I designed this for a friend of mine who plays an archer constantly paranoid that he would die in a given encounter...Heheh. Sorry I coudn't tabulate this...can someone help with the codes? Comments? Suggestions?
Deepwood Skirmisher
Hit Die: d8
Requirements
Race: Any humanoid.
Base Attack Bonus: +6.
Hide: 3 ranks.
Move Silently: 3 ranks.
Knowledge (geography): 3 ranks.
Feats: Dodge, Improved Initiative, Run.
Class Skills
The Deepwood Skirmisher’s class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
Table: The Deepwood Skirmisher
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Skirmish +1d6
2nd +2 +3 +3 +0 Improved Haven (+1 AC/+5%), Haze 1/day
3rd +3 +3 +3 +1 Precision Insight +1
4th +4 +4 +4 +1 Fast Movement +10 ft., Improved Mobility +2
5th +5 +4 +4 +1 Skirmish +2d6, Haze 2/day
6th +6 +5 +5 +2 Precision Insight +2, Greater Haven (+2 AC, +1 Ref/+10%)
7th +7 +5 +5 +2 Fast Movement +20 ft.
8th +8 +6 +6 +2 Improved Mobility +4, Haze 3/day
9th +9 +6 +6 +3 Skirmish +3d6, Precision Insight +3
10th +10 +7 +7 +3 Unstoppable, Foxhole (improved cover/+15%)
Class Description
The Deepwood Skirmishers are lightly armored warriors who have mastered the art of hit and run and provoking a chase. Charged with the important job of enticing unruly opponents/armies into a rash attack they can also serve in auxiliary roles such as field medics or artillery. Barbarians and rangers excel in this prestige class.
Class Features
Weapon and Armor Proficiency: The Deepwood Skirmishers gain proficiency in dagger, short sword, javelin, and sling. They are also proficient with light armor and buckler.
Skirmish (Ex): When wearing light (must be light category) or no armor and fighting with either light melee weapons, throwing weapons, or ranged weapons, you gain the listed additional precision bonus damage once per round applied on any one declared attack (on one projectile if using Manyshot). The attack must be delivered from at least within 30 ft. if ranged. The precision damage is only applied when you are able to target the vulnerable areas like a sneak attack and your target vulnerable to critical hits.
Improved Haven (Ex): When wearing light (category must be light) or no armor and you are concealed or taking cover you increase the cover or concealment bonus/miss chance by the indicated amount. Improved Precise Shot and other abilities that ignore or negate concealment or cover only decrease your cover by +4 or concealment by 20%. This bonus does not affect total cover or total concealment and does not work if you have displacement (since it doesn’t grant concealment but rather similar to total concealment).
Haze (Sp): You gain the ability to use blur (as the spell) at the indicated number of day. However you can only target self with this ability and the caster level and duration are equal to your class level.
Precision Insight (Ex): When wearing light (category must be light) or no armor and fighting with either light melee weapons, throwing weapons, or ranged weapons, you gain the listed attack bonus as insight bonus to attack rolls when attacking enemies within 30 ft. that have cover or concealment (not total cover or total concealment however) or when you are flanking a target with another skirmisher.
Fast Movement (Ex/Su): Starting at level 4, while fighting wearing light or no armor, you gain +10 ft. to speed as racial bonus (does not stack with barbarian’s or monk’s fast movement). At level 7, you gain a further +10 ft. to speed as enhancement bonus.
Improved Mobility (Ex): If you have the Mobility feat, then you increase the AC bonus from Mobility by the indicated amount.
Greater Haven (Ex): As Improved Haven except when taking cover you gain +6 to AC and +3 to all Reflex saves and concealment miss chance increases to 30%.
Unstoppable (Su): As long as you have moved more than 5 ft. that round you are under the effect of freedom of movement (as the spell).
Foxhole (Ex): As Greater Haven except when taking cover you gain improved cover (that is you now gain +8 to AC, +4 to all Reflex saves, and +10 to Hide checks) and concealment miss chance increases to 35%.
Epic Notes: You continue to increase Skirmish, Haze, and Precision Insight at the listed progression. You gain Epic feats every 3 levels.
Tactics: This class works well with Spring Attack, Shot on the Run, Many Shot feats because of the Skirmish Ability.

Deepwood Skirmisher
Hit Die: d8
Requirements
Race: Any humanoid.
Base Attack Bonus: +6.
Hide: 3 ranks.
Move Silently: 3 ranks.
Knowledge (geography): 3 ranks.
Feats: Dodge, Improved Initiative, Run.
Class Skills
The Deepwood Skirmisher’s class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
Table: The Deepwood Skirmisher
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Skirmish +1d6
2nd +2 +3 +3 +0 Improved Haven (+1 AC/+5%), Haze 1/day
3rd +3 +3 +3 +1 Precision Insight +1
4th +4 +4 +4 +1 Fast Movement +10 ft., Improved Mobility +2
5th +5 +4 +4 +1 Skirmish +2d6, Haze 2/day
6th +6 +5 +5 +2 Precision Insight +2, Greater Haven (+2 AC, +1 Ref/+10%)
7th +7 +5 +5 +2 Fast Movement +20 ft.
8th +8 +6 +6 +2 Improved Mobility +4, Haze 3/day
9th +9 +6 +6 +3 Skirmish +3d6, Precision Insight +3
10th +10 +7 +7 +3 Unstoppable, Foxhole (improved cover/+15%)
Class Description
The Deepwood Skirmishers are lightly armored warriors who have mastered the art of hit and run and provoking a chase. Charged with the important job of enticing unruly opponents/armies into a rash attack they can also serve in auxiliary roles such as field medics or artillery. Barbarians and rangers excel in this prestige class.
Class Features
Weapon and Armor Proficiency: The Deepwood Skirmishers gain proficiency in dagger, short sword, javelin, and sling. They are also proficient with light armor and buckler.
Skirmish (Ex): When wearing light (must be light category) or no armor and fighting with either light melee weapons, throwing weapons, or ranged weapons, you gain the listed additional precision bonus damage once per round applied on any one declared attack (on one projectile if using Manyshot). The attack must be delivered from at least within 30 ft. if ranged. The precision damage is only applied when you are able to target the vulnerable areas like a sneak attack and your target vulnerable to critical hits.
Improved Haven (Ex): When wearing light (category must be light) or no armor and you are concealed or taking cover you increase the cover or concealment bonus/miss chance by the indicated amount. Improved Precise Shot and other abilities that ignore or negate concealment or cover only decrease your cover by +4 or concealment by 20%. This bonus does not affect total cover or total concealment and does not work if you have displacement (since it doesn’t grant concealment but rather similar to total concealment).
Haze (Sp): You gain the ability to use blur (as the spell) at the indicated number of day. However you can only target self with this ability and the caster level and duration are equal to your class level.
Precision Insight (Ex): When wearing light (category must be light) or no armor and fighting with either light melee weapons, throwing weapons, or ranged weapons, you gain the listed attack bonus as insight bonus to attack rolls when attacking enemies within 30 ft. that have cover or concealment (not total cover or total concealment however) or when you are flanking a target with another skirmisher.
Fast Movement (Ex/Su): Starting at level 4, while fighting wearing light or no armor, you gain +10 ft. to speed as racial bonus (does not stack with barbarian’s or monk’s fast movement). At level 7, you gain a further +10 ft. to speed as enhancement bonus.
Improved Mobility (Ex): If you have the Mobility feat, then you increase the AC bonus from Mobility by the indicated amount.
Greater Haven (Ex): As Improved Haven except when taking cover you gain +6 to AC and +3 to all Reflex saves and concealment miss chance increases to 30%.
Unstoppable (Su): As long as you have moved more than 5 ft. that round you are under the effect of freedom of movement (as the spell).
Foxhole (Ex): As Greater Haven except when taking cover you gain improved cover (that is you now gain +8 to AC, +4 to all Reflex saves, and +10 to Hide checks) and concealment miss chance increases to 35%.
Epic Notes: You continue to increase Skirmish, Haze, and Precision Insight at the listed progression. You gain Epic feats every 3 levels.
Tactics: This class works well with Spring Attack, Shot on the Run, Many Shot feats because of the Skirmish Ability.