D&D 3E/3.5 Scout 3.5e to 4e conversion help

Single Melee Weapon Ranger Powers:
At-wills: 1 of 4 (other at-will is wasted, I guess)
Encounter 1: 2 of 4
Daily 1: 1 of 4
Encounter 3: 2 of 4
Daily 5: 0 of 4 ***
Encounter 7: 1 of 4
Daily 9: 1 of 4
Encounter 13: 0 of 4 ***
Daily 15: 0 of 4 ***
Encounter 17: 0 of 4 ***
Daily 19: 1 of 4
Encounter 23: 1 of 4
Daily 25: 1 of 3, kinda
Encounter 27: 1 of 4
Daily 29: 0 of 3 ***

Although more than a few of those powers look like "someone hits you and you hit them back" types, not straight-up attack powers. There's 3 "empty" daily levels and 2 "empty" encounter levels, although you can use those to go back and take the one you didn't grab from levels 1 & 3. Or take the ranged weapon ones and learn to love your javelin.

Also, the multiclass feats can replace 1 encounter, 1 daily, and 1 utility, although you probably wouldn't need the utilities. Still leaves you effectively down 2 daily powers.

Much better to go with fighter with ranger multiclass feats, IMO. Attacks on the Run (ranger daily 9) and Evasive Strike (encounter 1) are the only highly-mobile single-weapon melee powers before level 10. Every level of ranger utility powers has something movement-related. Take ranger instead of a paragon path - it's suboptimal, but you can pick up Hit And Run as an additional at-will, which gives you spring attack.
Feats 1-10:
Warrior of the Wild, Defensive Mobility (+2 AC vs OAs), Novice Power, (Fast Runner or Weapon Focus), Acolyte Power, Adept Power
 

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Chrynoble said:
The flavor I want is power charger w/ mobility.

I think what you want is a fighter, multied to Ranger for the skill access and maybe a power or two. This sounds like the damage dealing Fighter, with a few twists. Look at feats related to mobility. Focus on charges and pushing attacks. Evasion is now a feat, IIRC.
 

I keep tossing stuff back at you guys playing devils advocate, but while I digest this latest round of info I wanted to say thanks. This thread has been very helpful.
 

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