Scout - Martial Controller

  • December 2019
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Scout Class Features VITAL STATISTICS

you might move 4 squares, pause to attack with Sweeping Flourish, and then complete the last 3 squares of the movement.

Role: Controller. You use fast maneuvers to stun, QUICKLING SPEED disorient, confuse, and impede your enemies. You dart Scouts are the acknowledged masters of rapid combat in and out of the fray, executing clever tactics or maneuvers, and rely upon their speed for survival. simply delivering crushing blows as you pass. Your base speed increases by 1. Power Source: Martial. Your abilities come from your natural talent and extensive training. SCOUT TACTICS Key Abilities: Dexterity, Strength, Wisdom Scouts fight in a variety of ways, based on personal preference. Some are clever and tactical, drawing their Armor Proficiencies: Cloth, leather, hide Weapon Proficiencies: Simple melee, military melee enemies out of position to devastate them. Others prefer to rely on rapid, brutal strikes to finish their Bonus to Defense: +2 Reflex foes. Choose one of the following options. st Forceful Assault: In any round in which you take a Hit Points at 1 Level: 12 + Constitution score move or run action, you gain one-half your Strength Hit Points per Level Gained: 5 modifier as a bonus to damage rolls until the beginning Healing Surges per Day: 6 + Constitution modifier of your next turn. In addition, you gain the Brutal Trained Skills: Choose five skills from the list below Impact power. Cunning Warrior: You gain one-half your Wisdom to have trained at 1st level. modifier as a bonus to all defenses against opportunity Class Skills: Acrobatics (Dex), Athletics (Str), attacks provoked by movement. In addition, you gain Dungeoneering (Wis), Endurance (Con), Heal (Wis), the Careful Positioning power. Nature (Wis), Perception (Wis), Stealth (Dex) Class Features: Fight On The Run, Quickling Speed, Scout Tactics

DEFENSIVE MANEUVERS

Scout Powers Your abilities are based on your speed and guile. You draw enemies into disadvantageous positions and inflict disorienting conditions, or sweep through a crowd dealing out many fast, light blows to all in your path. Some powers take advantage of a high Strength score with crushing attacks, while others seek to manipulate enemies with the clever tactics that a high Wisdom character can utilize well.

Scout training teaches rapid and agile reaction to dangerous situations, reaction that keeps many scouts alive when another would have died. When unencumbered and free to move, few can match the speedy reflexes of a scout. While you are conscious and have at least one hand free (not carrying a shield, used for wielding a weapon, CLASS FEATURES or anything else that would demand serious use of your All scouts are capable of skillful attacks based on off-hand), you gain a +1 bonus to AC and Reflex their inclinations. You gain either the Brutal Impact or defense. Careful Positioning power, depending on your choice of Scout Tactics.

FIGHT ON THE RUN

Scouts are uniquely capable of mobile combat, darting across the field with deadly grace. You may take a standard or minor action to attack during a move action, rather than having to wait for the move action to finish. For example, you might take a move action to move a total of 7 squares. You may interrupt this movement at any point to make a standard or minor action attack, such as the at-will power Sweeping Flourish. Thus,

Brutal Impact

Scout Feature

You casually knock your enemy to its knees. Encounter § Martial, Weapon Minor Action Melee weapon Target: One creature Attack: Dexterity vs. Fortitude Effect: The target is knocked prone and takes damage equal to your Strength modifier.

Careful Positioning

Scout Feature

A quick feint draws your foe into a vulnerable position. Encounter § Martial, Weapon Minor Action Melee weapon Target: One creature Attack: Dexterity vs. Reflex Effect: Slide the target a number of squares equal to one-half your Wisdom modifier. It grants combat advantage to one ally of your choice until the beginning of your next turn.

Sweeping Flourish

Scout Attack 1

You quickly sweep your weapon around you in a flurry of attacks, rapidly striking all enemies. At-Will § Martial, Weapon Standard Action Close burst 1 Target: Each creature in the burst Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Increase the damage to [2W] + Dexterity modifier at 21st level.

LEVEL 1 AT-WILL EXPLOITS

LEVEL 1 ENCOUNTER EXPLOITS

Dashing Attack

Advantageous Positioning

Scout Attack 1

You force your target into a more vulnerable position. At-Will § Martial, Weapon Standard Action Melee adjacent Target: One creature Attack: Dexterity vs. AC

Increase the damage to [2W] + Dexterity modifier at 21st level. Scout Attack 1

Several light blows deal little damage, but set your foe off balance. At-Will § Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage, and you slide the target 2 squares. It grants combat advantage until the end of your next turn. Cunning Warrior: You slide the target 1 + Wisdom modifier squares.

Between The Eyes

Scout Attack 1

A fast jab to your target's face leaves it reeling in agony.

Hit: 1[W] + Dexterity modifier damage, and the target takes a -2 penalty to all attack rolls until the end of your next turn. Increase the damage to [2W] + Dexterity modifier at 21st level.

Hamstring

You maneuver your foe into a vulnerable position. Encounter § Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage, and you slide the target 2 squares.

Distracting Wound

Scout Attack 1

Scout Attack 1

A blow to your target's legs leaves it hobbling in pain. At-Will § Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn. Increase the damage to [2W] + Dexterity modifier at 21st level.

Encounter § Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn. Forceful Assault: Once the dazed condition ends, the target grants combat advantage until the end of your next turn.

Crippling Flurry

Scout Attack 1

A rapid frenzy of soft blows leaves your enemies no chance to maneuver. Encounter § Martial, Weapon Standard Action Close burst 1 Target: Each enemy in the burst Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn. Cunning Warrior: You can also slide the target 1 square.

Disabling Strike

Scout Attack 1

Your blow saps the target's strength to attack.

Hit: 2[W] + Dexterity modifier damage, and the target is weakened until the end of your next turn. Cunning Warrior: The target also takes a penalty to all attack rolls equal to one-half your Wisdom modifier until the end of your next turn. Scout Attack 1

A powerful slam of your weapon sends your foes tumbling. Encounter § Martial, Weapon Standard Action Melee adjacent Target: One, two, or three creatures Special: You gain a +2 bonus to your attack roll if you only attack one creature with this power. Attack: Dexterity vs. AC, one attack per target Hit: 1[W] + Dexterity modifier damage, and the target is knocked prone. Forceful Assault: Add your Strength modifier to the damage dealt.

LEVEL 1 DAILY EXPLOITS Cloud The Eyes

Scout Attack 1

A quick blow to the temple, or some thrown dust – however you manage it, your enemy doesn't see the killing blow coming. Daily § Martial, Weapon Standard Action Target: One creature Attack: Dexterity vs. AC

Scout Attack 1

You attack with ruthless efficiency, leaving your target too dazed and pained to even stand.

Encounter § Martial, Weapon Standard Action Melee adjacent Target: One creature Attack: Dexterity vs. AC

Unbalancing Wave

Cripple

Melee weapon

Hit: 3[W] + Dexterity modifier damage, and the target is dazed and blinded until the end of your next turn. Miss: Half damage, and the target is not dazed or blinded, but all creatures gain concealment against it until the end of your next turn.

Daily § Martial, Weapon Standard Action Target: One creature Attack: Dexterity vs. AC

Melee weapon

Hit: 3[W] + Dexterity modifier damage, and the target is knocked prone and cannot stand (save ends). Aftereffect: The target is slowed until the end of your next turn. Miss: Half damage, the target can stand normally, and it is slowed until the end of your next turn.

Rapid Sweep

Scout Attack 1

You dart about like lightning, dealing out furious blows. Daily § Martial, Weapon Standard Action Close burst 2 Target: Each enemy in the burst Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage, and the target grants combat advantage until the end of your next turn. Miss: Half damage, and the target does not grant combat advantage.

Thousand Cuts

Scout Attack 1

You lash out in a flurry of blows. Daily § Martial, Weapon Standard Action Melee weapon Target: Up to three creatures that you can reach Attack: Dexterity vs. AC, three attacks Hit: 1[W] damage, and the target takes ongoing 4 damage per hit and is slowed (save ends both). Multiple Hits: If a single target is hit by two attacks, it is immobilized instead of slowed. If a single target is hit by three attacks, it is also weakened until the end of your next turn and takes a -2 penalty to saving throws against this power's effects. Miss: Half damage, and the target takes no ongoing damage and is not slowed.

LEVEL 2 UTILITY EXPLOITS Dash

Scout Utility 2

You feel a sudden burst of speed. Encounter § Martial Minor Action

Personal

Effect: Your speed increases by 2 until the end of your next turn.

Heightened Reflexes

Scout Utility 2

Your incredible reaction speed takes your enemies by surprise. Daily § Martial No Action Personal Trigger: You roll for initiative Effect: Roll initiative check twice and keep the better result. In addition, you gain combat advantage against all enemies below you in the initiative during the first round of combat.

Tactical Shift

Scout Utility 2

You dart around the target with such grace that it doesn't even have a chance to strike you. At-Will § Martial Move Action

Effect: Choose one adjacent enemy and move up to your speed. As long as you remain adjacent to that enemy, your movement does not provoke attacks of opportunity from that enemy. Scout Utility 2

Your quick dodges and rolls carry you safely through the melee. Encounter § Martial Move Action

You give your target is quick, unexpected push, sending it tripping over its own feet. Encounter § Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier damage, and you push the target 2 squares. The target is immobilized until the end of your next turn. Forceful Assault: You push the target 1 + Strength modifier squares. Scout Attack 3

The enemy line can be easily handled once it's been broken. Encounter § Martial, Weapon Standard Action Melee adjacent Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier, and the target is knocked prone. Slide the target 2 squares. Cunning Warrior: Until the end of your next turn, the target cannot stand.

Personal

Effect: You can shift a number of squares equal to one-half your speed.

LEVEL 3 ENCOUNTER EXPLOITS Bleeding Wreck

Scout Attack 3

The Center Cannot Hold

Personal

Tumble

Disorienting Shove

Scout Attack 3

You launch a dozen fast cuts, covering your enemy in painful bleeding wounds. Encounter § Martial, Weapon Standard Action Melee weapon Target: Up to three creatures that you can reach Attack: Dexterity vs. AC, one attack per target Hit: 1[W] damage, and the target takes ongoing 5 damage (save ends) and is weakened until the end of your next turn. Special: If you only attack one target with this power, increase the damage dealt to 2[W]. Cunning Warrior: Add your Wisdom modifier to the ongoing damage on each creature.

Whirlwind of Confusion

Scout Attack 3

You dance through a crowd of foes, delivering ruthless blows to their heads that leave them spinning. Encounter § Martial, Weapon Standard Action Close burst 1 Target: Each enemy in the burst Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn. Forceful Assault: You may make the attack against the target's Fortitude defense instead.

LEVEL 5 DAILY EXPLOITS Cruel Goad

Scout Attack 5

Your frenzied attacks keep the target too occupied on defense to risk breaking away, while you slowly move it toward its doom. Daily § Martial, Weapon Standard Action Target: One creature Attack: Dexterity vs. AC

Melee weapon

Hit: 3[W] + Dexterity modifier damage, and the target is immobilized (save ends). In addition, you slide the target 2 squares. Effect: Every time that you hit the target for the rest of the encounter, you may slide it 1 square.

Field of Blades

Scout Attack 5

You choose your ground carefully, turning it into a meat grinder for your enemies. Daily § Martial, Weapon, Zone Standard Action Close burst 2 Target: Each enemy in the burst Attack: Dexterity vs. AC

LEVEL 6 UTILITY EXPLOITS Call The Target

Scout Utility 6

You create an opening for your allies to attack one designated target. Daily § Martial Minor Action Close burst 5 Target: One creature within the burst

Hit: 1[W] + Dexterity modifier damage. Effect: The burst creates a zone of deadly attacks. All enemies who enter the zone or begin their turn there take damage equal to your Dexterity modifier. The zone is treated as difficult terrain for enemies. The zone ends if you leave its area. As a move action, you can move up to one-half your speed and shift the zone's center to your new position.

Effect: If any of your allies can mark enemies, the target is marked by that ally until the end of your next turn. The target is also the subject of Hunter's Quarry and Warlock's Curse until the end of your next turn. Finally, the target grants combat advantage until the end of your next turn.

Sustain Standard: Attack again. You may sustain this power as long as the zone persists.

Improvised Cover

Line Shot

Scout Attack 5

You propel your target into its allies, and watch them all tumble over in disarray. Daily § Martial, Weapon Standard Action Target: One creature Attack: Dexterity vs. AC

Melee weapon

Hit: 2[W] + Dexterity modifier damage, and you slide the target up to 4 squares and knock it prone. If it ends adjacent to another enemy, make secondary attacks. Secondary Target: Each enemy adjacent to the target after it completes the slide. Secondary Attack: Dexterity vs. Fortitude Hit: 1[W] + Dexterity modifier damage, and the target is knocked prone. If any secondary attacks hit, the primary target and all secondary targets hit are restrained until the end of your next turn. Miss: Half damage, and do not make any secondary attacks.

Scattering Rush

Scout Utility 6

When there isn't a wall to hide behind, the bodies of your enemies will have to do. Encounter § Martial Move Action

Personal

Effect: Shift a number of squares equal to your Dexterity modifier. Until the end of your next turn, you gain a power bonus to all defenses equal to the number of enemies that you were adjacent to at any time during the shift.

Reliable Sentry

You are very difficult to surprise, to the benefit of your friends. Daily § Martial No Action Close burst 10 Target: Yourself and each ally in the burst Prerequisite: Trained in Perception Effect: Make a Perception check with a +5 bonus. All targets may use the result of this check in place of their own.

Stand Firm You easily resist your enemy's manipulations.

Scout Attack 5

You dash toward your enemies, who dodge out of your way to avoid your wrath. Daily § Martial, Weapon Standard Action Melee adjacent Special: Shift 4 squares as part of this attack, making one attack against each adjacent enemy Target: Each enemy adjacent to you during the shift Attack: Dexterity vs. AC, one attack per target Hit: 2[W] + Dexterity modifier damage, and you can slide the target 1 square. It grants combat advantage until the end of your next turn. Miss: Half damage, the target does not grant combat advantage, and you cannot slide it.

Scout Utility 6

Encounter § Martial No Action Personal Trigger: An enemy pushes, pulls, or slides you Effect: You negate the push, pull, or slide.

Scout Utility 6

LEVEL 7 ENCOUNTER EXPLOITS

Head Over Heels

Boot To The Head

A careful dodge, just the right leverage, and your enemies go flying away.

Scout Attack 7

You feint with your weapon and follow up with a lightning kick to your foe's (now uglier) face. Encounter § Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC

Encounter § Martial, Weapon Standard Action Melee adjacent Target: One creature Attack: Dexterity vs. AC Hit: [2W] + Dexterity modifier damage, and you push the target 2 squares and knock it prone.

Hit: 2[W] + 1d6 + Dexterity modifier damage, and the target is dazed until the end of your next turn. Forceful Assault: The target is also knocked prone.

Daring Cleave

Scout Attack 7

Scout Attack 7

You dart through the melee in a flurry of attacks.

Secondary Target: Every creature that the target's movement path during the push touches Secondary Attack: Dexterity vs. Reflex, one attack per target Hit: Deal damage equal to your Dexterity modifier and the target is knocked prone. Forceful Assault: You push the target 1 + Strength modifier squares.

Encounter § Martial, Weapon Standard Action Close burst 2 Target: Each enemy in the burst Attack: Dexterity vs. AC

LEVEL 9 DAILY EXPLOITS

Hit: 2[W] + Dexterity modifier damage.

Club Senseless

Cunning Warrior: Add your Wisdom modifier to the damage dealt.

Eyestrike

Scout Attack 7

Blows to your opponent's head leave its vision swimming. Encounter § Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. Cunning Warrior: After the blindness ends, the target takes a penalty to attack rolls equal to 1 + your Wisdom modifier until the end of its next turn.

Scout Attack 9

One brutal blow to your target's head leaves it reeling and helpless. Daily § Martial, Weapon Standard Action Target: One creature Attack: Dexterity vs. AC

Melee weapon

Hit: 3[W] + Dexterity modifier damage, and the target is stunned (save ends). Aftereffect: The target is dazed until the end of your next turn. Miss: Half damage, and the target is dazed until the end of your next turn.

Systematic Cruelty

Scout Attack 9

You methodically reduce your enemy to a quivering wreck. Daily § Martial, Weapon, Reliable Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and the target is dazed and weakened (save ends both).

Taunting Quarry

Scout Attack 9

Down In The Dirt

Scout Utility 10

You provoke your target into a careless pursuit. Quick reflexes leave you safe, but it pays the price for its haste.

A leap into the air and a sudden distraction let you pull your winged foes down to your level.

Daily § Martial, Weapon Standard Action Melee adjacent Target: One adjacent creature Attack: Dexterity vs. Will

Encounter § Martial Standard Action Close burst 3 Target: One creature in the burst

Hit: Shift up to 6 squares. The target is pulled with you, entering every square that you exit (and thus precisely mimicking your path). It provokes opportunity attacks from your allies as if it had moved.

Effect: The target is knocked prone. It does not take falling damage even if it normally would.

Invulnerable Vigor

Scout Utility 10

Miss: Only pull the target 3 squares.

Despite their best efforts, your enemies can't slow you down.

Effect: The target grants combat advantage until the end of your next turn. In addition, the target cannot shift (save ends). Abilities which would let it shift are instead moves while it is affected by this condition.

Daily § Martial No Action Personal Trigger: You are affected by the slowed, immobilized, or restrained condition

Whirling Frenzy

Effect: Immediately end any slowed, immobilized, or restrained conditions currently affecting you. You are immune to these conditions until the beginning of your next turn.

Scout Attack 9

You make a sudden dash, raining down blows against everything in your path. Daily § Martial, Weapon Standard Action Melee weapon Special: Shift 4 squares as part of the attack, making one attack per square of movement Target: One, two, three, or four creatures Attack: Dexterity vs. AC, four attacks Hit: 1[W] + Dexterity modifier damage, and the target is knocked prone. Multiple Hits: If a single creature is hit twice, it is also weakened until the end of your next turn. If a single creature is hit three or more times, it is also dazed until the end of your next turn. Miss: Half damage, and the target grants combat advantage until the end of your next turn.

LEVEL 10 UTILITY EXPLOITS Defensive Roll

Scout Utility 10

You use the opening of your enemy's attack to find a more advantageous position. Daily § Martial Immediate Interrupt Personal Trigger: An enemy makes a melee attack against you Effect: Gain a +5 bonus to all defenses against the triggering attack. Whether the attack hits or misses, you may immediately shift one-half your speed.

Through The Lines

Scout Utility 10

You ghost past your surprised enemies, who don't even have time to react to your presence. Encounter § Martial Free Action

Personal

Effect: Until the end of your turn, you can move through enemy squares as if they were allies. Moving through an enemy's square in this way does not provoke attacks of opportunity, though all other movement provokes as normal.

LEVEL 19 DAILY EXPLOITS None Shall Pass

Scout Attack 19

None of your foes will get past you without a struggle. Daily § Martial, Stance Minor Action

Personal

Effect: Until this stance ends, your reach increases by 1 square. In addition, you gain threatening reach 2, and all squares within your reach are treated as difficult terrain to enemies. At any time when you hit with an opportunity attack, you may voluntarily end this stance to stun the target (save ends).

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