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The Scout

Hit Dice:    d10

Requirements
    Move Silently:  8 ranks
    Hide:  8 ranks
    Survival:  5 ranks
    Spot:  5 ranks
    Listen:  5 ranks
    Track

Class Skills
The scout's class skills are: Climb, Concentration, Craft, Escape Artist, Handle Animal, Heal, Hide, Jump, Listen, Move Silently, Profession, Read Lips, Ride, Search, Sense Motive, Swim, Use Rope, and Survival.

Skill Points at Each Level:    6 + Int modifier
Class Features

Weapon and Armor Proficiency:  A scout's training focuses on weapons suitable for stealth.  Thus, all scouts are proficient with the battleaxe, club, crossbow (hand, light, or heavy), dagger, dart, hand axe, light mace, long sword, rapier, sap, shortbow (normal and composite), and short sword.  Scouts are provident with light armor but not with shields.

Level
Base
Attack
Bonus
Fort
Ref
Will
Special
1
2
3
4
1
+1
+2
+0
+0
Uncanny Dodge (Dex to AC)
0
-
-
-
2
+2
+3
+0
+0
Vigilence
0
-
-
-
3
+3
+3
+1
+1
 
1
-
-
-
4
+4
+4
+1
+1
Uncanny Dodge (can't be flanked)
1
0
-
-
5
+5
+4
+1
+1
Trackless Step
1
0
-
-
6
+6/+1
+5
+2
+2
 
1
1
-
-
7
+7/+2
+5
+2
+2
Uncanny Dodge (+1 vs traps)
2
1
0
-
8
+8/+3
+6
+2
+2
 
2
1
1
-
9
+9/+4
+6
+3
+3
Improved Evasion
2
1
1
-
10
+10/+5
+7
+3
+3
Uncanny Dodge (+1 vs traps)
2
2
1
0

Uncanny Dodge:  A scout has the extraordinary ability to react to danger before her senses would normally allow her to do so.  The scout retains her Dexterity bonus to AC regardless of being caught flat footed or struck by an invisible attacker.

At 4th level, the scout can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker.  This defense denies rogues the ability to use flank attacks to sneak attack her.  The exception to this defense is a rogue at least four levels higher then the character can flank her.

At 7th level, the scout gains an intuitive sense that alerts her to danger from traps, giving her a 1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to her AC against attacks by traps.  At 10th level, these bonuses rise to +2

If the character has any other class that gives Uncanny Dodge, those other class levels count when figuring the scouts uncanny dodge bonus.

Vigilance:  The scout's constant mental alertness allows the scout to take 10 on skills such as Move Silently, Hide, Spot, and Listen even when the character is not thinking about being stealthy or alert.  If the character is in a group of people, this ability does not function unless the scout is 15 feet or more away from the main group.

Trackless Step:  Starting at 5th level, the scout leaves no trail in natural surroundings and cannot be tracked.

Improved Evasion:  If exposed to any attack that normally allows a character to attempt a Reflex saving throw for half damage (such as fireball), she takes no damage with a successful saving throw, she takes only half damage even on a failed save (the scout's reflexes allow her to get out of harm's way with incredible speed).

Spells:  A scout has the ability to cast a small number of divine spells.  To cast a spell, the scout must have a Wisdom score of at least 10 + caster level.  Scout bonus spells are based on Wisdom.  When the scout gets 0 spells of a given level, such as 0 1st level spells, the scout gets only bonus spells.  A scout without bonus spells for that level cannot yet cast a spell of that level.  The scout uses the ranger's spell list (page 167 of the Player's Handbook).  A scout has access to any spell on the list and can freely choose which to prepare.  A scout prepares and casts spells just as a cleric does.