Scout

Not all rogues live in the city. Scouts frequently roam the wilderness, often banding together as bandits, but sometimes serving as guides, as trailblazers, or as companions to a ranger or barbarian warrior. More comfortable with sneaking and hiding outdoors, the scout is still effective in the city and the dungeon.

Table: The Scout

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSneak
Attack
1st+0+0+2+0Skill specialty, Weapon Finesse+1d6
2nd+1+0+3+0Evasion, rogue talent+1d6
3rd+2+1+3+11st favored environment+2d6
4th+3+1+4+1Rogue talent, uncanny dodge+2d6
5th+3+1+4+1Skill specialty+3d6
6th+4+2+5+2Rogue talent+3d6
7th+5+2+5+2Improved uncanny dodge+4d6
8th+6/+1+2+6+22nd favored environment, rogue talent+4d6
9th+6/+1+3+6+3Skill specialty+5d6
10th+7/+2+3+7+3Rogue talent+5d6
11th+8/+3+3+7+3Advantageous attack +1+6d6
12th+9/+4+4+8+4Rogue talent+6d6
13th+9/+4+4+8+43rd favored environment, skill specialty+7d6
14th+10/+5+4+9+4Rogue talent+7d6
15th+11/+6/+1+5+9+5+8d6
16th+12/+7/+2+5+10+5Rogue talent+8d6
17th+12/+7/+2+5+10+5Skill specialty+9d6
18th+13/+8/+3+6+11+64th favored environment, rogue talent+9d6
19th+14/+9/+4+6+11+6Advantageous attack +2+10d6
20th+15/+10/+5+6+12+6Master strike, rogue talent+10d6

Class Features

A Scout does not gain the Trap Sense, Uncanny Dodge, and Improved Uncanny Dodge class features.

Weapon and Armor Proficiency

A Scout gains no proficiency with any type of weapon, armor, or shield.

Class Skills

A scout loses Perform and Streetwise as class skills but gains Handle Animal and Natural Lore.

Scout’s Charge

At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.

This ability replaces uncanny dodge.

Favored Environment

Table: Ranger Favored Environments
EnvironmentExamples
Aquaticon or under water
Coldglaciers, snow, tundra
Desertbadlands and sandy deserts
Forestconiferous and deciduous
Junglerain forests, monsoon forests
Marshbogs, swamps, mangrove forests
Mountainmountains and foothills
Plainsgrassland, savanna, steppe, prairie
Undergroundcaverns, dungeons
Urbancities, towns

At 3rd level, a scout may select an environment from among those given on Table: Ranger Favored Environments. The scout gains a +2 bonus on Natural Lore, Perception, and Stealth checks when using these skills in that environment.

At 8th level and every five levels thereafter (at 13th and 18th level), the scout may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2.

If a specific terrain falls into more than one category of favored environment, the scout’s bonuses do not stack; he simply uses whichever bonus is higher.

This is identical to the Ranger ability of the same name. This ability replaces trap sense.

Skirmisher

At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

This ability replaces improved uncanny dodge.