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|Status:||<-how close to completion->|
|Editing:||Constructive edits welcome|
 Silent Scout
The silent scouts are, although fairly weak and less than charming, very good trackers and are very good at hiding their own tracks.
 Making a Silent Scout
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: The most important ability is dexterity.
Starting Gold: 6d4 × 10 average 150GP.
Starting Age: rogue.
|1st||+0||+0||+2||+0||Sniper Shot 1d6, Bonus Feat, Track|
|3rd||+2||+1||+3||+1||Sniper Shot 2d6|
|5th||+3||+1||+4||+1||Sniper Shot 3d6,|
|7th||+5||+2||+5||+2||Sniper Shot 4d6, Ranged Feat|
|8th||+6/+1||+2||+6||+2||Improved Uncanny Dodge|
|9th||+6/+1||+3||+6||+3||Sniper Shot 5d6,|
|11th||+8/+3||+3||+7||+3||Sniper Shot 6d6|
|13th||+9/+4||+4||+8||+4||Sniper Shot 7d6|
|15th||+11/+6/+1||+5||+9||+5||Sniper Shot 8d6,|
|17th||+12/+7/+2||+5||+10||+5||Sniper Shot 9d6|
|18th||+13/+8/+3||+6||+11||+6||Hide in Plain Sight,|
|19th||+14/+9/+4||+6||+11||+6||Sniper Shot 10d6|
|20th||+15/+10/+5||+6||+12||+6||Head Shot, Ranged Feat|
Class Skills 8 + Int modifier per level times 4 at 1st level. Appraise(Int), Balance(Dex), Bluff(Cha), Climb(Dex), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Gather Information(Cha), Hide(Dex), Jump(Str), Knowledge (any)(Int), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Perform(Cha), Profession(Wis), Search(Int), Sense Motive(Wis), Spot(Wis),Survival(Wis), Swim(Str), Tumble(Dex), Use Rope(Dex).
 Class Features
Weapon and Armor Proficiency: A Scout is proficient with all ranged weapons and simple weapons and also the following martial weapons: rapier, scimitar, hand axe, long sword and falchion. The Scout is proficient with light armor.
Sniper Shot: When you fire from a ranged weapon and have an attack of opportunity you do extra damage.EG you are lv 3 you get 2d6 extra damage.
Bonus Feat: You may chose from the fighters bonus feat list, or any other ranged feat.
Trackless Step: A Scout can not be tracked by any mundane methods.
Uncanny Dodge: You can't be caught flat footed.
Evasion:If the Scout makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. He still takes normal damage if he fails. Evasion can only be used by a Sharp Shooter wearing light or no armor.
Improved Evasion:If the Scout makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. He takes half damage if he fails. improved Evasion can only be used by a Sharp shooter wearing light or no armor.
Hide in Plain Sight:In any sort of natural terrain, a Scout can use the Hide skill even while being observed.
Head Shot:When a Scout have been studying a target for 3 rounds and then fires with his ranged weapon and hits the victim, the target must make a fortitude save (DC-10+ 1/2 the sharpshooters level +the sharpshooters dexterity modifier, + the sharpshooters intelligence modifier) or the victim will die. If the victim has either no head, or multiple heads (hydra), he/she is not affected by this.