4e Avenger/Assassin hybrid help

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Trying to develop a character for a dark sun campaign that my friend is running that would be fun to roleplay with but as well be able to be a competent stryker. I'm really new to dnd though so I'm not sure what kind of race would be best, (i was thinking elf or half-elf) as well as how I should start off with picking his skills, and when it comes to weapons, would it be useful if my character used a hatchet in his off hand, and a dagger/1 handed blade in his main hand? or should I just use 1 weapon?
Avengers (divine) arn't allowed in darksun.

But presuming your DM handwaves it, there's little reason to go dual weapons.  So pick one and stick with it.

Elf would work very well, +Dex/+Wis, a reroll, extra speed, and a boost to all the shifts avengers get.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

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.

One very strong build involves a double scimitar, and that two weapon feat in paragon that gets you an extra attack when you crit.

In some ways, you're better off playing an assassin/avenger/covenent agent. You should have oath active every round*, and you'll get the benefit of oath and shrouds, rather than just one per attack. With some of the crit support for both classes, it's pretty nuts. also, you only need a 13 wisdom.

Another just sort of fun thing for an assassin|avengers to do is get the spiked chain mc feat at some point, or use a glaive I suppose, and there's a feat you can get that lets you treat 1s or 2s as 3s. With a 2d4 weapon, that means your damage is always in the upper half of your damage range.

If you just want high damage, you're better off with a full blade, and then switching to double scimitar and the two weapon crit feat for crit fishing win. If you want good damage and a reach weapon, the glaive or spiked chain are good options. Also, spiked chains are light blades, and thus have awesome feat support.

Elf is a great choice, as is shadar-kai. Those are my two favorites for any assassin or avenger.


*The covenent agent paragon path is for characters that are some combination of assassin and avenger. It gives you extra uses of either shrouds or oath of emnity. Combine that with a power swap for a utillity power for avengers that gives you another use of emnity (by letting you place your oath on a target even if another target is your oath, I think. Basically it works for mc avengers via loophole, IIRC) you can have your oath on a target in every round. This will seriously boost the chances of critting, as usual, and there are feats and items for shrouds that key off of crit or improve crit chance. A pair of lvl 16 bracers, for example, increase your crit chance when you have 3 or more shrouds on a target.

Oh, make sure you take painful oath when you get the chance.
Skeptical_Clown wrote:
More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
104340961 wrote:
Pine trees didn't unanimously decide one day that leaves were gauche.
http://community.wizards.com/doctorbadwolf/blog/2012/01/10/how_we_can_help_make_dndnext_awesome
..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />Another just sort of fun thing for an assassin|avengers to do is get the spiked chain mc feat at some point, or use a glaive I suppose, and there's a feat you can get that lets you treat 1s or 2s as 3s. With a 2d4 weapon, that means your damage is always in the upper half of your damage range.

If you want good damage and a reach weapon, the glaive or spiked chain are good options. Also, spiked chains are light blades, and thus have awesome feat support.




Full OoE:
When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result.

Hybrid OoE:
You gain the avenger power oath of enmity. The power functions as normal, except that you can apply the effect only when you make a melee attack using an avenger power or an avenger paragon path power.


OoE doesn't work with reach.  If you want to go with the a 2 hander and the feat that makes 1s and 2s count as 3s (Avenging Resolution), go with a Carnage Falchion.  Otherwise use a gouge, power of skill for overwhelming strike as an MBA, MC fighter, and take suprising charge.  Another option is the be a half elf (or revenant half elf possibly,not sure as to whether it would work for Adept Dilettante or not) and poach twin strike, take adept dilettante, use a str/wis build and MC cleric to swap in BCL for some beefy defenses.

EDIT: And why hybrid assassin?  The Ossassin is bloody well awful.
..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />Another just sort of fun thing for an assassin|avengers to do is get the spiked chain mc feat at some point, or use a glaive I suppose, and there's a feat you can get that lets you treat 1s or 2s as 3s. With a 2d4 weapon, that means your damage is always in the upper half of your damage range.

If you want good damage and a reach weapon, the glaive or spiked chain are good options. Also, spiked chains are light blades, and thus have awesome feat support.




Full OoE:
When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result.

Hybrid OoE:
You gain the avenger power oath of enmity. The power functions as normal, except that you can apply the effect only when you make a melee attack using an avenger power or an avenger paragon path power.


OoE doesn't work with reach.  If you want to go with the a 2 hander and the feat that makes 1s and 2s count as 3s (Avenging Resolution), go with a Carnage Falchion.  Otherwise use a gouge, power of skill for overwhelming strike as an MBA, MC fighter, and take suprising charge.  Another option is the be a half elf (or revenant half elf possibly,not sure as to whether it would work for Adept Dilettante or not) and poach twin strike, take adept dilettante, use a str/wis build and MC cleric to swap in BCL for some beefy defenses.

EDIT: And why hybrid assassin?  The Ossassin is bloody well awful.



Assassin and avenger work very well together, actually. You can get as high as a 60~% crit chance.

Also, the reach weapons are there for utillity/fun. As I specified in the post where I suggested them as an option.

And assassin aren't aweful at all anymore. And even when they were, it was mostly because of bad powers. Any issues with the shrouds pretty much go away on a hybrid, since you're not worrying about getting full shrouds, and you're still striking on the turns when you're not using shrouds. In the case of an assassin|avenger, you're just striking harder when you invoke shrouds.

Not to mention that it's bloody easy now to have at least two shrouds on nearly every attack, and/or have 3 or 4 on the first attack of an encounter.

Covenent Agent builds (especially assassin/avengers) end up being great crit fishers, by allowing even more abuse of the avenger mc feat than any other class could get.
Skeptical_Clown wrote:
More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
104340961 wrote:
Pine trees didn't unanimously decide one day that leaves were gauche.
http://community.wizards.com/doctorbadwolf/blog/2012/01/10/how_we_can_help_make_dndnext_awesome
As a new player, you probably want to avoid the slightly more complicated hybrid rules until you have gotten more familiar with the basics. Also, as noted, divine classes (like the avenger) are by default not allowed in darksun.

I also wouldn't recommend hybriding with the assassin, if for no other reason than your HP will suffer terribly while you have terrible AC. And since you can't utilize both your shrouds and oath on the same attack, you will often not be gaining much benefit from the hybrid. If you want, hybrid executioner is much better, but it does have some limits that change a regular avenger playstyle. Instead of swinging a big 2hander, you will be going with a 1hander to double dip on both the oath and the extra d8 from finesse. Going rapier is probably the best bet in the long run, but a broadsword or axe for a d10 could be viable for something different since weapon accuracy is less vital with your reroll.
As a new player, you probably want to avoid the slightly more complicated hybrid rules until you have gotten more familiar with the basics. Also, as noted, divine classes (like the avenger) are by default not allowed in darksun.

I also wouldn't recommend hybriding with the assassin, if for no other reason than your HP will suffer terribly while you have terrible AC. And since you can't utilize both your shrouds and oath on the same attack, you will often not be gaining much benefit from the hybrid. If you want, hybrid executioner is much better, but it does have some limits that change a regular avenger playstyle. Instead of swinging a big 2hander, you will be going with a 1hander to double dip on both the oath and the extra d8 from finesse. Going rapier is probably the best bet in the long run, but a broadsword or axe for a d10 could be viable for something different since weapon accuracy is less vital with your reroll.

+1 on the executioner hybrid.  You lose almost nothing.  Pretty much requires overwhelming strike and power of skill though, because hybrid finesse only works on assassin/basic, and hybrid oath only works on avenger, so you need to make OS count as both.

MC rogue for sneak attack 1/enc, take surprising charge.  In paragon take deft blade/painful oath.  Target reflex, with a reroll, free executioner damage + extra wis radiant (exploitable!) damage?  Use a Jagged rapier.  Target reflex, reroll, 19-20 crit, still free executioner damage, and + wis extra damage? And if I recall, the finesse/assassin's strike damage is maxed on a crit.
You do lose a little in heroic if you're gonna spam charges (gouge with surprising charge for base 4d6 brutal 1 = avg of 16 vice rapier for base 3d8 = 13.5). You also lose out on the crittastic axe properties you can get on a gouge at higher levels.

But it is a viable and interesting option. But yeah, power of skill will be mandatory.
As a new player, you probably want to avoid the slightly more complicated hybrid rules until you have gotten more familiar with the basics. Also, as noted, divine classes (like the avenger) are by default not allowed in darksun. I also wouldn't recommend hybriding with the assassin, if for no other reason than your HP will suffer terribly while you have terrible AC. And since you can't utilize both your shrouds and oath on the same attack, you will often not be gaining much benefit from the hybrid. If you want, hybrid executioner is much better, but it does have some limits that change a regular avenger playstyle. Instead of swinging a big 2hander, you will be going with a 1hander to double dip on both the oath and the extra d8 from finesse. Going rapier is probably the best bet in the long run, but a broadsword or axe for a d10 could be viable for something different since weapon accuracy is less vital with your reroll.



The executioner|avenger is a much better hybrid, to be sure. Remember to take the avenger at will that works as a MBA.

If you're rather not deal with hybrid rules, and I wouldn't blame you, I'd re-iterate that assassin mc avenger with the Covenent Agent PP is a solid build. It can be done about the same with either an executioner or a normal assassin, or course.
Skeptical_Clown wrote:
More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.
104340961 wrote:
Pine trees didn't unanimously decide one day that leaves were gauche.
http://community.wizards.com/doctorbadwolf/blog/2012/01/10/how_we_can_help_make_dndnext_awesome
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