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I would like to create a ranger with some Scout or Hunter powers, but I don't know if it's possible.

Furthermore, when reading the Scout description, at first level I find a column with the class features and the powers, but I can't distinguish them from each other.

Which are the Scout's class features and which are the Scout's powers?

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Hi Carl, welcome to the site! This is a good first question. Please take a look around the site and look at the FAQ. –  C. Ross May 15 '12 at 18:14
    
Also note that feats exist to fiddle some of the encounter powers. –  Brian Ballsun-Stanton May 15 '12 at 18:32
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2 Answers

Yes, it's possible to select Scout or Hunter powers if they have a specified level.

As a general rule, when a member of a class is eligible to select:

  • an At-Will Attack,
  • an Encounter Attack,
  • a Daily Attack
  • or any Utility power,

and a level is specified, he can select a power of the same type and of lower or equal level from any homonymous class.

So, for example, a Player's Handbook 1 Ranger may select Speed of the ZephyrDDI (described as Ranger Utility 22) upon reaching 22nd level.

A 1st Mage Wizard from Heroes of the Fallen Lands may select Thunderwave (a Wizard At-Will Attack 1) from Player's Handbook 1 and vice versa.

A Player's Handbook 1 Paladin cannot select Righteous Radiance as one of its powers at 1st level (because that power is described as a Paladin Attack). He can however, select the Strike of Hope power (because it is described as a Paladin Attack 1, that is: it has a level).


Those listed in the class shaded box are all class features.

Some class features are expressed as powers (in fact, they provide powers). Other powers are taken with the character normal advancement. I think you are interested into telling the difference between these two.
Most Player's Handbook 1, 2 and 3 classes share the same advancement in power selection (called AEDU). AEDU stands for At-will/Encounter/Daily/Utilities. All have they unique class features gained at 1st level, but then, they all gain powers at the same pace (as you could find out on a big table in PH1).
Heroes of Fallen Lands and Heroes of Forgotten Kingdoms classes (as well as other subsequent classes) exited the AEDU paradigm by providing another approach. Class features are granted throughout the whole career, and occasionally you select powers from a list, so the difference between a class feature and a vanilla power has thinned.

However, if the distinction is important for you, you have some clues when deciding if something listed in the class breakout is a class feature or a vanilla power.

  1. If the element is a power that has a level and a class, it is not a class feature.
  2. If the element is found under the Class features list in the class shaded box, it is a class feature.
  3. If the element listed in the class breakout has a name that ends with "power" probably it is not a class feature.

Examples:

  1. Hunters and Scouts receive Reactive Shift at 5th level. The power has the label "Ranger Utility 5" in the upper right corner of its block. Having a level, it is not a class feature.
  2. Hunter class has the Disruptive Shot entry listed under its shaded box. The provided power is a class feature.
  3. A 10th-level Scout may select an Utility power (the subclass lists Eyes of the Owl, Root Gate, and Verdant Flames, but he is not limited to these ones). The class breakdown names this entry as "Level 10 Scout Utility Power". The selected power is not a class feature.

This is also a clue to when a power derives from a class feature: if it hasn't a level, chances are that it is provided by a class feature or feat.

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@waxeagle Utility ones do have. See, for example Bridge of Roots (an Utility 2 listed under the Hunter subclass), Reactive Shift (Utility 5, listed under both the Hunter and Scout subclasses), Oak Skin (Utility 2 listed under the Scout subclass), Veil of Winter (Utility 22), or Speed of the Zephyr (Utility 22). Note that even if they are listed under different subclasses (the subclasses that probably are most interested in taking them), these powers are all tied to the Ranger and may be selected by any Ranger. –  Erik Burigo May 16 '12 at 13:30
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I want thank you gentlemen for having enlightened these rules, it is very kind of you to help me and grant me a little of your time. –  carl May 16 '12 at 13:58
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@ErikBurigo great edit. –  wax eagle May 16 '12 at 15:01
    
@waxeagle Thanks! ^_^ –  Erik Burigo May 16 '12 at 15:12
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It depends on how the powers for scout and hunter are described.

In the case of both the scout and the hunter, all of the At-Will powers are described as Ranger Utilities and are not eligible to be take as L1 At-Will attack powers for a regular Ranger (you may be able to grab them by taking a feat, I'm not sure right off hand). The Ranger Attack encounter powers they have cannot be chosen by a Ranger because they do not have a level associated with them.

The Scout/Ranger's At-will and Encounter Utilities are technically powers, but they result from class features. This is a function of the fact that they are essentials characters rather than PHB1-3 characters and are not built the same way. They do not have At-Will attacks outside of their melee and ranged basic attacks*.

*The caveat here is if they are human they get to choose an At-Will from the Ranger's list, or take Heroic Effort.

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