Wild Scout (updated SM p.116)



Requirements:

Base Attack Bonus: +5
Alignment:Any
Skills:Hide 5, Knowledge(Nature) 5, Move Silently 5, Survival 5
Feats:Enduance, Track

Statistics:

LevelBABFortReflWillSpecial
1+1+2+2+0Home Turf 1, Swift Tracker, Wild Empathy
2+2+3+3+0Fast March, Trackless Step(self)
3+3+3+3+1Deception 1, Wild Feat
4+4+4+4+1Home Turf 2, Nondetection, Camouflage
5+5+4+4+1Homeland Confidence 1, Commune with nature 1/day
6+6+5+5+2Deception 2, Wild Feat
7+7+5+5+2Flawless Stride, Commune with nature 2/day
8+8+6+6+2Home Turf 3, Swift an Silent
9+9+6+6+3Deception 3, Wild Feat
10+10+7+7+3Homeland Confidence 2, Commune with nature 3/day

Features:

Alignment:Any
Hit Points:d10
Skill Points at each Level:4
Class Skills List:Climb, Craft, Handle Animal, Diplomacy, Hide, Jump, Intimidate, Knowledge(nature), Listen, Move Silently, Profession, Spot, Survival, Swim
Weapon Proficiency:all martial
Armor Proficiency:light
Class Specials:
Home Turf(Ex)At first level a Wild Scout designates his home turf, an area no larger than 100 square miles.While in this area the wild scout gains a +4 bonus on Animal Empathy, Hide, Move Silently and Survival checks. The Wild Scout's home turf expands to 2500 square miles at 4th level and to the entire region at 8th level.
Swift Tracker(Ex)Move at your normal speed while tracking. Only works in your home turf.
Wild Empathy(Ex)Ranger and Wild Scout levels stack for wild empathy
Fast March(Ex)A Wild Scout's overland speed (or his mount's base speed) is 1,3 times his normal overland speed in his home turf. A wild scout can confer this bonus to a number of creature equal to his class level times his charisma modifier (minimum 1).
Trackless Step(self)From 2nd level on, a Wild Scout moves in his home turf without leaving tracks. See Druid class feature.
Deception(Ex)Beginning at third level, whenever a wild scout uses natural elements to gain cover or concealement, he increases the benefit of his cover or concealment by one step and increases his reflex save by one. At 6th level the benefit is an increase by two steps and at 9th level the benefit is an increase by three steps. A wild scout must have at least 1/4 cover to receive any benefit.
Wild Feat(Ex)At 3rd, 6th and 9th level, a Wild Scout gains a bonus feat, chosen from the following list: Alertness, Brachiation, Dash, Improved Swimming, Keen-Eared Scout, Forester, Quick Reconnoiter, Resist Poison, Run, Steadfast Determination, Stealthy, Survivor, Toughness, Treetopper.
Nondetection(Sp)Starting at 4th level, a Wild Scout is under the effect of a nondetection spell while he is within his home turf and not within an urban area.
Camouflage(Ex)See Ranger class feature
Homeland Confidence(Ex)At 5th level a Wild Scout and his home turf become one. Whenever a wild scout is in natural environment within his home turf and not within an urban area, he receives a +1 competence bonus to attack rolls, damage rolls, caster level, saves, skill checks and ability checks. This Bonus increases to +2 at 10th level
Commune with Nature(Sp)Inside his home turf a wild scout of 5th level can cast Commune with nature as a spell like ability once per day. At 7th level he can cast it twice and at 10th level three times per day.
Flawless Stride(Ex)At 7th level a Wild Scout can move through Terrain that normally slows down speed at normal speed (see Cadv p.13)
Swift and Silent(Ex)At 8th level a Wild Scout can move at normal speed when using Move Silently and hide, See PGF p.45