit-squad.


To qualify to become a commando, a character must fulfill all the following criteria:

  • Base Attack Bonus +5

Game Information

Commando Table.png


  • Any

Hit Die

  • d10

Class Skills

The commando's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str). 

  • Skill Points at Each Level: 4 + Int modifier.

Weapon and Armor Proficiency

The commando is proficient with all handguns, long guns, and heavy guns. The commando gains no proficiency with any armor. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, a commando loses his AC bonus, as well as his other commando abilities.

Class Features

AC Bonus (Ex)

When unarmored and unencumbered, the commando adds his level to his AC. In addition, a commando gains a +1 bonus to AC at 1st level. This bonus increases by 1 for at 5th level.

These bonuses to AC apply even against touch attacks or when the commando is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor heavier than light, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat

At 1st level, a commando gets a bonus combat-oriented feat. The commando gains an additional bonus feat at 2nd level and 4th level. These bonus feats must be drawn from the feats noted as Gun Feats. A commando must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A commando is not limited to the list of gun feats when choosing these feats.

Gun-Toting (Ex)

A commando may ignore the weight for one long gun per level of commando.

No Mercy (Ex)

A commando may add 1/2 his dexterity bonus (minimum 1) to damage rolls made with long guns. This bonus stacks with bonus damage granted by the Crossbow Sniper feat. He also gains Perforate as a bonus feat, even if he does not meet the prerequisites.

Long Gun Expert (Ex)

A commando may treat any long gun as if he had the Weapon Focus and Weapon Specialization, and becomes proficient with all exotic long guns.

Spray and Pray (Ex)

As a standard action, a commando may use his long gun to fire into 3 contiguous squares at a -2 penalty. Doing so expends 5 rounds of ammunition.

Amphibious Assault (Sp.)

A commando is treated as if under the effects of the Freedom of Movement spell when submersed in a liquid. Furthermore, his ranged attacks are not impeded when submersed, and he can hold his breath for a number of rounds equal to eight times his Constitution score before he risks drowning.

Greater Ability Boost

At 4th level, a commando may increase two ability scores by +1. An ability score cannot be raised past 20 using this class feature. The ability scores raised may not be same score. The bonuses gained from this ability stack with those gained regularly by characters every 4 levels, the Ability Boost class feature, and with other Greater Ability Boost class features.

Aimbot (Ex)

The commando gains a clockwork familiar that will highlight targets for him. The commando gains Great Perforate as a bonus feat, even if he does not meet the prerequisites. The commando can ignore concealment and cover bonuses (aside from total cover) from any source, as long as his target is within 1 range increment of his long gun. If he triggers his Great Perforate (by dropping an enemy), his recoil penalties are reset for the round, and he may reload as a free action.