An option if you don't like the skill based thief.
In combat, scouts attack as clerics. They take saving throws as fighting men, but receive a +1 bonus to all saving throws at level 3, and an additional +1 at level 5. This represents their sharp senses, quick reactions and general “thieves luck”.
Due to their sharp senses, scouts will detect hidden doors and passages when searching on a D6 roll of 1-4.
A scout passing by a concealed or hidden door will sense something in the area on a D6 roll of 1-2 rolled by the GM.
Scouts will detect noise on a D6 roll of 1-2, likewise they can open a door quietly on a roll of 1-2.
Scouts are adept at stealth, and can hide from view provided they have suitable clothing for their surroundings. They are as adept as an elf or hobbit at this.
A scout on his own may surprise enemies on a D6 roll of 1-3. If the party is surprised, and their surprise roll was a 2, the scout is not surprised, even though the reminder of the party is.
An undetected scout may perform a stealth attack. This gives him a +4 bonus to hit, and let's him roll twice for inflicting damage. This increases to 3 rolls at level 5 and 4 rolls at level 9.
Scouts may wield magical daggers and swords. They are restricted to leather armour only, and do not use shields.
All races may play as scouts, reaching level 6 (dwarves and elves) or 10 (hobbits). Elves playing as scouts must lose the ability to play as one of fighting men or magic users.