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==4e== {{dnd-stub}} The 4e Scout is one of the two Essentials [[Variant Class]]es for the [[Ranger]], introduced in "Heroes of the Forgotten Kingdoms" as a "simplified" take on the [[Ranger]], built entirely from the Two-Weapon Fighting archetype/subclass of the ranger. Its counterpart was the Archery-based [[Hunter (D&D)|Hunter]]. Ironically, many would argue that as the 4e Ranger was built by entirely discarding the magical aspects of the class and instead focusing on its themes as a lightly armored skirmishing warrior focused on mobility, overwhelming offense in melee and ranged combat, the 4e ranger was ''already'' more of a Scout than a Ranger, but hey, the distinction between the two has always been pretty arbitrary! Like all of the "core Essentials" Classes, the Essentials Scout relies heavily on class features that accumulate as it levels up, instead of the 1st level array of features supplemented by modular powers of the [[AEDU System]] classes. These are most heavily loaded at 1st level, of course: * Two Weapon Style: Pick either Flashing Blade Mastery (+1 to attack rolls when off-handing a Light Blade) or Spinning Axe Mastery (+2 to damage rolls when off-handing an Axe). * Dual Weapon Attack: At-Will Attack power; when you hit with a basic melee attack, you can make a second basic melee attack with your off-hand as a Free Action. * Attack Finess: Melee Basic Attacks can use Dexterity modifier instead of Strength modifier for attack & damage rolls. * Power Strike: Encounter Attack power; boost the damage of a melee basic attack by +1[W] damage per tier. * Aspects of the Wild: Pick two at-will utility powers that grant access to useful combat stances named after various animals; Cunning Fox, Charging Ram, Dancing Serpent, Hungry Shark, Lurking Spider, Pack Wolf, Regal Lion, Soaring Hawk. * Wilderness Knacks: You gain two class features from a list of five that basically bring back old ranger "fluffy" class abilities; AMbush Expert, Beast Empathy, Mountain Guide, Watchful Rest, Wilderness Tracker. You'll pick up new Aspects of the Wild and Wilderness Knacks as you level up. You'll also get to take Scout/Ranger utility powers as you level, which compensates somewhat for the total lack of attac powers. This is the bulk of your character progression, but you do get a few other new abilities and tricks too... Level 5 gives you the bonus Encounter utility power "Reactive Shift", which... well, you can probably guess wht it does from the name - if an enemy ends their turn adjacent to you, then you can shift Wisdom modifier ssquares as an immediate reaction. Level 9 gives you Improved Dual Weapon Attack, which grants you +2 damage with Dual Weapon Attack. This further improves to +4 damage with level 15's Paragon Dual Weapon Attack. You also get a new bonus for your Two Weapon Style feature at level 15; if you picked Spinning Axe, then you get Eagle's Axe (+3 damage with Power Strike), whilst Flashing Blade gies you Serpent's Blade (can shift 3 squares after using Power Strike). To gain either style's benefit, you '''have''' to be wielding the signature weapon of that style in your off hand. It finally increases to +6 damage with level 25's Epic Dual Weapon Attack. Level 13's Improved Power Strike lets you use Power Strike twice per Encounter. Level 19's Cautious Shift lefts you shift 1 square as a free action before or after either using your second wind or taking the total defense action. Level 23's Peerless Perception lets them roll twice and pick their result when making Perception checks. {{D&D4-Classes}}
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