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    Barbarian in the Playground
     
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    Default Scout, Martial Controller

    This is a class I put together a few years back and playtested a bit by my group. The 4e community has expressed interest in seeing it so I'm posting it here now.

    Class Traits

    Role: Controller. You are a skilled warrior that uses training to deliver precision strikes and craft cunning traps in order to hamper your enemies. Depending on your choice of class features, you lean toward either striker or defender as a secondary role.Power Source: Martial. Years of training have taught you to use countless mundane methods to bring down your foes, including turning any materials you find into lethal traps.
    Key Abilities: Dexterity, Constitution, Intelligence
    Armor Proficiencies: Cloth, leather
    Weapon Proficiencies: Simple melee, simple ranged, military off-hand weapons
    Implements: Melee weapons with which you have proficiency.

    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: 6 + Constitution modifier
    Trained Skills: Nature and Thievery. From the class skills list below, choose three trained skills list at first level.
    Class Skills: Acrobatics(Dex), Athletics(Str), Dungeoneering(Wis), Endurance(Con), Heal(Wis), Nature(Wis), Perception(Wis), Stealth(Dex), Thievery(Dex)
    Class Features: Alchemist, Specialist Training, Trapcraft

    Alchemist: You gain the Alchemist feat as a bonus feat, allowing you to create alchemical items and know one level 1 alchemical formula of your choice. Whenever you gain a level, you may learn an additional alchemical formula of your level or lower.
    Specialist Training: Choose one of the following training paths and gain the benefit.
    Survivalist: While you are not wearing heavy armor, if you end your turn 3 or more squares away from the square where you started your turn, you gain a +2 bonus to all defenses until the end of your next turn. In addition, you gain the stagger class power and may use it a number of times per day equal to your Constitution modifier.
    Guerilla: While you are not wearing heavy armor, you may use your Intelligence modifier instead of your Wisdom or Charisma modifier to determine your Will defense and if you end your turn 3 or more squares away from the square where you started your turn, you gain a +1 bonus to all attack rolls until the end of your next turn. In addition, you gain the stagger class power and may use it a number of times per day equal to your Intelligence modifier.
    Trapcraft: You have dealt with all manner of traps through the course of your training and have learned to deal with an incredible variety of them. You gain a +2 bonus to all skill checks involving traps and a +2 bonus to all defenses against attacks by traps.

    Stagger (Scout class feature)
    Daily (special) * Martial, Weapon
    Immediate Reaction Melee weapon
    Trigger: An enemy within range succeeds on a saving throw
    Target: The triggering enemy
    Attack: Dexterity vs. AC
    Hit: The target fails the saving throw instead
    Miss: The target must reroll the saving throw and use the new result
    Special: The number of times per day you may use this power is determined by your Specialist Training class feature

    Trap Keyword: A power with the trap keyword is considered a trap. At the end of the encounter, if a trap created by a power with the Trap keyword has not made an attack, the Scout that created the trap can recover it and the daily power is not expended. If a creature other than the Scout that created it can get adjacent to the trap without triggering it, the trap may be disarmed as a standard action with a Thievery check with a DC equal to the Scout's Reflex defense. Regardless of how well the Thievery check does, the trap is always destroyed if disarmed in this manner.
    Last edited by ThePurple; 2019-05-24 at 10:00 PM.
    4e Homebrew: Shadow Knight, Scout
    roll20: Kitru

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    Barbarian in the Playground
     
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    Default Re: Scout, Martial Controller

    (name needed) (Scout Attack 1)
    At-will * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] + Dexterity modifier damage and if the target moves before the end of your next turn, the target is immobilized until the end of its next turn.Level 21: 2[W] + Dexterity modifier damage

    (name needed) (Scout Attack 1)
    At-will * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding two off-hand weapons
    Target: One or two creatures
    Attack: Dexterity vs. AC
    Hit: 1[W] damage and if the target shifts before the start of your next turn, it takes Dexterity modifier damage.
    Level 21: 2[W] damage

    (name needed) (Scout Attack 1)
    At-will * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. Fortitude
    Hit: 1d4 damage and if the target makes an attack before the start of your next turn, it takes additional damage equal to your Dexterity modifier + Constitution modifier
    Level 21: 2d4 damage

    (name needed) (Scout Attack 1)
    At-will * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding two off-hand weapons
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] (main hand) damage and all adjacent enemies including the target take 1[W] (off-hand) damage.
    Level 21: 2[W] damage (main hand) damage and all adjacent enemies including the target take 1[W] (off-hand) damage.

    (name needed) (Scout Attack 1)
    At-will * Martial, Weapon
    Standard Action Melee or Ranged weapon
    Requirement: You must be wielding a spear.
    Target: One creature
    Attack: Dexterity vs. ACHit: 1[W] + Dexterity modifier damage and the target is slowed until the end of its turn.
    Level 21: 2[W] + Dexterity modifier damage
    Special: You can use this power as a basic attack.

    (name needed) (Scout Attack 1)
    At-will * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding a spear.
    Target: One creature
    Attack: Dexterity vs. Fortitude
    Hit: 1[W] damage and the target is knocked prone.
    Level 21: 2[W] damage

    Disengaging Strike (Scout Attack 1)
    At-will * Martial, Weapon
    Standard Action Melee or Ranged weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One Creature
    Attack: Dexterity vs. ACHit: 1[W] + Dexterity modifier damage and you push the target 1 square.
    Miss: You shift 1 square.Level 21: 2[W] + Dexterity modifier damage
    Special: You can use this power as a basic attack.

    Level 1 Encounter Attack (Exploits)
    (name needed) (Scout Encounter 1)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding two off-hand weapons
    Target: One or two creaturesAttack: Dexterity vs. AC, two attacks
    Hit: 1[W] + Dexterity modifier damage per attack and the target takes 5 additional damage if it makes an attack before the end of your next turn. In addition, if both attacks hit the same target, that target is dazed until the end of your next turn.

    (name needed) (Scout Encounter 1)
    Encounter * Martial, Weapon
    Standard Action Melee or Ranged weapon
    Requirement: You must be wielding a spear
    Target: One creature
    Attack: Dexterity vs. Reflex
    Hit: 1[W] + Dexterity modifier damage and the target is restrained until the start of your next turn. At the start of your next turn, the target takes 1d10 damage.

    (name needed) (Scout Encounter 1)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. Reflex
    Hit: 1[W] + Dexterity modifier damage and the target is blinded until the end of your next turn.
    Survivalist: The target is also deafened until the end of your next turn.

    (name needed) (Scout Encounter 1)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. AC
    Effect: Before or after the attack, you may shift 2 squares.
    Guerilla: You may shift before and after the attack. The total number of squares you shift cannot exceed your Intelligence modifier.
    Hit: 1[W] + 1d6 + Dexterity modifier damage and the target is slowed until the end of your next turn.

    Level 1 Daily Attack (Exploits)
    Incendiary Trap (Scout Daily 1)
    Daily * Fire, Implement, Martial, Trap, Zone
    Minor Action Ranged 5
    Effect: You create an incendiary trap in an empty square within range. The incendiary trap can make the following attack, using the incendiary trap's square as the origin square. Once the incendiary trap attacks, it disappears. As a minor action, you may cause the incendiary trap to attack without being triggered.
    Opportunity Action Close burst 2
    Trigger: An enemy enters a square adjacent to the incendiary trap
    Target: All creatures in burst
    Attack: Dexterity vs. Reflex
    Hit: 2d6 + Dexterity modifier fire damage.
    Miss: Half damage.
    Effect: The burst creates zone of flaming debris until the end of your next turn. Any creature that starts its turn in or enters the zone takes fire damage equal to 5 + your Intelligence modifier.

    Razorsnare Trap (Scout Daily 1)
    Daily * Implement, Martial, Trap
    Minor Action Ranged 5
    Effect: You create an razorsnare trap in an empty square within range. The razorsnare trap can make the following attack, using the razorsnare trapÕs square as the origin square. The razorsnare trap lasts until the end of the encounter.
    Opportunity Action Ranged 5
    Trigger: An enemy starts its turn within range while the trap does not have a target grabbed.
    Target: Triggering enemy
    Attack: Dexterity vs. Reflex Hit: 2d6 + Dexterity modifier damage and the target is pulled into a square adjacent to the razorsnare trap, takes an ongoing 5 damage, and is grabbed (until escape).

    Poison Burst Trap (Scout Daily 1)
    Daily * Implement, Martial, Poison, Trap
    Minor Action Ranged 5
    Effect: You create a poison burst trap in an empty square within range. The poison burst trap can make the following attack, using the poison burst trap's square as the origin square. Once the poison burst trap attacks, it disappears. As a minor action, you may cause the poison burst trap to attack without being triggered.
    Opportunity Action Close burst 2
    Trigger: An enemy enters a square adjacent to the poison burst trap
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: 2d8 + Dexterity modifier poison damage and an ongoing 5 poison damage (save ends).
    Miss: Half damage and an ongoing 2 poison damage (save ends).

    Thunderclap Trap (Scout Daily 1)
    Daily * Implement, Martial, Thunder, Trap
    Minor Action Ranged 5
    Effect: You create a thunderclap trap in an empty square within range. The thunderclap trap can make the following attack, using the thunderclap trap's square as the origin square. Once the thunderclap trap attacks, it disappears. As a minor action, you may cause the thunderclap trap to attack without being triggered.
    Opportunity Action Close blast 5
    Trigger: An enemy enters a square adjacent to the thunderclap trap.
    Target: All creatures in burst that must include the triggering creature
    Attack: Dexterity vs. Fortitude
    Hit: 2d6 + Dexterity modifier thunder damage and the target is deafened (save ends) and pushed a number of squares equal to your Intelligence or Constitution modifier and knocked prone.
    Miss: Half damage and the target is pushed 2 squares.

    Level 2 Utility (Exploits)

    (name needed) (Scout Utility 2)
    At-Will * Martial
    Immediate Reaction Personal
    Trigger: You are hit by trap
    Effect: You may shift a number of squares equal to half of your speed.

    (name needed) (Scout Utility 2)
    Encounter * Martial
    Free Action Personal
    Trigger: You make a Nature, Perception, or Thievery skill check
    Effect: You gain a +3 power bonus to the triggering skill check

    Herbal Aroma Trap (Scout Utility 2)
    Daily * Healing, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a herbal aroma trap in an empty square within range. The herbal aroma trap can take the following opportunity action, using the herbal aroma trap's square as the origin square. The herbal aroma trap lasts until the end of the encounter.
    Opportunity Action Ranged 5
    Trigger: An ally within range spends a healing surge
    Target: The triggering ally
    Effect: The target gains 1d4 + Constitution modifier hit points.

    Guided Stride (Scout Utility 2)
    Encounter * Martial
    Minor Action Close burst 5
    Effect: You and all allies in burst can ignore difficult terrain until the end of your next turn.

    Level 3 Encounter (Exploits)

    (name needed) (Scout Encounter 3)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding two off-hand weapons
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] + Dexterity modifier damage and you shift 2 squares.
    Effect: Repeat this attack once.
    Guerilla: Repeat this attack twice.

    (name needed) (Scout Encounter 3)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] + Dexterity modifier damage and the target is dazed until the end of your next turn.
    Survivalist: The target also takes a penalty to attack rolls equal to your Constitution modifier.

    (name needed) (Scout Encounter 3)
    Encounter * Martial, Weapon
    Immediate Interrupt Melee weapon
    Requirement: You must be wielding a spear
    Trigger: An enemy within range enters a square not adjacent to you.
    Target: The triggering enemy
    Attack: Dexterity vs. Reflex
    Hit: Dexterity modifier damage and the target is knocked prone.

    Quick Stagger (Scout Encounter 3)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] + Dexterity modifier damage and the target has roll twice on its next saving throw before the end of your next turn and take the lower of the two rolls.

    Level 5 Daily Attack (Exploits)

    Flashfreeze Trap (Scout Daily 5)
    Daily * Cold, Implement, Martial, Trap, Zone
    Minor Action Ranged 5
    Effect: You create a flashfreeze trap in an empty square within range. The flashfreeze trap can make the following attack, using the flashfreeze trap's square as the origin square. Once the flashfreeze trap attacks, it disappears. As a minor action, you may cause the flashfreeze trap to attack without being triggered.
    Opportunity Action Close burst 2
    Trigger: An enemy enters a square adjacent to the flashfreeze trap
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: 2d8 + Dexterity modifier cold damage and the target takes ongoing 5 cold damage and is immobilized (save ends both)
    Aftereffect: Ongoing 2 cold damage and is slowed (save ends both)
    Miss: Half damage and the target takes an ongoing 2 cold damage and is slowed (save ends both)
    Effect: The burst creates a zone of flashfrozen ground that lasts until the end of the encounter. Any creature that enters a square within the zone must make a saving throw to avoid falling prone.

    Shrapnel Trap (Scout Daily 5)
    Daily * Implement, Martial, Trap, Zone
    Minor Action Ranged 5
    Effect: You create a shrapnel trap in an empty square within range. The shrapnel trap can make the following attack, using the shrapnel trap's square as the origin square. Once the shrapnel trap attacks, it disappears. As a minor action, you may cause the shrapnel trap to attack without being triggered.
    Opportunity Action Close burst 2
    Trigger: An enemy enters a square adjacent to the shrapnel trap
    Target: All creatures in burst
    Attack: Dexterity vs. Reflex Hit: 2d12 + Dexterity modifier damage
    Miss: Half damage
    Effect: The burst creates a zone of shrapnel that lasts until the end of the encounter. Any creature moving through the zone must either treat the zone as difficult terrain or take 5 damage for each square that it moves through.

    Corrosion Trap (Scout Daily 5)
    Daily * Acid, Implement, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a corrosion trap in an empty square within range. The corrosion trap can make the following attack, using the corrosion trap's square as the origin square. Once the corrosion trap attacks, it disappears. As a minor action, you may cause the corrosion trap to attack without being triggered.
    Opportunity Action Close burst 3
    Trigger: An enemy enters a square adjacent to the corrosion trap
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: 2d8 + Dexterity modifier acid damage and the target takes a -2 penalty to AC and Fortitude (save ends)
    Each Failed Save: The penalty to AC and Fortitude increases the penalty by 1.
    Miss: Half damage and the target takes a -2 penalty to AC and Fortitude until the end of your next turn.

    Bloodfrenzy Trap (Scout Daily 5)
    Daily * Implement, Martial, Poison, Trap
    Minor Action Ranged 5
    Effect: You create a bloodfrenzy trap in an empty square within range. The bloodfrenzy trap can make the following attack, using the bloodfrenzy trapÕs square as the origin square. Once the bloodfrenzy trap attacks, it disappears. As a minor action, you may cause the bloodfrenzy trap to attack without being triggered.
    Opportunity Action Close burst 1
    Trigger: An enemy enters a square adjacent to the bloodfrenzy trap
    Target: The triggering enemy
    Attack: Dexterity vs. Will
    Hit: 1d8 + Dexterity modifier poison damage and the target is affected by bloodfrenzy poison (save ends). While affected by bloodfrenzy poison, the target takes a -2 penalty to all defenses, a -2 penalty to attack rolls, deals 1d10 additional damage with all attacks, and takes an ongoing 10 poison damage. The target cannot make a saving throw during a turn that it makes an attack.
    Miss: The trap does not disappear.

    Level 6 Utility (Exploits)
    Smokebomb (Scout Utility 6)
    Encounter * Martial
    Minor Action Area burst 2 within 5
    Effect: All squares within the burst are filled with acrid smoke and are heavily obscured until the end of your next turn.

    (name needed) (Scout Utility 6)
    Daily * Martial
    Free Action
    Trigger: You roll initiative
    Effect: You get a +4 bonus to the initiative check and you may move your speed and make a Stealth check to become hidden even if you normally would not be able to. The first attack you make during this encounter gains a +1 bonus to the attack roll and deals an additional 2d6 damage.

    Warning Call (Scout Utility 6)
    At-will * Martial
    Immediate Interrupt Close burst 5
    Trigger: An ally is hit by a trap
    Target: The triggering ally
    Effect: The target gains a +2 bonus to defense against the triggering attack

    Wary Stride (Scout Utility 6)
    Daily * Martial, Stance
    Minor Action
    Effect: You enter the stance of the wary stride. Until the stance ends, your movement does not provoke opportunity attack but your speed is reduced by 2. You may end this stance as a minor action.

    Level 7 Encounter (Exploits)

    (name needed) (Scout Encounter 7)
    Encounter * Martial, Weapon
    Standard Action Close burst 1
    Requirement: You must be wielding two off-hand weapons
    Target: All enemies in burst
    Attack: Dexterity vs. AC
    Hit: 1[W] + Dexterity modifier damage and you slide the target 2 squares.

    (name needed) (Scout Encounter 7)
    Encounter * Martial, Weapon
    Standard Action Close blast 3
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. Reflex
    Hit: 1d6 + Dexterity modifier damage and the target grants combat advantage until the end of your next turn.
    Guerilla: The attack deals additional damage equal to your Intelligence modifier.

    Skewer (Scout Encounter 7)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding a spear
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] + 1d8 + Dexterity modifier damage and one enemy adjacent to the target takes 1[W] damage

    (name needed) (Scout Encounter 7)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] + Dexterity modifier damage and make the following secondary attack against the target.
    Secondary Attack: Dexterity vs. Fortitude
    Hit: 1d6 poison damage and until the end of your next turn, the target takes 5 damage for every square it moves willingly.
    Survivalist: The damage equals 3 + your Constitution modifier

    Level 9 Daily Attack (Exploits)
    Flashbang Trap (Scout Daily 9)
    Daily * Implement, Martial, Radiant, Thunder, Trap
    Minor Action Ranged 5
    Effect: You create a flashbang trap in an empty square within range. The flashbang trap can make the following attack, using the flashbang trapÕs square as the origin square. Once the flashbang trap attacks, it disappears. As a minor action, you may cause the flashbang trap to attack without being triggered.
    Opportunity Action Close burst 2
    Trigger: An enemy enters a square adjacent to the flashbang trap
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: 1d8 + Dexterity modifier damage and the target is deafened and stunned until the end of its next turn
    Aftereffect: The target is dazed and deafened (save ends both)
    Miss: Half damage and the target is dazed and deafened (save ends both)

    Lightning Sentinel Trap (Scout Daily 9)
    Daily * Implement, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a lightning sentinel trap in an empty square within range. The lightning sentinel trap can make the following attack, using the lightning sentinel trap's square as the origin square. The lightning sentinel trap lasts until the end of the encounter.
    Opportunity Action Ranged 5
    Trigger: An enemy starts its turn within range
    Target: The triggering enemy
    Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier lightning damage and the target takes 5 ongoing lightning damage and is dazed (save ends both). While a target is affected by this power, the lightning sentinel trap cannot make attacks.

    Dreadmist Vapor Trap (Scout Daily 9)
    Daily * Implement, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a dreadmist vapor trap in an empty square within range. The dreadmist vapor trap can make the following attack, using the dreadmist vapor trapÕs square as the origin square. Once the dreadmist vapor trap attacks, it disappears. As a minor action, you may cause the dreadmist vapor trap to attack without being triggered.
    Opportunity Action Close burst 3
    Trigger: An enemy enters a square adjacent to the dreadmist vapor trap
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: The target takes 5 + Dexterity modifier ongoing poison damage and is weakened (save ends both)
    Miss: The target is weakened until the end of its next turn and takes Dexterity modifier ongoing poison damage (save ends).

    Bladewire Trap (Scout Daily 9)

    Daily * Implement, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a bladewire trap in an empty square within range. The bladewire trap can make the following attack, using the bladewire trap's square as the origin square. Once the bladewire trap attacks, it attacks again at the start of each of your turns until the end of the encounter without needing to be triggered.
    Opportunity Action Close burst 2
    Trigger: An enemy enters a square adjacent to the bladewire trap
    Target: All creatures in burst
    Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier damage and the target is knocked prone. If the target is already prone, it takes an additional 1d8 damage.

    Level 10 Utility (Exploits)

    Delay Activation (Scout Utility 10)
    At-will * Martial
    Free Action Close burst 5
    Trigger: One of your trap powers in the burst is triggered
    Effect: The triggering trap is not triggered

    Survival Block (Scout Utility 10)
    Daily * Martial
    Immediate Interrupt
    Trigger: An enemy scores a critical hit against you or reduces you to 0 or fewer hit points
    Effect: You take half damage from the triggering attack
    Survivalist: You gain temporary hit points equal to 5 + your Constitution modifier

    Front Runner (Scout Utility 10)
    Encounter * Martial, Stance
    Minor Action
    Requirement: No ally is closer to you than your nearest enemy.
    Effect: You assume the stance of the front runner. While in this stance, you gain a +2 power bonus to AC and a +1 power bonus to attack rolls. This stance ends as soon as no enemy is closer to you than your nearest ally.

    Ambush Command (Scout Utility 10)
    Daily * Martial
    Free Action
    Trigger: You are not surprised in a surprise round
    Effect: You and all allies may shift 2 squares
    Guerilla: You and all allies may instead shift a number of squares equal to your Intelligence modifier
    Last edited by ThePurple; 2019-05-24 at 10:13 PM.
    4e Homebrew: Shadow Knight, Scout
    roll20: Kitru

  3. - Top - End - #3
    Barbarian in the Playground
     
    ThePurple's Avatar

    Join Date
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    Location
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    Default Re: Scout, Martial Controller

    Level 13 Encounter (Exploits)

    Insidious Venom (Scout Encounter 13)
    Encounter * Martial, Poison, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. Fortitude
    Hit: 2[W] + 2d6 + Dexterity modifier poison damage and the target takes a -2 penalty to all saving throws until the end of your next turn.

    (name needed) (Scout Encounter 13)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding two off-hand weapons
    Target: One, two, or three creatures
    Attack: Dexterity vs. AC, three attacks (main weapon, main weapon, and off-hand weapon)
    Hit: 1[W] + 1d6 + Dexterity modifier and the target takes a -2 penalty to attack rolls until the end of your next turn. If two attacks hit the same target, the target is dazed until the end of your next turn. If three attacks hit the same target, the target is stunned until the end of your next turn.

    Whirling Trip (Scout Encounter 13)
    Encounter * Martial, Weapon
    Standard Action Close burst 1
    Requirement: You must be wielding a spear
    Target: All enemies in burst
    Attack: Dexterity vs. ReflexHit: 1[W] + 2d6 + Dexterity modifier damage and the target is knocked prone.

    (name needed) (Scout Encounter 13)
    Encounter * Martial, Weapon
    Standard Action Close burst 1
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: All enemies in burst
    Attack: Dexterity vs. AC
    Hit: 1[W] + 2d6 + Dexterity modifier damage and you may slide the target 2 squares.

    Level 15 Daily Attack (Exploits)
    Conflagration Trap (Scout Daily 15)
    Daily * Fire, Implement, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a conflagration trap in an empty square within range. The conflagration trap can make the following attack, using the conflagration trap's square as the origin square. Once the conflagration trap attacks, it disappears. As a minor action, you may cause the conflagration trap to attack without being triggered.
    Opportunity Action Close burst 3
    Trigger: An enemy enters a square adjacent to the conflagration trap
    Target: All creatures in burst
    Attack: Dexterity vs. Reflex
    Hit: 4d12 + Dexterity modifier fire damage and the target takes ongoing 10 fire damage (save ends)
    Miss: Half damage and the target takes ongoing 5 fire damage (save ends)
    Special: All saves made to end effects caused by this power take a -2 penalty.

    Shieldeater Trap (Scout Daily 15)

    Daily * Acid, Implement, Martial, Trap

    Minor Action Ranged 5
    Effect: You create a shieldeater trap in an empty square within range. The shieldeater trap can make the following attack, using the shieldeater trapÕs square as the origin square. Once the shieldeater trap attacks, it disappears. As a minor action, you may cause the shieldeater trap to attack without being triggered.
    Opportunity Action Close burst 3
    Trigger: An enemy enters a square adjacent to the shieldeater trap
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: 5d10 + Dexterity modifier acid damage and the target loses all resistances, if any (save ends).
    Miss: Half damage and the target loses all resistances, if any, until the end of your next turn.

    Drow Poison Trap (Scout Daily 15)
    Daily * Implement, Martial, Poison, Trap
    Minor Action Ranged 5
    Effect: You create a drow poison trap in an empty square within range. The drow poison trap can make the following attack, using the drow poison trapÕs square as the origin square. Once the drow poison trap attacks, it disappears. As a minor action, you may cause the drow poison trap to attack without being triggered.
    Opportunity Action Close burst 3
    Trigger: An enemy enters a square adjacent to the drow poison trap
    Target: All creatures in burst
    Attack: Dexterity vs. Reflex
    Hit: 4d8 + Dexterity modifier damage and the target is slowed and takes a -2 penalty to all attack rolls (save ends both)
    First failed save: The target is instead unconscious (save ends)
    Miss: Half damage and the target takes a -2 penalty to all attack rolls (save ends)
    First failed save: The target is slowed (save ends)
    Second failed save: The target is unconscious (save ends)
    Special: If you are a drow, targets of this power take a -2 penalty to saving throws against effects generated by this power.

    Glacial Fog Trap (Scout Daily 15)
    Daily * Cold, Implement, Martial, Trap, Zone
    Minor Action Ranged 5
    Effect: You create a glacial fog trap in an empty square within range. The glacial fog trap can make the following attack, using the glacial trapÕs square as the origin square. Once the glacial fog trap attacks, it disappears. As a minor action, you may cause the glacial fog trap to attack without being triggered.
    Opportunity Action Close burst 3
    Trigger: An enemy enters a square adjacent to the glacial fog trap
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: 5d6 + Dexterity modifier cold damage
    Miss: Half damage
    Effect: The burst creates a zone of glacial fog that lasts until the end of the encounter. Any creature that enters or starts its turn within the zone takes 5 cold damage and is slowed until the end of its next turn.

    Level 16 Utility (Exploits)

    Ghostbane Powder (Scout Utility 16)
    Daily * Martial
    Minor Action Close blast 3
    Effect: All creatures in the blast are coated in ghostbane powder (save ends). While coated in ghostbane power, a creature cast light as if it were a candle, cannot become hidden or benefit from concealment or invisibility, and loses any insubstantial or phasing qualities it has, if any.

    Scout's Step (Scout Utility 16)
    Encounter * Martial
    Move Action
    Effect: You may move a number of squares equal to your speed + 4 or shift 4 squares.
    Guerilla: You may move or shift through squares occupied by enemies.

    Herbal Remedy (Scout Utility 16)
    Daily * Martial
    Standard Action Melee touch
    Target: You or an ally
    Effect: The target spends a healing surge and regains 1d6 additional hit points.
    Survivalist: The target gains additional hit points equal to your Constitution modifier

    Skitter (Scout Utility 16)
    At-will * Martial
    Immediate Reaction
    Trigger: An enemy misses you with a melee or ranged attack
    Effect: You shift 1 square

    Level 17 Encounter (Exploits)

    (name needed) (Scout Encounter 17)
    Encounter * Martial, Weapon
    Standard Action Melee or Ranged weapon
    Requirement: You must be wielding a spear.
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] + 1d6 + Dexterity modifier and the target is restrained until the start of your next turn. At the start of your next turn, the target takes 2d6 damage.

    (name needed) (Scout Encounter 17)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding two off-hand weapons
    Target: One creature
    Attack: Dexterity vs. AC (main hand)
    Hit: 1[W] + 1d6 + Dexterity modifier damage, you push the target 2 squares and you shift 2 squares into a square adjacent to the target. Make the following secondary attack against the target.
    Secondary Attack: Dexterity vs. Fortitude (off-hand)
    Hit: 1[W] + Dexterity modifier damage, you push the target 2 squares and you shift 2 square into a square adjacent to the target.
    Guerilla: The target grants combat advantage until the end of your next turn.

    Protective Whirlwind (Scout Encounter 17)
    Encounter * Martial, Weapon
    Standard Action Close burst 1
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: All enemies in burst
    Attack: Dexterity vs. AC
    Hit: 1[W] + 2d6 + Dexterity modifier damage and all allies in the burst gain a +2 power bonus to all defenses until the end of your next turn.
    Survivalist: You gain a +2 power bonus to all defenses until the end of your next turn.

    (name needed) (Scout Encounter 17)
    Encounter * Martial, Poison, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] + Dexterity modifier damage and the target takes 1d10 additional poison damage and is weakened until the end of your next turn.

    Level 19 Daily Attack (Exploits)
    Hypnotic Light Trap (Scout Daily 19)
    Daily * Gaze, Implement, Martial, Radiant, Trap
    Minor Action Ranged 5
    Effect: You create a hypnotic light trap in an empty square within range. The hypnotic light trap can make the following attack, using the hypnotic light trapÕs square as the origin square. Once the hypnotic light trap attacks, it disappears. As a minor action, you may cause the hypnotic light trap to attack without being triggered.
    Opportunity Action Close burst 2
    Trigger: An enemy enters a square adjacent to the hypnotic light trap
    Target: All creatures in burst
    Attack: Dexterity vs. Will
    Hit: 3d6 + Dexterity modifier radiant damage and the target is stunned (save ends).
    Aftereffect: The target is dazed (save ends).
    Miss: Half damage and the target is dazed (save ends).
    Effect: Whenever a target fails a saving throw against an effect generated by this power, it must make a basic attack against its nearest ally as a free action.

    Toxic Miasma Trap (Scout Daily 19)
    Daily * Implement, Martial, Poison, Trap, Zone
    Minor Action Ranged 5
    Effect: You create a toxic miasma trap in an empty square within range. The toxic miasma trap can make the following attack, using the toxic miasma trap's square as the origin square. Once the toxic miasma trap attacks, it disappears. As a minor action, you may cause the toxic miasma trap to attack without being triggered.
    Opportunity Action Close burst 4
    Trigger: An enemy enters a square adjacent to the toxic miasma trap.
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: 6d6 + Dexterity modifier poison damage.
    Miss: Half damage.
    Effect: The burst creates a zone of toxic miasma that lasts until the end of the encounter. Any creature that enters or starts its turn within the zone takes 10 poison damage.

    Synaptic Overdrive Trap (Scout Daily 19)

    Daily * Implement, Lightning, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a synaptic overdrive trap in an empty square within range. The synaptic overdrive trap can make the following attack, using the synaptic overdrive trap's square as the origin square. Once the synaptic overdrive trap attacks, it disappears. As a minor action, you may cause the synaptic overdrive trap to attack without being triggered.
    Opportunity Action Close burst 4
    Trigger: An enemy enters a square adjacent to the synaptic overdrive trap
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: 3d6 + Dexterity modifier lightning damage and the target is affected by synaptic overdrive (save ends). While affected by synaptic overdrive, the target gains a +2 bonus to speed and takes 15 ongoing lightning damage. The target cannot save against synaptic overdrive as normal. Instead it must spend a move action during its turn to make a saving throw against synaptic overdrive.
    Miss: Half damage and an ongoing 5 lightning damage (save ends).

    Gruesome Flensing Trap (Scout Daily 19)
    Daily * Fear, Implement, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a gruesome flensing trap in an empty square within range. The gruesome flensing trap can make the following attack, using the gruesome flensing trap's square as the origin square. The gruesome flensing trap lasts until the end of the encounter.
    Opportunity Action Ranged 5
    Trigger: An enemy starts its turn within range while the trap does not have a target restrained.
    Target: Triggering enemy
    Attack: Dexterity vs. Reflex
    Hit: 3d6 + Dexterity modifier damage and the target is pulled into an adjacent square and restrained (save ends).
    Effect: At the start of your turn, if your gruesome flensing trap has made an attack this encounter, all creatures adjacent to your gruesome flensing trap take 20 damage and must move their speed away from the gruesome flensing trap in the safest manner possible, if they can.

    Level 22 Utility (Exploits)

    Tread Sense (Scout Utility 22)
    Daily * Martial, Stance
    Minor Action
    Effect: You enter the tread sense stance. While in this stance you have tremorsense 10 and you get a +1 bonus to speed.

    Forager's Feast (Scout Utility 22)
    Daily * Healing, Martial
    No Action
    Trigger: You complete a short rest.
    Effect: Make a Nature skill check with a +10 bonus. You gain a pool of hit points equal to the result of your check that can be divided among your party members in any way.

    Distant Deployment (Scout Utility 22)
    Encounter * Martial
    Free Action
    Effect: Until the end of your next turn, all of your trap powers are Ranged 20.

    Stop Thrust Stance (Scout Utility 22)
    Daily * Martial, Stance
    Minor Action
    Requirement: You must be wielding a spear.
    Effect: You enter the stop thrust stance. While in this stance, your enemies must use twice as many squares of movement as normal to enter any square within your weapon's reach.

    Size Does Not Matter (Scout Utility 22)
    Encounter * Martial
    Minor Action
    Effect: Until the end of your next, increase the weapon damage die of any off hand weapon you are wielding by one size.

    Level 23 Encounter (Exploits)

    (name needed) (Scout Encounter 23)
    Encounter * Martial, Weapon
    Standard Action Close Burst 1
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: All enemies in burst
    Attack: Dexterity vs. AC
    Hit: 2[W] + 2d6 + Dexterity modifier damage and the target has roll twice on its next saving throw before the end of your next turn and take the lower of the two rolls.

    (name needed) (Scout Encounter 23)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding a spear
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] + 1d6 + Dexterity modifier damage and the target is slowed until the end of your next turn. You may shift 1 squares and make the following secondary attack:
    Secondary Target: One creature
    Secondary Attack: Dexterity vs. AC
    Hit: 1[W] + 1d6 + Dexterity modifier damage and the target is immobilized until the end of your next turn. You may shift 1 square and make the following tertiary attack:
    Tertiary Target: One creature
    Tertiary Attack: Dexterity vs. AC
    Hit: 1[W] + 1d6 + Dexterity modifier damage and the target is restrained until the end of your next turn.
    Guerilla: Increase the shifting granted by this power by 1 square.

    (name needed) (Scout Encounter 23)
    Encounter * Martial, Poison, Weapon
    Standard Action Close burst 1
    Requirement: You must be wielding two off-hand weapons
    Target: Each enemy in burst
    Attack: Dexterity vs. Fortitude, Reflex. You make one attack roll and compare the result against both defenses. The target suffers the effect associated with either defense the attack hit and all previous effects.
    Hit (Fortitude): Until the end of your next turn, the target takes Dexterity modifier poison damage for every square it leaves willingly.
    Hit (Reflex): Until the end of your next turn, the target takes 1[W] + 1d6 + Dexterity modifier damage whenever it makes an attack.

    (name needed) (Scout Encounter 23)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. Fortitude
    Hit: 2[W] + 2d6 + Dexterity modifier damage and the target is stunned until the end of your next turn.

    Level 25 Daily Attack (Exploits)

    Cataclysm Trap (Scout Daily 25)
    Daily * Fire, Implement, Lightning, Martial, Thunder, Trap
    Minor Action Ranged 5
    Effect: You create a cataclysm trap in an empty square within range. The cataclysm trap can make the following attack, using the cataclysm trapÕs square as the origin square. Once the cataclysm trap attacks, it disappears. As a minor action, you may cause the cataclysm trap to attack without being triggered.
    Opportunity Action Close burst 3
    Trigger: An enemy enters a square adjacent to the cataclysm trap
    Target: All creatures in burst
    Attack: Dexterity vs. Reflex
    Hit: 6d8 + Dexterity modifier fire, lightning, and thunder damage and the target is pushed 3 squares, knocked prone, and takes an ongoing 15 fire, lightning, and thunder damage (save ends).
    Miss: Half damage and the target is pushed 2 squares.

    Gorgonsbreath Trap (Scout Daily 25)

    Daily * Implement, Martial, Poison, Trap

    Minor Action Ranged 5
    Effect: You create a gorgonsbreath trap in an empty square within range. The gorgonsbreath trap can make the following attack, using the gorgonsbreath trapÕs square as the origin square. Once the gorgonsbreath trap attacks, it disappears. As a minor action, you may cause the gorgonsbreath trap to attack without being triggered.
    Opportunity Action Close blast 5
    Trigger: An enemy enters a square adjacent to the gorgonsbreath trap
    Target: All creatures in the blast which must include the triggering enemy
    Attack: Dexterity vs. Fortitude
    Hit: 6d8 + Dexterity modifier poison damage and the target is slowed, dazed, and takes an ongoing 15 poison damage (save ends all)
    First Failed Save: The target is immobilized instead of slowed.
    Second Failed Save: The target is petrified instead of immobilized. While the target is petrified by this power, the ongoing poison damage ignores any resistance the target may have.
    Miss: Half damage and the target is dazed and slowed until the end of your next turn.

    Ebonrime Trap (Scout Daily 25)
    Daily * Cold, Implement, Martial, Necrotic, Trap, Zone
    Minor Action Ranged 5
    Effect: You create an ebonrime trap in an empty square within range. The ebonrime trap can make the following attack, using the ebonrime trapÕs square as the origin square. Once the ebonrime trap attacks, it disappears. As a minor action, you may cause the ebonrime trap to attack without being triggered.
    Opportunity Action Close burst 3
    Trigger: An enemy enters a square adjacent to the ebonrime trap
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: 4d6 + Dexterity modifier cold and necrotic damage and the target is weakened (save ends)
    Miss: Half damage and the target is weakened until the end of your next turn.
    Effect: The burst creates a zone of frigid darkness that lasts until the end of the encounter. The cloud blocks line of sight, the squares within it are totally obscured, and creatures totally within it are blinded until they exit. Any creature that enters or starts its turn within the zone takes 10 cold and necrotic damage. You may end this effect as a minor action.

    Vitriolic Spray Trap (Scout Daily 25)
    Daily * Acid, Implement, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a trap in an empty square within range. The vitriolic spray trap can make the following attack, using the vitriolic spray trap's square as the origin square. Once the vitriolic spray trap attacks, it disappears. As a minor action, you may cause the vitriolic spray trap to attack without being triggered.
    Opportunity Action Close burst 5
    Trigger: An enemy enters a square adjacent to the vitriolic spray trap
    Target: All creatures in burst
    Attack: Dexterity vs. Reflex
    Hit: 4d12 + Dexterity modifier acid damage and the target loses its resistances, if any, takes a -2 penalty to AC, Fortitude, and Reflex, and has vulnerability 5 to all damage (save ends all).
    Miss: Half damage and the target takes a -2 penalty to AC, Fortitude, and Reflex until the end of your next turn.

    Level 27 Encounter (Exploits)

    Dust Cloud Dance (Scout Encounter 27)
    Encounter * Martial, Weapon, Zone
    Standard Action Close blast 3
    Requirement: You must be wielding two off-hand weapons
    Target: All enemies in burst
    Attack: Dexterity vs. Reflex
    Hit: 1[W] (main hand) + 1[W] (off-hand) + 1d6 damage
    Effect: The burst creates a zone that lasts until the end of your next turn. All squares within the zone are filled with dust clouds and heavily obscured.

    (name needed) (Scout Encounter 27)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding a spear
    Target: One or two creatures
    Attack: Dexterity vs. AC (two attacks)
    Hit: 1[W] + 1d6 damage per attack and the target is knocked prone and cannot stand up until the end of your next turn. If both attacks hit the same target, the target is also weakened until the end of your next turn.

    (name needed) (Scout Encounter 27)
    Encounter * Martial, Weapon
    Immediate Interrupt Melee weapon
    Trigger: An enemy hits an ally
    Requirement: You must be wielding an off-hand weapon or a spear
    Effect: You may shift 4 squares into an empty square adjacent to the triggering enemy
    Survivalist: You may instead shift a number of squares equal to your Constitution modifier
    Target: The triggering enemy
    Attack: Dexterity vs. Fortitude
    Hit: 1[W] + Dexterity modifier damage and the target is stunned until the end of your next turn
    Survivalist: You deal additional damage equal to your Constitution modifier

    (name needed) (Scout Encounter 27)
    Encounter * Fear, Martial, Poison, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] + 1d6 poison damage and the target moves its speed away from you using the safest path possible. This movement provokes opportunity attacks.Effect: You may shift 2 squares.

    Level 29 Daily Attack (Exploits)

    Holocaust Trap (Scout Daily 29)
    Daily * Implement, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a holocaust trap in an empty square within range. The holocaust trap can make the following attack, using the holocaust trapÕs square as the origin square. Once the holocaust trap attacks, it disappears. As a minor action, you may cause the holocaust trap to attack without being triggered.
    Opportunity Action Close burst 3
    Trigger: An enemy enters a square adjacent to the holocaust trap
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: 6d8 + Dexterity modifier fire damage and the target takes an ongoing 10 fire damage and is dazed (save ends both).
    First Failed Save: The ongoing damage increases by 5 and the target is stunned instead of dazed.
    Each Additional Failed Save: The ongoing damage increases by 5.
    Miss: Half damage and the target takes an ongoing 5 fire damage (save ends).

    Lifebane (Scout Daily 29)
    Daily * Implement, Martial, Poison, Trap
    Minor Action Ranged 5
    Effect: You create a lifebane trap in an empty square within range. The lifebane trap can make the following attack, using the lifebane trap's square as the origin square. Once the lifebane trap attacks, it disappears. As a minor action, you may cause the lifebane trap to attack without being triggered.
    Opportunity Action Close burst 4
    Trigger: An enemy enters a square adjacent to the lifebane trap
    Target: All creatures in burst
    Attack: Dexterity vs. Reflex
    Hit: 5d12 + Dexterity modifier damage and the target takes an ongoing 20 poison damage (save ends). The target suffers a -2 penalty on all saving throws against this effect.
    Miss: Half damage and the target takes an ongoing 20 poison damage (save ends).

    Deadly Resonance Trap (Scout Daily 29)
    Daily * Implement, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a deadly resonance trap in an empty square within range. The deadly resonance trap can make the following attack, using the deadly resonance trap's square as the origin square. Once the deadly resonance trap attacks, it disappears. As a minor action, you may cause the deadly resonance trap to attack without being triggered.
    Opportunity Action Close burst 5
    Trigger: An enemy enters a square adjacent to the deadly resonance trap
    Target: All creatures in burst
    Attack: Dexterity vs. Fortitude
    Hit: 6d10 + Dexterity modifier damage and all attacks against the target can score a critical hit on a roll of 17-20 (save ends).
    Miss: Half damage and all attacks against the target can score a critical hit on a roll of 17-20 until the end of your next turn.

    Neural Scrambler (Scout Daily 29)
    Daily * Implement, Lightning, Martial, Trap
    Minor Action Ranged 5
    Effect: You create a neural scrambler trap in an empty square within range. The neural scrambler trap can make the following attack, using the neural scrambler trap's square as the origin square. Once the neural scrambler trap attacks, it disappears. As a minor action, you may cause the neural scrambler trap to attack without being triggered.
    Opportunity Action Close burst 2
    Trigger: An enemy enters a square adjacent to the neural scrambler trap
    Target: All creatures in burst
    Attack: Dexterity vs. Will
    Hit: 3d12 + Dexterity modifier lightning damage and the target takes an ongoing 15 lightning damage and is dominated (save ends).
    Miss: Half damage, the target takes an ongoing 10 lightning damage and is stunned (save ends both).
    Last edited by ThePurple; 2019-05-24 at 10:27 PM.
    4e Homebrew: Shadow Knight, Scout
    roll20: Kitru

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    Default Re: Scout, Martial Controller

    Paragon Paths

    Master Trapsmith

    Prerequisite: Scout, trained in Thievery
    Trapsmith's Action (11th level): Whenever you spend an action point to gain an action in order to disable or delay an adjacent trap, you automatically gain an success to disable or delay that trap.
    Trapspringer Step (11th level): You gain a +2 bonus to defenses against opportunity attacks
    Trap Mastery (16th level): Whenever you make a skill check involving a trap, you roll twice and use either result. In addition, you never incur failures in skill challenges involving traps for skill checks you fail by 5 or less.

    Trapsmash Strike (Master Trapsmith Encounter 11)
    Encounter * Martial, Weapon
    Standard Action Melee or Ranged weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature or object
    Attack: Dexterity vs. AC
    Hit: 1[W] + 2d6 + Dexterity modifier damage
    Special: This attack deals double damage against objects

    Mastercrafted Trap (Master Trapsmith Utility 12)
    Encounter * Martial
    Free Action
    Trigger: You create a trap
    Effect: The trap becomes a mastercrafted trap until the end of the encounter. The mastercrafted trap gains a +2 bonus to all attack rolls and all saves made to end effects caused by it are made with a -2 penalty.

    Quickcraft Trap (Master Trapsmith Daily 20)
    Daily * Implement, Martial, Trap, Varies
    Minor Action Ranged 5
    Effect: You create a quickcraft trap in an empty square within range. Choose one of the following damage types: acid, cold, fire, lightning, poison, radiant, thunder. The quickcraft trap can make the following attack, using the quickcraft trapÕs square as the origin square. Once the quickcraft trap attacks, it disappears. As a minor action, you may cause the quickcraft trap to attack without being triggered.
    Opportunity Action Close burst 3
    Trigger: An enemy enters a square adjacent to the quickcraft trap
    Target: All enemies in burst
    Attack: Dexterity vs. AC, Reflex, or Fortitude (your choice)
    Hit: 6d8 + Dexterity modifier damage of the chosen damage type and an additional effect depending on the chosen damage type:
    Acid: The target has a -2 penalty to attack rolls and defenses and takes an ongoing 5 acid damage (save ends both)
    Cold: The target is immobilized and takes an ongoing 5 cold damage (save ends both)
    Fire: The target takes an ongoing 10 fire damage (save ends)
    Lightning: The target is dazed and takes an ongoing 5 lightning damage (save ends both)
    Poison: The target is slowed and weakened (save ends both)
    Radiant: The target is dazed and blinded (save ends both)
    Thunder: 1d10 + Intelligence or Constitution modifier thunder damage and the target is pushed a number of squares equal to your Intelligence or Constitution modifier and deafened (save ends)
    Miss: Half damage

    Venomscar Student

    Prerequisite: Scout
    Virulent Action (11th level): When you spend an action point to make an attack that hits a target taking ongoing poison damage, the target takes damage equal to the ongoing poison damage.
    Venomous Affinity (11th level): You gain poison resistance equal to 5 + 1/2 your level. You also have a +2 bonus to saving throws against poisons.
    Poisonous Persistence (16th level): When you make an attack with the poison keyword, the target also takes a -2 penalty to any saving throw to end that effect.

    Staggering Poison (Venomscar Student Encounter 11)
    Encounter * Martial, Poison, Weapon
    Standard Action Melee Weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 1[W] + 1d6 + Dexterity modifier poison damage and the target fails its next saving throw against a poison effect before the end of your next turn.

    Preparatory Poison (Venomscar Student Utility 12)
    Daily * Martial, Poison
    Minor Action Melee Touch
    Target: One creature
    Effect: Until the end of the encounter, the target loses any resistance or immunity to poison (if any). The target also gains vulnerable 5 poison (save ends).

    Allpoison Attack (Venomscar Student Daily 20)
    Daily * Martial, Poison, Reliable,Weapon
    Standard Action Melee Weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. Reflex
    Hit: 1[W] + Dexterity modifier damage and the target is affected by allpoison (save ends). Roll a d10 4 times to determine the effects of allpoison.
    1-2: Caustic: The target takes an additional 10 poison damage each time you roll this.
    3-4: Virulent: The target takes an ongoing 5 poison damage. The ongoing damage increases by 5 for each time you get this result.
    5: Paralytic: The target is immobilized. Each additional time you get this result, the target takes a -2 penalty to AC.
    6: Blinding: The target is blinded. Each additional time you get this result, the target takes a -2 penalty to Reflex.
    7: Addling: The target is dazed. Each additional time you get this result, the target takes a -2 penalty to Will.
    8: Numbing: The target is weakened. Each additional time you get this result, the target takes a -2 penalty to attack rolls.
    9: Explosive: At the start of the targetÕs turn, all enemies adjacent to the target take 10 poison damage. Each additional time you get this result, the target takes a -2 penalty to Fortitude.
    10: Masterful: You may roll 2 additional times and gain the benefit of each.

    Master Guerilla

    Prerequisite: Scout, guerilla
    Skirmish Action (11th level): If you spend an action point to gain a move action, that movement does not provoke opportunity attacks. If you use that move action to end your turn 3 or more squares away from where you spent that action point, all of your attacks until the end your next turn deal 2d6 extra damage.
    Canny Runner (11th level): You gain a bonus to AC against opportunity attacks equal to your Intelligence modifier.
    Cunning Skirmisher (16th level): While you are not wearing heavy armor, if you end your turn 3 or more squares away from the square where you started your turn, the next target you hit with an attack takes additional damage from that attack equal to your Intelligence modifier.

    Hit on the Run (Master Guerilla Encounter 11)
    Encounter * Martial, Weapon
    Free Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Trigger: An enemy makes an opportunity attack against you
    Target: The triggering enemy
    Attack: Dexterity vs. AC
    Hit: 1[W] + Dexterity modifier + Intelligence modifier damage and you push the target 2 squares.

    Guerilla Tactics (Master Guerilla Utility 12)
    Encounter * Martial
    Free Action Close burst 5
    Trigger: You end your turn 3 or more squares away from where you began
    Target: All allies in burst
    Effect: Target gains a +1 power bonus to attack rolls until the end of your next turn.

    Scatter Your Foe (Master Guerilla Daily 20)
    Daily * Martial, Weapon
    Standard Action Close burst 1
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: Each enemy in burst you can see
    Attack: Dexterity vs. AC
    Hit: 1[W] + 1d6 + Dexterity modifier + Intelligence modifier damage and you push the target 1 square.
    Miss: Half damage.Effect: You can shift 3 squares and repeat the attack.

    Roughbody Scout

    Prerequisite: Scout, survivalist
    Survival Action (11th level): You can spend an action point to negate all effects of an attack made against you instead of gaining an extra action.
    Expert Survival (11th level): Whenever you make a Dungeoneering, Endurance, or Nature check you may roll twice and use either result. You never incur failures in a skill challenge for Dungeoneering, Endurance, or Nature checks that you fail by 5 or less.
    Extreme Acclimatization (16th level): When you complete an extended rest, choose one of the following: acid, cold, fire, lightning, poison, thunder. You gain resistance 5 + 1/2 level to the chosen damage time until the end of your next extended rest.

    Stoneskin Strike (Roughbody Scout Encounter 11)
    Encounter * Martial, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. Fortitude
    Hit: 1[W] + 1d6 + Dexterity modifier + Constitution modifier damage and you gain resistance to all damage until the end of your next turn.

    Take Cover (Roughbody Scout Utility 12)
    Encounter * Martial
    Immediate Interrupt Personal
    Trigger: You are hit by an area or close attack
    Effect: You shift to the nearest empty square outside of the attack's area and you fall prone.

    Survivor's Strike (Roughbody Scout Daily 20)
    Daily * Martial, Stance, Weapon
    Standard Action Melee weapon
    Requirement: You must be wielding an off-hand weapon or a spear
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 2[W] + 2d6 + Dexterity modifier damage and you may spend up to 4 healing surges.
    Miss: Half damage and you may spend up to 2 healing surges.
    Effect: You enter the stance of the survivor. While in this stance, you have resistance to all damage equal to 2 + the number of healing surges you have spent since your last extended rest.

    Epic Destiny

    Trailblazer

    Prerequisite: Scout, 21st level
    Honed Mind, Honed Body (21st level): Your Dexterity score and either your Constitution score or Intelligence score increase by 2.
    Pathfinder (24th level): Your overland movement speed increases by two and all of your allies may use your overland movement speed instead of their own.
    Supreme Skirmisher (30th level): Your move speed increases by 2 and, whenever you shift, you may shift an additional number of squares equal to one-half of your movement speed. While you are not wearing heavy armor, if you end your turn 3 or more squares away from the square where you started your turn, your movement does not provoke opportunity attacks and you gain phasing until the end of your next turn.

    Feign Death (Trailblazer Utility 26th level)
    Encounter * Martial
    Free Action Personal
    Trigger: You are reduced to 0 or fewer hit points.
    Effect: You regain 1 hit point and feign your death until the end of the encounter. While you are feigning your death, you cannot act and all creatures treat you as if you were dead. At the start of your turn, if you are still feigning your death, you may spend a healing surge and regain additional hit points equal to one-half of your level to end the effect and gain combat advantage against all enemies until the end of your turn.

    Heroic Tier Feats

    Canny Senses
    Prerequisite: Scout
    Benefit: You may use your Intelligence modifier instead of your Wisdom modifier to determine your Dungeoneering, Nature, and Perception skill bonus.

    Running Throw
    Prerequisite: Scout
    Benefit: While you are not wearing heavy armor, if you end your turn 3 or more squares away from the square where you started your turn, you may use all spears and off-hand weapons as light thrown weapons with a normal range of 5 squares and a long range of 10 squares.

    (name needed)
    Prerequisite: Scout, Specialist Training class feature
    Benefit: You may use stagger 2 additional times per day.

    (name needed)
    Prerequisite: Scout, Eladrin
    Benefit: You may treat longswords as if they had the off-hand keyword.

    (name needed)Prerequisite: Scout, Dwarf
    Benefit: You may treat warhammers and battleaxes as if they had the off-hand keyword.

    (name needed)
    Prerequisite: Scout, Goliath
    Benefit: When you use your stone's endurance racial encounter power, your also gain a +2 bonus to speed until the end of your next turn.

    (name needed)
    Prerequisite: Scout, Elf
    Benefit: Whenever you use your Elven Accuracy racial encounter power, if the triggering attack hit, you may shift 2 squares as a free action. If the triggering attack missed, you may shift 1 square as a free action.

    (name needed)
    Prerequisite: Scout, Tiefling
    Benefit: Whenever one of your traps is triggered, you may immediately recharge your Infernal Wrath racial encounter power and use it against the triggering enemy.

    (name needed)
    Prerequisite: Scout, Drow, stagger
    Benefit: Whenever you hit a target with your stagger class power, the target has vulnerable 5 poison in addition to any effect that the target had from the triggering saving throw.


    Paragon Tier Feats

    (name needed)
    Prerequisite: 11th level, Scout
    Benefit: Whenever an ability requires that you end your turn 3 or more squares away from the square where you started your turn, you instead need to end your turn 2 or more squares away from the square where you started your turn.

    (name needed)
    Prerequisite: 11th level, Scout
    Benefit: Your traps that deal damage deal only half damage to your allies.

    (name needed)
    Prerequisite: 11th level,
    Benefit:

    (name needed)
    Prerequisite: 11th level,
    Benefit:

    Epic Tier Feats

    (name needed)
    Prerequisite: 21st level, Scout
    Benefit: Your traps do not have to target allies.

    (name needed)
    Prerequisite: 21st level,
    Benefit:

    (name needed)
    Prerequisite: 21st level,
    Benefit:

    (name needed)
    Prerequisite: 21st level,
    Benefit:

    Multiclass Feats
    (name needed) (Multiclass Scout)
    Prerequisite: Dex 13, Con 13 or Int 13
    Benefit: You gain the scoutÕs stagger power, but you may only use it once per day.

    Trapcrafter (Multiclass Scout)
    Prerequisite: Dex 13
    Benefit: You gain the Scout Trapcraft class feature
    Last edited by ThePurple; 2019-05-24 at 10:34 PM.
    4e Homebrew: Shadow Knight, Scout
    roll20: Kitru

  5. - Top - End - #5
    Titan in the Playground
     
    Lizardfolk

    Join Date
    Oct 2010
    Gender
    Male

    Default Re: Scout, Martial Controller

    Thank you for posting this! I am saving this to try it in my next campaign :)
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  6. - Top - End - #6
    Barbarian in the Playground
     
    Planetar

    Join Date
    Feb 2013
    Gender
    Male

    Default Re: Scout, Martial Controller

    Oh, I quite like this! I'm very tempted to bring this to my players and see it in action. Sort of like Solid Snake in Smash, translated into 4e D&D.
    Quote Originally Posted by BootStrapTommy View Post
    Related thought: 5e D&D PC with Hermit background. Discovery is that the universe is just a 5e D&D campaign. Trade in herbal kit proficiency for a gaming set proficiency: 5e D&D. Your "scroll case stuffed full of notes of you studies"? The PHB, DMG, and MM.
    "You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant." -- Harlan Ellison

  7. - Top - End - #7
    Dwarf in the Playground
     
    ElfPirate

    Join Date
    Sep 2018

    Default Re: Scout, Martial Controller

    This is really cool!
    Quote Originally Posted by OgresAreCute View Post
    Realism, the natural predator of D&D mechanics.
    Iron Chef XCVII, Aerial Avenger, Gold: Hank, the Highly Endangered Northwest Pacific Tree Octopus

    Gamerwarpers Optimization Challenge #4, Great and Terrible Werebeasts, Gold: The Wendigo, aka Paul

    Villainous Competition XXXII, Oh Hell No!, Bronze and HM: Futility

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