ScoutHD: d8
BAB: Medium (3/4)
Saves: Good Reflex; Poor Fortitude and Will
Skills: 8 + Int modifier
Class Skills: Acrobatics, Climb, Craft, Disable Device, Escape Artist, Handle Animal, Heal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Linguistics, Perception, Profession, Ride, Sense Motive, Stealth, Survival, and Swim
Class Features
Proficiencies: Light Armor, Simple Weapons, and Thrown and Projectile Martial Weapons
Skirmish (Ex): A Scout uses movement to her advantage, whether to add momentum to her attacks or to catch an enemy less guarded. On any round the Scout moves at least 10 ft, any attacks she makes until the start of her next turn are considered Skirmish attacks, and deal +1d6 damage. This damage increases by +1d6 every odd level thereafter. A Scout needs to be able to aim her attack precisely, and thus must be within 30 ft of her target to deal Skirmish damage, and any foe with total concealment or otherwise unseen by the Scout is not subject to Skirmish damage. A Scout is unable to use Skirmish if wearing medium or heavy armor or carrying a medium or heavy load. Skirmish works just as well mounted (in which case, the mount must move 10 or more ft to trigger it) as it does on foot, and many Scouts have served as formidable light cavalry troops.
Skirmish is precision damage like sneak attack, and any creature immune to sneak attacks is also immune to skirmish. Scouts may treat skirmish damage as if it were the Sneak Attack class feature of an equal damage amount for the purposes of qualifying for feats, prestige classes, and so forth.
Trapfinding (Ex): As the Rogue ability of the same name.
Infiltration (Ex): A Scout gains a bonus equal to half her class level (minimum +1) on all Acrobatics, Perception, Stealth, and Survival checks. The Perception bonus overlaps and does not stack with the one from Trapfinding for finding traps.
Battle Fortitude (Ex): At 2nd level, a Scout gains a +1 competence bonus on Fortitude saves and Initiative checks when wearing light or no armor and carrying no more than a light load. This bonus increases by +1 at levels 7, 12, and 17.
Uncanny Dodge (Ex): At 2nd level, a Scout can react to danger faster. See the Barbarian class feature for details.
Trackless Step (Ex): Starting at 2nd level, a Scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Fast Movement (Ex): A Scout is able to travel with great alacrity. She gains a +10 ft enhancement bonus to all modes of movement she has a listed speed for (including temporary modes, such as flight from a spell) for every 3 Scout levels she possesses. A Scout loses this benefit in medium or heavy armor or when carrying a medium or heavy load.
Indefatigable (Ex): At 3rd level, a Scout becomes immune to the Fatigued condition.
Night Sight (Ex): A Scout of 3rd level has developed superior vision. She gains Darkvision (60 ft), or if she already has Darkvision (or should gain it later), she instead increases its range by 60 ft.
Bonus Feat: A Scout gains one bonus feat at 4th level and every 4 levels thereafter. The feat can be any Combat feat or Skill Focus, but the Scout must meet any requirements of a feat she selects.
Acrobatic Defense (Ex): Beginning at 4th level, a Scout gains a +1 competence bonus to AC on any round she moves at least 10 ft. The bonus increases by +1 every 4 levels thereafter, and is doubled against attacks of opportunity. This AC bonus lasts until the start of her next turn. A Scout loses this benefit in medium or heavy armor or when carrying a medium or heavy load.
Harrier (Ex): By 5th level, a Scout has mastered her ability to move without being accosted. For any action she takes to move, if she only moves half or less the distance she is able to (such as her speed on a charge, or half her speed on a move action), that movement does not provoke attack of opportunities.
Evasion (Ex): A Scout of 5th level or higher is able to avoid damage entirely from some attacks. See the Monk class feature for details.
Flawless Stride (Ex): Beginning at 6th level, a Scout is able to move through any sort of difficult terrain without reducing her speed, and may even 5 ft step in terrain that would normally impede movement.
Improved Uncanny Dodge (Ex): At 6th level, a Scout becomes difficult to flank. See the Barbarian class feature for details.
Blindsense (Ex): A Scout of 7th level is able to detect that which she cannot see. She gains the blindsense ability out to 30 ft.
Camouflage (Ex): At 8th level, a Scout can use Stealth in any sort of terrain, even if the terrain doesn't grant cover or concealment.
Hustle (Ex): A 9th level Scout is capable of sudden bursts of speed when needed. Once per encounter, she may move up to her speed as a swift action.
Sentinel (Ex): At 10th level, a Scout becomes so sure of her ability with the Acrobatics, Disable Device, Perception, Stealth, and Survival skills that she may roll 2d20 and take the higher roll whenever she attempts one of these skill checks.
Wear Down (Ex): At 11th level, a Scout has learned how to use her tactical retreats to lure her foes into a tiring pursuit. If the Scout moved away from a foe (position at end of turn is further away than it was at the start of her turn) on her previous turn and the foe attempts to move into melee with or charge the Scout, he must make a Fortitude save (DC 10 + ½ level +Wisdom modifier) or become fatigued. If the fatigue would prevent the action he was taking (such as a charge), his movement is halted at half the distance he attempted to move. Once a creature saves against this effect, he is immune for 24 hours. The fatigue of this ability does not stack with itself, but does stack with any other cause of fatigue to result in the exhausted condition.
Inexhaustible (Ex): At 13th level, a Scout becomes immune to the Exhausted condition.
Free Movement (Ex): A 14th level Scout is able to slip out of bonds, a creature's maw, and even confining spells with ease. She gains the benefit of the Freedom of Movement spell, except the effect is constant.
Hide in Plain Sight (Ex): A Scout of 15th level is able to use the Stealth skill even while being observed.
Darkstalker (Ex): A Scout of 16th level has gained such experience in sneaking through hostile territory, that she has learned to adapt her motions to stalk even creatures with alien sensory capabilities. Any creature with Blindsense, Blindsight, Scent, or Tremorsense must use Perception to detect the Scout, opposed by the Scout's Stealth check as normal. Also, the Scout is able to flank creatures with the all-around vision special quality.
Blindsight (Ex): A 17th level Scout gains the Blindsight ability out to 30 ft. Also, her Blindsense range increases to 60 ft.
Outlast (Ex): At 19th level, whenever a foe fails his save against the Scout's Wear Down effect, he is also Staggered for 1 round per Scout level. This takes effect immediately, likely ending the foe's turn (as he has used his move or standard action permitted by Staggered for the movement he was in the middle of).
Mangudai (Ex): A Scout that reaches 20th level has gained complete mastery over how she engages her foes. She may now use her Hustle ability once per round. In addition, as a free action after damaging a foe with a Skirmish attack, she can force the creature to make a Reflex save (DC 10 + ½ level + Wisdom modifier) or have all of its movement speeds drop to 0 ft for 1 round. The creature can still dodge attacks, fight, and defend itself, but it becomes unable to move from its location and flying creatures that fail to hover fall. The Scout may only use this debilitating attack once per round, and each foe can only be targeted by it once per day.
Class features by level
1 Skirmish, Trapfinding, Infiltration
2 Battle Fortitude +1, Uncanny Dodge, Trackless Step
3 Indefatigable, Night Sight, Fast Movement +10 ft
4 Bonus Feat, Acrobatic Defense
5 Harrier, Evasion
6 Flawless Stride, Improved Uncanny Dodge, Fast Movement +20 ft
7 Blindsense, Battle Fortitude +2
8 Bonus Feat, Camouflage
9 Hustle, Fast Movement +30 ft
10 Sentinel
11 Wear Down
12 Bonus Feat, Battle Fortitude +3, Fast Movement +40 ft
13 Inexhaustible
14 Free Movement
15 Hide in Plain Sight, Fast Movement +50 ft
16 Bonus Feat, Darkstalker
17 Blindsight, Battle Fortitude +4
18 Fast Movement +60 ft
19 Outlast
20 Bonus Feat, Mangudai
So, PF basically destroyed the "skill user" niche with its class skills revamp, and the tumble DCs have made skirmishing type fighting styles suicidal. Also, the base Scout class was a bit weaker than Rogue in 3E already, so this is my grand attempt to make Scout a decent and viable class for Pathfinder. A bunch of new abilities, many original class features are gained sooner, and big bonuses on the key scouting skills.
How do you like it?