I've been playing around with my own version of "Scout" -- someone who has a rogue BAB, but makes up for it in other bennies. While I've called it the "Scout", it works well for woodsmen, sentries, guards, scouts, and any class dependent on being alert for long periods of time.
Let me know what you think.
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What class is the goblin that knows how to work the Heavy Ballista, as he guards against incoming adventurers? Not a fighter - this guy has to know how to spot and listen. Not a ranger - these amateur guards hardly will have the training to track, have two-weapon fighting, ambidexterity, and so on. I suppose he could be a rogue, but I can't see him tumbling all over the place, or learning how to use magical devices, or even necessarily picking locks. And if he’s got 8 skill points/level, he probably will be dumping points into some of those. And Evasion? Sneak attack? I don't see slightly experienced guards of this nature learning those abilities.
What class is the elf that patrols the forest, searching for goblin intruders? Not a fighter - again, where's the spot and listen? Not a ranger - two weapon fighting? Doubtful. Tracking? Kind of unbalancing to have a horde of 1st level elves, all with tracking, looking for the PCs. (Assuming you're running a campaign where elves are the bad guys, of course.) And while some alt.rangers allow replacement of the two-weapon fighting virtual feats with two archery feats, this top-loads the class even MORE. It's arguable that two-weapon fighting is subpar - but starting with point-blank shot and rapid shot (or precise shot, or whatever) is *never* a bad thing!
What class is the woodsman? Huh? Huh??!!
Easy answer: They're fighter/rogues. But that's just so choppy! 8 skill points, then 2 skill points, then 8 skill points. And none of these guys need to learn to use heavy armor. None of them are necessarily so naturally dexterous that they can eventually dodge Fireballs. And if their favored class isn't rogue or fighter, they will be quite restricted in how they can progress in both classes.
Better answer: They are, for the lack of a better name, Scouts.
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Alignment: Any.
Hit Die: d8.
Good Saves: Fort & Reflex
BAB: As ROGUE (very important difference – most alt.rangers progress as fighters).
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at First Level: (4 + Int. modifier) x 4.
Skill Points at Each Additional Level: 4 + Int. modifier.
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, bows, and either short swords or longswords. They are proficient with light and medium armor, and shields.
Bonus Feat list: Alertness, Dodge, Mobility, Endurance, Exotic Weapon Proficiency (Heavy Ballista), Improved Unarmed Strike, Mounted Combat, Mounted Archery, Point Blank Shot, Rapid Shot, Precise Shot, Shot on the Run, Quick Draw, Run, Skill Focus, Track, Weapon Focus
Feat/Special Ability Progression I:
1st level: Bonus Feat, *Heightened Alertness* (Additional +1 to Spot, Listen)
2nd level: Bonus Feat
3rd level: Uncanny Dodge (no dex loss when flat-footed)
4th level: Scout Endurance I
5th level: Skill Mastery (one skill per point of Int bonus)
6th level: Bonus Feat
7th level: *Heightened Alertness*
8th level: Uncanny Dodge (cannot be flanked)
9th level: Skill Focus
10th level: Bonus Feat
11th level: *Heightened Alertness*
12th level: Scout Endurance II
13th level: Skill Mastery (one skill per point of Int bonus)
14th level: Bonus Feat
15th level: *Heightened Alertness*
16th level:
17th level: Skill Focus
18th level: Bonus Feat
19th level: *Heightened Alertness*
20th level: Scout Endurance III
Feat/Special Ability Progression II:
1st level: Bonus Feat, *Heightened Alertness*
2nd level: Uncanny Dodge (no dex loss when flat-footed), Scout Endurance I
3rd level: “Fast on his Feet” (+2 to initiative)
4th level: *Heightened Alertness*
5th level: Skill Mastery (one skill per point of Int bonus) OR Bonus Feat?
6th level: Uncanny Dodge (cannot be flanked)
7th level: Bonus Feat, *Heightened Alertness*
8th level: Scout Endurance II
9th level: “Fast on his Feet” (+2 to Initiative)
10th level: *Heightened Alertness*
11th level: Skill Mastery (one skill per point of Int bonus) OR Bonus Feat?
12th level:
13th level: Bonus Feat, *Heightened Alertness*
14th level: Scout Endurance III
15th level: “Fast on his Feet” (+2 to initiative)
16th level: *Heightened Alertness*
17th level: Skill Mastery (one skill per point of Int bonus) OR Bonus Feat?
18th level:
19th level: Bonus Feat, *Heightened Alertness*
20th level: Uber-Endurance
”Heightened Alertness” gives a +1 bonus to Spot and Listen checks, and stacks with the bonus from the Alertness feat.
Scout Endurance I: The scout gains abilities equivalent given to those from the “Endurance” feat.
Scout Endurance II: The scout gains abilities equivalent to those from the “Endurance” feat, and these stack with those from Scout Endurance I. In addition, the Scout only needs six hours of sleep/rest each day. (The Scout still needs eight hours of sleep/rest in order to prepare spells.) In addition, the Scout may Hustle for up to four hours a day before taking subdual damage.
Scout Endurance III: The scout gains abilities equivalent to those from the “Endurance” feat, and these stack with those from Scout Endurance I and II. In addition, the Scout only needs four hours of sleep/rest each day. (The Scout still needs eight hours of sleep/rest in order to prepare spells.) In addition, the Scout may Hustle for up to eight hours a day before taking subdual damage.
Uber-Endurance: The scout needs only two hours of rest a night, may hustle for up to twelve hours a day, and need not ever make “forced march” constitution checks.