Kyoushu, the Dark Reaper - An Optimized Shroud Assassin

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Kyoushu, The Dark Reaper - An Optimized Shroud Assassin
Ninja, Soul Thief, Perfect Slayer



Understanding the build

NOTE: This build assumes that you can use Grave Dust Assassin feat and invoke your shrouds at the same time. For a more detailed discussion of the game elements in question, please read the following thread. If you or your DM disagree with this rule assumption, Whirling Kurasi-Gama WILL work (Grave Dust Assassin the first hit, invoke on the second) with zero grey rules, so either way, this build functions.
community.wizards.com/go/thread/view/758...
This build also assumes a rather specific order of timing when shrouds are used. Shrouds only vanish *from the target* after damage has been dealt/resolved, meaning shrouds can be moved via Inexorable Shroud/Death Wastes Nothing even if they were invoked.
The timing seems as follows:
-You choose to invoke shrouds
-You make your attack roll
-You determine if your attack hits
-The attack deals damage. At this time your shrouds deal damage. If you missed, one fewer shroud deals damage.
-Since you have now dealt damage, you check to see if the monster was reduced to 0 hit points and if it was subject to two or more of your shrouds. If so, move two shrouds per inexorable shroud/Death Wastes Nothing.
-The shrouds now vanish from the target.
community.wizards.com/go/thread/view/758...

This build makes use of several alternative build choices. We select Ninja as our Assassin guild, and we also select Master of Shrouds instead of Attack Finesse for our striker feature (we gain assassin's shroud instead of attack Finesse, and can still make MBA's with Dex). This build will quickly ramp to 4 shrouds on the target with a variety of feats, items and class features. This is typical of a Assassin's Shroud build. How this build differs is it avoids the typical problems with Essassin (poor at-wills, bad HP/defenses, low damage encounters, meh dailies) by using the Executioner chassis. We gain a variety of powerful Ninja at-wills, but we will be focusing on the synergy between Poisonous Shuriken, Death Attack and our PP Soul Thief. Essentially, minions on the board are converted to shrouds very quickly, allowing us to do impressive single target damage to our shroud target, all while clearing the board of minions. This is very nice and optimal, so lets explore the downright scary parts of the build.


Grave Dust Assassin. When you deal damage with Dark Reaping, you deal damage as if you had invoked your shrouds. Now, getting Dark Reaping to trigger is quite easy, even without minion popping. Again, while nice and optimal, it is hardly an original idea, many people have advertised it as an once an encounter burst to Essassin damage. Now, add in Mind Rot (Psion Dark Reaping feat). If you KILL your Dark Reaping target before the end of your next turn, Dark Reaping recharges and immediately triggers again.


Let that sink in. Dark Reaping triggers. You deal double striker mechanics + Dark Reaping on your target. If you kill your target (quite likely with Death Attack + Assassin's Strike), Dark Reaping recharges/triggers, and you repeat the cycle next turn. Or even better, the next target THIS turn...


So, now let's be rude. According to the timing of Shrouds, the invoked shrouds disappear after damage is dealt, but also they only disappear *from the target*. If they are somewhere else, they remain. So, if we KILL our Dark Reaping target, Dark Reaping recharges and we can use Death Wastes Nothing to move all 4 shrouds to a new target, allowing to repeat the cycle on that *same turn* on the next Poisonous Shuriken attack. In theory, as long as you keep killing the Dark Reaping target, you can move your shrouds 3 times using Poisonous Shuriken. And let me tell you, by the time we hit Paragon, our double invoked Shrouds hit like a truck.


Dark Reaping

Encounter Necrotic
Free Action

Trigger: A creature within 5 squares of you is reduced to 0 hit points


Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.


Assassin's Shroud

At-Will Shadow
Free Action Close burst 10

Target: One enemy you can see in the burst


Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter.
Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.
Level 11: 1d6 + 3 damage per shroud.
Level 21: 1d6 + 6 damage per shroud.


Special: You can use this power only on your turn and only once per turn.


Grave Dust Assassin

Heroic Tier
Prerequisite: Assassin, revenant, assassin’s shroud power
Benefit: When you deal damage with your dark reaping racial power, if the target has at least one of your shrouds on it, it takes damage as if you had invoked your shrouds.

Mind Rot

Prerequisite: Revenant, dark reaping racial power, psion
Benefit: Your dark reaping racial power deals necrotic and psychic damage. If you reduce the target of your dark reaping to 0 hit points before the end of your next turn, you regain the use of dark reaping and use it immediately.

Death Wastes Nothing

Heroic Tier
Prerequisite: Revenant, dark reaping, assassin, assassin’s shroud power
Benefit: When you use dark reaping, you can move any shrouds upon the triggering creature to one enemy within 10 squares of the triggering creature.


Level 1 Build and Discussion

Kyoushu, level 1
Revenant, Assassin
Guild Training: Ninja (Master of Shrouds)
Choose your Race in Life: Dwarf
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Noble Adept

FINAL ABILITY SCORES
Str 10, Con 16, Dex 20, Int 11, Wis 10, Cha 8.


STARTING ABILITY SCORES
Str 10, Con 14, Dex 18, Int 11, Wis 10, Cha 8.


AC: 18 Fort: 14 Reflex: 16 Will: 11
HP: 32 Surges: 9 Surge Value: 8


TRAINED SKILLS
Stealth +10, Endurance +10, Athletics +5, Thievery +10, Acrobatics +10


UNTRAINED SKILLS
Arcana, Bluff -1, Diplomacy -1, Dungeoneering, Heal, History, Insight, Intimidate +1, Nature, Perception, Religion, Streetwise -1


FEATS
Level 1: Light Blade Expertise


POWERS
Assassin at-will 1: Poisonous Shuriken
Assassin at-will 1: Ninja-to Rush
Assassin at-will 1: Whirling Kurasi-gama
Assassin encounter 1: Assassin's Strike
Assassin daily 1: Carrion Crawler Brain Juice


ITEMS
Leather Armor, Light Shield, Shuriken (100), Short sword, Kusari-gama, Adventurer's Kit


Discussion
Revenant was selected for our race for Grave Dust Assassin, as well as ideal stat bumps (not to mention amazing durability). Past life race is pretty much up to you, but remember that we cannot use another races racial ability and Dark Reaping in the same encounter. Our array is fairy normal, but keep in mind we will eventually need 13 Int for MC Psion. However, I don't think it worth stating for Int until level 11, when we have our best way of stacking shrouds (Soul Thief).


Assuming backgrounds and theme, take Born Under a Bad Sign and Noble Adept (connecting with your attack is vitally important).


Our first feat went into Light Blade Expertise, for an easy +1/2/3 to hit and +1/2/3 damage with CA.


Poisonous Shuriken is the bread and butter of this build. We opted for Light Shields over Two Weapon Defense because Shurikens are not a melee weapon. Note that if you are going the Kusari-gama route, you will want TWD (obviously). Carrion Crawler Juice works well with Poisonous Shuriken. Not a lot of strategy at this point, burn your shrouds as soon as you place them, don't try to stack up to 4.


Level 2

Changes:
+5 HP
+1 to attacks, defenses, checks
New Assassin utility 2: Cloak of Shades
New Feat level 2: Weapon Focus (Light Blade)

Magic Items (Expected GP = 1,920):
Level 4 (840 gp): Death Shroud Ki Focus +1
Level 4 (840 gp): Flowform Cloth Armor +1
Total: 1,680 gp


Cloak of Shade gives us a nice stealth/invis option (great after we nova something down). We selected Weapon Focus because you are making 3 attacks per round, so it's a pretty good deal. Death Shroud Ki Focus lets us add a shroud (we need to hit with Death Shroud first). Death Shroud Ki Focus actually has an amazing crit effect (way ahead of the curve if we have a couple shrouds on the target). Flowform Armor gives us a great No Action save.


Level 3

Changes:
+5 HP
New Class Feature: Death Attack
Assassin's Strike increases by 1d10 (2d10 total).

Magic Items (Expected GP = 2,560):
Level 4 (840 gp): Death Shroud Ki Focus +1
Level 4 (840 gp): Flowform Cloth Armor +1
Level 2 (520 gp): Amulet of Resolution +1
Total: 2,200 gp


Death Attack works great with Poisonous Shuriken, letting us threaten non-minion mobs with even the smallest hits. Assassin's Strike goes up d10. Amulet of Resolution gives us a nice reroll saved.


Level 4

Changes:
+5 HP
+1 Dex (21), +1 Con (17)
+1 to attacks, defenses, checks
New Feat Level 4: Killer's Insight
New Class Feature: Nimble Drop

Magic Items (Expected GP = 3,200):
Level 4 (840 gp): Death Shroud Ki Focus +1
Level 4 (840 gp): Flowform Cloth Armor +1
Level 3 (680 gp): Executioner's Bracers
Level 2 (520 gp): Amulet of Resolution +1
Total: 2,880 gp


Killer's Insight lets us add yet another shroud, once an encounter. Executioner's Bracers... because we attack 3 times a round. Nimble Drop means falls don't scare us at all.


Level 5

Changes:
+5 HP
Assassin Poison Daily 5: Bloodrot Poison

Magic Items (Expected GP = 4,480):
Level 4 (840 gp): Gauntlets of Blood
Level 4 (840 gp): Death Shroud Ki Focus +1
Level 4 (840 gp): Flowform Cloth Armor +1
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Level 2 (520 gp): Amulet of Resolution +1
Total: 4,400 gp


Grab Gauntlets of Blood (+2 dmg against bloodied) and Rhythm Blade. Keep in mind that you will have to burn swaps to have Rhythm Blade out all the time outside of your turn, as Executioners only get 1 free swap per turn.


Level 6

Changes:
+5 HP
+1 to attacks, defenses, checks
New Feat Level 6: Grave Dust Assassin
New Assassin Utility 6: Sheltering Dark

Magic Items (Expected GP = 6,400):
Level 4 (840 gp): Gauntlets of Blood
Level 4 (840 gp): Death Shroud Ki Focus +1
Level 4 (840 gp): Flowform Cloth Armor +1
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Level 2 (520 gp): Amulet of Resolution +1
Total: 4,400 gp


Grab Grave Dust Assassin. It is still not amazing, but you should be able to get it off with 3 Shrouds. One feat for 3d6 damage once an encounter (for now) is pretty good. Sheltering Dark gives us a nice Invisible option.


No items this level, nothing really worthwhile.


Level 7

Changes:
+5 HP
New Assassin At-Will: Hidden Stab
Assassin's Strike increases by 2d10 (3d10 total).

Magic Items (Expected GP = 9,600):
Level 9 (4,200 gp): Death Shroud Ki Focus +2
Level 4 (840 gp): Gauntlets of Blood
Level 4 (840 gp): Flowform Cloth Armor +1
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Level 2 (520 gp): Amulet of Resolution +1
Total: 8,432 gp


You get Hidden Stab and more damage on Assassin's Strike. Upgrade Death Shroud Ki Focus.


Level 8

Changes:
+5 HP
+1 Dex (22), +1 Int (12)
+1 to attacks, defenses, checks
New Feat Level 8: Lethal Shroud
New Class Feature: Flawless Disguise

Magic Items (Expected GP = 12,800):
Level 9 (4,200 gp): Death Shroud Ki Focus +2
Level 8 (3,400 gp): Steadfast Amulet +2
Level 4 (840 gp): Gauntlets of Blood
Level 4 (840 gp): Flowform Cloth Armor +1
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 11,728 gp


Lethal Shroud means you are doing 1d8 (+5/10 later on) on all your Shrouds. Handy. Steadfast Amulet lets you interrupt a daze or stun once a day.


Level 9

Changes:
+5 HP
Assassin daily poison 9: Greenblood Oil

Magic Items (Expected GP = 16,000):
Level 9 (4,200 gp): Death Shroud Ki Focus +2
Level 9 (4,200 gp): Flowform Cloth Armor +2
Level 8 (3,400 gp): Steadfast Amulet +2
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 15,760 gp


Grab another Poison recipe. Upgrade Flowform.


Level 10

Changes:
+5 HP
+1 to attacks, defenses, checks
New Feat Level 10: Cruel Shroud
New Monk Utility 10: Slayer's Endurance

Magic Items (Expected GP = 22,400):
Level 10 (5,000 gp): Diamond Cincture
Level 9 (4,200 gp): Death Shroud Ki Focus +2
Level 9 (4,200 gp): Flowform Cloth Armor +2
Level 8 (3,400 gp): Steadfast Amulet +2
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 20,760 gp


Slayer's Endurance pretty much amounts to 15-20 THP every encounter. That's pretty much a surge. Grab a Diamond Cincture for some more healing and Fort. Cruel Shroud means you have CA against your Shroud target, no questions asked.


Level 11 Build and Discussion

Kyoushu, level 11
Revenant, Assassin, Soul Thief
Guild Training: Ninja (Master of Shrouds)
Choose your Race in Life: Dwarf
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Noble Adept

FINAL ABILITY SCORES
Str 11, Con 18, Dex 23, Int 13, Wis 11, Cha 9.


STARTING ABILITY SCORES
Str 10, Con 14, Dex 18, Int 11, Wis 10, Cha 8.


AC: 27 = 10 (Base) + 5 (half level) + 6 (Dex) + 2 (Leather) + 2 (Enhance) + 1 (Shield) + 1 (Rhythm)
Fort: 23 = 10 (Base) + 5 (half level) + 4 (Con) + 2 (Enhance) + 1 (Class) + 1 (item)
Reflex: 26 = 10 (Base) + 5 (half level) + 6 (Dex) + 2 (Enhance) + 1 (Shield) + 1 (Rhythm) + 1 (item)
Will: 19 = 10 (Base) + 5 (half level) + 2 (Enhance) + 1 (Class) + 1 (item)


HP: 73 Surges: 10 Surge Value: 18


TRAINED SKILLS
Stealth +16, Endurance +16, Athletics +10, Thievery +16, Acrobatics +16, Perception +10


UNTRAINED SKILLS
Arcana +6, Bluff +4, Diplomacy +4, Dungeoneering +5, Heal +5, History +6, Insight +5, Intimidate +6, Nature +5, Religion +6, Streetwise +4


FEATS
Level 1: Light Blade Expertise
Level 2: Weapon Focus (Light Blade) (Retrained to Mind Rot at Level 11)
Level 4: Killer's Insight
Level 6: Grave Dust Assassin
Level 8: Lethal Shroud
Level 10: Cruel Shroud
Level 11: Disciplined Talent


POWERS
Assassin at-will 1: Poisonous Shuriken
Assassin at-will 1: Ninja-to Rush
Assassin at-will 1: Whirling Kusari-gama
Assassin encounter 1: Assassin's Strike (3d10 total)
Assassin daily poison 1: Carrion Crawler Brain Juice x3
Assassin utility 2: Cloak of Shades
Assassin utility 6: Sheltering Dark
Assassin at-will 7: Hidden Stab
Assassin utility 10: Slayer's Endurance
Soul Thief encounter 11: Blinding Dust


ITEMS
Light Shield, Shuriken (15), Adventurer's Kit, Executioner's Bracers (heroic tier), Gauntlets of Blood (heroic tier), Rhythm Blade Short sword +1, Death Shroud Ki Focus +2, Steadfast Amulet +2, Flowform Leather Armor +2, Diamond Cincture (heroic tier), Boots of Quickness (heroic tier), Circlet of Indomitability (heroic tier)


Changes:
+6 HP
+1 Dex (23), +1 Con (18), +1 Str (11), +1 Int (13), +1 Wis (11), +1 Cha (9)
+1 to attacks, defenses, checks
New Feat Level 11: Disciplined Talent (Retrained Weapon Focus to Mind Rot)


Magic Items (Expected GP = 32,000):
Level 10 (5,000 gp): Diamond Cincture
Level 9 (4,200 gp): Death Shroud Ki Focus +2
Level 9 (4,200 gp): Flowform Cloth Armor +2
Level 8 (3,400 gp): Steadfast Amulet +2
Level 8 (3,400 gp): Boots of Quickness (heroic tier)
Level 8 (3,400 gp): Circlet of Indomitability (heroic tier)
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 27,560 gp


Finally, Paragon. Soul Thief offers several amazing features... and several dead features. The level 11 encounter, level 12 utility and level 20 daily are all uniformly bad for this build (we don't have shade form). You can Reserve Maneuver the lvl 11 encounter out for an Essassin encounter power if you want, but I don't think its worth the feat. The reason we took this PP was Soul Shards. A Soul Shard is gained when we kill something (minions will do quite nicely) and at level 16, we don't even need to get the killing blow, just be within 3 squares of the target dying. A Soul Shard can be expended to put another Shroud on our Shroud target, or gain +1 to an attack roll/saving throw/skill check. The AP feature is amazing with full Shards (+7 atk/damage until EoT???).


Basically, Soul Shards are amazing. They can be used to stack up to 4 shrouds, turn failed saves into success and make sure those vital attacks connect. And as a build that pops minions like nothing and is extremely likely to get killing blows on creatures, you should have a reliable flow of souls in (and at level 16, everything around you gets turned into souls).


Which brings use to our Feat choices. We took Disciplined Talent (Psion MC) and retrained Weapon Focus into Mind Rot. Dark Reaping now recharges via Mind Rot, as long as we kill the target that we use Dark Reaping against before the end of our next turn. You have the ability to generate and stack shrouds, and amazing repeatable nova ability. It is very important that you *kill your shroud/Dark Reaping target*. If you fail to get the killing blow, you lose the Dark Reaping chain. While not the end of the world (you can still stack up to 4 shrouds very easily), it takes a chunk off your damage and makes it less likely to get killing blows.


We grabbed Boots of Quickness and Circlet of Indomitability for some easy defense bumps.


Damage breakdown:
To hit: +19 vs AC
3 (Prof) + 2 (Enhance) + 6 (Dex) + 5 (1/2 level) + 2 (Combat Advantage) + 2 (Feat)


Damage: 92.5
2.5 (1d4 Shuriken) + 2 (enhance) + 36 (4d8+20 Grave Dust Assassin) + 36 (4d8+20 Shrouds) + 8.5 (1d8+4 Dark Reaping) + 5.5 (Death Attack) + 2  (light blade expertise)


Level 12

Changes:
+5 HP
+1 to attacks, defenses, checks
New Feat Level 12: Swallowed by Shadows (Retrained Killer's Insight to Death Wastes Nothing)
New PP Utility 12: Stalking Phantom

Magic Items (Expected GP = 48,000):
Level 13 (17,000 gp): Shadow Master Ki Focus +3
Level 10 (5,000 gp): Diamond Cincture
Level 9 (4,200 gp): Flowform Cloth Armor +2
Level 8 (3,400 gp): Steadfast Amulet +2
Level 8 (3,400 gp): Boots of Quickness (heroic tier)
Level 8 (3,400 gp): Circlet of Indomitability (heroic tier)
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 43,720 gp


Take Swallowed by Shadows. When we use Dark Reaping, we become invisible until the end of our next turn. If the Dark Reaping Chain is going, this amounts to perma-invis. This will make getting hidden trivally easy, which will come quite handy with some nice DPR items that we will be taking. Retrain Killer's Insight to Death Wastes Nothing. Death Wastes Nothing allows us to move any Shrouds off of the TRIGGER of Dark Reaping (the creature that died) to another creature within 10 squares. Which will happen before the invoked Shrouds would disappear. We *could* use Inexorable Shroud, if you are opting to rely less on Dark Reaping, but Death Wastes Nothing can move shrouds twice as far and twice as many.


Here is the scary part about Death Wastes Nothing. We are using an at-will triple attack. IN THEORY, we could resolve our first of our three attacks on our Shroud target, kill him, and move our Shrouds to the second target. Dark Reaping recharged/triggered when we killed the first target, so we then use Grave Dust Assassin and invoke again. Killed second target? Onto the third target!


Note that as much damage as we are dealing, it is not enough to kill a fresh mob. Also remember that you have until the END of your next turn to kill the mob you use Dark Reaping on in order to make Dark Reaping recharge with Mind Rot. So as long as your allies don't finish it off, you have another turn to kill it (you will have to rebuild your Shrouds from zero and won't have Grave Dust Assassin for the second attack). Scary stuff.


We are going to change our Ki Focus to Shadow Master Ki Focus. This nasty little implement does 4+enhancement modifer extra damage to creatures we are hidden from. This means we will be relying on Soul Shards for all of our extra Shrouds, but Death Wastes Nothing will allow us to conserve our Soul Shards for when we really need them.


Level 13

Changes:
+5 HP
New Class Feature: Improved Death Attack
Assassin's Strike increases by 1d10 (4d10 total).

Magic Items (Expected GP = 64,000):
Level 14 (21,000 gp): Assassin's Cloak +3
Level 13 (17,000 gp): Shadow Master Ki Focus +3
Level 10 (5,000 gp): Diamond Cincture
Level 9 (4,200 gp): Flowform Cloth Armor +2
Level 8 (3,400 gp): Boots of Quickness (heroic tier)
Level 8 (3,400 gp): Circlet of Indomitability (heroic tier)
Level 4 (840 gp): Gauntlets of Blood
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 64,040 gp


Death Attack now triggers if the attack reduced them to 20 HP or less. Note that Death Attack is not the best tool to rely on with Death Wastes Nothing, as it looks at the mob AFTER damage has been dealt, so shrouds are most likely gone. Assassin's Strike goes up another d10.


Change Steadfast Amulet to Assassin's Cloak (40 GP over the limit here! Criminal!). Rolling twice on Stealth checks is great for this build.


Level 14

Changes:
+5 HP
+1 to attacks, defenses, checks
+1 Dex (24), +1 Con (19)
New Feat 14: Brutal Shroud

Magic Items (Expected GP = 80,000):
Level 14 (21,000 gp): Assassin's Cloak +3
Level 13 (17,000 gp): Shadow Master Ki Focus +3
Level 11 (9,000 gp): Shadowdancer's Gloves
Level 10 (5,000 gp): Diamond Cincture
Level 9 (4,200 gp): Flowform Cloth Armor +2
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Boots of Quickness (heroic tier)
Level 8 (3,400 gp): Circlet of Indomitability (heroic tier)
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 77,240 gp


Brutal Shroud gives us a very nice Brutal 1 on our Shrouds (considering we should be using 8-16 Shrouds a turn...).


Grab a Backlash Tattoo, and replace Gauntlets of Blood with Shadowdancer's Gloves, giving us 1d6 extra damage against hidden targets.


Level 15

Changes:
+5 HP
Assassin daily poison 15: Black Lotus Extract

Magic Items (Expected GP = 112,000):
Level 14 (21,000 gp): Assassin's Cloak +3
Level 14 (21,000 gp): Flowform Drowmesh Armor +3
Level 13 (17,000 gp): Shadow Master Ki Focus +3
Level 11 (9,000 gp): Shadowdancer's Gloves
Level 10 (5,000 gp): Diamond Cincture
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Boots of Quickness (heroic tier) 
Level 8 (3,400 gp): Circlet of Indomitability (heroic tier)
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 97,400 gp


Upgrade Flowform, get another poison daily. Exciting level.


Level 16

Changes:
+5 HP
+1 to attacks, defenses and checks
New Assassin Utility 16: Glooming Call
New Feat 16: Nimble Blade

Magic Items (Expected GP = 160,000):
Level 14 (21,000 gp): Assassin's Cloak +3
Level 14 (21,000 gp): Flowform Drowmesh Armor +3
Level 13 (17,000 gp): Shadow Master Ki Focus +3
Level 11 (9,000 gp): Shadowdancer's Gloves
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 10 (5,000 gp): Diamond Cincture
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Boots of Quickness (heroic tier) 
Level 8 (3,400 gp): Circlet of Indomitability (heroic tier)
Level 3 (680 gp): Executioner's Bracers
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 106,400 gp


Glooming Call is a great assassin utility, allowing you to teleport and hide if the going gets tough. Nimble Blade gives us another +1 to hit with CA (which we always have against our Shroud target). Oh, and we get Soul Shards from anyone that dies within 3 squares. Grab Dice of Auspicious Fortune. 


Good level.


Level 17

Changes:
+5 HP
New Assassin Utility: Shadow Coffin
Assassin's Strike increases by 1d10 (5d10 total)

Magic Items (Expected GP = 240,000):
Level 18 (85,000 gp): Serpentine Bracers
Level 14 (21,000 gp): Assassin's Cloak +3
Level 14 (21,000 gp): Flowform Drowmesh Armor +3
Level 13 (17,000 gp): Shadow Master Ki Focus +3
Level 11 (9,000 gp): Shadowdancer's Gloves
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 10 (5,000 gp): Diamond Cincture
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Boots of Quickness (heroic tier) 
Level 8 (3,400 gp): Circlet of Indomitability (heroic tier)
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 191,400 gp


Get the stylish Shadow Coffin. Assassin's Strike goes up by another d10. We get Serpentine Bracers this level, giving us another 1d8 poison damage against targets we are hidden from (7 + 1d6 + 1d8 against targest we are hidden from now. Not bad).


Level 18

Changes:
+5 HP
+1 to attacks, defenses and checks
+1 Dex (25), +1 Con (20)
New Feat 18: Assassin's Cloak

Magic Items (Expected GP = 320,000):
Level 18 (85,000 gp): Shadow Master Ki Focus +4
Level 18 (85,000 gp): Serpentine Bracers
Level 14 (21,000 gp): Assassin's Cloak +3
Level 14 (21,000 gp): Flowform Drowmesh Armor +3
Level 11 (9,000 gp): Shadowdancer's Gloves
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 10 (5,000 gp): Diamond Cincture
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Boots of Quickness (heroic tier) 
Level 8 (3,400 gp): Circlet of Indomitability (heroic tier)
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 273,000 gp


Whenever you go invisible (Assassin utilities or Dark Reaping), you immediately get to hide using Assassin's Cloak (the feat, not the item). Not bad.


Upgrade Ki Focus.


Level 19

Changes:
+5 HP
Assassin daily poison 19: Lich Dust

Magic Items (Expected GP = 400,000):
Level 19 (105,000 gp): Assassin's Cloak +4
Level 18 (85,000 gp): Shadow Master Ki Focus +4
Level 18 (85,000 gp): Serpentine Bracers
Level 14 (21,000 gp): Flowform Drowmesh Armor +3
Level 11 (9,000 gp): Shadowdancer's Gloves
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 10 (5,000 gp): Diamond Cincture
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Boots of Quickness (heroic tier) 
Level 8 (3,400 gp): Circlet of Indomitability (heroic tier)
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 373,800 gp 


Another poison, pick whichever suits your needs. Upgrade Assassin's Cloak.


Level 20

Changes:
+5 HP
+1 to attacks, defenses and checks
New Feat 20: Weapon Focus (Light Blade)

Magic Items (Expected GP = 520,000):
Level 19 (105,000 gp): Flowform Feyleather Armor +4
Level 19 (105,000 gp): Assassin's Cloak +4
Level 18 (85,000 gp): Shadow Master Ki Focus +4
Level 18 (85,000 gp): Serpentine Bracers
Level 11 (9,000 gp): Shadowdancer's Gloves
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 10 (5,000 gp): Diamond Cincture
Level 9 (4,200 gp): Backlash Tattoo
Level 8 (3,400 gp): Boots of Quickness (heroic tier) 
Level 8 (3,400 gp): Circlet of Indomitability (heroic tier)
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 474,600 gp 


Pick up Weapon Focus again. Daily from PP is pretty meh.


Upgrade Flowform Armor.


Level 21 Build and Discussion

Kyoushu, level 21
Revenant, Assassin, Soul Thief, Perfect Slayer
Guild Training: Ninja (Master of Shrouds)
Choose your Race in Life: Dwarf
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Noble Adept

FINAL ABILITY SCORES
Str 12, Con 21, Dex 28, Int 14, Wis 12, Cha 10.


STARTING ABILITY SCORES
Str 10, Con 14, Dex 18, Int 11, Wis 10, Cha 8.


AC: 38 = 10 (Base) + 10 (half level) + 9 (Dex) + 3 (Feyleather) + 4 (Enhance) + 1 (Shield) + 1 (Rhythm)
Fort: 35 = 10 (Base) + 10 (half level) + 5 (Con) + 4 (Enhance) + 1 (Class) + 2 (item) + 3 (feat)
Reflex: 40 = 10 (Base) + 10 (half level) + 9 (Dex) + 4 (Enhance) + 1 (Shield) + 1 (Rhythm) + 2 (item) + 3 (feat)
Will: 31 = 10 (Base) + 10 (half level) + 1 (Wis) + 4 (Enhance) + 1 (Class) + 2 (item) + 3 (feat)


HP: 118 Surges: 11 Surge Value: 29


TRAINED SKILLS
Stealth +24, Endurance +22, Athletics +16, Thievery +24, Acrobatics +24, Perception +16


UNTRAINED SKILLS
Arcana +12, Bluff +10, Diplomacy +10, Dungeoneering +11, Heal +11, History +12, Insight +11, Intimidate +12, Nature +11, Religion +12, Streetwise +10


FEATS
Level 1: Light Blade Expertise
Level 2: Weapon Focus (Light Blade) (retrained to Mind Rot at Level 11)
Level 4: Killer's Insight (retrained to Death Wastes Nothing at Level 12)
Level 6: Grave Dust Assassin
Level 8: Lethal Shroud
Level 10: Cruel Shroud (retrained to Improved Defenses at Level 21)
Level 11: Disciplined Talent
Level 12: Swallowed by Shadows
Level 14: Brutal Shroud
Level 16: Nimble Blade
Level 18: Assassin's Cloak
Level 20: Weapon Focus (Light Blade)
Level 21: Reaping Renewal


POWERS
Assassin at-will 1: Poisonous Shuriken
Assassin at-will 1: Ninja-to Rush
Assassin at-will 1: Whirling Kusari-gama
Assassin encounter 1: Assassin's Strike (5d10 total)
Assassin daily poison 1: Carrion Crawler Brain Juice x1, Black Lotus Extract x2
Assassin utility 2: Cloak of Shades
Assassin utility 6: Sheltering Dark
Assassin at-will 7: Hidden Stab
Assassin utility 10: Slayer's Endurance
Assassin utility 16: Gloaming Call
Assassin utility 17: Shadow Coffin


ITEMS
Light Shield, Shuriken (15), Adventurer's Kit, Rhythm Blade Short sword +1, Backlash Tattoo (heroic tier), Dice of Auspicious Fortune (paragon tier), Serpentine Bracers, Shadowdancer's Gloves, Shadow Master Ki Focus +4, Assassin's Cloak +4, Flowform Feyleather Armor +4, Boots of Quickness (paragon tier), Circlet of Indomitability (paragon tier), Diamond Cincture (paragon tier)


Changes:
+6 HP
+3 Dex (28), +1 Str (12), +1 Con (21), +1 Int (14), +1 Wis (12), 1 Cha (10)
New Feat 21: Reaping Renewal (Cruel Shroud retrained to Improved Defenses)


Magic Items (Expected GP = 800,000):
Level 20 (125,000 gp): Diamond Cincture (paragon)
Level 19 (105,000 gp): Flowform Feyleather Armor +4
Level 19 (105,000 gp): Assassin's Cloak +4
Level 18 (85,000 gp): Boots of Quickness (paragon) 
Level 18 (85,000 gp): Circlet of Indomitability (paragon)
Level 18 (85,000 gp): Shadow Master Ki Focus +4
Level 18 (85,000 gp): Serpentine Bracers
Level 11 (9,000 gp): Shadowdancer's Gloves
Level 11 (9,000 gp): Dice of Auspicious Fortune
Level 9 (4,200 gp): Backlash Tattoo
Level 3 (680 gp): Rhythm Blade Short Sword +1
Total: 767,240 gp 



Discussion
Perfect Slayer is a pretty swank Assassin ED. We essentially get a free feat (don't need Cruel Shroud anymore) and +2 dex as our starting feature. The rest of the path is pretty good as well. We picked up Reaping Renewal to allow us to start the Dark Reaping chain a second time (if it somehow was interrupted) and Improved Defenses (finally). Epic really doesn't change that much for us (besides the fact that each shroud is now 1d8 + 10, Brutal 1). You blast minions, fill up on Soul Shards, and Grave Dust Assassin/Invoke shrouds like crazy.


Boots of Quickness, Circlet of Indomitability and Diamond Cincture round off our NADs.


Damage breakdown:
To hit: +32 vs AC
3 (Prof) + 4 (Enhance) + 9 (Dex) + 10 (1/2 level) + 2 (Combat Advantage) + 3 (Feat) + 1 (Nimble)


Damage: 171
5 (2d4 Shuriken) + 4 (enhance) + 60 (4d8+40 Brutal 1 Grave Dust Assassin) + 60 (4d8+40 Brutal 1 Shrouds) + 9.5 (1d8+5 Dark Reaping) + 10.5 (Death Attack) + 3 (Feat) + 3 (Light Blade Expertise) + 8 (Shadow Master Ki Focus) + 3.5 (Shadowdancer's Gloves) + 4.5 (Serpetine Bracers)



Feel free to post.

Not trying to invalidate your build, but how do you expect 1-hit kills, or killing on each shroud if your damage is lower then the HP of an equal level soldier for example?

Even Controllers of 1 or 2 level greater them yours will not die.
And the margin is small, one bad roll and your nova ended, and your dpr falls to a barely optmized standard.

I may be failing to see something, please explain me where im wrong, because i really liked the ideia. Both the character concept, and the combo are really cool, i would really like to see my points proved wrong. 
You shouldn't expect to be able to constantly one shot FRESH mobs, unless you are using your Assassin's Strike. Even then, Brutes can still escape, but remember that Death Strike (10/20/30 HP or less) gives you a VERY nice safety net. If a mob has taken one or two hits, it is very likely you can kill it. If it is bloodied, it's a guarenteed kill. Artillery you can fairly reliably one shot. Keep in mind you will be chipping other mobs down with your other shuriken strikes, if you aren't popping minions, setting you up for kills in the next turn.

As for missing... Well, you have a High Prof weapon, a starting 20 in your attack stat, guarenteed CA, Nimble Blade, Noble Adept (1+1d4 once an encounter to an attack roll)... And you can burn Soul Shards for +1 to hit. You have numerous fallbacks. In Epic, you can restart the Dark Reaping chain with Reaping Renewal. Even if you fail to kill your Dark Reaping target in the initial strike, you have until the end of your NEXT turn to recharge Dark Reaping via Mind Rot. Basically... Yes, the Dark Reaping chain can be broken. But it would be fairly unusual to see it happen often, barring party members deliberately finishing off your targets.

It is hard to even describe this as a "nova", because a "nova" implies you can't do this round after round. If a brute is at ~75% life, you can kill it. Everything else is even easier. What's more, if there are several weakened targets on the board, you can finish them ALL off. You just have some difficulty taking down certain types of mobs at full life in ONE turn. So delay if need be, and toast a target after it has taken a hit.
The problem is that the hit you need isnt compatible with a non-striker hit.
So you need a striker to hit the enemy, them you can finish it off. 
Its not totally bad, but reduces the tatics that can be employed, and will cause more over damage, because non-strikers cant take 25% of the monster life, but good strikers will take alot more them that, so your pratical damage is reduced.

And the other problem is with monster interrupts.
If one of them avoid dying at paragon, it screws you for the encounter.

Other them that i see your point, and for now the build is sustaining itself.
The only problems i found was real dpr loss because of need of ally hitting first, and monster survival causing your combo to fail.
 
75% was a ballpark number, not an exact science, and was mostly the with Brutes. A defender/leader/controller hit or two will typically bring most targets WELL within our safety net of 20/30 HP remaining (keep in mind my damage estimates are done right before you get the next level of Death Attack and I've simply averaged out the damage, instead of stating the max). Death Attack on a normal Executioner is a nice trick, but for this build? Getting the kill means I've actually been pretty generous in how I've weighed this. 

Overdamage sucks, but obviously is something we can't control. We want to deal near standard creature amounts of damage in a single attack, at-will, so we can't afford the luxury of holding back. Amusingly enough, if you have no legitimate targets to kill, you can keep the Dark Reaper chain going by simply applying the effect against a minion.

I'm not sure what kind of monster has such death avoiding tricks, but obviously it would be difficult to build to defeat them. Just like damage resistance is more effective against multi-attackers, it is simply a factor you will have to deal with when you encounter it.

Again, you have Assassin's Strike to almost guarentee  a 1-hit kill with your Death Attack safety net, once an encounter. After that, it takes a bit of smart planning and teamwork to RELIABLY keep the Dark Reaping chain going. It's a pity I couldn't MC Rogue for Sneak Attack for another extra push in damage.
I'm actually starting to rethink several pieces of equipment/feats. Really, the +bloodied damage is effectively useless, unless the chain is broken,and the +crit bracers/Ki Focus both have straight up damage alternatives.

I think changing some focus onto getting stealthed and adding in some several damage items that way (Shadowdancer's Gloves, Serpentine Bracers, etc) will give this build some more controlled damage. 
The problem is that the hit you need isnt compatible with a non-striker hit.
So you need a striker to hit the enemy, them you can finish it off. 
Its not totally bad, but reduces the tatics that can be employed, and will cause more over damage, because non-strikers cant take 25% of the monster life, but good strikers will take alot more them that, so your pratical damage is reduced.

What about working with a good area striker, like a monk or sorcerer?  This build seems like it would work really great with one of those.
1. AoEer does damage to three targets.
2. You kill three targets.
3. Profit.

Yes, this build would love AoE strikers. Death Wastes Nothing in the chain was an afterthought and a fun toy, but with an AoE... It makes it a much more reliable tool.
Maybe a Druid with Magic Stones, properly set up to prone 3 targets.

You can grab Grounding Shot, since it applies to any ranged attack, and tack on a little extra untyped damage to each of those 3 prone targets.

Bargle wrote:
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
 

Zelink wrote:
You're already refluffing, why not refluff to something that doesn't suck?
Consider going deva and getting potent rebirth / restless dead. Get boots of chiphon. Turn 1 will consist of dropping yourself to below 0, thus triggering dark reaping, +4 to hit, and +2 damage.

In epic, lifecharm works great too.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Yea, I was considering going Deva/Revenant cheese, but decided against it. It would be a late paragon/early epic trick anyways, and if I opt to go with the stealth upgrades I was talking about, there probably won't even be room until mid epic.
This is very similar to my build, cept I went with hengeyokai instead of revenant.  Been a lot of fun thus far.  ;)
Revenant is a pretty vital part of the build (build defining IMO). Nice that you can still play as another race and enjoy it. 

Still, Shuriken Spam with Death Attack and lots of shrouds is a fairly friendly level of optimization for IRL. I'd play it.
Well, what I did was go alchemist for perma poison, use the ongoing 2 poison on my shirukens, and any thing I kill I get a shroud, anything else I get 5 thps if they fail the save. (Beshiba's boon)

So it's a win win, either I kill outright, which makes the encounter over quicker, or I get a nice bit of padding to make myself tougher 
Your actually only at +32 to hit, check your math. I'll one up you with my build, an Osassin, capable of killing 2 standard brutes EACH encounter, or very close, at least one for sure.  I havent run the math but its easily over 200 dpr with each minor nova round or 300+ if I use both minors(yeah theme and multiclass rogue)

Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Sever, level 22
Revenant, Assassin, Soul Thief, Perfect Slayer
Guild Training Option: Night Stalker
Choose your Race in Life: Githzerai
Auspicious Birth (Auspicious Birth Benefit)
Theme: Sohei
 
FINAL ABILITY SCORES
STR 17, CON 12, DEX 28, INT 10, WIS 13, CHA 18
 
STARTING ABILITY SCORES
STR 13, CON 10, DEX 18, INT 8, WIS 11, CHA 12
 
 
AC: 39 Fort: 29 Ref: 38 Will: 30
HP: 122 Surges: 7 Surge Value: 30
 
TRAINED SKILLS
Acrobatics +25, Bluff +20, Endurance +19, Stealth +25, Streetwise +20, Thievery +25
 
UNTRAINED SKILLS
Arcana +11, Athletics +14, Diplomacy +15, Dungeoneering +12, Heal +12, History +11, Insight +12, Intimidate +17, Nature +12, Perception +12, Religion +11
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Sohie Attack: Sohie Flair
Revenant Utility: Dark Reaping
Assassin Feature: Assassin's Shroud
Assassin Utility: Black Flame Form
Assassin Feature: Shadow Step
Assassin Attack 1: Shadow Storm
Assassin Attack 1: Executioner's Noose
Assassin Attack 1: Targeted for Death
Acrobatics Utility 2: Agile Recovery
Assassin Attack 3: Nightshade's Kiss
Assassin Utility 6: Ghost of the Rooftops
Assassin Utility 10: Slayer's Endurance
Soul Thief Attack 11: Soul Shadow
Soul Thief Utility 12: Stalking Phantom
Assassin Attack 13: Dark Step Ambush
Assassin Attack 15: Sundered Shadow
Assassin Utility 16: Liquid Shadow
Assassin Attack 17: Traitorous Shadow
Assassin Attack 19: Phantom Assault
Soul Thief Attack 20: Final Ending
Assassin Utility 22: Soul of Death
 
FEATS
Level 1: Weapon Focus (Light blade)
Level 2: Nimble Blade
Level 4: Light Blade Expertise
Level 6: Grave Dust Assassin
Level 8: Killer's Insight
Level 10: Lethal Shroud
Level 11: Lasting Frost
Level 12: Sneak of Shadows
Level 16: Novice Power
Level 20: Thin the Herd
Level 21: Reaping Renewal
Level 21: Light Blade Mastery
Level 22: Ghostly Vitality
Level 22: Disciple of Death
 
ITEMS
Dice of Auspicious Fortune
Iron Armbands of Power (paragon tier) x1
Frost Rapier +4 x1
Boots of Quickness (paragon tier) x1
Light Shield x1
Death Strike Ki Focus +4 x1
Gloves of Ice (epic tier) x1
War Ring
Haunted Ray Leather Armor +5 x1
Periapt of Recovery +4 x1
Circlet of Arkhosia (paragon tier) x1
Belt of Sonnlinor Righteousness (paragon tier) x1
Siberys Shard of Merciless Cold (epic tier)
====== End ======


comes with standard +9 death saves, belt of broken, save vs Daze at start of turn with a +1 even (lol theme bonus). Crits on 19-20. Once I run the math I'll post up my build.  Its based on a build I made a couple months ago.  Ignore the feat order, I'll fix it when I get a chance to post it up.
Frost Cheese and Unkillable revenants have been done to death (pun intended), which is why I typically don't bother to include their elements in any of my builds.

Keep in mind that Sohei requires a melee weapon attack, iirc. 
All my attacks are weapon, and I only used the revenant death cheese for filler, I couldnt find more feats for dpr, but no ones made an assassin that can kill 2 brutes each encounter, yours cant even kill one!  And they say assassins have crappy DPR.

Ok highest lvl 22 brute as 258 hp and I'm averaging 248 with a single minor nova round.  So I cant claim to one shot kill any brute but I'm pretty damned close.  Need to find a way to muster a little more damage

Math

Mob of Shadows
----------------------------------
+33vs 34 Will

3d8(Weapon) + 9(dex) + 4(Enhancement) + 3(Weapon Focus) + 4(Arms) + 4(Feature) + 3(CA) + 4(gloves) + 5(shard) + 5d6(Sneak Attack) + 4d8+40(Shrouds) + 1d8+4(Dark Reaping)
---------------------------------------
8d8+5d6+83

hit = 36+17.5+83 = 136.5
crit = 194.5


.05(43.5) + .85(136.5) + .1(194.5) = 2.175 + 116.025 + 19.45 =   2.175   +   116.025  +   19.45   = 138


Tumbling Strike
------------------------------------
+33 vs 36 AC

3d8(Weapon) +  9(dex) + 4(Enhancement) + 3(Feat) + 4(Arms) + 4(Feature) + 3(CA) + 4(gloves) + 5(shard) + 5(Lasting Frost) + 4d8+40(shrouds)

hit - 7d8+81 = 112.5
crit - 154.5

.1(43.5) + .1(154.5) + .8(112.5) =
  4.35   +    15.45  +     90    = 110

Total Damage = 248
How were you able to take Ninja and get Assassin's Strike on a non-essentials assassin?  The only way I can get it is to take Executioner's Guild as my guild training option, which would let me take ninja?
Rathyr, if the DM goes with those assumptions (even tho I don't see any harm to give Shrouds a little juice) it's a very interesting build.

Now one thing, kinda off topic, is bugging me...

When and where Wizards Updated the Gauntlets of Blood to +3 instead of the old +2 ?

Lol, sorry for my dumb question. Now I see that u mean +1 from Ki-focus Expertise and +2 from gauntlet.

My bad
Edited my build so it now does 254!  Bah 4 points shy grrr.....  Subbed out the undying package for melee training(dex) two-weapon fighting and two-weapon opening.
Rathyr, if the DM goes with those assumptions (even tho I don't see any harm to give Shrouds a little juice) it's a very interesting build.

Now one thing, kinda off topic, is bugging me...

When and where Wizards Updated the Gauntlets of Blood to +3 instead of the old +2 ?



It is only 2/4/6 by tier
GAAAH I can get to 257 damage on the first encounter nova and 231 on the second nova , still need to find 1 more damage to be able to kill fresh brutes, but I can kill ANY other fresh standard with either attack.  I'm dumping the unkillable package for only 6 extra damage. With the standard revenant package you would still be able to kill any 2 standard non-brutes each encounter!  Not too shabby I'd say!

build

====== Created Using Wizards of the Coast D&D Character Builder ======
Sever, level 22
Revenant, Assassin, Soul Thief, Perfect Slayer
Guild Training Option: Night Stalker
Choose your Race in Life: Githzerai
Auspicious Birth (Auspicious Birth Benefit)
Theme: Sohei
 
FINAL ABILITY SCORES
STR 17, CON 12, DEX 28, INT 10, WIS 13, CHA 18
 
STARTING ABILITY SCORES
STR 13, CON 10, DEX 18, INT 8, WIS 11, CHA 12
 
 
AC: 38 Fort: 29 Ref: 37 Will: 30
HP: 122 Surges: 10 Surge Value: 30
 
TRAINED SKILLS
Acrobatics +25, Bluff +20, Endurance +19, Stealth +25, Streetwise +20, Thievery +25
 
UNTRAINED SKILLS
Arcana +11, Athletics +14, Diplomacy +15, Dungeoneering +12, Heal +12, History +11, Insight +12, Intimidate +17, Nature +12, Perception +12, Religion +11
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Devil's Pawn Attack: Hellfire and Brimstone
Revenant Utility: Dark Reaping
Assassin Feature: Assassin's Shroud
Assassin Utility: Black Flame Form
Assassin Feature: Shadow Step
Assassin Attack 1: Shadow Storm
Assassin Attack 1: Executioner's Noose
Assassin Attack 1: Targeted for Death
Acrobatics Utility 2: Agile Recovery
Assassin Attack 3: Nightshade's Kiss
Rogue Attack 3: Low Slash
Assassin Utility 6: Ghost of the Rooftops
Assassin Utility 10: Slayer's Endurance
Soul Thief Attack 11: Soul Shadow
Soul Thief Utility 12: Stalking Phantom
Assassin Attack 15: Sundered Shadow
Assassin Utility 16: Liquid Shadow
Assassin Attack 17: Mob of Shadows
Assassin Attack 19: Phantom Assault
Soul Thief Attack 20: Final Ending
Assassin Utility 22: Soul of Death
 
FEATS
Level 1: Weapon Focus (Light blade)
Level 2: Nimble Blade
Level 4: Light Blade Expertise
Level 6: Grave Dust Assassin
Level 8: Killer's Insight
Level 10: Lethal Shroud
Level 11: Lasting Frost
Level 12: Sneak of Shadows
Level 14: Two-Weapon Fighting
Level 16: Novice Power
Level 20: Melee Training (Dexterity)
Level 21: Reaping Renewal
Level 21: Light Blade Mastery
Level 22: Two-Weapon Opening
 
ITEMS
Dice of Auspicious Fortune
Belt of Sonnlinor Righteousness (paragon tier) x1
Circlet of Arkhosia (paragon tier) x1
Iron Armbands of Power (paragon tier) x1
Frost Rapier +4 x1
Boots of Quickness (paragon tier) x1
Death Strike Ki Focus +4
Gloves of Ice (epic tier) x1
War Ring
Haunted Ray Leather Armor +5 x1
Periapt of Recovery +4 x1
Siberys Shard of Merciless Cold (epic tier)
Ring of Tenacious Will x1
Frost Short sword +4 x1
====== End ======

Math 1st round

Mob of Shadows
----------------------------------
+33vs 34 Will

3d8(Weapon) + 9(dex) + 4(Enhancement) + 3(Weapon Focus) + 4(Arms)

+ 4(Feature) + 3(CA) + 4(gloves) + 5(shard) + 1(TWF) + 5d6(Sneak

Attack) + 4d8+40(Shrouds) + 1d8+4(Dark Reaping)
---------------------------------------
8d8+5d6+83

hit = 36+17.5+84 = 137.5
crit = 195.5


.05(43.5) + .85(137.5) + .1(195.5) = 2.175 + 116.025 + 19.45 =   

2.175   +   116.875  +   19.55   = 139

Melee Basic (Two-Weapon Opening)
------------------------------------
+33 vs 36 AC

2d6(weapon)  +  4(dex) + 4(Enhancement) + 3(Feat) + 4(Arms) + 4

(Feature) + 3(CA) + 4(gloves) + 5(shard) + 5(Lasting Frost) + 1

(TWF)
------------------------------------
hit - 2d6+37 = 40.5
crit - 66.5


.1(.8(40.5) + .1(66.5) = 4

Low Slash
------------------------------------
+33 vs 34 reflex

1d8(Weapon) +  9(dex) + 4(Enhancement) + 3(Feat) + 4(Arms) + 4

(Feature) + 3(CA) + 4(gloves) + 5(shard) + 5(Lasting Frost) + 1

(TWF) + 4d8+40(shrouds)

hit - 5d8+81 = 104.5
crit - 155.5

.05(43.5) + .1(155.5) + .9(104.5) =
  4.35   +    15.55  +     94.05    = 114

Total Damage = 257

------------------------------------------------------------

2nd Round

Nightshades Kiss
----------------------------------
+33vs 34 Reflex

2d8(Weapon) + 9(dex) + 4(Enhancement) + 3(Weapon Focus) + 4(Arms) + 4(Feature) + 3(CA) + 4(gloves) + 5(shard) + 1(TWF) + 5d6(Sneak Attack) + 4d8+40(Shrouds) + 1d8+4(Dark Reaping)
---------------------------------------
7d8+5d6+83

hit = 31.5+17.5+84 = 133
crit = 187


.05(43.5) + .85(133) + .1(187) = 2.175 + 116.025 + 19.45 =   2.175   +   113.05  +   18.7   = 134

Melee Basic (Two-Weapon Opening)
------------------------------------
+33 vs 36 AC

2d6(weapon)  +  4(dex) + 4(Enhancement) + 3(Feat) + 4(Arms) + 4(Feature) + 3(CA) + 4(gloves) + 5(shard) + 5(Lasting Frost) + 1(TWF)
------------------------------------
hit - 2d6+37 = 40.5
crit - 66.5


.1(.8(40.5) + .1(66.5) = 3.905

Sohei Flair
------------------------------------
+33 vs 36 AC

1d8(Weapon) + 4(Enhancement) + 3(Feat) + 4(Arms) + 4(Feature) + 3(CA) + 4(gloves) + 5(shard) + 5(Lasting Frost) + 1(TWF) + 4d8+40(shrouds)

hit - 5d8+72 = 94.5
crit - 129.5

.1(43.5) + .1(129.5) + .8(94.5) =
  4.35   +    12.95  +     75.6    = 92.9

Total Damage = 231



Rathyr, I really like the build. Still trying to wrap my head around the different triggers all stacking on a creature dying, but it's cool that you managed to find an effective Assassin build I've never seen before. 
How were you able to take Ninja and get Assassin's Strike on a non-essentials assassin?  The only way I can get it is to take Executioner's Guild as my guild training option, which would let me take ninja?



Probably not in CB yet, Ninja was released in Dragon 404. In Dragon 400 (the Hybrid article), it presents the option for Executioners to replace Attack Finesse with Master of Shrouds.

Soto, I'll update my damage a bit tomorrow, I've actually left a couple things off of it (Weapon Focus (derp) + changing equipment/feats...), and I obviously haven't been putting in encounter powers, just the sustained at-will reaper chain.

Couple things:
You are assuming Lasting Frost is already active for your first attack, and you can completely restack your shrouds for each and every attack? That's 16 Shrouds and an extra free hit when comparing it to my build, which obviously will not be an accurate representation of the two. Unless we are comparing dream conditions, in which case I'll do my damage calc assuming I am fully invoking on each target of my Poisonous Shuriken attack =).

What is the "4 (Feature)" damage that keeps showing in your damage, btw? I know it is probably something with Frostcheese, just can't figure out what.    EDIT: Nightstalker. Got it.

Anyways, I've spent feats on defenses and sustainability. I'm not that suprised to see an Essassin burst damage harder that has invested in Frostcheese and minor action attacks (and nothing invested in defenses). It obviously will run out of steam after 2 rounds (not to mention the *extreme* shroud requirement) and has to put up with a lot of the garbage Essassin stuff. You also have the problem of being on the frontline, but I guess Revenant cheesing it up helps you deal with that (although it looks you did away with a lot of that in your new build, along with your shield?).
Rathyr, I really like the build. Still trying to wrap my head around the different triggers all stacking on a creature dying, but it's cool that you managed to find an effective Assassin build I've never seen before. 



This is the standard breakdown.

START OF THE CHAIN
1.) Dark Reaping (Revenant Racial Ability) triggers off a creature dying. This could be done out of turn, or we can pop a minion. On one hit before the end of our next turn, we do an additional 1d8 + Con.
2.) We put 1 Assassin's Shroud (free) on the target we want to kill. We use items/features/feats to get this up to 4.
3.) Before we make an attack roll on the target, we declare we are invoking shrouds on it.
4.) We hit due to our extremely high accuracy + safety nets (Soul Shards + Noble Adept).
5.) We deal all of our damage (base + reaping + shrouds). Because Shrouds don't leave until after our damage is dealt, we activate Grave Dust Assassin (Shroud Reaping feat) here when we deal Dark Reaping Damage, dealing shroud damage again. Note that the shrouds still have not vanished.


  • If the damage was enough to kill the target, Mind Rot (Psion Reaping Feat) triggers, which recharges Dark Reaping and triggers it. When Dark Reaping triggers, Death Wastes Nothing triggers, allowing us to move up to 4 Shrouds off the triggering creature to another creature within 10.


6.) Shrouds vanish from the target (assuming it is still alive).
7.) Death Strike (Executioner class feature) checks to see if the creature has 10/20/30 HP remaining. If it is equal or under, it dies, triggering Mind Rot as above, but not Death Wastes Nothing (shrouds are not longer present).
8.) If you killed your target, moved your Shrouds and you still have Poisonous Shuriken targets, repeat on a new creature, starting at step 3.

Remember, if Dark Reaping trigger on your turn (from either a Shuriken minion pop or a legitimate Shroud nuke) and you DON'T kill your Dark Reaping target, you have until the end of your next turn to kill it to recharge Dark Reaping via Mind Rot. 
Jeez, and I thought Magic: The Gathering was hard. Thanks for outlining this insane sequence. 
How were you able to take Ninja and get Assassin's Strike on a non-essentials assassin?  The only way I can get it is to take Executioner's Guild as my guild training option, which would let me take ninja?



Probably not in CB yet, Ninja was released in Dragon 404. In Dragon 400 (the Hybrid article), it presents the option for Executioners to replace Attack Finesse with Master of Shrouds.

Soto, I'll update my damage a bit tomorrow, I've actually left a couple things off of it (Weapon Focus (derp) + changing equipment/feats...), and I obviously haven't been putting in encounter powers, just the sustained at-will reaper chain.

Couple things:
You are assuming Lasting Frost is already active for your first attack, and you can completely restack your shrouds for each and every attack? That's 16 Shrouds and an extra free hit when comparing it to my build, which obviously will not be an accurate representation of the two. Unless we are comparing dream conditions, in which case I'll do my damage calc assuming I am fully invoking on each target of my Poisonous Shuriken attack =).

What is the "4 (Feature)" damage that keeps showing in your damage, btw? I know it is probably something with Frostcheese, just can't figure out what.    EDIT: Nightstalker. Got it.

Anyways, I've spent feats on defenses and sustainability. I'm not that suprised to see an Essassin burst damage harder that has invested in Frostcheese and minor action attacks (and nothing invested in defenses). It obviously will run out of steam after 2 rounds (not to mention the *extreme* shroud requirement) and has to put up with a lot of the garbage Essassin stuff. You also have the problem of being on the frontline, but I guess Revenant cheesing it up helps you deal with that (although it looks you did away with a lot of that in your new build, along with your shield?).



Lasting frost is only applied to the minor attacks not the initial attacks. Kohei Flair and low slash are both minors.  I use Grave Dust assassin to not invoke shrouds.  Assuming I start combat with 2 soul shards, easy to do, on the first round my actions are as follows, Free soul shard shroud, free 2 shrouds because of feat and minor for my "shade form" which also applies a shroud.  So I've spent 1 minor to apply 4 shrouds.  Assuming I have actived dark reaping to get my shrouds applied to both my standard an follow up minor.  Assuming you kill or at least bloody the hell out of the target thinthe heard combined with reaping renweal means we get to do it again next round.  Since we hit with a weapon attack, our Ki Focus allows us to apply a shroud as a free action to end our turn.  On the next turn we use 2 soul shards and our free shroud to get the next target back to 4 shrouds and hence rounds 2 allows us to again activate Grave dust assassin and apply all 4 shrouds to both attacks.  All without the use of an AP.  I had updated the build in hopes of hitting the magic 258 which is the highest hp brute at lvl 22.  I can easily drop, two-weapon fighting, melee training(dex) and two weapon opening for either revenant cheese or other defensive feats.
also your math is WAAY off. 152 damage is assuming you hit 100% of the time.  At +32 vs AC 35 means you hit 90% of the time. I'm not factoring in crit dice .9(152) = 137 Im guessing crit in the calclalations would put it at around 145.  Which doesnt actually kill anything at that lvl.  The LOWEST hp controller has 147, every other controller has 196 hp or more.
If you are using that Ki Focus ability, you need to hit with the Ki-Focused weapon, which means you wouldn't get Frost for that attack. It is worded very specifically, it's not the same as simply adding a Shroud, you need to hit with it first. Probably not worth it for you. Shade Form might cause you some problem if you are relying on it's shroud (seeing as you are melee and might actually need your move action to attack).

I was wondering where your Grave Dust Assassin damage was factored in. In that case, your nova works fairly reliably, but you have very little control for recharging Soul Shards. As a melee build, you have the advantage of being close to lots of things before they die. I'm simply not a fan of builds that run out of steam after a turn or two.

I think the Executioner chassis is better for your build instead of the Essassin. Better at-wills (Frostcheese + at-will double attack = profit), dailies that don't interfere with your combo, another nuke (Assassin's Strike), Death Strike. Really, all that is different between our builds is the MC and theme choice, and a couple feats.

And Frostcheese. Yuck. =) 
also your math is WAAY off. 152 damage is assuming you hit 100% of the time.  At +32 vs AC 35 means you hit 90% of the time. I'm not factoring in crit dice .9(152) = 137 Im guessing crit in the calclalations would put it at around 145.  Which doesnt actually kill anything at that lvl.  The LOWEST hp controller has 147, every other controller has 196 hp or more.



It's not a DPR calc, just a breakdown of attack and damage. I have yet to modify the build to reflect the changes I am making. If I do an epic DPR calc, it will be at level 23, when you get your final level of Death Attack. Honestly though, I don't really care about Epic. It is the least balanced tier. This build is all about Paragon.

Also, I have 1d4+1 to an attack roll, once an encounter, ignoring the fact that my build makes soul shards much easier. If that isn't going to be considered in calcs, I might as well switch to Sohei like all the cool people =P.
Your build doesnt do it any easier than me.  the lvl 16 feature means ANY enemy that drops to 0 within 3 of us gives us a soul shard,  So if you want to waste a round killing minios for shards go ahead I guess.
I'm also hitting 95% of the time and unless I roll 3 1s with my dice I'm not worried.
Or I could use an at-will triple attack (Poisonous Shuriken)...?

Nuking the main target while building shards up off of minions/badly damaged mobs (Death Attack woo!) is one of the main features of this build. I think I stated it like 20 times throughout the build =p.
Soul shards are nice but since your a striker you should be focusing down your tanks target not wasting your standard action killing 1 hp mobs, let your controller worry about that, thats what hes there for.  How does your build work on elites and solos.  You not killing squat so your combo ends the 1st time you use it.  Now what. One daily, Targeted for Death, means that for an entire solo combat, whenever I shroud my target I can apply 2 shrouds instead.  So I can easily keep 4 shrouds on a solo for 5+ rounds, assuming it goes that long.
1.) Let's aim to keep the tone civil. I've been a good sport about someone posting multiple versions of a very similar build to mine in the same thread, because I enjoy the discussion and comparison. Your posts and tone are starting to suggest that you think this is some sort of competition. It's not. I don't care if your Essassin can outnuke mine for two turns, just like I don't care that a KAM build could outdamage both. If you don't want to weigh the pros and cons of the respective builds, then you might be better off starting your own thread, as much as I like the free bumps.

2.) You don't "waste a round" by killing minions on the side of your Poisonous Shuriken attack. You attack THREE different targets. There are *so* many applications for this besides minion sweeping. Now your controller can focus on debuffing/denying actual threats, like solos (if you even have one).

For example...
-You start a turn with zero shards, and all your resources used. My build can Assassin's Shroud a suitable target, pop two minions, put two more shrouds on the main target, and then nuke it.
-Clean up phase of the encounter, you are fresh out of shards, left over 3 minions spread out, running away. Congrats, you start your next encounter with 3 shards as opposed to one.
-In the Dark Reaping chain, you nuke your main target, move shrouds to second target, nuke again. Oh no! You didn't finish the second target. For your third target you pop a minion and get a shard, setting you up for finishing off the second target next turn to recharge Dark Reaping via Mind Rot.
-You only have one suitable target and 2 minions in range. Tragic. You get two shards in the bank from the minions, nuke the main.

3.) Elites and soloes? With *no other targets* on the table? I shake the DMs hand for being so *utterly insane* to face a party of adventures with status effect bait. Mad props. Your build would also suffer from the inability to trigger Dark Reaping reliably. And again, even if you don't kill your Dark Reaping target, you still have until EonT to recharge via Mind Rot.

What I would actually do is co-ordindate with my party, letting me "cherry pick" kills instead of running in, mindlessly blasting (ie. wait until it gets bloodied). Using a bit of strategy when confronted with an unusual situation and all that. The build doesn't shut down simply because an elite stepped into the room.



You value your two turn nuke. You can reliably do this every encounter. Thats good. I've stated ways I think you can make it better (which you haven't even commented on), which is more than what you've done more me.

I like the idea of running a smaller nova for much longer. I can reliably keep this chain going for quite some time. I value the potential to wipe out several damaged standards by moving the Reaping Chain down the line and minion blasting for shards more than a two turn front load. I also don't like the game elements that you've used, and stated such quite some time ago. That's my opinion.

Neither are a bad build. 
I can break down your "comments" as each has been incorrect.

1) Not sure why you needed to make sure I understood that Kohei Flair requires me to hit with a weapon attack.  Every power I use is a weapon attack with a Frost Rapier.
2) I am only applying lasting frost on my minor attacks if you actually look at the math.
3) Death shroud Ki Focus only requires that you hit a target.  It doesnt say you must hit the target with the Ki Focus
4) I am not applying 16 shrouds?!?  I am applying 8 over 2 rounds and abusing Grave Dust Assassin twice thanks to Reaping Renewal.  Here the break down. 
Round 1 - Free 2x(Assassins Shroud with Killer's Insight) 1x Free(Soul Shard) 1x Minor (Black Flame form) *Nova 1*(Youve probably killed but at worst bloodied the target so activate Dark Reaping again for next round) 1x Free (Death Shroud Ki Focus) end turn. 
Round 2 1x Free (Assassins Shroud) 2x Free (Soul Shards) *Nova 2
5) As I explained I can easily drop Two-weapon Fighting, Two-Weapon Opening and Melee Training (Dexterity) for either revenant cheese or defensive feats.
6) Thin the heard allows me to active dark reaping from bloodied creatures (that incudes your allies and yourself) So against solos, when ANY ally or myself gets bloodied I can activate it. 
7)I can easily "work" with a party but If I have the ability to take a creature from FULL to 0, I'm still removing an action from the table and not wasting any "over" damage.

8) Your build is invalid anways the act of moving them to a different target doesnt invalidate that they still dissapear once invoked so you cant magically bounce your 4 shrouds if you invoke them.  Also I'd argue that the order in which everything happens is as thus.  You invoke your shrouds causing them to do damage, then they dissapear, then the target takes that damage along with all the other damage your attack does then you check to see if said target is dead.


9) My comments are to challenge you since you seem to rely SOLEY on your "chain." What happens if you miss, or you cant kill a creature due to a status effect, it heals, has insubstatial etc. what backup do you have in place. 
10) You talk a lot about minions, but they become more and more rare in later tiers of play simply because they are MUCH easier to deal with and as thus dont offer much challenge.
9) I do like your build since it is unique but as I and others have said, you're relying on the "chain" and you dont have any answer for what happens if you cant keep it going.
Meanwhile, over in Not-Having-ePeen-Arguments-Land...
^ Lol
 

A visual representation of Sotomatic (left) and Rathyr's (right) discussion thus far. 
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"

IMAGE(http://www.nodiatis.com/pub/19.jpg)

Fantastic build, Rathyr! Glad to see a powerful optimized assassin that actually uses shrouds. 
And I like Sotomatic's build too. It's very practical, reliable and it has a nice single target encounter nova.
 
Bravo, Rathyr....this is a very nice build.