LightWarden
Explorer
Wherever I May Roam: A Scout's Guide
"A scout is never taken by surprise - he knows exactly what to do when the unexpected happens." -Sir Robert Baden-Powell
Gather 'round the fire, young ones. I've been told you want to be able to track your enemies down, in order to exact punishment on them. Let me tell you that it's not as easy as it looks! You're going to have to traverse uncharted lands, learn to fend for yourself against whatever may come, and then there's what happens after you catch up to who you're chasing - chances are they won't go quietly. So if you're going to wimp out, now's the time! ...Nobody? Good, they brought me a gutsier bunch than last time. Now, put that meat away and listen up...
Strikers are the most plentiful role in the game, so you want your Striker to have some sort of special tricks in order to stand out from the pack. Scouts have the following things going for them:
Scouts are very mobile - The majority of a Scout's stances will give you some sort of mobility upgrade, and the class derives a lot of benefits from charging about. These combine with a good mobility-oriented Utility power selection to make you a very mobile character. If you like bouncing all over the battlefield, you will enjoy this class.
Scouts attack a lot - As with your parent class, you make a ton of attack rolls against a given target, which usually results in a lot of damage being done, and being done quickly. If rolling a d20 once per round just isn't enough for you, give this class a look.
Scouts play well in a team - While the Scout is plenty capable of taking care of itself, it does stand to gain a lot from playing nice with other classes, because simple things like combat advantage and bonuses to attack rolls have a magnified effect on its performance. If you want to be a good team player, this class is worth a glance.
This Handbook will use the following system for ratings:
Red - Garbage, or completely overshadowed by another option.
Purple - Situationally useful, but overall pretty meh.
Black - OK. You could do worse than pick this.
Blue - Good stuff. You probably want this.
Sky Blue - You want this. Period.
Gold - Why haven't you taken this yet? A defining choice for a build, or even the whole class.
This Handbook covers the following sources:
AP - Arcane Power
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
DSCS - Dark Sun Campaign Setting
FRPG - Forgotten Realms Player's Guide
HoS - Heroes of Shadow
HotFK - Heroes of the Forgotten Kingdoms
HotFL - Heroes of the Fallen Lands
MM - Monster Manual
MM 2 - Monster Manual 2
MOTP - Manual of the Planes
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHR: DB - Player's Handbook Races: Dragonborn
PHR: TF - Player's Handbook Races: Tieflings
PHH 1 - Player's Handbook Heroes: Series 1
PHH 2 - Player's Handbook Heroes: Series 2
PrP - Primal Power
PsP - Psionic Power
SAC - Seekers of the Ashen Crown Adventure Module
Glossary
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AP - Action point.
BBEG - Big bad evil guy.
Burst/Nova/Spike Damage - Generally understood to mean the highest amount of damage a character can inflict in the space of a single round. Usually, calculations for this allow 1 round of setup before the actual damage.
CA - Combat advantage.
DPR - Damage per round, which is generally meant to mean the character's expected damage value using At-Will powers against a standard enemy of the same level (eloquently described by Adslahnit as the Official CharOp Inanimate Block of TofuTM).
E-class - Refers to the class design for Martial characters introduced in the Essentials product line, which usually focuses on basic attacks and has limited options for Encounter or Daily resources.
ED - Epic destiny.
HP - Hit points.
LX - Level X.
MAD - Multiple attribute dependency, which is defined as needing 3 or more ability scores for a given build.
MBA - Melee basic attack.
MC - Multiclass or multiclassing.
NAD - Non-AC defense.
OA - Opportunity attack.
PP - Paragon path.
RBA - Ranged basic attack.
SAD - Single attribute dependency, which is defined as a build that really only needs 1 ability score.
THP - Temporary hit points.
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References
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The Ranger's Handbook(x), by me:
(x)[/sblock]
Props to:
Everyone posting
Power Source and Role: The Way To Roam
A Scout differs from its parent class (the Ranger) in that it is a Martial and Primal Striker. This is an overall interesting blend of power sources, since Martial is well-known for being aggressive and Primal is similarly famous for being among the more durable power sources. Overall, the build leans heavily toward the Martial side, though the Primal half makes itself felt in your non-attack power selection. Here's how the Scout stacks up in the categories expected of a Striker:
Burst/Nova/Spike Damage - Also known as the most damage you can put out on short notice, this tends to be a disappointing area for Scouts (perhaps the biggest difference between it and the Ranger) - your Striker feature only happens once per round, and you're going to have to pick up powers from your parent class to be any good at this. That said, a Scout who puts in enough work can be pretty good at it.
Damage Per Round (DPR) - Given that your class combines two of the three most commonly used methods to achieve high consistent damage (charging and multi-attacking), it's no surprise at all that you're stellar at this sort of thing. In fact, the argument can be made that you are every bit as good at it as your parent class (the Ranger) is, which is saying something.
Debilitating Effects - A Scout will have very easy access to minor conditions (such as knocking prone), but will find it rather hard to have access to the more hindering ones, so this is very likely not where you're going to look to make your living.
Survivability - A big focus on mobility (including the ability to move outside your turn) along with the aid of a Primal Utility power list that is geared toward keeping you up and running combine to ensure that you aren't exactly squishy.
Targeting Capacity - Unlike your parent class, whacking who you want to whack at full strength isn't much of an issue - you are charge-oriented, and have no "nearest enemy" limitation on your class feature to worry about. The Scout is arguably one of the best in the business at this.
Secondary Role Effectiveness
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Controller - As mentioned above, the focus on single targets combined with the lack of impactful status effects combine to make you a very poor Controller substitute.
Defender - While one would normally assume (and correctly) that a class that can run away from attacks wouldn't make for the best Defender out there, your hard-hitting nature and some clever positioning can help you divert attacks from allies as they chase after you.
Leader - While you have the occasional power that heals or helps improve party positioning available to you, those are few and far between, so I wouldn't exactly consider you prime Leader-replacement material.
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Baseline Mechanics: Why You Roam
Along with other Martial members of the Essentials product line, the Scout is defined by its limited array of powers, along with an above-average complement of class features. As such, their identity as a mobile, hard-hitting Striker is pretty well defined.
The chassis itself is very similar to the Ranger's, which basically means it deviates little from what has come to be accepted as the norm for Strikers.
Game Mechanics
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Hit Points - 12 + Con score at level 1, and 5 at each level thereafter. Pretty standard for a Striker.
Healing Surges - 7 + Con modifier. A bit above what is accepted to be the Striker norm, but nothing to throw a party over.
Defenses - You get a bump to Fortitude and Reflex, which is quite nice.
Proficiencies
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Armor - Light armor and no shields is sufficient, but not exactly amazing.
Weapons - Simple + military for both Melee and Ranged is as good as it gets as far as proficiencies go.
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Class Features
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L1 - Attack Finesse - Using Dexterity for your MBA's allows you to run off one ability score if you want to, which is a good thing if you ask me.
L1 - Dual Weapon Attack - Your Striker feature, and it's a real good one - not many people get a follow-up attack. Its scaling damage upgrades (Improved Dual Weapon Attack at L9, Paragon Dual Weapon Attack at L15, and Epic Dual Weapon Attack at L25) aren't bad, either. That said, its being a free action can be a bit annoying.
L1 - Power Strike - Now that it's a No Action attack power, it's a decent source of extra damage for a Scout.
L1 - Two-Weapon Style
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Flashing Blade Mastery - A bonus to hit for wielding a Light Blade is a sweet additional benefit to have.
Spinning Axe Mastery - While this feature starts out being just as good as Flashing Blade Mastery, the scaling on this is disappointing, and the support for Axes is brutally outclassed by the support for Light Blades.
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L5 - Reactive Shift - While this shift comes too late to save you from a Melee enemy attacking you, it does generate charge space for you, which is at least somewhat useful.
L13 - Enhanced Power Strike
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Eagle's Axe - A bit of extra damage from Power Strike. It is your job to deal damage, so I'm not going to diss this. That said, it is quite plain.
Serpent's Blade - Shifting after a Power Strike is quite useful, because it at the very least enables you to charge twice in the same turn.
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L19 - Cautious Shift - A shift as part of a second wind or total defense could be useful.
L23 - Peerless Perception - Re-rolling Perception checks is actually a pretty cool benefit, even if it's not used that much in combat.
L29 - Epic Scout's Shift - An extension of shift distance is incredibly useful for a character predicated on mobility. That said, most Scouts will already have Long Step, so this effectively frees up a feat for most (I'm not going to complain).
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Skills: How You Roam
Like the Ranger, you have access to a quite impressive list of skills, as well as plenty of selections from said list, though they may not be necessarily enough to grab every skill you want.
Class Skills
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Acrobatics - A very useful skill, that can combine well with Athletics to make you one of the slipperiest characters in the business, and most Scouts will be better at this one.
Athletics - As mentioned above, this combines with Acrobatics to make you virtually immune to any movement-related business your DM may have for you.
Dungeoneering - You have to pick either this or Nature, but you won't get complaints from me; a monster Knowledge-type skill is always appreciated.
Endurance - Most of you may not have the Constitution to have this at a sky-high level. Still, folks who have a racial bonus to the skill may consider it, and you'd better take this if you don't plan on taking Heal.
Heal - A very sweet skill to deal with everything from first aid to disease, and it keys off an important attribute to you. A decent choice.
Nature - You have to pick this or Dungeoneering, though both of those skills are so useful, that it's no big deal (a Knowledge-type skill is always nice to have). You may even want to pick them both.
Perception - This may be the best skill in the game, and the way your character is built guarantees you a respectable Wisdom at the very least. Don't leave home without it.
Stealth - A very useful skill for you to complete the scouting package, and it keys off your primary ability score.
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Recommended Non-Class Skills
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Insight - Its reliance on Wisdom makes you able to stack up some decent numbers on it, and it helps make you a complete character by giving you something to do on a social skill challenge.
Thievery - Opening locks, picking pockets, and disabling traps is a pretty good skill to have, and it's easy to grab (just take the Rogue Multiclass feat, for example).
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Ability Scores: What It Takes To Roam
Given the basic attack-centric nature of the Scout, it is theoretically possible to have a wide variety of ability score combinations. That being said, the fact that Dual Weapon Attack will always key off of Dexterity means that ability score will always be very high on a Scout (16-18, before racial adjustments). Apart from that, Dexterity will also drive other important things such as AC and initiative.
That being said, most of the Ranger powers that would appeal to a Scout key off of Strength (as well as Weapon Mastery), which means that ability score will also be popular for Scouts (12-16, before racial adjustments). That said, the fact that you can make some of them key off of Dexterity instead makes it not as necessary as it would seem to be at first glance.
Apart from that, a bit of lip service to Wisdom (12-14, before racial adjustments) for rider effects on your Utility powers and Will defense and Constitution (12-14, before racial adjustments) for healing surges never hurts. Due to your universal focus on Dexterity, Intelligence is probably limited in its use for you.
Races: Born To Roam
Given the basic attack-centric nature of the Scout, it's hard to conceive of a race that would be terrible at this class. That said, there are definitely races that are better than others at this.
Races - Player's Handbook
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Dragonborn - While it does bump Strength, that's a valued secondary at best, and Charisma is a bit marginal unless you ignore Wisdom, which makes certain powers and skills less useful to you. Average.
Dwarf - A Strength bump is solid and Dwarven Resilience is nice (though hardly necessary), but the lower speed and lack of Dexterity bonus are major drawbacks.
Eladrin - A Dexterity bump is sweet, and while Intelligence doesn't do much for you, some extra Will defense and an extra skill (as well as a teleport power) certainly add to the package. Good stuff.
Elf - Ideal ability scores for a Dexterity-heavy Scout, and a re-roll can save you from a bad turn. An exceptional choice.
Half-Elf - Wisdom is pretty much the only thing you can glean from this race, and while Dilettante allows for some tricks, they won't add much because of your universal reliance on Dexterity. Unexceptional.
Halfling - The Scout's reliance on lighter weapons means that being Small doesn't hurt this race at all, and a Dexterity bump along with a racial power that keeps you from getting hit is good stuff.
Human - A bonus to your prime ability score and an extra feat are major perks, and Heroic Effort isn't exactly chopped liver. A quality option to have.
Tiefling - The ability scores simply don't line up, and the feat support isn't going to do all that much about it. Not what you're looking for.
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Races - Player's Handbook 2
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Deva - A Wisdom bump is the best you're getting out of it, and while the racial power is nice, it's not going to make up for it. A disappointing choice.
Gnome - It has the all-important Dexterity bump, and invisibility helps get combat advantage, but a speed penalty and an Intelligence bonus does detract from it.
Goliath - A bump to Strength is decent, and a bonus to Will defense and some resist all make it more tolerable as a choice, though not quite good.
Half-Orc - Bonuses to Strength and Dexterity are excellent, and extra damage once per encounter doesn't hurt either. An awesome choice.
Shifter, Longtooth - A bump to Strength and regen are OK, but nothing to go crazy over.
Shifter, Razorclaw
- It has the ideal ability scores, and a bump to speed and AC/Reflex while bloodied helps. Good stuff.
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Races - Player's Handbook 3
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Githzerai - The perfect ability bumps, as well as a shift when you second wind and a nice defensive Utility power. A great choice.
Minotaur - A Strength bump makes this race OK, but far from exceptional.
Shardmind - A focus on mental stats doesn't do much for you here.
Wilden - The ability scores are in the right places, and the Aspects are sweet business for you. A very good choice.
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Races - Other Rulebooks
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Bladeling (MOTP) - It has the right ability scores, but the utter lack of support makes it less attractive than other such options.
Changeling (EPG) - A Dexterity bump helps you get things done, as does Changeling Trick. The lack of support means you won't get much else, though.
Drow (FRPG) - Once agin, the perfect ability scores, and that along with good support and a sweet racial power counts for a heck of a lot.
Genasi (FRPG) - While its racial support is sweet, a Strength bump is pretty much the best you're getting out of this.
Kalashtar (EPG) - The focus on mental ability scores won't do much for you, and nothing else about the race will either. Nah.
Mul (DSCS) - A bonus to Strength and Incredible Toughness are about all of what you're getting out of this choice.
Revenant (HoS) - A bonus to Dexterity and a toughness bump will help make for quite a good Scout.
Shade (HoS) - Losing a healing surge for what amounts to no good reason hurts the stock of what otherwise would be a pretty good race.
Thri-Kreen (DSCS) - Bonuses to Strength and Dexterity are good stuff, as is the rest of the racial package. One of the best choices out there.
Vryloka (HoS) - The penalty to healing surge value while bloodied stinks, but it's a rather minor penalty, and the rest of the race is pretty good.
Warforged (EPG) - A Strength bump is decent stuff, and the toughness bump is hardly bad, but the race is a bit limited compared to others available.
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Races - Dragon Magazine
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Gnoll (D 367) - A Dexterity bump along with various bonuses for charging and being bloodied helps you out a-plenty. One of the better races out there.
Shadar-Kai (D 372) - Stud ability scores, and an insubstantial teleportation power helps as well. A great race for this sort of thing.
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Races - Monster Manuals
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Bugbear (MM) - The ideal bumps and extra damage when you have combat advantage. That's good stuff to be had right there.
Bullywug (MM 2) - The lack of support spoils what could have been a rather good race.
Doppelganger (MM) - Eh... no.
Duergar (MM 2) - The Dwarf minus a Strength bump option and all the support. How about not?
Githyanki (MM) - Con and Int are marginally useful at best, and there's no compensation for that, either.
Goblin (MM) - A bonus to Dexterity is good stuff to have, and Goblin Tactics is out-of-turn repositioning. A surprisingly good choice.
Hobgoblin (MM) - Constitution and Charisma make for poor ability score bumps, and not much else about the race is appealing.
Kenku (MM 2) - The all-important Dexterity bump is here, and an additional bonus to hit while flanking is good stuff to have.
Kobold (MM) - An At-Will minor action shift is good stuff, and a bonus to Dexterity is great to have. A quality choice.
Orc (MM) - A bump to Strength and a self-healing power are a decent package, though nothing to party over.
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"A scout is never taken by surprise - he knows exactly what to do when the unexpected happens." -Sir Robert Baden-Powell
Gather 'round the fire, young ones. I've been told you want to be able to track your enemies down, in order to exact punishment on them. Let me tell you that it's not as easy as it looks! You're going to have to traverse uncharted lands, learn to fend for yourself against whatever may come, and then there's what happens after you catch up to who you're chasing - chances are they won't go quietly. So if you're going to wimp out, now's the time! ...Nobody? Good, they brought me a gutsier bunch than last time. Now, put that meat away and listen up...
Selling Points: Why You Would Want To Play A Scout
Strikers are the most plentiful role in the game, so you want your Striker to have some sort of special tricks in order to stand out from the pack. Scouts have the following things going for them:
Scouts are very mobile - The majority of a Scout's stances will give you some sort of mobility upgrade, and the class derives a lot of benefits from charging about. These combine with a good mobility-oriented Utility power selection to make you a very mobile character. If you like bouncing all over the battlefield, you will enjoy this class.
Scouts attack a lot - As with your parent class, you make a ton of attack rolls against a given target, which usually results in a lot of damage being done, and being done quickly. If rolling a d20 once per round just isn't enough for you, give this class a look.
Scouts play well in a team - While the Scout is plenty capable of taking care of itself, it does stand to gain a lot from playing nice with other classes, because simple things like combat advantage and bonuses to attack rolls have a magnified effect on its performance. If you want to be a good team player, this class is worth a glance.
This Handbook will use the following system for ratings:
Red - Garbage, or completely overshadowed by another option.
Purple - Situationally useful, but overall pretty meh.
Black - OK. You could do worse than pick this.
Blue - Good stuff. You probably want this.
Sky Blue - You want this. Period.
Gold - Why haven't you taken this yet? A defining choice for a build, or even the whole class.
This Handbook covers the following sources:
AP - Arcane Power
AV - Adventurer's Vault
AV 2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DMA 2009 - Dragon Magazine Annual 2009
DP - Divine Power
DSCS - Dark Sun Campaign Setting
FRPG - Forgotten Realms Player's Guide
HoS - Heroes of Shadow
HotFK - Heroes of the Forgotten Kingdoms
HotFL - Heroes of the Fallen Lands
MM - Monster Manual
MM 2 - Monster Manual 2
MOTP - Manual of the Planes
MP - Martial Power
MP 2 - Martial Power 2
PHB - Player's Handbook
PHB 2 - Player's Handbook 2
PHB 3 - Player's Handbook 3
PHR: DB - Player's Handbook Races: Dragonborn
PHR: TF - Player's Handbook Races: Tieflings
PHH 1 - Player's Handbook Heroes: Series 1
PHH 2 - Player's Handbook Heroes: Series 2
PrP - Primal Power
PsP - Psionic Power
SAC - Seekers of the Ashen Crown Adventure Module
Glossary
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AP - Action point.
BBEG - Big bad evil guy.
Burst/Nova/Spike Damage - Generally understood to mean the highest amount of damage a character can inflict in the space of a single round. Usually, calculations for this allow 1 round of setup before the actual damage.
CA - Combat advantage.
DPR - Damage per round, which is generally meant to mean the character's expected damage value using At-Will powers against a standard enemy of the same level (eloquently described by Adslahnit as the Official CharOp Inanimate Block of TofuTM).
E-class - Refers to the class design for Martial characters introduced in the Essentials product line, which usually focuses on basic attacks and has limited options for Encounter or Daily resources.
ED - Epic destiny.
HP - Hit points.
LX - Level X.
MAD - Multiple attribute dependency, which is defined as needing 3 or more ability scores for a given build.
MBA - Melee basic attack.
MC - Multiclass or multiclassing.
NAD - Non-AC defense.
OA - Opportunity attack.
PP - Paragon path.
RBA - Ranged basic attack.
SAD - Single attribute dependency, which is defined as a build that really only needs 1 ability score.
THP - Temporary hit points.
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References
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The Ranger's Handbook(x), by me:
(x)[/sblock]
Props to:
Everyone posting
Power Source and Role: The Way To Roam
A Scout differs from its parent class (the Ranger) in that it is a Martial and Primal Striker. This is an overall interesting blend of power sources, since Martial is well-known for being aggressive and Primal is similarly famous for being among the more durable power sources. Overall, the build leans heavily toward the Martial side, though the Primal half makes itself felt in your non-attack power selection. Here's how the Scout stacks up in the categories expected of a Striker:
Burst/Nova/Spike Damage - Also known as the most damage you can put out on short notice, this tends to be a disappointing area for Scouts (perhaps the biggest difference between it and the Ranger) - your Striker feature only happens once per round, and you're going to have to pick up powers from your parent class to be any good at this. That said, a Scout who puts in enough work can be pretty good at it.
Damage Per Round (DPR) - Given that your class combines two of the three most commonly used methods to achieve high consistent damage (charging and multi-attacking), it's no surprise at all that you're stellar at this sort of thing. In fact, the argument can be made that you are every bit as good at it as your parent class (the Ranger) is, which is saying something.
Debilitating Effects - A Scout will have very easy access to minor conditions (such as knocking prone), but will find it rather hard to have access to the more hindering ones, so this is very likely not where you're going to look to make your living.
Survivability - A big focus on mobility (including the ability to move outside your turn) along with the aid of a Primal Utility power list that is geared toward keeping you up and running combine to ensure that you aren't exactly squishy.
Targeting Capacity - Unlike your parent class, whacking who you want to whack at full strength isn't much of an issue - you are charge-oriented, and have no "nearest enemy" limitation on your class feature to worry about. The Scout is arguably one of the best in the business at this.
Secondary Role Effectiveness
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Controller - As mentioned above, the focus on single targets combined with the lack of impactful status effects combine to make you a very poor Controller substitute.
Defender - While one would normally assume (and correctly) that a class that can run away from attacks wouldn't make for the best Defender out there, your hard-hitting nature and some clever positioning can help you divert attacks from allies as they chase after you.
Leader - While you have the occasional power that heals or helps improve party positioning available to you, those are few and far between, so I wouldn't exactly consider you prime Leader-replacement material.
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Baseline Mechanics: Why You Roam
Along with other Martial members of the Essentials product line, the Scout is defined by its limited array of powers, along with an above-average complement of class features. As such, their identity as a mobile, hard-hitting Striker is pretty well defined.
The chassis itself is very similar to the Ranger's, which basically means it deviates little from what has come to be accepted as the norm for Strikers.
Game Mechanics
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Hit Points - 12 + Con score at level 1, and 5 at each level thereafter. Pretty standard for a Striker.
Healing Surges - 7 + Con modifier. A bit above what is accepted to be the Striker norm, but nothing to throw a party over.
Defenses - You get a bump to Fortitude and Reflex, which is quite nice.
Proficiencies
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Armor - Light armor and no shields is sufficient, but not exactly amazing.
Weapons - Simple + military for both Melee and Ranged is as good as it gets as far as proficiencies go.
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Class Features
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L1 - Attack Finesse - Using Dexterity for your MBA's allows you to run off one ability score if you want to, which is a good thing if you ask me.
L1 - Dual Weapon Attack - Your Striker feature, and it's a real good one - not many people get a follow-up attack. Its scaling damage upgrades (Improved Dual Weapon Attack at L9, Paragon Dual Weapon Attack at L15, and Epic Dual Weapon Attack at L25) aren't bad, either. That said, its being a free action can be a bit annoying.
L1 - Power Strike - Now that it's a No Action attack power, it's a decent source of extra damage for a Scout.
L1 - Two-Weapon Style
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Flashing Blade Mastery - A bonus to hit for wielding a Light Blade is a sweet additional benefit to have.
Spinning Axe Mastery - While this feature starts out being just as good as Flashing Blade Mastery, the scaling on this is disappointing, and the support for Axes is brutally outclassed by the support for Light Blades.
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L5 - Reactive Shift - While this shift comes too late to save you from a Melee enemy attacking you, it does generate charge space for you, which is at least somewhat useful.
L13 - Enhanced Power Strike
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Eagle's Axe - A bit of extra damage from Power Strike. It is your job to deal damage, so I'm not going to diss this. That said, it is quite plain.
Serpent's Blade - Shifting after a Power Strike is quite useful, because it at the very least enables you to charge twice in the same turn.
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L19 - Cautious Shift - A shift as part of a second wind or total defense could be useful.
L23 - Peerless Perception - Re-rolling Perception checks is actually a pretty cool benefit, even if it's not used that much in combat.
L29 - Epic Scout's Shift - An extension of shift distance is incredibly useful for a character predicated on mobility. That said, most Scouts will already have Long Step, so this effectively frees up a feat for most (I'm not going to complain).
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Skills: How You Roam
Like the Ranger, you have access to a quite impressive list of skills, as well as plenty of selections from said list, though they may not be necessarily enough to grab every skill you want.
Class Skills
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Acrobatics - A very useful skill, that can combine well with Athletics to make you one of the slipperiest characters in the business, and most Scouts will be better at this one.
Athletics - As mentioned above, this combines with Acrobatics to make you virtually immune to any movement-related business your DM may have for you.
Dungeoneering - You have to pick either this or Nature, but you won't get complaints from me; a monster Knowledge-type skill is always appreciated.
Endurance - Most of you may not have the Constitution to have this at a sky-high level. Still, folks who have a racial bonus to the skill may consider it, and you'd better take this if you don't plan on taking Heal.
Heal - A very sweet skill to deal with everything from first aid to disease, and it keys off an important attribute to you. A decent choice.
Nature - You have to pick this or Dungeoneering, though both of those skills are so useful, that it's no big deal (a Knowledge-type skill is always nice to have). You may even want to pick them both.
Perception - This may be the best skill in the game, and the way your character is built guarantees you a respectable Wisdom at the very least. Don't leave home without it.
Stealth - A very useful skill for you to complete the scouting package, and it keys off your primary ability score.
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Recommended Non-Class Skills
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Insight - Its reliance on Wisdom makes you able to stack up some decent numbers on it, and it helps make you a complete character by giving you something to do on a social skill challenge.
Thievery - Opening locks, picking pockets, and disabling traps is a pretty good skill to have, and it's easy to grab (just take the Rogue Multiclass feat, for example).
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Ability Scores: What It Takes To Roam
Given the basic attack-centric nature of the Scout, it is theoretically possible to have a wide variety of ability score combinations. That being said, the fact that Dual Weapon Attack will always key off of Dexterity means that ability score will always be very high on a Scout (16-18, before racial adjustments). Apart from that, Dexterity will also drive other important things such as AC and initiative.
That being said, most of the Ranger powers that would appeal to a Scout key off of Strength (as well as Weapon Mastery), which means that ability score will also be popular for Scouts (12-16, before racial adjustments). That said, the fact that you can make some of them key off of Dexterity instead makes it not as necessary as it would seem to be at first glance.
Apart from that, a bit of lip service to Wisdom (12-14, before racial adjustments) for rider effects on your Utility powers and Will defense and Constitution (12-14, before racial adjustments) for healing surges never hurts. Due to your universal focus on Dexterity, Intelligence is probably limited in its use for you.
Races: Born To Roam
Given the basic attack-centric nature of the Scout, it's hard to conceive of a race that would be terrible at this class. That said, there are definitely races that are better than others at this.
Races - Player's Handbook
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Dragonborn - While it does bump Strength, that's a valued secondary at best, and Charisma is a bit marginal unless you ignore Wisdom, which makes certain powers and skills less useful to you. Average.
Dwarf - A Strength bump is solid and Dwarven Resilience is nice (though hardly necessary), but the lower speed and lack of Dexterity bonus are major drawbacks.
Eladrin - A Dexterity bump is sweet, and while Intelligence doesn't do much for you, some extra Will defense and an extra skill (as well as a teleport power) certainly add to the package. Good stuff.
Elf - Ideal ability scores for a Dexterity-heavy Scout, and a re-roll can save you from a bad turn. An exceptional choice.
Half-Elf - Wisdom is pretty much the only thing you can glean from this race, and while Dilettante allows for some tricks, they won't add much because of your universal reliance on Dexterity. Unexceptional.
Halfling - The Scout's reliance on lighter weapons means that being Small doesn't hurt this race at all, and a Dexterity bump along with a racial power that keeps you from getting hit is good stuff.
Human - A bonus to your prime ability score and an extra feat are major perks, and Heroic Effort isn't exactly chopped liver. A quality option to have.
Tiefling - The ability scores simply don't line up, and the feat support isn't going to do all that much about it. Not what you're looking for.
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Races - Player's Handbook 2
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Deva - A Wisdom bump is the best you're getting out of it, and while the racial power is nice, it's not going to make up for it. A disappointing choice.
Gnome - It has the all-important Dexterity bump, and invisibility helps get combat advantage, but a speed penalty and an Intelligence bonus does detract from it.
Goliath - A bump to Strength is decent, and a bonus to Will defense and some resist all make it more tolerable as a choice, though not quite good.
Half-Orc - Bonuses to Strength and Dexterity are excellent, and extra damage once per encounter doesn't hurt either. An awesome choice.
Shifter, Longtooth - A bump to Strength and regen are OK, but nothing to go crazy over.
Shifter, Razorclaw
- It has the ideal ability scores, and a bump to speed and AC/Reflex while bloodied helps. Good stuff.
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Races - Player's Handbook 3
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Githzerai - The perfect ability bumps, as well as a shift when you second wind and a nice defensive Utility power. A great choice.
Minotaur - A Strength bump makes this race OK, but far from exceptional.
Shardmind - A focus on mental stats doesn't do much for you here.
Wilden - The ability scores are in the right places, and the Aspects are sweet business for you. A very good choice.
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Races - Other Rulebooks
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Bladeling (MOTP) - It has the right ability scores, but the utter lack of support makes it less attractive than other such options.
Changeling (EPG) - A Dexterity bump helps you get things done, as does Changeling Trick. The lack of support means you won't get much else, though.
Drow (FRPG) - Once agin, the perfect ability scores, and that along with good support and a sweet racial power counts for a heck of a lot.
Genasi (FRPG) - While its racial support is sweet, a Strength bump is pretty much the best you're getting out of this.
Kalashtar (EPG) - The focus on mental ability scores won't do much for you, and nothing else about the race will either. Nah.
Mul (DSCS) - A bonus to Strength and Incredible Toughness are about all of what you're getting out of this choice.
Revenant (HoS) - A bonus to Dexterity and a toughness bump will help make for quite a good Scout.
Shade (HoS) - Losing a healing surge for what amounts to no good reason hurts the stock of what otherwise would be a pretty good race.
Thri-Kreen (DSCS) - Bonuses to Strength and Dexterity are good stuff, as is the rest of the racial package. One of the best choices out there.
Vryloka (HoS) - The penalty to healing surge value while bloodied stinks, but it's a rather minor penalty, and the rest of the race is pretty good.
Warforged (EPG) - A Strength bump is decent stuff, and the toughness bump is hardly bad, but the race is a bit limited compared to others available.
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Races - Dragon Magazine
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Gnoll (D 367) - A Dexterity bump along with various bonuses for charging and being bloodied helps you out a-plenty. One of the better races out there.
Shadar-Kai (D 372) - Stud ability scores, and an insubstantial teleportation power helps as well. A great race for this sort of thing.
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Races - Monster Manuals
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Bugbear (MM) - The ideal bumps and extra damage when you have combat advantage. That's good stuff to be had right there.
Bullywug (MM 2) - The lack of support spoils what could have been a rather good race.
Doppelganger (MM) - Eh... no.
Duergar (MM 2) - The Dwarf minus a Strength bump option and all the support. How about not?
Githyanki (MM) - Con and Int are marginally useful at best, and there's no compensation for that, either.
Goblin (MM) - A bonus to Dexterity is good stuff to have, and Goblin Tactics is out-of-turn repositioning. A surprisingly good choice.
Hobgoblin (MM) - Constitution and Charisma make for poor ability score bumps, and not much else about the race is appealing.
Kenku (MM 2) - The all-important Dexterity bump is here, and an additional bonus to hit while flanking is good stuff to have.
Kobold (MM) - An At-Will minor action shift is good stuff, and a bonus to Dexterity is great to have. A quality choice.
Orc (MM) - A bump to Strength and a self-healing power are a decent package, though nothing to party over.
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