Highland Stalker

==== Requirements ====
Base Attack Bonus: +5
Skills: Perception 5 Ranks , Survival 5 ranks
Feats: Track
Special: Skirmish or sneak attack class feature.
==== Hit die ====
d8
==== Skill points ====
4 + Int
==== Class Features ====
Weapon and Armor Proficiency: Highland stalkers are proficient with light armor. They gain no proficiency with any weapon.
Mountain Stride (Ex): A highland stalker can move through scree and dense rubble at her normal speed. She can also move up steep slopes and stairs at her normal speed. See pages 89—92 of the Dungeon Master's Guide for descriptions of terrain types.
Skirmish (Ex): A highland stalker relies on mobility to deal extra damage and improve her defense. Starting at 2nd level, she deals an extra 1d6 points of damage on all attacks during any round in which she moves at least 10 feet. This extra damage applies only to attacks taken during her turn. It increases by an additional 1d6 for every four levels gained above 2nd (2d6 at 6th and 3d6 at 10th).
This extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this extra damage. A highland stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Highland stalkers can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 4th level, a highland stalker gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as she has moved 10 feet, and lasts until the start of her next turn. It improves to +2 at 8th level.
A highland stalker loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Swift Tracker (Ex): Beginning at 3rd level, a highland stalker can move at her normal speed while following tracks. See the ranger class feature, page 48 of the Player's Handbook.
Surefooted (Ex): Starting at 5th level, a highland stalker is well acquainted with the dangers of mountainous terrain. She can ignore DC modifiers on Balance, Move Silently, and Tumble checks derived from scree, light rubble, dense rubble, steep slopes, or stairs (see page 89 of the Dungeon Master's Guide). She also does not need to make a DC 10 Balance check when running or charging down a steep slope.
Camouflage (Ex): Beginning at 7th level, a highland stalker can use the Hide skill in any sort of natural terrain.
=== Advancement ===
Level	BAB	Fort	Ref	Will	Special
1st 	+1 	+2 	+0 	+0 	Mountain stride
2nd 	+2 	+3 	+0 	+0 	Skirmish (+1d6)
3rd 	+3 	+3 	+1 	+1 	Swift tracker
4th 	+4 	+4 	+1 	+1 	Skirmish (+1d6, +1 AC)
5th 	+5 	+4 	+1 	+1 	Surefooted
6th 	+6 	+5 	+2 	+2 	Skirmish (+2d6, +1 AC)
7th 	+7 	+5 	+2 	+2 	Camouflage
8th 	+8 	+6 	+2 	+2 	Skirmish (+2d6, +2 AC)
9th 	+9 	+6 	+3 	+3 	—
10th 	+10	+7 	+3 	+3 	Skirmish (+3d6, +2 AC)
=== Class skills ===
Skill name 	Key ability	Trained only	Armor check penalty
Balance 	DEX 	 	
Climb 	STR 	 	
Craft 	INT 	 	
Hide 	DEX 	 	
Jump 	STR 	 	
Knowledge (geography)	INT 	 	
Knowledge (nature) 	INT 	 	
Listen 	WIS 	 	
Move Silently 	DEX 	 	
Search 	INT 	 	
Spot 	WIS 	 	
Survival 	WIS