Thug 7
Since this is an ally for you guys, I thought I would just post the rebuild and you can tell me your thoughts. For Magic items, I used a similar build to original character generation (1 item of level +3), but also tossed in a +1 Amulet of Protection, just to bring defenses into a similar range with what everyone should have (at least with the new magic items).
== Created Using Wizards of the Coast D&D Character Builder ==
Thug 7, level 10
Elf, Scout
Two-Weapon Style: Flashing Blade Mastery
Ranger Wilderness Knacks: Ambush Expertise
Ranger Wilderness Knacks: Mountain Guide
Level 4 Wilderness Knack: Beast Empathy
Level 8 Wilderness Knack: Wilderness Tracker
Elf Subrace: Wood Elf
Select option: Sense Threat
Select option: Wood Elf Reactive Stealth
Background: Geography – Forest (+2 to Perception)
FINAL ABILITY SCORES
Str 10, Con 11, Dex 21, Int 10, Wis 20, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 17, Int 10, Wis 16, Cha 8.
AC: 24 Fort: 17 Reflex: 23 Will: 21
HP: 68 Surges: 7 Surge Value: 17
TRAINED SKILLS
Nature +17, Heal +15, Athletics +9, Stealth +14, Perception +19
UNTRAINED SKILLS
Acrobatics +9, Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +10, Endurance +4, History +5, Insight +10, Intimidate +4, Religion +5, Streetwise +4, Thievery +9
FEATS
Level 1: Light Blade Expertise
Level 2: Weapon Focus (Light Blade)
Level 4: Nimble Blade
Level 6: Two-Weapon Fighting
Level 8: Two-Weapon Defense
Level 10: Draw First Blood
POWERS
Scout aspect of the wild (scout) 1: Aspect of the Soaring Hawk
Scout aspect of the wild (scout) 1: Aspect of the Lurking Spider
Level 2 Scout Utility Power: Begin the Hunt
Level 6 Scout Utility Power: Leaf Wall
Scout aspect of the wild (scout) 7: Aspect of the Cunning Fox
ITEMS
Farslayer Rapier +3, Hide Armor, Short sword, Adventurer’s Kit, Amulet of Protection +1
== Copy to Clipboard and Press the Import Button on the Summary Tab ==
Three thoughts…
Sticking a mundane weapon into her off hand significantly nerfs her dual weapon attack since it has to use that off hand weapon. If you’re not willing to clone her weapon, or provide a mundane +3, she would be far better served with a double weapon.
I’m not a fan of Draw First Blood personally. First damage is an uncommon occurrence, so I would expect it to not have a significant benefit and be forgotten on a regular basis. As is, this feat would be far more useful as weapon training in a double light weapon.
Being trained in heal is solid, but most of her other skills are covered. This isn’t entirely a bad thing as decent athletics is good for any character and more chances to see something and being able to participate in group stealth activities has it’s benefits, she’s just not the go to for anything.
Update: Changed Feat to Double Sword Proficiency, Changed Magic Weapon, Removed Theme (wasn’t supposed to be there).
Question: I don’t see Hunter’s Quarry as an aspect of Scout, but they have automatic powers that effect only Hunter’s Quarry… does that mean they still have the ranger’s Hunter’s Quarry? (if so, perhaps we should switch out one of her feats, like Nimble Blade for the d8 Quarry)
== Created Using Wizards of the Coast D&D Character Builder ==
Thug 7, level 10
Elf, Scout
Two-Weapon Style: Flashing Blade Mastery
Ranger Wilderness Knacks: Ambush Expertise
Ranger Wilderness Knacks: Mountain Guide
Level 4 Wilderness Knack: Beast Empathy
Level 8 Wilderness Knack: Wilderness Tracker
Elf Subrace: Wood Elf
Select option: Sense Threat
Select option: Wood Elf Reactive Stealth
Background: Geography – Forest (+2 to Perception)
FINAL ABILITY SCORES
Str 10, Con 11, Dex 21, Int 10, Wis 20, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 17, Int 10, Wis 16, Cha 8.
AC: 25 Fort: 17 Reflex: 23 Will: 21
HP: 68 Surges: 7 Surge Value: 17
TRAINED SKILLS
Nature +17, Heal +15, Athletics +9, Stealth +14, Perception +19
UNTRAINED SKILLS
Acrobatics +9, Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +10, Endurance +4, History +5, Insight +10, Intimidate +4, Religion +5, Streetwise +4, Thievery +9
FEATS
Level 1: Light Blade Expertise
Level 2: Weapon Focus (Light Blade)
Level 4: Nimble Blade
Level 6: Two-Weapon Fighting
Level 8: Two-Weapon Defense
Level 10: Weapon Proficiency (Double sword)
POWERS
Scout aspect of the wild (scout) 1: Aspect of the Soaring Hawk
Scout aspect of the wild (scout) 1: Aspect of the Lurking Spider
Level 2 Scout Utility Power: Begin the Hunt
Level 6 Scout Utility Power: Leaf Wall
Scout aspect of the wild (scout) 7: Aspect of the Cunning Fox
ITEMS
Hide Armor, Adventurer’s Kit, Amulet of Protection +1, Withering Double sword +3
== Copy to Clipboard and Press the Import Button on the Summary Tab ==
I don’t see Hunter’s Quarry as a feature of the Scout either, so Begin the Hunt should probably be replaced with something else.
