Commando

Overview:

Attributes: Wound Point Bonus: +3 Chakra Point Die: 1d6

Commandos are military personnel specializing in covert tactics, highly trained in the arts of infiltration and assassination, a commando learns to operate behind enemy lines, work alone for long periods of time and do his job with or without the benefit of equipment. Commandos usually serve, or have served in a military unit where they gain experience and receive special training.Where Hunters have a reputation for being adventurers, These modern day Commandos have one for being troublemakers. That Han-Solo type personality is commonplace with these masters of the gun, and they, in time, are capable of using their weapons like parts of their own body.

They are most often encountered walking on the more sinister side of the Hunter's call. Profit is their number one reason for adventuring, though there are, of course, exceptions. Suffice to say, They are not exempt from being goody two shoes every once in a while, like their melee brawler counterparts, are very diverse and can be of any race, although Humans and Motavians are most common.

Strength is often neglected since Dexterity serves so much more purpose. The vast majority of their abilities and skills are powered by it, and they are easily capable of running on dexterity exclusively. Commandos may use any ranged weapon, but can't use two handed melee weapons.

A Commando in the military is motivated only by the orders of superiors and the drive to succeed. once out of military service a commando may think more about the appropriate use of his skills but many become mercenaries or private bodyguards. such individuals work for the highest bidder and make no pretense about loyalty. others however discover a conscience and find themselves fighting for a cause. commandos are experts at planning and executing missions that require stealth, hard-hitting combat or both.

The Commando's class skills (and the key ability for each skill) are:

Acrobatics (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int), Demolitions (Int), Disable Device (Dex), Escape Artist (Dex), Knowledge (Tactics), Ninjutsu (Int), Perception (Wis), Pilot (Dex), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) Swim (Str), Taijutsu (Str), Treat Injury (Wis).

Skill Points at 1st Level: (6 + Intelligence Modifier) x4 Skill Points At Each Additional Level: 4 + Intelligence Modifier

Weapon and Armor Proficiency:

Core Ability: Precise

The Commando can spend 5 chakra points to increase an Firearm's damage roll by 1d4, he may spend an additional 5 chakra points

to make it +2d4 to Damage instead, this is a core ability of the commando, it must be your starter class to possess it.

Class Features:

Suppressing Fire:

A hallmark of the Gun user, Suppressing Fire allows the Commando to fire off a volley of powerful shots at any number of enemies. At the second level, the Commando may make a full attack action to release all the ammunition in her guns with a +1 damage bonus to each hit and with a -2 cumulative penalty to each hit. This bonus increases every three levels, up to a maximum of +5. This skill may only be used when the Commandos is wearing light or no armor.

React to Direct Fire:

A Commando's reactions become fine tuned with training. Whenever a Commando is damaged by an attack, she may make a free attack of opportunity at -2 penalty against her attacker. This skill may only be used when the Commandos is wearing light or no armor.

Prone Supported:

The Commando may use a move action to drop flat to the ground. All normal rules for being Prone apply, but any ranged weapon may be used freely with no penalty. When prone, a Commando may double their DEX Bonus when applied to ranged attacks with rifles, and when using a rapid or burst fire weapon, they only incur a -1 cumulative penalty for each extra attack made.

Duck And Cover:

The Commando learns quickly to use any cover to his advantage. The Commando may increase a piece of covers bonus to Defense by one step. For example, if a Commando were hiding behind a wall to gain 1/4 cover, he is treated as having 1/2 cover. This requires a full defense action to perform, and the Commando may

take no offensive actions that turn.

Reflected Shot:

As the Commando grows in skill, she learns that a bullet can go anywhere she wants, if she fires it correctly. At Level 7, the Commando can fire a single bullet from a non-launcher weapon so that it bounces off objects, negating her targets cover. This requires a move equivalent action to aim and fire. Cost: 10 CP

Stalk:

At 9th level a Commando may expend 5 chakra points to gain +4 to hide and +4 to Move silently for 100 rounds (10 minutes) +d6 damage on first attack after

coming out of 'stalk' representing a precision surgical strike to the enemies weakness, this ability will stack with sneak attack if the character possesses it.

Blind Shot:

At level 10, the Commando's reflexes and senses become so finely developed that she doesn't even need to see where she is shooting to hit. A Commando with Blind Shot may use a move-equivalent action to clear her mind's eye, allowing her to ignore darkness and other sensory penalties when attacking. Cost: 5 CP

Whirlwind Shot:

Clearing her mind and loosening her body, the Commando learns how to fire in all directions. The Commando gains Whirlwind Attack, regardless to whether she has the prerequisites or not. The Whirlwind Attack only applies to firearms, and may only be used if the Commando is wearing light or no armor. The Whirlwind Shot requires a move-equivalent action to initiate. Cost: 10 CP

Hundred Guns:

At this level of ability, a Commando becomes a walking arsenal. Personal firearms no longer count towards her weight and encumbrance limit.

Combat Specialization:

As a Commando becomes more attuned to her guns, she learns how to execute a single special shot with high speed. One of the Commandos existing Shots

(Reflected, Blind, or Whirlwind), becomes 'Improved' which allows the commando as to activate as a normal attack action, no longer requiring a move-equivalent

action to initiate.

Harmonizing Bullets:

One of the most powerful shots the Commando possesses, the Harmonizing Bullet shows the true level of expertise a Commando has attained. All bullets fired from the Commando's guns now punch though anything in their path, ignoring armor bonuses to DR. This is considered an Extraordinary Ability. CP cost: 20

Gun-As-Hand:

At this point, the Commando's hand-eye coordination becomes superhuman. It's as though her gun is a simple extension of her body.

The Commando gains a +2 Damage bonus with all ranged weapons, and may ignore all penalties when using two ranged weapons.

Starting Energy Credit Units: 1000