CLASS TRAITS
Role: Striker.
Power Source: Martial and Primal.
Key Abilities: Dexterity, Wisdom
Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Bonus to Defense: +1 Fortitude, +1 Reflex.
Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.
Trained Skills: Dungeoneering or Nature (your choice). From the class skills list below, choose 4 more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex).
Class features: Aspects of the Wild (Scout), Attack Finesse, Dual Weapon Attack, Power Strike, Ranger Wilderness Knacks, Two-Weapon Style.
Scouts learn to wield two weapons at once, from the supple combination of longsword and short sword to the brutal double assault of battleaxe and handaxe. This tactic denies the defensive benefit of a shield, but allows a scout to strike hard and fast. At their best when outnumbered and surrounded, scouts count on speed and accuracy in combat to overwhelm their foes.
Scouts augment their combat prowess with primal magic, channeling the supernatural power of the natural world to their advantage. Primal power allows a scout to pass by foes unseen, to discourage pursuit, and to keep his or her companions alive in the wild under conditions that would slay lesser explorers outright.
ASPECTS OF THE WILD (SCOUT)
You gain two of the following powers of your choice.
You barrel past your foes with such speed and strength that they are unable to react to your assault.
At-Will
Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the charging ram. Until the stance ends, you gain the following benefits.
* Your movement during a charge doesn’t provoke opportunity attacks.
* If you hit with a charge attack, you can knock the target prone.
* You gain a +2 power bonus to the damage rolls of charge attacks.
Like a fox, you move with stealth, speed, and cunning. Your foes cannot hope to harm you while you are in motion, and you always keep an open escape route at hand.
At-Will
Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the cunning fox. Until the stance ends, you gain the following benefits.
* You take only half damage from attacks made against you during your turn.
* Whenever you hit or miss with a melee attack or a ranged attack on your turn, you can take a free action to shift up to 2 squares.
You move like a snake, darting here and there, never remaining within reach of your foe.
At-Will
Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits.
* You can take a free action at the end of each of your turns to shift 1 square.
* When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.
Level 11: The bonus to the damage roll increases to +2.
Level 21: The bonus to the damage roll increases to +3.
As you take on the aspect of the shark, the scent of blood drives you into a vicious frenzy.
At-Will
Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the hungry shark. Until the stance ends, you gain the following benefits.
* When you make a basic attack against a bloodied enemy, you gain a +2 power bonus to the attack roll.
* You can take a move action to shift up to 3 squares to a square adjacent to a bloodied enemy.
* You gain a +5 power bonus to Athletics checks made to swim.
Like a spider, you lie in ambush and wait until your foe comes near before launching your attack.
At-Wil
l Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits.
* You gain a +2 power bonus to Stealth checks.
* You gain a +5 power bonus to Athletics checks made to climb.
* While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
Level 11: The bonus to damage rolls increases to +3.
Level 21: The bonus to damage rolls increases to +4.
You fight as a member of the pack, turning your allies’ positions to your advantage.
At-Wi
ll Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the pack wolf. Until the stance ends, you gain the following benefits.
* You do not provoke opportunity attacks when leaving squares adjacent to your allies.
* When you make a basic attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll against that enemy. The bonus equals the number of your allies adjacent to the enemy.
Level 11: The bonus to damage rolls increases to 1 + the number of adjacent allies.
Level 21: The bonus to damage rolls increases to 2 + the number of adjacent allies.
You fight with the courage of a lion, taking on a larger foe without a sliver of doubt or fear.
At-W
ill Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the regal lion. Until the stance ends, you gain the following benefits.
* When you make a basic attack against an enemy that is Large or larger, you gain a +2 power bonus to the attack roll.
* You gain a +2 power bonus to all defenses against such enemies.
You move through the battle like a hawk, carefully waiting for the best moment to strike, rising above all barriers that might restrict you.
At-
Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the soaring hawk. Until the stance ends, you gain the following benefits.
* You gain a +2 power bonus to speed.
* You ignore the penalty to attack rolls imposed by partial cover and partial concealment, and you take no worse than a -2 penalty to attack rolls against targets that have superior cover or total concealment.
* You gain a +2 power bonus to Perception checks.
ATTACK FINESSE
When you make a melee basic attack, you can use your Dexterity modifier instead of your Strength modifier for the attack roll and the damage roll.
DUAL WEAPON ATTACK
You gain the dual weapon attack power.
You follow your successful swing with a quick strike from your off hand.
At
-Will Martial, Weapon
Free Action Melee weapon
Requirement: You must be wielding two melee weapons.
Trigger: You hit with a melee basic attack on your turn.
Target: One creature
Attack: Dexterity vs. AC (off-hand weapon)
Hit: 1[W] + Dexterity modifier damage.
Special: You can use this power only once per round.
POWER STRIKE
You gain the power strike power.
By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Enc
ounter Martial, Weapon
No Action Special
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit
Effect: The target takes 1[W] extra damage from the triggering attack.
Level 17: 2[W] extra damage.
Level 27: 3[W] extra damage.
Update (3/28/2011)
Change usage to "No Action" and change range to "Special".
RANGER WILDERNESS KNACKS
You gain two of the following abilities of your choice.
Ambush Expertise (Ranger)
Whenever you make a Stealth check, each ally within 10 squares of you gains a +2 bonus to his or her next Stealth check before the end of your next turn.
Beast Empathy (Ranger)
You gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against beasts. You can communicate simple concepts and commands to such creatures, though they are under no compulsion to obey you. With a successful Insight check (DC determined by the DM), you can read a creature’s body language and vocalizations enough to understand basic messages from it.
Mountain Guide (Ranger)
Whenever you succeed on an Athletics check to climb, you reduce the DC of that climb by 2 for your allies until the end of the encounter. Only allies who see you make the climb gain this benefit.
Watchful Rest (Ranger)
When you take an extended rest, you and any allies also taking the rest do not take the -5 penalty to Perception checks for sleeping.
Wilderness Tracker (Ranger)
During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have moved through the area in the past 24 hours. You ascertain when and where they entered the area, as well as when and where they left.
TWO-WEAPON STYLE
Gain flashing blade mastery or spinning axe mastery.
Flashing Blade Mastery
You gain a +1 bonus to weapon attack rolls while you wield a light blade in your off hand.
Spinning Axe Mastery
You gain a +2 bonus to weapon damage rolls while you wield an axe in your off hand.
LEVEL 2 SCOUT UTILITY POWER
You gain one of the following powers of your choice.
Your skin takes on the texture of tough bark, protecting you from the worst of your enemies’ attacks
.
Daily Primal
Minor Action Personal
Effect: You gain resistance to all damage until the end of the encounter. The resistance equals your Wisdom modifier.
The power of the primal spirits lets you move with the speed and subtlety of the win
d.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, you gain a +2 power bonus to speed, and whenever you shift, the distance you can shift increases by 1 square.
The spirits of earth, stone, and land accept your plea for assistance, allowing you and your allies to move unhindered and at great spe
ed.
Daily Primal
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Until the end of the encounter, each target ignores difficult terrain and gains a +2 power bonus to speed.
LEVEL 3 IMPROVED POWER STRIKE
You gain one more use of power strike per encounter, but you can still use it only once per turn.
LEVEL 4 WILDERNESS KNACK
You gain one additional wilderness knack.
REACTIVE SHIFT
You gain the reactive shift power.
You keep one eye on the fight around you at all times, so that you can slip away from an enemy that moves too close.
Encounter Martial
Immediate Reaction Personal
Trigger: An enemy you can see ends its turn adjacent to you.
Effect: You shift a number of squares up to your Wisdom modifier.
LEVEL 6 SCOUT UTILITY POWER
You gain one of the following powers of your choice.
The primal power you call upon allows access to the deepest reserves of stre
ngth.
Daily Healing, Primal
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge.
Wind spirits hurl tempests of leaves in a swirling mass that disorients enemies while concealing your a
llies.
Daily Conjuration, Primal
Minor Action Area wall 5 within 10 squares
Effect: You conjure a leafy wall that lasts until the end of the encounter. The wall can be up to 4 squares high and must be on a solid surface. You or any ally has partial concealment while in the wall. Enemies grant combat advantage while in the wall or adjacent to it.
A magical mist wraps around you, letting you cross the battlefield in the blink of an eye, then clinging to you as a protective
shroud.
Daily Primal, Teleportation
Move Action Personal
Effect: You teleport up to 5 squares, then gain a +5 power bonus to all defenses until the end of your next turn.
LEVEL 7 ASPECT OF THE WILD (SCOUT)
You gain one additional aspect of the wild.
You barrel past your foes with such speed and strength that they are unable to react to your as
sault.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the charging ram. Until the stance ends, you gain the following benefits.
* Your movement during a charge doesn’t provoke opportunity attacks.
* If you hit with a charge attack, you can knock the target prone.
* You gain a +2 power bonus to the damage rolls of charge attacks.
Like a fox, you move with stealth, speed, and cunning. Your foes cannot hope to harm you while you are in motion, and you always keep an open escape route a
t hand.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the cunning fox. Until the stance ends, you gain the following benefits.
* You take only half damage from attacks made against you during your turn.
* Whenever you hit or miss with a melee attack or a ranged attack on your turn, you can take a free action to shift up to 2 squares.
You move like a snake, darting here and there, never remaining within reach of y
our foe.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits.
* You can take a free action at the end of each of your turns to shift 1 square.
* When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.
Level 11: The bonus to the damage roll increases to +2.
Level 21: The bonus to the damage roll increases to +3.
As you take on the aspect of the shark, the scent of blood drives you into a viciou
s frenzy.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the hungry shark. Until the stance ends, you gain the following benefits.
* When you make a basic attack against a bloodied enemy, you gain a +2 power bonus to the attack roll.
* You can take a move action to shift up to 3 squares to a square adjacent to a bloodied enemy.
* You gain a +5 power bonus to Athletics checks made to swim.
Like a spider, you lie in ambush and wait until your foe comes near before launching yo
ur attack.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits.
* You gain a +2 power bonus to Stealth checks.
* You gain a +5 power bonus to Athletics checks made to climb.
* While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
Level 11: The bonus to damage rolls increases to +3.
Level 21: The bonus to damage rolls increases to +4.
You fight as a member of the pack, turning your allies’ positions to your
advantage.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the pack wolf. Until the stance ends, you gain the following benefits.
* You do not provoke opportunity attacks when leaving squares adjacent to your allies.
* When you make a basic attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll against that enemy. The bonus equals the number of your allies adjacent to the enemy.
Level 11: The bonus to damage rolls increases to 1 + the number of adjacent allies.
Level 21: The bonus to damage rolls increases to 2 + the number of adjacent allies.
You fight with the courage of a lion, taking on a larger foe without a sliver of do
ubt or fear.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the regal lion. Until the stance ends, you gain the following benefits.
* When you make a basic attack against an enemy that is Large or larger, you gain a +2 power bonus to the attack roll.
* You gain a +2 power bonus to all defenses against such enemies.
You move through the battle like a hawk, carefully waiting for the best moment to strike, rising above all barriers that might
restrict you.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the soaring hawk. Until the stance ends, you gain the following benefits.
* You gain a +2 power bonus to speed.
* You ignore the penalty to attack rolls imposed by partial cover and partial concealment, and you take no worse than a -2 penalty to attack rolls against targets that have superior cover or total concealment.
* You gain a +2 power bonus to Perception checks.
LEVEL 8 WILDERNESS KNACK
You gain one additional wilderness knack chosen from the options given at level 1.
IMPROVED DUAL WEAPON ATTACK
You gain a +2 bonus to damage rolls with your dual weapon attack power.
LEVEL 10 SCOUT UTILITY POWER
You gain one of the following powers of your choice.
The spirits of the night grant you
enhanced senses.
Daily Primal
Minor Action Close burst 5
Target: You and each ally in the burst
Effect: Each target gains both darkvision and a +2 power bonus to Perception checks until the end of the encounter.
At your command, great roots threaded with primal power burrow through the ground around you, closing the space between two points on
the battlefield.
Daily Primal, Teleportation, Zone
Minor Action Close burst 10
Effect: You create two zones, each one in an unoccupied square in the burst. The zones last until the end of the encounter. When you or any of your allies enters either of the zones, that character can teleport to the other zone as a free action, as long as the destination zone is unoccupied.
Eldritch green flames wrap around your enemies, hampering their ability to defend themselves
or hide from you.
Daily Fire, Primal, Zone
Minor Action Area burst 1 within 10 squares
Effect: The burst creates a zone that lasts until the end of the encounter. Enemies grant combat advantage and take a –5 penalty to Stealth checks while in the zone. Any enemy that ends its turn in the zone takes fire damage equal to your Wisdom modifier.
Move Action: You move the zone up to 5 squares.
ENHANCED POWER STRIKE
You gain one more use of power strike per encounter. In addition, you gain one of the following features depending on your choice of off-hand weapon.
Eagle's Axe
While you wield an axe in your off hand, your power strike deals 3 extra damage to the target.
Serpent's Blade
While you wield a light blade in your off hand, you can take a free action to shift up to 3 squares immediately after using power strike.
PARAGON DUAL WEAPON ATTACK
The bonus to weapon damage rolls granted by your Improved Dual Weapon Attack class feature increases to +4.
LEVEL 16 SCOUT UTILITY POWER
You gain one of the following powers of your choice.
Faint images of the eagle, the owl, the wolf, and other hunting beasts flicker within your eyes as you take on those creatures’ ex
traordinary senses.
Daily Primal
Minor Action Ranged 5
Target: You or one ally
Effect: Until the end of the encounter, the target has darkvision, cannot be blinded, never grants combat advantage, and can see all creatures within 10 squares of him or her.
Your primal magic imbues you with a power as strong as any armor, granting you a surge of r
esilience in combat.
Daily Primal
Minor Action Personal
Effect: You gain temporary hit points equal to your healing surge value + 10.
Acting solely on instinct, you evoke primal magic to lend your allies a surge of speed
and combat awareness.
Daily Primal
Free Action Close burst 10
Trigger: You and your allies roll initiative.
Target: You and each ally in the burst
Effect: Each target gains a +5 power bonus to the initiative check and gains combat advantage until the end of his or her next turn.
LEVEL 17 ASPECT OF THE WILD (SCOUT)
You gain one additional aspect of the wild.
You barrel past your foes with such speed and strength that they are unable to re
act to your assault.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the charging ram. Until the stance ends, you gain the following benefits.
* Your movement during a charge doesn’t provoke opportunity attacks.
* If you hit with a charge attack, you can knock the target prone.
* You gain a +2 power bonus to the damage rolls of charge attacks.
Like a fox, you move with stealth, speed, and cunning. Your foes cannot hope to harm you while you are in motion, and you always keep an open
escape route at hand.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the cunning fox. Until the stance ends, you gain the following benefits.
* You take only half damage from attacks made against you during your turn.
* Whenever you hit or miss with a melee attack or a ranged attack on your turn, you can take a free action to shift up to 2 squares.
You move like a snake, darting here and there, never remaining wit
hin reach of your foe.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the dancing serpent. Until the stance ends, you gain the following benefits.
* You can take a free action at the end of each of your turns to shift 1 square.
* When you make a basic attack against an enemy that has none of its allies adjacent to it, you gain a +1 power bonus to the attack roll and damage roll.
Level 11: The bonus to the damage roll increases to +2.
Level 21: The bonus to the damage roll increases to +3.
As you take on the aspect of the shark, the scent of blood drives you
into a vicious frenzy.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the hungry shark. Until the stance ends, you gain the following benefits.
* When you make a basic attack against a bloodied enemy, you gain a +2 power bonus to the attack roll.
* You can take a move action to shift up to 3 squares to a square adjacent to a bloodied enemy.
* You gain a +5 power bonus to Athletics checks made to swim.
Like a spider, you lie in ambush and wait until your foe comes near befor
e launching your attack.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits.
* You gain a +2 power bonus to Stealth checks.
* You gain a +5 power bonus to Athletics checks made to climb.
* While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
Level 11: The bonus to damage rolls increases to +3.
Level 21: The bonus to damage rolls increases to +4.
You fight as a member of the pack, turning your allies’ pos
itions to your advantage.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the pack wolf. Until the stance ends, you gain the following benefits.
* You do not provoke opportunity attacks when leaving squares adjacent to your allies.
* When you make a basic attack against an enemy adjacent to two or more of your allies, you gain a +1 power bonus to the attack roll. You also gain a power bonus to the damage roll against that enemy. The bonus equals the number of your allies adjacent to the enemy.
Level 11: The bonus to damage rolls increases to 1 + the number of adjacent allies.
Level 21: The bonus to damage rolls increases to 2 + the number of adjacent allies.
You fight with the courage of a lion, taking on a larger foe without
a sliver of doubt or fear.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the regal lion. Until the stance ends, you gain the following benefits.
* When you make a basic attack against an enemy that is Large or larger, you gain a +2 power bonus to the attack roll.
* You gain a +2 power bonus to all defenses against such enemies.
You move through the battle like a hawk, carefully waiting for the best moment to strike, rising above all barrie
rs that might restrict you.
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the soaring hawk. Until the stance ends, you gain the following benefits.
* You gain a +2 power bonus to speed.
* You ignore the penalty to attack rolls imposed by partial cover and partial concealment, and you take no worse than a -2 penalty to attack rolls against targets that have superior cover or total concealment.
* You gain a +2 power bonus to Perception checks.
CAUTIOUS SHIFT
Whenever you use your second wind or take the total defense action, you can shift 1 square as a free action before or after doing so.
LEVEL 22 SCOUT UTILITY POWER
You gain one of the following powers of your choice.
You move w
ith the swiftness of the wind.
Daily Primal
Minor Action Personal
Effect: You gain a +6 power bonus to speed until the end of the encounter.
As you step away from your enemy, you fade from its view, shielded by your primal magic
as you prepare to strike again.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, whenever you end your turn not adjacent to any enemies, you are invisible until the start of your next turn.
PEERLESS PERCEPTION
Whenever you make a Perception check, you can roll twice and use either result.
EPIC DUAL WEAPON ATTACK
The bonus to weapon damage rolls granted by your Improved Dual Weapon Attack class feature increases to +6.
EPIC SCOUT'S SHIFT
Whenever you shift, you can shift 1 additional square.
Published in Heroes of the Forgotten Kingdoms, page(s) 175.