Character Building 1-30: Revenant Assassin(Heroic Tier)

Part II of the Revenant Assassin: Heroic Tier

Level 2(Utility+Feat)--Cloak of Shades is a nice little Encounter buff to defense and evasion, though not earth shattering, and is what we take. If you are playing in a game that focuses a lot on non-combat adventuring, I would take Shadowed Legion instead, as it makes the entire party sneaky once per day. Our feat for this level is Melee Training(Dexterity). We're a melee character, and this feats gives us the ability to charge and make opportunity attacks with our full attack bonus.

Level 3(Encounter)--Army of the Night is our level 3 Encounter power. It doesn't deal much damage, but targets will, is a fear effect(helps in Paragon), and has an effect that is loads of fun. This isn't something you casually spam, you save it for when enemies are marked by Defenders or can't really move in some way. Or, you could use it as your shroud attack since its a Weapon attack vs Will. The other powers at this level are ok, but nothing special, so this is what we take.

Level 4(Stats+Feat)--We raise Dexterity(19) and Charisma(17), now and forever. We take our third consecutive boring feat that raises our numbers, and take Focused Expertise(Bastard Sword). Since our Implement attacks work off of our sword, this boosts the accuracy of every attack we make.

Level 5(Daily)--Who doesn't want a little shadowy toady who does your bidding? Thats why we take Twilight Assassin. It deals a little extra damage and gives us almost permanent flanking. The other level 5 powers aren't that interesting, I'd take Grave Spike(level 1) over any of them.

Level 6(Utility+Feat)--All four of the Utilities here are pretty solid. Darting Shadow is good if you hide a lot. Slithering Shadow makes us Shifty like Kobolds, but we already teleport at-will. Slayer's Escape is a reaction teleport plus invisibility, but that invisibility only lasts until the start of your next turn(we can still teleport behind cover and stealth) and we teleport every turn. In the end we take Sheltering Dark. It looks a lot like Cloak of Shades, but is actually somewhat different. It works like this: 1. spend a minor action to activate Sheltering Dark, 2. use Shadow Step to teleport outside of the burst, rendering you invisible, 3. Either use the invisibility to make an attack with combat advantage or attack before you do this and teleport to somewhere you can invoke stealth and remain hidden. Offense or escape gets the nod. For our level 6 Feat we finally make use of our Half-Elf Past Life and take Half-Elf Soul. This gives us the Dilettante power which we can use in place of our crappy racial power, and which we can really abuse at Paragon. We get to choose an At-Will from another class for this. Three classes attack with Dexterity, but none of them really fit since Rogue and Monk require you to use weapons other than a Bastard Sword, and Ranger only uses Dexterity with ranged weapon attacks, which isn't what we do. Our secondary stat is Charisma, where we have much better choices though our attack and damage will be one less. We rule out Implement powers since we don't use the Implements of other classes. This leaves us with Bard, Warlock, and Paladin for Charisma based weapon attacks. The two most interesting choices are Eldritch Strike, a melee basic attack that also slides 1, and Virtuous Strike which is also a melee basic attack that deals Radiant damage and gives us +2 to saves this turn. A Dilettante melee basic attack lets us trade out Melee Training at Paragon, which gives us a bonus feat. We take Virtuous Strike, as having At-Will Radiant damage is very nice with all the enemies vulnerable to it, and is a truly amusing thing to see on a Shadowfell powered Assassin.

Level 7(Encounter)--Echoing Threat is another pest type power. Its fairly common to find an enemy in a position where it really can't get 2 squares away from everyone else, and in that circumstance this power hits very hard. It can really hassle non-mobile enemies with no ranged attacks as well. On top of that, it gives you a free teleport on your next turn(not like we need more, but its free). Captured Shadow is a solid alternative.

Level 8(Stats+Feat)--Our Dexterity and Charisma are raised to 20 and 18. In addition, we take the Velvet Blade Trick feat. It grants an extra shroud to your shroud target when you use your Dilettante attack. Its ok as is, but later on we're going to make our Dilettante attack At-Will, letting us pump out 2 shrouds a turn.

Level 9(Daily)--I had Bound by Shadow penciled in here, over the protest of my player who swears by Wall of Shadows. Bound by Shadow is a solid defensive power that can also deal good damage if you act in a self destructive fashion. After our last session though, I have to give in and agree with my Assassin's player that Wall of Shadows is the better choice. Wall of Shadows isn't the easiest power to use, but it can be incredible if used well. By itself, you can drop it on top of enemies for automatic damage, and it blocks line of sight for everyone but you. You can hide behind it and use Executioner's Noose to pull enemies into it, which deals damage to them twice, once for entering it and another for starting their turn there. If your allies can push/slide enemies into the wall, thats just gravy. Where it becomes truly spectacular is when you place it in a small room where enemies can't get away from it. You don't want to use this in a big open space. It fails there. Its not a power to use in boss fights, its a power to destroy a group of standard enemies, and it does so with style.

Level 10(Utility+Feat)--Given that our standard tactic is to build up 4 shrouds on an enemy and then attack and invoke them, Slayer's Endurance is an automatic choice here. Its basically 20 temporary HP every battle on round 4. Who said we were squishy? Our final Heroic feat is Weapon Focus(Heavy Blades). This boosts all of our damage since the Bastard Sword is also our implement, and next level it will become +2.

Looking at ourselves at level 10, we have it all. We hit like a train, have incredible mobility, a surprising amount of control effects, and have a bunch of tricks that makes us very survivable. We have to juggle a lot and our lives are not simple, but that's the price you pay for being awesome.

Next up, Paragon Tier and twinking out hardcore.

====== Created Using Wizards of the Coast D&D Character Builder ======
Revenant Assassin, level 10
Revenant, Assassin
Guild Training: Night Stalker
Choose your Race in Life: Half-Elf
Background: Occupation - Criminal (+2 to Stealth)

Str 12, Con 14, Dex 20, Int 8, Wis 10, Cha 18.

Str 12, Con 12, Dex 16, Int 8, Wis 10, Cha 16.

AC: 25 Fort: 20 Reflex: 23 Will: 22
HP: 60 Surges: 8 Surge Value: 15

Stealth +17, Endurance +14, Bluff +14, Thievery +15, Acrobatics +15

Arcana +4, Diplomacy +9, Dungeoneering +5, Heal +5, History +4, Insight +5, Intimidate +11, Nature +5, Perception +5, Religion +4, Streetwise +9, Athletics +6

Level 1: Weapon Proficiency (Bastard sword)
Level 2: Melee Training (Dexterity)
Level 4: Focused Expertise (Bastard sword)
Level 6: Half-Elf Soul
Level 8: Velvet Blade Trick
Level 10: Weapon Focus (Heavy Blade)

Assassin at-will 1: Shadow Storm
Assassin at-will 1: Executioner's Noose
Dilettante: Virtuous Strike
Assassin encounter 1: Nightmare Shades
Assassin daily 1: Targeted for Death
Assassin utility 2: Cloak of Shades
Assassin encounter 3: Army of the Night
Assassin daily 5: Twlight Assassin
Assassin utility 6: Slayer's Escape
Assassin encounter 7: Echoing Threat
Assassin daily 9: Bound by Shadow
Assassin utility 10: Slayer's Endurance

Adventurer's Kit, Light Shield, Magic Leather Armor +2, Magic Bastard sword +2, Amulet of Protection +2
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Blog Followers 5 Comments 5 Views 1