Hiruma+Scout+School

Benefit: +1 Con Available Classes: Fighter, Ranger, Scout, Rogue Honor: 2.0 Bonus Class Skills: Knowledge (Shadowlands) Techniques:
 * Dance the Razor's Edge (1st): You may move normally while full defending and may add your ranks in Hide to your AC; You are good at conserving supplies and can make Food, Water, Jade, and most other consumables last twice as long for a number of people equal to your ranks in survival
 * Strike Like the WInd (4th): If you strike an opponent who hasn't hit you yet in combat you deal an additional dice worth of damage; If a foe strikes you and misses you may add your Int bonus to your AC against that opponent for the rest of the combat.
 * Fire and Shadow (8th): You may now add twice the ranks of your Hide Skill to your AC; If you possess a skill that pertains to a particular enemy (such as Knowledge Shadowlands, or Martial Lore: Kakita Bushi School) you may add the ranks in that skill to all attack and damage rolls against that enemy.
 * Harness the Wind (12th): Add your class level to all Jump, Climb, Swim, Survival, and Knowledge (Shadowlands) checks; You may make an additional attack per round as a Full round action. This attack is made at your highest attack bonus, but all attacks made that round are at a -2 penalty.
 * Veil of Spirits (16th): Your Hide, Move Silently, and Survival skill checks critically succeed on an 18-20, this can only happen once and if a 20 is rolled on the second roll it continues to critically succeed, otherwise it stops being a critical success on 18s and 19s. If you have Knowledge Geography in the specific area you're traveling in dice rolls on these skills critically succeed on 16-20.