Moon rising, disguising lonely streets in gay displays
The stars fade, the night shade falls and makes the world afraid
It waits in silence for the sky to explode
Here I am on Man's road
—America, Man's Road

Hit Dice: d8

Level Base Attack Bonus Magic Attack Bonus Fortitude Save Reflex Save Will Save Special
1 +1 +0 +0 +1 +0 Skirmish (+1d6)
2 +2 +0 +0 +2 +0 Trackless Step
3 +3 +1 +1 +2 +1 Skirmish (+1 Defense)
4 +4 +1 +1 +3 +1 Uncanny Dodge
5 +5 +1 +2 +3 +2 Skirmish (+2d6)
6 +6 +2 +2 +4 +2 Flawless Stride
7 +7 +2 +3 +4 +3 Skirmish (+2 Defense)
8 +8 +2 +3 +5 +3 Camouflage
9 +9 +3 +4 +5 +4 Skirmish (+3d6)
10 +10 +3 +4 +6 +4 Blindsense 30 feet

Skirmish (Ex): A Scout gains an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10'. The extra damage applies only to attacks made during the Scout's turn. This extra damage increases by 1d6 every four levels above first (2d6 at 5th and 3d6 at 9th). This damage only applies to living creatures with discernible anatomies. Undead, oozes, plants, constructs, incorporeal creatures, and creatures that are immune to critical hits are not vulnerable to to this additional damage. At third level, a Scout gains a +1 competence bonus to his Defense when he moves at least 10ft. This bonus increases to +2 at 7th level. A Scout loses their Skirmish ability when they wear medium or heavy armor, or are carrying a medium or heavy load.

Trackless Step: Starting at 2rd level, a Scout leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Uncanny Dodge (Ex): From 4th level and above, the Scout can still use his Defense Bonus if caught flat-footed or struck by an invisible attacker. If he already has Uncanny Dodge from some other source, he gains Improved Uncanny Dodge instead (see below).

Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. This ability does not let him move more quickly through terrain that requires an Athletics or Swim skill check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflouge: After attaining their 8th level, a Scout gains the ability to use his Stealth skill anywhere in natural terrain. This is lost if they are wearing Heavy or Medium armor or Carrying a Medium or Heavy load.

Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet.

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