Scout

<color=Gold>**Scout**</color>

A scout has some training in weapons and a unique combat style that favors fast movement and devastating attacks.

<color=Gold>Class Features:</color>

- **Hit Die:** d8.

- **Base Attack Bonus:** Medium (Converst to High BAB at 12th level)

- **High Saves:** Reflex.

- **Weapon Proficiencies:** All simple and martial weapons.

- **Armor Proficiencies:** Light Armor.

- **Skill Points:** 6 + Int Modifier.

- **Skills:** Bluff, Craft Armor/Alchemy/Weapon/Trap, Diplomacy, Disable Device, Heal, Hide, Listen, Lore, Move Silently, Search, Set Trap, Spot, and Tumble.

- **Trapfinding:** At 1st level, the Scout can use their search skill to locate traps when the task has a Difficulty Class higher than 20.

- <Color=red>**At 2nd level you can choose between two of the following paths:**</Color>

- **Skirmisher:** A scout relies on mobility to deal extra damage and improve her defense. You gain 1 acid damage to your weapon at 3rd level. This increases to 1d4 at 5th level, 1d6 at 9th level, 1d8 at 13th level, 1d10 at 17th level, 1d12 at 21st level, and 2d8 at 25th level. You also gain +1 Dodge AC at 5th level and an additional +1 every 5 levels after up to a maximum of +5. At 21st level you gain Deadly Precision which allows you to convert 1/2 of your Dexterity bonus to physical damage to your weapon.

or

- **Ambusher:** You gain 1d6 Sneak Attack and an additional 1d6 Sneak Attack at level 3 and an additional 1d6 at levels 6, 10, 14, 18, 20, 23, 26, 29, and 30 for a total of 10d6. You also gain +1 Hide and Move Silently an additional +1 every 4 levels after (up to a maximum of +5). You gain Hide in Plain Sight at 16th level instead of Hide in Plain Sight (outdoor). At 21st level you gain Crippling Strike.

- **Battle Fortitude:** At 2nd level, a scout gains a +1 bonus to Fortitude saves. This bonus increases to +2 at 11th level and +3 at 20th level.

- **Uncanny Dodge:** At 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so.

- **Fast Movement:** At 3rd level, a scout's gains a 10% bonus to their movement speed.

- **Trackless Step:** At 3rd level, a scout cannot be tracked in natural surroundings. This feat grants a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.

- **Bonus Feats:** At 4th level and every four levels thereafter, a scout gains a bonus feat, which must be selected from the following list: Alertness, Cleave, Great Cleave, Combat Expertise, Dodge, Feint, Faster Healing I/II, Improved Combat Expertise, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Rapid Shot, Rapid Reload, Spring Attack, Track, Two-Weapon Fighting, Two-Weapon Defense, Weapon Finesse, Epic Prowess, Epic Toughness, Combat Insight, Great Dexterity. She must meet all the prerequisites for the feat.

- **Camouflage:** Beginning at 9th level, a scout takes no movement penalty while in stealth mode outdoors.

- **Evasion:** At 10th level, a scout can avoid damage from certain attacks with a successful Reflex save. Whenever a Reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.

- **Blind-Fight:** At 10th level, a scout gains the Blind-Fight feat. This feat grants the character the ability to fight well if blinded or against invisible creatures. The character gets to re-roll its miss chance percentile one time to see if it actually hits.

- **Flawless Stride:** At 12th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. While outdoors they automatically gain the Freedom of Movement spell. A scout loses this benefit when wearing medium or heavy armor.

- **Improved Evasion:** At 14th level, a scout gains Improved Evasion. Whenever a Reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.

- **Improved Uncanny Dodge:** At 15th level, a scout can no longer be flanked. This defense denies another character the option to sneak attack the character by flanking her, unless the attacker has at least four more class levels, in their class which provides sneak attack, than the target does.

- **Hide in Plain Sight (outdoors - Skirmisher) or Hide in Plain Sight (ambusher):** At 16th level, a scout can use the hide skill when being observed. This ability will not always be successful in the frenzy of combat -- but disengaging from the enemy before attempting to hide in plain sight will succeed.

- **Free Movement:** At 18th level, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. Your Flawless Stride now works everywhere and you also gain 15% concealment. A scout loses this benefit when wearing medium or heavy armor.

- **Blindsight:** A 20th-level scout gains persistent See Invisibility.