The oft-overlooked commandos make victory possible; the first to the front lines, the first into enemy territory – and the first to get shot at. If you’re going to survive long in the infantry, you better pick up a trick or two.
The commando is an archetype of the gunner class.
A commando only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines.
A commando must take a standard rifle when she chooses a battered firearm at 1st level.
A commando swaps a pair of deeds for the following.
Bullet Hail (Ex): By spending 1 grit point, the commando can make an attack that targets an area and everyone in it, not a specific creature. The commando targets a 5 ft. square and makes an attack roll; the targeted area has an effective AC of 10. If the attack succeeds, every creature within the affected are must make a Reflex save (DC 10 + half of the gunner’s level + her Wisdom modifier) or take the weapon’s damage. This deed expends 10 bullets and can only be used if the weapon has a full magazine. At 5th level and every 5 levels thereafter, Bullet Hail targets an additional 5 ft. square. Each square must be adjacent to at least one other square.
This deed replaces up close and deadly.
Suppressing Fire (Ex): At 7th level, a commando with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes shaken until the end of its next turn.
This deed replaces startling shot.
Defensive Position (Ex)
Starting at 7th level, the commando gains an additional +4 cover bonus to AC and Reflex saves when she has any form of cover.
This ability replaces hairtrigger.