Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Skirmish (+1d6), trapfinding
2nd +1 +0 +3 +0 Point Blank Shot, battle fortitude +1, uncanny dodge
3rd +2 +1 +3 +1 Fast movement +10ft, skirmish (+2d6, +1AC), trackless step
4th +3 +1 +4 +1 Bonus Feat
5th +3 +1 +4 +1 Evasion, skirmish (+3d6, +1AC)
6th +4 +2 +5 +2 Flawless Stride
7th +5 +2 +5 +2 Skirmish (+4d6, +2 AC)
8th +6/+1 +2 +6 +2 Camouflage, bonus feat
9th +6/+1 +3 +6 +3 Skirmish (+5d6, +2 AC)
10th +7/+2 +3 +7 +3 Blindsense 30ft
11th +8/+3 +3 +7 +3 Battle Fortitude +2, fast movement +20ft, skirmish (+6d6, +3 AC)
12th +9/+4 +4 +8 +4 Bonus Feat
13th +9/+4 +4 +8 +4 Skirmish (+7d6, +3 AC)
14th +10/+5 +4 +9 +4 Hide in Plain Sight
15th +11/+6/+1 +5 +9 +5 Skirmish (+8d6, +4 AC)
16th +12/+7/+2 +5 +10 +5 Bonus Feat
17th +12/+7/+2 +5 +10 +5 Skirmish (+9d6, +4 AC)
18th +13/+8/+3 +6 +11 +6 Free Movement
19th +14/+9/+4 +6 +11 +6 Skirmish (+10d6, +5 AC)
20th +15/+10/+5 +6 +12 +6 Battle Fortitude +3, blindsight 30ft, bonus feat

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

Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.

Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she started. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every two levels gained above 1st (2d6 at 3rd, 3d6 at 5th, 4d6 at 7th, and so on).

The extra damage does not apply against oozes. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex): Scoutscan use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Scouts can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A scout who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Point Blank Shot (Ex): When not wearing medium or heavy armor, and not carrying a medium or heavy load, a 2nd level scout gains Point Blank Shot as a bonus feat even if she does not qualify for the feat. If she already has Point Blank Shot, then she can pick another feat that has Point Blank Shot as a prerequisite.

Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex): Starting at 2nd level, a scout gains the ability to react to danger before her senses would normally allow him to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a scout already has uncanny dodge from a different class (a scout with at least four levels of rogue, for example), she automatically gains improved uncanny dodge instead.

Fast Movement (Ex): Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. 

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step (Ex): Beginning at 3rd level, a scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: Blind-Fight, Combat Expertise, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Greater Manyshot, Improved Initiative, Iron Will, Lightning Reflexes, ManyshotMobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track, or a feat that has any of these feats as a requirement. She must meet all the prerequisites for the feat.

Evasion (Ex): Beginning at 5th level, a scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Flawless Stride (Ex): Starting at 6th 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.

This ability does not let her move more quickly through terrain that requires a Athletics check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex): Beginning at 8th level, a scout can use the Stealth skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet.

Hide in Plain Sight (Ex): Beginning at 14th level, while in any sort of natural terrain, a scout can use the Stealth skill even while being observed.

Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight (Ex): A 20th-level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.