Scout
Level | BAB | Fort | Ref | Will | Special
1 | 0 | 0 | 2 | 0 | Skirmish (1d6), Trapfinding
2 | 1 | 0 | 3 | 0 | Battle Fort.+1, uncanny dodge
3 | 2 | 1 | 3 | 1 | Fast movement 10 ft., S. (1d6, +1 AC), Trackless step
4 | 3 | 1 | 4 | 1 | Bonus feat
5 | 3 | 1 | 4 | 1 | Evasion, S. (2d6,+1 AC)
6 | 4 | 2 | 5 | 2 | Flawless stride
7 | 5 | 2 | 5 | 2 | S. (2d6, +2 AC)
8 | 6 | 2 | 6 | 2 | Camouflage, Bonus Feat
9 | 6 | 3 | 6 | 3 | S. (3d6, +2 AC)
10 | 7 | 3 | 7 | 3 | Blindsense 30ft.
11 | 8 | 3 | 7 | 3 | Battle Fort.+2, F. M. 20 ft., S. (3d6, +3 AC)
12 | 9 | 4 | 8 | 4 | Bonus Feat
13 | 9 | 4 | 8 | 4 | S. (4d6, +3 AC)
14 | 10 | 4 | 9 | 4 | Hide in plain sight
15 | 11 | 5 | 9 | 5 | S. (4d6, +4 AC)
16 | 12 | 5 | 10 | 5 | Bonus Feat
17 | 12 | 5 | 10 | 5 | S. (5d6, +4 AC)
18 | 13 | 6 | 11 | 6 | Free Movement
19 | 14 | 6 | 11 | 6 | S. (5d6, +5 AC)
20 | 15 | 6 | 12 | 6 | Battle Fort.+3, Blindsight 30 ft., Bonus Feat
Weapon and armor Proficiency: All simple weapons plus the handaxe, throwing axe, shortbow, short sword. Light armors but no shields.
Skirmish: When a Scout moves at least 10 feet in a round he/she gains extra damage during his/her turn. Starting at 3rd level a Scout also gains a competence bonus to his/her Armor Class.
Trapfinding: Like a Rogue, Scouts can use the search skill to find traps with a DC higher than 20. They can also use Disable Device to bypass mundane traps or disarm magical traps. See the rogue feature for more detail.
Battle Fort.: Starting at 2nd level A Scout gains a +1 competence bonus to Fortitude saves and Initiative checks. At 11th and 20th level it increases by 1. It only applys when wearing light or no armor.
Uncanny Dodge: A Scout becomes unable to be caught Flat-footed upon reaching 2nd level. For more detail see the Barbarian or Rogue class feature
Fast Movement: At 3rd level a scout gains a +10 enhancement bonus to his/her base land speed. At 11th level it increases to +20 ft.
Trackless Step: Starting at 3rd level, a scout cannot be tracked in natural surroundings. See the Druid class feature for more detail.
Bonus Feats: At every 4th level (4,8,12,16,20), a scout gains a bonus feat chosen from the following list. Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Expertise, Dodge, Endurance, Far Shot, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. A few feats not in the basic book as well (I will make a thread with those feats). Those feats are; Brachiation, Danger Sense, Hear the Unseen, Improved Swimming, and Quick Reconnoiter. The scout must meet the prerequisites for the bonus feat.
Evasion: At 5th level a scout may avoid all damage from certain types of attacks with a successful reflex save.
Flawless Stride: Upon attaining 6th level a scout may move through ground terrain that slows movement at his/her normal speed without taking damage or other impairment. Magically hindering terrain does still slow the scout. A scout can only use this ability when wearing light or no armor.
Camouflage: Starting at 8th level, a scout may hide in any natural terrain, but only when wearing light or no armor. See the Ranger class feature for more detail
Blindsense: Starting at 10th level, a scout gains the blindsense ability out to 30 feet. It functions as described in the monster abilities.
Hide in Plain Sight: At 14th level and up a scout can use the hide skill in natural terrain even when being observed. The scout can only use it while wearing light or no armor. See the Ranger class feature for more detail.
Free Movement: At 18th level the scout becomes effectively under the effect of
freedom of movement at all times. The ability is lost if the scout wears anything other than light or no armor.
Blindsight: At 20th level a scout gains the blindsight ability out to 30 feet. His/her senses become so acute that he/she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kind kinds of concealment are irrelevant, though the scout must have a line of effect to a creature or object to discern it.