by Tim Wallace
The scout class in Complete Adventurer was one of my all time favorite 3.5 classes. I was excited to see there was scout archetype for the rogue in the Advanced Player’s Guide, but in my opinion it did not do the 3.5 class justice. So, here is my attempt to amend that.
Scout (alternate rogue archetype)
Not all rogues live in the city. Scouts frequently roam the wilderness, often banding together as bandits, but sometimes serving as guides, as trailblazers, or as companions to a ranger or barbarian warrior. More comfortable with sneaking and hiding outdoors, the scout is still effective in the city and the dungeon.
Class Skills: The scout adds Knowledge (geography), Knowledge (nature), to her list of class skills and removes Appraise, and Perform from her list of class skills.
Skirmish (Ex): A scout’s mobility makes her more deadly and harder to hit in combat.
The scout’s attacks deal extra precision-based damage during any round in which she moves at least 10 feet. This extra damage is 1d6 at 1st level, and increases by 1d6 every four scout levels thereafter (to a maximum of 5d6 at 17th level). Should the scout score a critical hit while skirmishing, this extra damage is not multiplied. This extra damage stacks with other types of precision-based damage (such as sneak attacks). Ranged attacks can deal extra damage while skirmishing only if the target is within 30 feet.
At 3rd level, the scout gains a +1 dodge bonus to AC any round in which she moves at least 10 feet. This bonus is applied from the point in which she has moved 10 feet until the beginning of her next turn. This bonus increases by +1 every four scout levels thereafter (to a maximum of +5 at 19th level).
Damage dealt by skirmish counts as sneak attack damage for the purpose of rogue talents and as a prerequisite for feats. This ability replaces sneak attack.
Blindsense (Ex): At 10th level, a scout gains blindsense out to 30 feet. The scout usually does not need to make Perception checks to pinpoint the location of a creature within range of her blindsense ability, provided that she has line of effect to that creature. Any opponent the scout cannot see still has total concealment against her, and she still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of the scout. The scout is still denied her Dexterity bonus to Armor Class against attacks from creatures she cannot see. This ability replaces trap sense.
Blindsight (Ex): At 20th level, a scout gains blindsight out to 30 feet. Invisibility, darkness, and most kinds of concealment become irrelevant, though the scout must have line of effect to a creature or object to discern that creature or object. The scout usually does not need to make Perception checks to notice creatures within this range. This ability replaces master strike.
Rogue Talents: The following rogue talents complement the scout archetype: camouflage APG, fast movement (see below), fast stealth, follow clues APG, and trackless step (see below).
Advanced Talents: The following advanced rogue talents complement the scout archetype: advanced fast movement (see below), fast tumble APG, and hide in plain sight UC.
New Rogue Talents: The following new rogue talents can be taken by any rogue who meets the prerequisites.
Fast Movement (Ex): A rogue with this talent has a land speed faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor or light armor, and not carrying a medium or heavy load. Apply this bonus before modifying the rogue's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the rogue's land speed. A rogue must have the skirmish class ability before choosing this talent.
Trackless Step (Ex): A rogue with this talent leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. A rogue must have the skirmish class ability before choosing this talent.
New Rogue Advanced Talent: The following new advanced rogue talent can be selected by any rogue of 10th level or higher who meets the prerequisites.