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Wherever I May Roam: A Scout's Guide (by lordduskblade)
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<blockquote data-quote="LightWarden" data-source="post: 6998627" data-attributes="member: 6803540"><p><strong>Paragon Paths: Great Ones Who Roam</strong></p><p></p><p>Unfortunately for the Scout, a lot of good Ranger Paragon Paths require either Hunter's Quarry or a Ranger fighting style, so you'll only have access to but a fraction of the wide selection typically enjoyed by a Ranger.</p><p></p><p><strong>Ranger Paragon Paths</strong></p><p>[sblock]</p><p><strong>Arena Champion (D 368)</strong> - A nice revival feature and a decent AP benefit, along with powers that mesh well with the basic attack chassis. That said, the attack buff feature is not worth burning a Standard Action for it (who uses total defense with any kind of regularity?). Average.</p><p></p><p><strong><span style="color: #800080">Avalanche Hurler</span> (MP)</strong> - For the most part, you don't do Thrown Weapon attacks. It's a bit better if you look at it from the perspective of enhancing your options, but still not a good idea overall.</p><p></p><p><strong><span style="color: #ff0000">Battlefield Archer</span> (PHB)</strong> - Can't take this, though that's not much of a loss, given that this Path is meant for Archers anyway.</p><p></p><p><strong><span style="color: #ff0000">Beast Stalker</span> (PHB)</strong> - Can't take this (not that you'd want to - this Path is awful).</p><p></p><p><strong><span style="color: #00ccff">Blade Dancer</span> (MP)</strong> - This path is interesting in that it takes a defensive outlook. It also prefers Light Blades and plenty of Dexterity, which is nice for you. The features are pretty solid (even the AP one, surprisingly), though, as are the powers, with a <span style="color: #ff9900"><strong>mindblowingly good</strong></span> Encounter attack power (provided you buffed Strength) as the highlight. A very good path for a Scout.</p><p></p><p><strong>Darkstrider (MP 2)</strong> - This path likes getting the drop on enemies and whacking them hard. To that end, you get bonuses to damage when they're not looking and blindsight. It can be nice, provided you build around being hidden all the time (not all that easy as a Scout).</p><p></p><p><strong><span style="color: #ff0000">Feral Spirit</span> (MP)</strong> - Can't use this.</p><p></p><p><strong>Giantslayer (MP)</strong> - Considering that most enemies will be Large or larger, this PP's additional effects will actually see plenty of play, so put that worry to rest right now. That being said, the features are unimpressive, unless you're getting grabbed all the time and you love to provoke OA's. The Daily power stuns, but that's about the end for you. It's OK overall.</p><p></p><p><strong><span style="color: #ff0000">Harrowing Swarm Archer </span>(MP 2)</strong> - A Ranged Ranger Path that keys off of ongoing damage. Nah.</p><p></p><p><strong><span style="color: #ff0000">High Forest Scout</span> (FRPG)</strong> - A lackluster Ranged PP, which basically means you shouldn't touc hit.</p><p></p><p><strong><span style="color: #800080">Horizon Walker</span> (MP)</strong> - Just an underwhelming Path overall.</p><p></p><p><strong><span style="color: #ff0000">Huntmaster</span> (MP 2)</strong> - You don't have Hunter's Quarry.</p><p></p><p><strong><span style="color: #800080">Impilturan Demonslayer</span> (FRPG) </strong>- Though they only work at maximum effect against demons (and boy, are they awesome against them), this PP's abilities are very solid against everyone. Unfortunately, demons aren't a bread-and-butter enemy in most campaigns, at least not until Epic Tier. </p><p></p><p><strong><span style="color: #800080">Intrepid Scout</span> (HotFK) </strong>- The native Scout Paragon Path has a heavy emphasis on mobility, which comes off as overkill for an already mobile Striker. It also has a conspicuous lack of straight-up offensive boosts until the L20 feature. Not my first choice.</p><p></p><p><strong><span style="color: #ff0000">Lone Wolf</span> (MP 2) </strong>- You don't have Hunter's Quarry.</p><p></p><p><strong><span style="color: #ff0000">Pack Runner</span> (MP)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #ff0000">Pathfinder</span> (PHB)</strong> - Can't qualify for this without the original Ranger fighting style. </p><p></p><p><strong><span style="color: #800080">Reaving Axe Savant</span> (MP 2)</strong> - This path basically centers around imposing conditions and taking advantage of them, such as prone, immobilized, and the like. While you can certainly build an Axe Scout who could take advantage of it, depending on another ability score to do it doesn't sound all that great, not to mention the useless style feat you'd have to take to get here.</p><p></p><p><strong><span style="color: #0000ff">Ruthless Punisher</span> (MP)</strong> - Since humanoid foes are common, specializing in them is not off-base. The fact that it offers a Wisdom-based boost to your damage and your ongoing damage as well as some very solid powers make this a very strong Paragon Path.</p><p></p><p><strong><span style="color: #ff0000">Sharpshooter</span> (MP)</strong> - The Path is almost purely focused on Ranged prowess. Not what you're looking for.</p><p></p><p><strong>Shinaelestran Guardian (MP 2)</strong> - It has two very good features at Level 11, but the L16 one is very underwhelming. It also has one awesome Utility power and some decent attack powers. I think it's solid, but it lacks the one defining thing that would make you want to take it IMHO.</p><p></p><p><strong><span style="color: #ff0000">Stormwarden</span> (PHB) </strong>- Unfortunately for you, you don't qualify for this Paragon Path (this would otherwise be a slam-dunk great Path for Scouts).</p><p></p><p><strong><span style="color: #0000ff">Snow Tiger</span> (MP 2)</strong> - This is a path focused wielding light weapons, such as Daggers and Kukri. The AP benefit is cool, and some decent powers to boot. Not a bad path at all.</p><p></p><p><strong><span style="color: #ff0000">Wildcat Stalker</span> (MP)</strong> - You don't have a Beast.</p><p></p><p><strong><span style="color: #800080">Wyrm Hunter</span> (D 369)</strong> - The features are conditional to Dragons (duh), and the powers aren’t multiattacks. Lame overall.</p><p>[/sblock]</p><p></p><p><strong>Racial Paragon Paths</strong></p><p>[sblock]</p><p>Here, I'll be marking the race that corresponds to the Path along with the source. We'll only be concerning ourselves with the recommended Paragon Paths here, that is to say, those rated <strong>Black</strong> or higher. If it's not on the list and it's in my sources, it's not a good idea.</p><p></p><p><strong><span style="color: #00ccff">Adroit Explorer</span> (Human - PHB 2)</strong> - This Path actually has some very solid features, especially when you're Bloodied. The features don't have the traditional +damage shenanigans, but they can see use, and smacking someone with your prized Encounter power as an immediate reaction is awesome, and an additional action point every day is gravy. An excellent path.</p><p></p><p><strong>Blade Banshee (Eladrin - MP)</strong> - The features are nice overall (+Wis to damage ftw!). The powers all require a Longsword (boo), but they're pretty solid. The outlook of the Path (AoE's, status effects) is more suited to a Controller or a Defender than it is for a Striker, though.</p><p></p><p><strong>Blade of Cendriane (Eladrin - MOTP)</strong> - Surprise! Another Eladrin Ranger Paragon Path. The teleporting focus makes it better for a Swordmage than it is for you, though you get some use out of it since you have Fey Step and can you dual-wield Longswords (plus, every power the Path provides has the Teleportation keyword).</p><p></p><p><strong><span style="color: #0000ff">Bloodfury Hunter</span> (Shifter - MP 2)</strong> - A Shifter Paragon Path with some serious power-ups for the Shifting power (with Longtooth Shifting, you get +2 to hit and your Wis+2 to damage). You also get your Wisdom again on an AP. The attack powers are pretty lame, but it's still a pretty cool Path overall, if a bit niche.</p><p></p><p><strong>Bloodfury Savage (Half-Orc - PHB 2)</strong> - The stat synergy is awesome (Str and Dex ftw), the features are nothing to write home about (speed, rerolling Intimidate checks, and resist all?), but the powers offer plenty of damage bonuses (too bad, because they're only single-swing attacks...). Average overall IMHO.</p><p></p><p><strong><span style="color: #00ccff">Mithral Arm</span> (Dragonborn - D 385)</strong> - The Dragonborn's version of the Adroit Explorer, it also has a nice suite of power recovery toys, as well as some healing and defense to round it out. A pretty good pick. </p><p></p><p><strong><span style="color: #0000ff">Moonstalker</span> (Shifter - PHB 2)</strong> - Given that you have a way to consistently knock enemies prone if you want it, you can make good use of what this PP offers you.</p><p></p><p><strong><span style="color: #0000ff">Storvakal </span>(Githzerai - D 378) </strong>- Effectively negates the penalty for using Power Attack, which can be a big damage boost for you.</p><p></p><p><strong><span style="color: #0000ff">Warforged Juggernaut</span> (Warforged - EPG)</strong> - If you like to charge (and most of you do), this Path has some sweet perks for you.</p><p>[/sblock]</p><p></p><p><strong>Dragonmarked Paragon Paths (EPG)</strong></p><p>[sblock]</p><p>Again, we will only concern ourselves with Paths that would make you an effective Scout. I also note the expected (note: not required) race for the Path, as well as the Dragonmark Feat you have to take to gain access.</p><p></p><p><strong><span style="color: #0000ff">Lyrandar Wind-Rider</span> (Half-Elf, Mark of Storm)</strong> - The powers are at best marginally useful to you (you'd need Implements to make them truly worthwhile), but +1 to hit and +Con to damage for using a Lightning Weapon is one heck of an incentive, plus a Utility power that grants flight can certainly be useful.</p><p></p><p><strong><span style="color: #00ccff">Thuranni Shadow Killer</span> (Elf, Mark of Shadow)</strong> - Adding on-tap ongoing damage and a double-swinging condition-inducing Encounter power to your arsenal earns this Paragon Path some very high marks.</p><p>[/sblock]</p><p></p><p><strong>Epic Destinies: Legends That Roam</strong></p><p></p><p><strong>Scout Epic Destinies</strong></p><p>[sblock]</p><p>As is the norm, we'll only talk about Epic Destinies worth having (<strong>Black</strong> or higher) here.</p><p></p><p><strong><span style="color: #0000ff">Champion of Prophecy</span> (EPG)</strong> - Pretty similar to Demigod, but with an emphasis on milestones. Not quite as good IMHO, but that's a high standard to meet.</p><p></p><p><strong><span style="color: #00ccff">Chosen</span> (FRPG)</strong> - Pretty similar to Demigod overall, and can be even better if you find a Utility power you like more than Divine Regeneration.</p><p></p><p><strong>Darklord (D 372)</strong> - So... you wanna be the Grim Reaper? All things aside, this is a pretty strong ED. I don't like the lack of ability score boosts, and rituals will likely be covered by another party member, but reviving people you drop has some crazy potential.</p><p></p><p><strong>Dark Wanderer (MP)</strong> - Though the fluff is made of win, the powers and features are a bit below other ED's. The features that hurt enemies at a level below yours won't come up much during Epic, though recovering a Daily power just because is cool.</p><p></p><p><strong><span style="color: #0000ff">Deadly Trickster</span> (PHB)</strong> - This is a nice choice for most Scouts, especially because of the rerolls. Not burning a power when you roll 18+ is sweet, too.</p><p></p><p><strong><span style="color: #00ccff">Demigod</span> (PHB)</strong> - Still arguably the best Epic Destiny for any character, and you are no exception, especially if you're not in heavy armor. </p><p></p><p><strong><span style="color: #00ccff">Destined Scion</span> (HotFK)</strong> - Another off-shoot from the Demigod tree, a straight-up attack and save bonus along with the two ability score bonuses make it a strong choice. </p><p></p><p><strong>Free Soul (D 376)</strong> - A decent slippery ED for Revenants.</p><p></p><p><strong>Godhunter (MP)</strong> - Since most of the capstone enemies you will be facing at Epic tier will be higher level than you, these features are very strong.</p><p></p><p><strong>Harbinger of Doom (PHB 2)</strong> - Another solid, but not spectacular ED. Nothing really jumps out at you from this one.</p><p></p><p><strong>Harper of Legend (D 367)</strong> - Not a bad choice for an ED, but there are better candidates.</p><p></p><p><strong><span style="color: #0000ff">Heir of Siberys</span> (D 388)</strong> - A branch off the Demigod ED tree, this one offers a variety of effects to choose from as a Utility power. The powers for Finding, Handling, Scribing, and Shadow look particularly promising for a Scout.</p><p></p><p><strong><span style="color: #00ccff">Hordemaster</span> (DSCS)</strong> - An interesting spin on the classic Demigod Epic Destiny, this one has some nice Leader-y flavor and powers you could use to good effect.</p><p></p><p><strong><span style="color: #00ccff">Indomitable Champion </span>(HotFL) </strong>- Essentially an expansion of the Demigod chassis, this ED offers some hefty extra HP and a bonus to NAD's, in addition to some neat defensive abilities and the traditional double stat boost.</p><p></p><p><strong>Invincible Vanguard (MP 2)</strong> - This is an ED revolving around charging. There's a niche build among you that likes to charge, but not getting your right ability bump is kind of disappointing.</p><p></p><p><strong><span style="color: #00ccff">Keeper of the Everflow</span> (HoS)</strong> - A quality ED, it gives an ability score bump along with a variety of effects you can mix-and-match to fit the situation (and there's a good straight standby effect you can rock, too).</p><p></p><p><strong><span style="color: #0000ff">Legendary Sovereign</span> (MP 2)</strong> - This is an ED better suited for Paladins and Warlords than you, but you can still make use of it. It has a solid revival feature, and Sword of Kings is very nice to have.</p><p></p><p><strong>Martial Archetype (MP)</strong> - Really conditional entry pre-requisites, but you get some nice stuff out of it if you're looking to diversify what you can accomplish with the Martial power source. The thing is, IMHO there's not all that much you'd want to grab to justify Paragon Multiclassing, especially as a Scout.</p><p></p><p><strong>Prince of Hell (D 372)</strong> - Decent offensive and movement powers (teleportation with free damage? Tasty...). Not the worst idea, though the attribute bonus is garbage for you.</p><p></p><p><strong><span style="color: #0000ff">Punisher of the Gods</span> (D 372)</strong> - While powerful, this Epic Destiny is a consistent headache for the designers, receiving multiple versions of errata. I can't give it a top ranking in its current incarnation, especially because I don't think it will remain constant either.</p><p></p><p><strong><span style="color: #00ccff">Prison of the Winds</span> (D 371)</strong> - This is an ED that provides very good ability bumps, and increases in mobility that are very worth having. Nice.</p><p></p><p><strong><span style="color: #00ccff">Raven Knight</span> (D 380)</strong> - This is a quality ED - while Dexterity and Constitution bumps aren't exactly ideal bumps, they're not far off, and everything else here is very worth having.</p><p></p><p><strong><span style="color: #0000ff">Reborn Champion</span> (D 365)</strong> - If it weren't for the fact that this doesn't provide you with the increased competence ability score buffs bring, it would be very competitive with Demigod, Chosen, and the rest of the big boys. As it is, it's good, but just a step behind.</p><p></p><p><strong>Redeemed Drow (D 367)</strong> - Though it is essentially a racial ED, it's a pretty solid one, with power recovery (though giving up the racial kind of stings), and some nice toughness-oriented features.</p><p></p><p><strong>Star-Favored Champion (MP 2)</strong> - The features are pretty solid, especially the automatic 20 on any save, and the "basic attack as a minor if you miss" one. Sign of Hope is very underwhelming, though.</p><p></p><p><strong>Storm Sovereign (D 372)</strong> - Decent enough, but a Constitution bonus and the features aren't really your focus at all (more along the lines of a Defender, honestly).</p><p></p><p><strong>Winter Sovereign (D 372)</strong> - If you're a Fey character that likes Permafrost (think Elven Archer or the like), this is likely a cool ED for you. If you like (save ends) effects, it gets a little better. Solid overall.</p><p>[/sblock]</p><p></p><p><strong>Multiclassing: How Others Roam</strong></p><p></p><p>Here are some notes on useful things your Scout may want to pick up from other classes, such as feats, powers, Paragon Paths, and the occasional Epic Destiny. As is the norm, <strong>Black</strong> or higher synergies only here.</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Any Divine Class</strong></strong></span></p><p></p><p>While not an actual multiclass, it does recollect the options you get by taking any Divine Multiclass feat.</p><p></p><p><strong>Paragon Paths</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Morninglord</span> (FRPG)</strong> - A prime path indeed, this can combine with Radiant weapons or the Radiant Hunter feat for an effective +10 to damage to all your (and your allies') hits. The Path powers are of limited use at best, but that's not too steep a price IMHO.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Any Psionic Class</strong></strong></span></p><p></p><p>Not an actual multiclass, but it does collect options available to you by taking any Multiclass feat belonging to a psionic class.</p><p></p><p><strong>Epic Destinies</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Master of Moments</span> (PsP)</strong> - This Epic Destiny offers huge helpings of additional actions, making you potentially more dangerous, provided you have enough power recovery.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Assassin</strong></strong></span></p><p></p><p>You'll find little to entice you in the attack powers here: the main draw of the MC is the ability to use a Ki Focus for your weapon attacks, which in turn can result in a significant advantage for your item economy later on.</p><p></p><p><strong>Entry Feats</strong></p><p>[sblock]</p><p><strong>Shadow Initiate (D 382)</strong> - A great draw for the ability to use Ki Foci (notable enchantments include Abduction and Rain of Hammers) and, it brings a nice little extra damage spike once per encounter in the two free shrouds.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Avenger</strong></strong></span></p><p></p><p>This is an interesting Multiclass option; you won't find much of anything in the attack powers, but the Utilities are very solid and the entry feat itself is awesome.</p><p></p><p><strong>Entry Feats</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Disciple of Divine Wrath</span> (PHB 2)</strong> - Though you get no choice in the skill you get with this feat (and Religion keys off a dumpstat), the true meat of this feat lies in the fact that if you isolate your enemy, you get 2 turns of automatic rerolls. That's pretty good.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Barbarian</strong></strong></span></p><p></p><p>A decent MC option, it offers nice damage bumps to a Scout.</p><p></p><p><strong>Entry Feats</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Berserker's Fury</span> (PHB 2)</strong> - A free +2 to damage for a whole encounter in addition to the free skill? All right!</p><p>[/sblock]</p><p></p><p><strong>Powers</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Curtain of Steel</span> (L7, Encounter - PHB 2)</strong> - That much damage out of turn? Wow.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Bravo</strong></strong></span></p><p></p><p>Another MC option with a good entry benefit, though I'm not exactly wowed by the rest of it.</p><p></p><p><strong>Entry Feats</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Bravo</span> (D 373)</strong> - +2 to hit and +2 to damage for two turns can be a respectable self-buff.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><strong>Cleric</strong></strong></span></p><p></p><p>Not the most intuitive MC option out there, this can actually offer a couple of nice things.</p><p></p><p><strong>Entry Feats</strong></p><p>[sblock]</p><p><strong>Initiate of the Faith (PHB)</strong> - While Religion is not all that hot as far as skill training is concerned, an emergency healing power is welcome on a Scout.</p><p>[/sblock]</p><p></p><p><strong>Feats</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Radiant Advantage</span> (Epic Tier - DP)</strong> - While it does come in late, this presents a very viable alternative to the Permafrost combo on a Scout.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><span style="color: #0000ff"><strong>Fighter</strong></span></strong></span></p><p></p><p>This Multiclass path is pretty awesome for Scouts, because of the very offensively-oriented Paragon Paths and other goodies you can swap for.</p><p></p><p><strong>Entry Feats</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Battle Awareness</span> (MP)</strong> - A free skill, and an additional attack once per encounter? That's a great deal for a Multiclass feat.</p><p></p><p><strong><span style="color: #00ccff">Cyclone Warrior</span> (MP 2)</strong> - A nice damage bump for one round every encounter, plus a free skill. I'd take that feat.</p><p></p><p><strong>Student of the Sword (PHB)</strong> - A +1 bonus to hit with a certain style of weapon and a mark after the attack is nifty (as is the free skill), but it's just not as good as the other feats.</p><p>[/sblock]</p><p></p><p><strong>Feats</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Surprising Charge</span> (Heroic Tier - MP)</strong> - Conditional, but getting more damage dice on charges is an excellent benefit for you.</p><p>[/sblock]</p><p></p><p><strong>Powers</strong></p><p>[sblock]</p><p><strong>Harrying Assault (L17, Encounter) (PHB)</strong> - A double-tap power that includes an MBA. Cool, if you're going for a Strength/Dexterity sort of build.</p><p>[/sblock]</p><p></p><p><strong>Paragon Paths</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Kensei</span> (PHB)</strong> - While the powers are lackluster for you overall (especially the frankly terrible Masterstroke, but you're swapping that out), a +1 untyped bonus to hit and +4 to damage are excellent features for a Scout, regardless of the weapon wielded.</p><p></p><p><strong><span style="color: #00ccff">Shock Trooper</span> (MP)</strong> - An absolutely brutal Path for Scouts, getting a die size upgrade on off-hand weapons as well as your best ability score bonus to damage (again) are sweet, sweet benefits to have.</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><span style="color: #0000ff"><strong>Rogue</strong></span></strong></span></p><p></p><p>This multiclass option is a pretty sweet choice for Scouts, who were going to be wielding Light Blades anyway. There are some nice goodies you can pick up, especially as far as powers go.</p><p></p><p><strong>Entry Feats</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Sneak of Shadows</span> (PHB)</strong> - You get Thievery (which is a good skill to have, since you most definitely have the Dexterity for it), and you get an Encounter version of Sneak Attack. Not bad at all.</p><p>[/sblock]</p><p></p><p><strong>Feats</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Risky Shift</span> (Heroic Tier - MP 2)</strong> - Do you like charging? This feat allows you to spam the charge attack without any hoops to jump through by letting you shift 2 squares. Comes with a bit of a disadvantage, but what's life with no risk?</p><p></p><p><strong>Slaying Action (Heroic Tier - MP)</strong> - Sneak Attack is a pretty damaging extra feature, so getting an extra dose of it on nova turn is a solid benefit.</p><p></p><p><strong><span style="color: #00ccff">Surprising Charge</span> (Heroic Tier - MP)</strong> - Conditional, but getting more damage dice on charges is an excellent benefit for you.</p><p>[/sblock]</p><p></p><p><strong>Powers</strong></p><p>[sblock]</p><p><strong>Tumble (L2, Utility - PHB)</strong> - An on-demand shift for your speed. Bear in mind you need Acrobatics training for it.</p><p></p><p><strong><span style="color: #00ccff">Low Slash</span> (L3, Encounter - MP)</strong> - A minor action attack that uses Dexterity, it also offers a slide + slow combination, along with some extra damage while flanking. Tasty.</p><p></p><p><strong><span style="color: #0000ff">Combat Tumbleset</span> (L10, Utility - PHB)</strong> - Shift your speed, and ignore enemies while you're at it. Cool.</p><p></p><p><strong><span style="color: #00ccff">Tumbling Strike</span> (L17, Encounter - D 381)</strong> - So... this deals more weapon damage than any of your minor action smacks, uses Dexterity, AND you get to shift your speed too?! This is about as good a power as you can get.</p><p>[/sblock]</p><p></p><p><strong>Paragon Paths</strong></p><p>[sblock]</p><p><strong>Shadow Assassin (PHB)</strong> - While it's more defensive in nature than what a Scout's typically looking for, throwing out some damage when missed along with a big-boy defensive power and a hefty bonus to attacks on an AP make it at least worth mentioning.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="LightWarden, post: 6998627, member: 6803540"] [b]Paragon Paths: Great Ones Who Roam[/b] Unfortunately for the Scout, a lot of good Ranger Paragon Paths require either Hunter's Quarry or a Ranger fighting style, so you'll only have access to but a fraction of the wide selection typically enjoyed by a Ranger. [b]Ranger Paragon Paths[/b] [sblock] [b]Arena Champion (D 368)[/b] - A nice revival feature and a decent AP benefit, along with powers that mesh well with the basic attack chassis. That said, the attack buff feature is not worth burning a Standard Action for it (who uses total defense with any kind of regularity?). Average. [b][COLOR=#800080]Avalanche Hurler[/COLOR] (MP)[/b] - For the most part, you don't do Thrown Weapon attacks. It's a bit better if you look at it from the perspective of enhancing your options, but still not a good idea overall. [b][COLOR=#ff0000]Battlefield Archer[/COLOR] (PHB)[/b] - Can't take this, though that's not much of a loss, given that this Path is meant for Archers anyway. [b][COLOR=#ff0000]Beast Stalker[/COLOR] (PHB)[/b] - Can't take this (not that you'd want to - this Path is awful). [b][COLOR=#00ccff]Blade Dancer[/COLOR] (MP)[/b] - This path is interesting in that it takes a defensive outlook. It also prefers Light Blades and plenty of Dexterity, which is nice for you. The features are pretty solid (even the AP one, surprisingly), though, as are the powers, with a [COLOR=#ff9900][b]mindblowingly good[/b][/COLOR] Encounter attack power (provided you buffed Strength) as the highlight. A very good path for a Scout. [b]Darkstrider (MP 2)[/b] - This path likes getting the drop on enemies and whacking them hard. To that end, you get bonuses to damage when they're not looking and blindsight. It can be nice, provided you build around being hidden all the time (not all that easy as a Scout). [b][COLOR=#ff0000]Feral Spirit[/COLOR] (MP)[/b] - Can't use this. [b]Giantslayer (MP)[/b] - Considering that most enemies will be Large or larger, this PP's additional effects will actually see plenty of play, so put that worry to rest right now. That being said, the features are unimpressive, unless you're getting grabbed all the time and you love to provoke OA's. The Daily power stuns, but that's about the end for you. It's OK overall. [b][COLOR=#ff0000]Harrowing Swarm Archer [/COLOR](MP 2)[/b] - A Ranged Ranger Path that keys off of ongoing damage. Nah. [b][COLOR=#ff0000]High Forest Scout[/COLOR] (FRPG)[/b] - A lackluster Ranged PP, which basically means you shouldn't touc hit. [b][COLOR=#800080]Horizon Walker[/COLOR] (MP)[/b] - Just an underwhelming Path overall. [b][COLOR=#ff0000]Huntmaster[/COLOR] (MP 2)[/b] - You don't have Hunter's Quarry. [b][COLOR=#800080]Impilturan Demonslayer[/COLOR] (FRPG) [/b]- Though they only work at maximum effect against demons (and boy, are they awesome against them), this PP's abilities are very solid against everyone. Unfortunately, demons aren't a bread-and-butter enemy in most campaigns, at least not until Epic Tier. [b][COLOR=#800080]Intrepid Scout[/COLOR] (HotFK) [/b]- The native Scout Paragon Path has a heavy emphasis on mobility, which comes off as overkill for an already mobile Striker. It also has a conspicuous lack of straight-up offensive boosts until the L20 feature. Not my first choice. [b][COLOR=#ff0000]Lone Wolf[/COLOR] (MP 2) [/b]- You don't have Hunter's Quarry. [b][COLOR=#ff0000]Pack Runner[/COLOR] (MP)[/b] - You don't have a Beast. [b][COLOR=#ff0000]Pathfinder[/COLOR] (PHB)[/b] - Can't qualify for this without the original Ranger fighting style. [b][COLOR=#800080]Reaving Axe Savant[/COLOR] (MP 2)[/b] - This path basically centers around imposing conditions and taking advantage of them, such as prone, immobilized, and the like. While you can certainly build an Axe Scout who could take advantage of it, depending on another ability score to do it doesn't sound all that great, not to mention the useless style feat you'd have to take to get here. [b][COLOR=#0000ff]Ruthless Punisher[/COLOR] (MP)[/b] - Since humanoid foes are common, specializing in them is not off-base. The fact that it offers a Wisdom-based boost to your damage and your ongoing damage as well as some very solid powers make this a very strong Paragon Path. [b][COLOR=#ff0000]Sharpshooter[/COLOR] (MP)[/b] - The Path is almost purely focused on Ranged prowess. Not what you're looking for. [b]Shinaelestran Guardian (MP 2)[/b] - It has two very good features at Level 11, but the L16 one is very underwhelming. It also has one awesome Utility power and some decent attack powers. I think it's solid, but it lacks the one defining thing that would make you want to take it IMHO. [b][COLOR=#ff0000]Stormwarden[/COLOR] (PHB) [/b]- Unfortunately for you, you don't qualify for this Paragon Path (this would otherwise be a slam-dunk great Path for Scouts). [b][COLOR=#0000ff]Snow Tiger[/COLOR] (MP 2)[/b] - This is a path focused wielding light weapons, such as Daggers and Kukri. The AP benefit is cool, and some decent powers to boot. Not a bad path at all. [b][COLOR=#ff0000]Wildcat Stalker[/COLOR] (MP)[/b] - You don't have a Beast. [b][COLOR=#800080]Wyrm Hunter[/COLOR] (D 369)[/b] - The features are conditional to Dragons (duh), and the powers aren’t multiattacks. Lame overall. [/sblock] [b]Racial Paragon Paths[/b] [sblock] Here, I'll be marking the race that corresponds to the Path along with the source. We'll only be concerning ourselves with the recommended Paragon Paths here, that is to say, those rated [b]Black[/b] or higher. If it's not on the list and it's in my sources, it's not a good idea. [b][COLOR=#00ccff]Adroit Explorer[/COLOR] (Human - PHB 2)[/b] - This Path actually has some very solid features, especially when you're Bloodied. The features don't have the traditional +damage shenanigans, but they can see use, and smacking someone with your prized Encounter power as an immediate reaction is awesome, and an additional action point every day is gravy. An excellent path. [b]Blade Banshee (Eladrin - MP)[/b] - The features are nice overall (+Wis to damage ftw!). The powers all require a Longsword (boo), but they're pretty solid. The outlook of the Path (AoE's, status effects) is more suited to a Controller or a Defender than it is for a Striker, though. [b]Blade of Cendriane (Eladrin - MOTP)[/b] - Surprise! Another Eladrin Ranger Paragon Path. The teleporting focus makes it better for a Swordmage than it is for you, though you get some use out of it since you have Fey Step and can you dual-wield Longswords (plus, every power the Path provides has the Teleportation keyword). [b][COLOR=#0000ff]Bloodfury Hunter[/COLOR] (Shifter - MP 2)[/b] - A Shifter Paragon Path with some serious power-ups for the Shifting power (with Longtooth Shifting, you get +2 to hit and your Wis+2 to damage). You also get your Wisdom again on an AP. The attack powers are pretty lame, but it's still a pretty cool Path overall, if a bit niche. [b]Bloodfury Savage (Half-Orc - PHB 2)[/b] - The stat synergy is awesome (Str and Dex ftw), the features are nothing to write home about (speed, rerolling Intimidate checks, and resist all?), but the powers offer plenty of damage bonuses (too bad, because they're only single-swing attacks...). Average overall IMHO. [b][COLOR=#00ccff]Mithral Arm[/COLOR] (Dragonborn - D 385)[/b] - The Dragonborn's version of the Adroit Explorer, it also has a nice suite of power recovery toys, as well as some healing and defense to round it out. A pretty good pick. [b][COLOR=#0000ff]Moonstalker[/COLOR] (Shifter - PHB 2)[/b] - Given that you have a way to consistently knock enemies prone if you want it, you can make good use of what this PP offers you. [b][COLOR=#0000ff]Storvakal [/COLOR](Githzerai - D 378) [/b]- Effectively negates the penalty for using Power Attack, which can be a big damage boost for you. [b][COLOR=#0000ff]Warforged Juggernaut[/COLOR] (Warforged - EPG)[/b] - If you like to charge (and most of you do), this Path has some sweet perks for you. [/sblock] [b]Dragonmarked Paragon Paths (EPG)[/b] [sblock] Again, we will only concern ourselves with Paths that would make you an effective Scout. I also note the expected (note: not required) race for the Path, as well as the Dragonmark Feat you have to take to gain access. [b][COLOR=#0000ff]Lyrandar Wind-Rider[/COLOR] (Half-Elf, Mark of Storm)[/b] - The powers are at best marginally useful to you (you'd need Implements to make them truly worthwhile), but +1 to hit and +Con to damage for using a Lightning Weapon is one heck of an incentive, plus a Utility power that grants flight can certainly be useful. [b][COLOR=#00ccff]Thuranni Shadow Killer[/COLOR] (Elf, Mark of Shadow)[/b] - Adding on-tap ongoing damage and a double-swinging condition-inducing Encounter power to your arsenal earns this Paragon Path some very high marks. [/sblock] [b]Epic Destinies: Legends That Roam[/b] [b]Scout Epic Destinies[/b] [sblock] As is the norm, we'll only talk about Epic Destinies worth having ([b]Black[/b] or higher) here. [b][COLOR=#0000ff]Champion of Prophecy[/COLOR] (EPG)[/b] - Pretty similar to Demigod, but with an emphasis on milestones. Not quite as good IMHO, but that's a high standard to meet. [b][COLOR=#00ccff]Chosen[/COLOR] (FRPG)[/b] - Pretty similar to Demigod overall, and can be even better if you find a Utility power you like more than Divine Regeneration. [b]Darklord (D 372)[/b] - So... you wanna be the Grim Reaper? All things aside, this is a pretty strong ED. I don't like the lack of ability score boosts, and rituals will likely be covered by another party member, but reviving people you drop has some crazy potential. [b]Dark Wanderer (MP)[/b] - Though the fluff is made of win, the powers and features are a bit below other ED's. The features that hurt enemies at a level below yours won't come up much during Epic, though recovering a Daily power just because is cool. [b][COLOR=#0000ff]Deadly Trickster[/COLOR] (PHB)[/b] - This is a nice choice for most Scouts, especially because of the rerolls. Not burning a power when you roll 18+ is sweet, too. [b][COLOR=#00ccff]Demigod[/COLOR] (PHB)[/b] - Still arguably the best Epic Destiny for any character, and you are no exception, especially if you're not in heavy armor. [b][COLOR=#00ccff]Destined Scion[/COLOR] (HotFK)[/b] - Another off-shoot from the Demigod tree, a straight-up attack and save bonus along with the two ability score bonuses make it a strong choice. [b]Free Soul (D 376)[/b] - A decent slippery ED for Revenants. [b]Godhunter (MP)[/b] - Since most of the capstone enemies you will be facing at Epic tier will be higher level than you, these features are very strong. [b]Harbinger of Doom (PHB 2)[/b] - Another solid, but not spectacular ED. Nothing really jumps out at you from this one. [b]Harper of Legend (D 367)[/b] - Not a bad choice for an ED, but there are better candidates. [b][COLOR=#0000ff]Heir of Siberys[/COLOR] (D 388)[/b] - A branch off the Demigod ED tree, this one offers a variety of effects to choose from as a Utility power. The powers for Finding, Handling, Scribing, and Shadow look particularly promising for a Scout. [b][COLOR=#00ccff]Hordemaster[/COLOR] (DSCS)[/b] - An interesting spin on the classic Demigod Epic Destiny, this one has some nice Leader-y flavor and powers you could use to good effect. [b][COLOR=#00ccff]Indomitable Champion [/COLOR](HotFL) [/b]- Essentially an expansion of the Demigod chassis, this ED offers some hefty extra HP and a bonus to NAD's, in addition to some neat defensive abilities and the traditional double stat boost. [b]Invincible Vanguard (MP 2)[/b] - This is an ED revolving around charging. There's a niche build among you that likes to charge, but not getting your right ability bump is kind of disappointing. [b][COLOR=#00ccff]Keeper of the Everflow[/COLOR] (HoS)[/b] - A quality ED, it gives an ability score bump along with a variety of effects you can mix-and-match to fit the situation (and there's a good straight standby effect you can rock, too). [b][COLOR=#0000ff]Legendary Sovereign[/COLOR] (MP 2)[/b] - This is an ED better suited for Paladins and Warlords than you, but you can still make use of it. It has a solid revival feature, and Sword of Kings is very nice to have. [b]Martial Archetype (MP)[/b] - Really conditional entry pre-requisites, but you get some nice stuff out of it if you're looking to diversify what you can accomplish with the Martial power source. The thing is, IMHO there's not all that much you'd want to grab to justify Paragon Multiclassing, especially as a Scout. [b]Prince of Hell (D 372)[/b] - Decent offensive and movement powers (teleportation with free damage? Tasty...). Not the worst idea, though the attribute bonus is garbage for you. [b][COLOR=#0000ff]Punisher of the Gods[/COLOR] (D 372)[/b] - While powerful, this Epic Destiny is a consistent headache for the designers, receiving multiple versions of errata. I can't give it a top ranking in its current incarnation, especially because I don't think it will remain constant either. [b][COLOR=#00ccff]Prison of the Winds[/COLOR] (D 371)[/b] - This is an ED that provides very good ability bumps, and increases in mobility that are very worth having. Nice. [b][COLOR=#00ccff]Raven Knight[/COLOR] (D 380)[/b] - This is a quality ED - while Dexterity and Constitution bumps aren't exactly ideal bumps, they're not far off, and everything else here is very worth having. [b][COLOR=#0000ff]Reborn Champion[/COLOR] (D 365)[/b] - If it weren't for the fact that this doesn't provide you with the increased competence ability score buffs bring, it would be very competitive with Demigod, Chosen, and the rest of the big boys. As it is, it's good, but just a step behind. [b]Redeemed Drow (D 367)[/b] - Though it is essentially a racial ED, it's a pretty solid one, with power recovery (though giving up the racial kind of stings), and some nice toughness-oriented features. [b]Star-Favored Champion (MP 2)[/b] - The features are pretty solid, especially the automatic 20 on any save, and the "basic attack as a minor if you miss" one. Sign of Hope is very underwhelming, though. [b]Storm Sovereign (D 372)[/b] - Decent enough, but a Constitution bonus and the features aren't really your focus at all (more along the lines of a Defender, honestly). [b]Winter Sovereign (D 372)[/b] - If you're a Fey character that likes Permafrost (think Elven Archer or the like), this is likely a cool ED for you. If you like (save ends) effects, it gets a little better. Solid overall. [/sblock] [b]Multiclassing: How Others Roam[/b] Here are some notes on useful things your Scout may want to pick up from other classes, such as feats, powers, Paragon Paths, and the occasional Epic Destiny. As is the norm, [b]Black[/b] or higher synergies only here. [CENTER][Size=4][b][b]Any Divine Class[/b][/b][/size][/CENTER] While not an actual multiclass, it does recollect the options you get by taking any Divine Multiclass feat. [b]Paragon Paths[/b] [sblock] [b][COLOR=#0000ff]Morninglord[/COLOR] (FRPG)[/b] - A prime path indeed, this can combine with Radiant weapons or the Radiant Hunter feat for an effective +10 to damage to all your (and your allies') hits. The Path powers are of limited use at best, but that's not too steep a price IMHO. [/sblock] [CENTER][Size=4][b][b]Any Psionic Class[/b][/b][/size][/CENTER] Not an actual multiclass, but it does collect options available to you by taking any Multiclass feat belonging to a psionic class. [b]Epic Destinies[/b] [sblock] [b][COLOR=#0000ff]Master of Moments[/COLOR] (PsP)[/b] - This Epic Destiny offers huge helpings of additional actions, making you potentially more dangerous, provided you have enough power recovery. [/sblock] [CENTER][Size=4][b][b]Assassin[/b][/b][/size][/CENTER] You'll find little to entice you in the attack powers here: the main draw of the MC is the ability to use a Ki Focus for your weapon attacks, which in turn can result in a significant advantage for your item economy later on. [b]Entry Feats[/b] [sblock] [b]Shadow Initiate (D 382)[/b] - A great draw for the ability to use Ki Foci (notable enchantments include Abduction and Rain of Hammers) and, it brings a nice little extra damage spike once per encounter in the two free shrouds. [/sblock] [CENTER][Size=4][b][b]Avenger[/b][/b][/size][/CENTER] This is an interesting Multiclass option; you won't find much of anything in the attack powers, but the Utilities are very solid and the entry feat itself is awesome. [b]Entry Feats[/b] [sblock] [b][COLOR=#0000ff]Disciple of Divine Wrath[/COLOR] (PHB 2)[/b] - Though you get no choice in the skill you get with this feat (and Religion keys off a dumpstat), the true meat of this feat lies in the fact that if you isolate your enemy, you get 2 turns of automatic rerolls. That's pretty good. [/sblock] [CENTER][Size=4][b][b]Barbarian[/b][/b][/size][/CENTER] A decent MC option, it offers nice damage bumps to a Scout. [b]Entry Feats[/b] [sblock] [b][COLOR=#0000ff]Berserker's Fury[/COLOR] (PHB 2)[/b] - A free +2 to damage for a whole encounter in addition to the free skill? All right! [/sblock] [b]Powers[/b] [sblock] [b][COLOR=#0000ff]Curtain of Steel[/COLOR] (L7, Encounter - PHB 2)[/b] - That much damage out of turn? Wow. [/sblock] [CENTER][Size=4][b][b]Bravo[/b][/b][/size][/CENTER] Another MC option with a good entry benefit, though I'm not exactly wowed by the rest of it. [b]Entry Feats[/b] [sblock] [b][COLOR=#0000ff]Bravo[/COLOR] (D 373)[/b] - +2 to hit and +2 to damage for two turns can be a respectable self-buff. [/sblock] [CENTER][Size=4][b][b]Cleric[/b][/b][/size][/CENTER] Not the most intuitive MC option out there, this can actually offer a couple of nice things. [b]Entry Feats[/b] [sblock] [b]Initiate of the Faith (PHB)[/b] - While Religion is not all that hot as far as skill training is concerned, an emergency healing power is welcome on a Scout. [/sblock] [b]Feats[/b] [sblock] [b][COLOR=#00ccff]Radiant Advantage[/COLOR] (Epic Tier - DP)[/b] - While it does come in late, this presents a very viable alternative to the Permafrost combo on a Scout. [/sblock] [CENTER][Size=4][b][COLOR=#0000ff][b]Fighter[/b][/COLOR][/b][/size][/CENTER] This Multiclass path is pretty awesome for Scouts, because of the very offensively-oriented Paragon Paths and other goodies you can swap for. [b]Entry Feats[/b] [sblock] [b][COLOR=#00ccff]Battle Awareness[/COLOR] (MP)[/b] - A free skill, and an additional attack once per encounter? That's a great deal for a Multiclass feat. [b][COLOR=#00ccff]Cyclone Warrior[/COLOR] (MP 2)[/b] - A nice damage bump for one round every encounter, plus a free skill. I'd take that feat. [b]Student of the Sword (PHB)[/b] - A +1 bonus to hit with a certain style of weapon and a mark after the attack is nifty (as is the free skill), but it's just not as good as the other feats. [/sblock] [b]Feats[/b] [sblock] [b][COLOR=#00ccff]Surprising Charge[/COLOR] (Heroic Tier - MP)[/b] - Conditional, but getting more damage dice on charges is an excellent benefit for you. [/sblock] [b]Powers[/b] [sblock] [b]Harrying Assault (L17, Encounter) (PHB)[/b] - A double-tap power that includes an MBA. Cool, if you're going for a Strength/Dexterity sort of build. [/sblock] [b]Paragon Paths[/b] [sblock] [b][COLOR=#0000ff]Kensei[/COLOR] (PHB)[/b] - While the powers are lackluster for you overall (especially the frankly terrible Masterstroke, but you're swapping that out), a +1 untyped bonus to hit and +4 to damage are excellent features for a Scout, regardless of the weapon wielded. [b][COLOR=#00ccff]Shock Trooper[/COLOR] (MP)[/b] - An absolutely brutal Path for Scouts, getting a die size upgrade on off-hand weapons as well as your best ability score bonus to damage (again) are sweet, sweet benefits to have. [/sblock] [CENTER][Size=4][b][COLOR=#0000ff][b]Rogue[/b][/COLOR][/b][/size][/CENTER] This multiclass option is a pretty sweet choice for Scouts, who were going to be wielding Light Blades anyway. There are some nice goodies you can pick up, especially as far as powers go. [b]Entry Feats[/b] [sblock] [b][COLOR=#0000ff]Sneak of Shadows[/COLOR] (PHB)[/b] - You get Thievery (which is a good skill to have, since you most definitely have the Dexterity for it), and you get an Encounter version of Sneak Attack. Not bad at all. [/sblock] [b]Feats[/b] [sblock] [b][COLOR=#0000ff]Risky Shift[/COLOR] (Heroic Tier - MP 2)[/b] - Do you like charging? This feat allows you to spam the charge attack without any hoops to jump through by letting you shift 2 squares. Comes with a bit of a disadvantage, but what's life with no risk? [b]Slaying Action (Heroic Tier - MP)[/b] - Sneak Attack is a pretty damaging extra feature, so getting an extra dose of it on nova turn is a solid benefit. [b][COLOR=#00ccff]Surprising Charge[/COLOR] (Heroic Tier - MP)[/b] - Conditional, but getting more damage dice on charges is an excellent benefit for you. [/sblock] [b]Powers[/b] [sblock] [b]Tumble (L2, Utility - PHB)[/b] - An on-demand shift for your speed. Bear in mind you need Acrobatics training for it. [b][COLOR=#00ccff]Low Slash[/COLOR] (L3, Encounter - MP)[/b] - A minor action attack that uses Dexterity, it also offers a slide + slow combination, along with some extra damage while flanking. Tasty. [b][COLOR=#0000ff]Combat Tumbleset[/COLOR] (L10, Utility - PHB)[/b] - Shift your speed, and ignore enemies while you're at it. Cool. [b][COLOR=#00ccff]Tumbling Strike[/COLOR] (L17, Encounter - D 381)[/b] - So... this deals more weapon damage than any of your minor action smacks, uses Dexterity, AND you get to shift your speed too?! This is about as good a power as you can get. [/sblock] [b]Paragon Paths[/b] [sblock] [b]Shadow Assassin (PHB)[/b] - While it's more defensive in nature than what a Scout's typically looking for, throwing out some damage when missed along with a big-boy defensive power and a hefty bonus to attacks on an AP make it at least worth mentioning. [/sblock] [/QUOTE]
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Wherever I May Roam: A Scout's Guide (by lordduskblade)
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