[4E] Shadow-Assassin Fix (PEACH)

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This is a bit of a two parter, as the Assassin suffers from poor power selection, ridiculous fragility and a terrible striking mechanic. The power selection issue I'm addressing beyond this revised profile.


What I've done so far; let me know what you think:


"The shadows betray you... because they belong to me!"


Hit Points & Surges:


Hit Points At 1st Level: 12 + Constitution Score
Hit Points Per Level Gained: 5
Healing Surges per Day: 7 + Constitution Modifier


Why? Increased to standard striker levels to bring the Assassin's staying power up to par with other strikers. Surge count increased to Executioner levels.


Assassin’s Shroud


Assassin's Shroud - Assassin Feature
At-Will (1/turn) * Shadow
Free Action - Close burst
10
Target: One enemy you can sense in the burst
Effect: You increment the number of your shrouds on the target by +1, up to a maximum of 4. These shrouds last until you use this power against another enemy or until the end of the encounter.


When you make an attack against the target, before its attack roll, if any, you can choose to invoke all of your shrouds on the target. If you do, your shrouds vanish, each dealing 1d6 extra damage, +1 extra damage for each shroud on the target beyond the first. Reduce the number of shrouds by 1 before dealing this extra damage on a miss.


Creatures you're hidden from aren't aware of your shrouds.


If the target is reduced to 0 hit points or less, you can transfer all but one shroud from it to another enemy you can see within this power's close burst as a free action.


Level 11: 2d6 damage per shroud + 2 damage per shroud beyond the first
Level 21: 3d6 damage per shroud + 3 damage per shroud beyond the first
Special: You can only use this power on your turn.


Why?

  • Improves the damage output of the striker feature to be competitive and scale competitively.
  • Rewards assassins who take the risk of stacking multiple shrouds proportionately.
  • Allows the Assassin to compound his shrouds while being stealthy without paying a feat tax (Hidden Insight).
  • Helps mitigate shroud wastage on badly damaged or prematurely killed enemies.

Deathstroke: (New Mechanic)


Deathstroke X: When you drop a non-minion creature to 0 hit points or fewer while invoking X or more shrouds with an attack (referred to as a Deathstroke attack) you gain an additional described benefit.



Shade Form:


You gain the Shade Form and Shadowcast powers.


Shade Form - Assassin Feature
You transform yourself into a being of shadow, becoming more difficult to notice and to harm.
Encounter * Shadow
Minor Action - Personal
Effect:
You assume a shadowy form that lasts until you resolve an attack or until the end of your next turn. While Shade Form is active you gain the following characteristics:

  • You are insubstantial.
  • You gain vulnerable 5 radiant and resist necrotic equal to 5 + half your level.
  • You don't take any penalties for squeezing, and can squeeze to tiny size.
  • You can make Stealth checks to become hidden if you have any cover or concealment.
  • You can use cover granted by your allies both to become hidden and to remain hidden.

Sustain Minor: The form persists until the end of your next turn.
Deathstroke 4: You gain 1 additional use of this power until the end of your next short or extended rest.


Shadowcast - Assassin Feature
From hidden obscurity, you cast forth a shadowy duplicate to deliver an attack.
Requirement: You must expend a use of your Shade Form power to use this power.
At-Will* Conjuration, Shadow
Minor Action - Close burst
20
Effect: You conjure a shadowy duplicate in an unoccupied square within the burst that lasts until the end of your next turn. It has the following properties:

  • 1 hit point, and it can be attacked and is immune to your own attacks if you chose. A missed attack never damages the duplicate.
  • You can sense and make attacks as if you were in the duplicate's space as well as your own.
  • Resist necrotic equal to 5 + half your level.
  • When you take a move action, you can also move the duplicate your speed.
  • The duplicate counts as a creature and ally for the purposes of flanking and Shadow Step.
  • You can dismiss the duplicate as a free action.

Sustain Move: The duplicate persists until the end of your next turn.
Special: If you make an attack through your duplicate and you were hidden during the attack, you can make a Stealth check to remain hidden after the attack.



Why?

  • Letting you use Shadowcast in place of Shade Form improves the effective in-combat impact of Shade Form in a thematic way which was lacking due to its exceptionally short 'real' or practical duration (dispelled the moment you attack).
  • Rewards the shroud invocation/stacking mechanic, and can help soften the blow of wasted shrouds if the target is badly damaged by the time they are invoked.
  • Improves Shade Form to be on par with the superior Black Flame Form alternate class feature power.


Shadow Step:


Shadow Step - Assassin Feature
You vanish into the shadow energy around one creature and then step out of it near another creature.
At-Will * Shadow, Teleportation
Move Action - Personal

Requirement: You must be adjacent to a creature.
Effect: You teleport 3 squares a square adjacent to another creature.
Level 11: Teleport 4 squares.
Level 21: Teleport 5 squares.
Deathstroke 4: You can use this power once this turn without meeting its requirements as a minor or immediate action, teleporting up to 1 extra square for each shroud you invoked with your Deathstroke attack. You can teleport in or adjacent to a square of dim light or darkness in this way.


Why?

  • Thematic change that allows the assassin to exploit the darkness and environment, and quickly reposition and engage the next target, or retreat into the shadows after a successful assassination.
  • Rewards the shroud invocation/stacking mechanic, and can help soften the blow of wasted shrouds if the target is badly damaged by the time they can be invoked.

Overall not as necessary as the others, but there are definitely solid reasons for its implementation.

New Class Feats (WIP):


Heroic:


Show
Inescapable Shroud
Requirements:
Assassin's Shroud feature
Benefit: Increase the size of the Assassin's Shroud to a close burst 20. Further, if your assassin’s shroud target is within 20 squares of you, you can use Assassin's Shroud on it, even if it is hidden to you or you have no line of sight or effect to it.

False Guise
Requirements:
Shade Form feature
Benefit: You gain the False Guise power:
[INDENT]False Guise - Assassin Feature
The darkness sweeps over your wavering form, changing your appearance to that of another.
Requirement: You must expend a use of your Shade Form power to use this power.
At-Will * Shadow, Illusion
Minor Action - Personal

Effect: You alter your physical appearance with a powerful illusion to take on the appearance of another creature of your size or smaller (your actual size doesn't change). The appearance of your clothing, armour and possessions change to match your new appearance. This illusion duplicates the textures, olfactory, thermal and auditory qualities (such as voice) of the creature you are mimicking, and its possessions. This new appearance lasts until you dismiss it as a free action, or you use this power again. Any creature that attempts to see through your disguise makes an Insight check opposed by your Bluff skill +5. You may take a 10 on this opposed check.[/indent]


Darkness Falls
Requirements:
Shade Form feature
Benefit: You gain the Darkness Falls power:
[INDENT]Darkness Falls - Assassin Feature
Your shadow erupts into a conflagration of impenetrable darkness.
Requirement: You must expend a use of your Shade Form power to use this power.
At-Will * Shadow, Illusion, Zone
Standard Action - Close burst 5

Effect: You gain darkvision and the burst creates a zone that blocks line of sight for creatures other than you until the end of your next turn. All light in the zone is darkness.
Sustain Minor: The zone's size decreases by 2 and the effect persists until the end of your next turn.
[/indent]


Shadowtrace
Requirements:
Shadow Step feature
Benefit: Whenever you use Shadow Step, until the end of your next turn you can teleport back to the last space you left with Shadow Step as a minor action. You don’t need line of sight or effect to teleport in this way.


Reaper's Stroke
Requirements:
Shade Form feature
Benefit: When you make an attack invoking your shrouds while Shade Form is active, that attack is made against your assassin shroud target's lowest defense, ignores cover and concealment, insubstantial, all immunities and resistances and has its critical hit range increased by +1 for each shroud invoked with this attack.


Hidden Avoidance
Benefit:
Whenever a creature would enter your space while you're hidden, you can shift 1 square as an Opportunity Action.


Swift Discorporation
Requirements:
Shadow Step feature
Benefit: Once per encounter, whenever you are hit with an attack, subject to damage or an enemy effect, you can use Shadow Step as an immediate interrupt.


Perfect Likeness
Requirements:
Shadowcast feature
Benefit: Whenever you use the Shadowcast power, make a Bluff check with a +5 bonus (you can take 10 on this check). This is the DC creatures must exceed with an Insight check to both notice you using the power, and to differentiate you from your Shadowcast duplicate.


Spectral Duplicate
Requirements:
Shadowcast feature
Benefit: Your Shadowcast duplicate has phasing. Whenever your Shadowcast duplicate would be destroyed by non-radiant damage, make a saving throw instead. On a success, the duplicate is not destroyed, and has 1 hit point.


Umbral Dissipation
Requirements:
Shadowcast feature
Benefit: Your Shadowcast power gains the zone keyword, and the following effect line:
Aftereffect: You may create a zone in a close burst 1 centered on the duplicate that lasts until the end of the next round. All light in the zone is darkness for creatures other than you and it blocks line of sight for creatures other than you without darkvision.


Opportunistic Double
Requirements:
Shadowcast feature
Benefit: You can threaten and make opportunity attacks as if you were in the space of your Shadowcast duplicate.


Improved Deathstroke
Benefit:
Reduce the Deathstroke requirement of all assassin powers by 1 (to a minimum of 1). Once per encounter, when you trigger a Deathstroke effect, you can use Assassin’s Shroud once as a free action as part of that effect, ignoring its usage limits. This use doesn’t count towards its usage limits.


Improved Shadow Step
Requirements:
Shadow Step feature
Benefit: Reduce the Deathstroke requirement of Shadow Step by 1.
Shadow Step gains the following additional properties:

  • Being in or adjacent to a square of dim light or darkness fulfills Shadow Step's requirements.
  • You can teleport in or adjacent to squares of dim light or darkness.
  • If you would teleport to a square adjacent to your Assassin's Shroud target, you can teleport up to 1 extra squares for each of your shrouds that target has on it, and you have combat advantage for your next attack against it that invokes your Shrouds.

Improved Shade Form
Requirements:
Shade Form feature
Benefit: Reduce the Deathstroke requirement of Shade Form by 1.
Shade Form now grants the following additional benefits while active:

  • You ignore difficult terrain and can move through enemy spaces.
  • You can't be grabbed. All grabs on you end.
  • You have a +5 power bonus to Stealth checks while in dim light or darkness.

Paragon:


Show
Echoing Shades
Requirements:
Shade Form feature
Benefit: You gain an additional use of Shade Form at the end of every short rest.

Transposing Double
Requirements: Shadowcast feature
Benefit:
As a move action, you and your Shadowcast duplicate can teleport, swapping places. In order to notice this occurring, a creature must succeed on a Perception check opposed by 15 + your Bluff skill bonus. When the duplicate is destroyed by an attack, you can choose to teleport into its space as a free action.


Master Shadow Step
Requirement:
Improved Shadow Step feat
Benefit: Reduce the Deathstroke requirement of Shadow Step by 1.
Shadow Step gains the following additional properties:

  • You can teleport to your destination square if it’s adjacent to your assassin’s shroud target, even if you don’t have line of sight to it.
  • Whenever you use the Deathstroke benefit of Shadow Step, you can use Shadow Step as a free action instead of as a minor or immediate action.

Level 21:
  • Enemies within a close burst 1 of the square you leave with Shadow Step and its destination square are dazed until the start of their next turn.
  • You can use Shadow Step as a minor action once per encounter.

Master Shade Form
Requirement:
Improved Shade Form feat
Benefit: Reduce the Deathstroke requirement of Shadow Step by 1.
Shade Form now grants the following additional benefits while active:

  • You have phasing.
  • You have a fly (hover, altitude limit 1) speed equal to your move speed.

Level 21:
  • The fly speed granted by Shade Form increases by +2 and has no altitude limit.
  • You can teleport with Shadow Step without fulfilling its requirements.

Umbral Shield
Benefit: You have cover in squares of dim light and darkness.


Epic:


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Killer's Insight
Benefit: You have blindsight against bloodied creatures, and enemies subject to 3 or more of your shrouds.

The Shadows Betray
Benefit: Creatures in dim light and darkness grant combat advantage to you, can't become hidden to you, and don't benefit from concealment against your attacks.

Starting Powers:


Level 1 Assassin At-Will Powers:

Show

Revised At-Will Powers:

[color=Green]Inescapable Blade - Assassin Attack 1[/color]
You stop several feet away from your foe and slash with your weapon. Your weapon's shadow closes the distance, and mundane obstacles do not slow it.
At-Will ✦ Shadow, Weapon
Standard Action - Melee weapon +2 reach
Target: One creature
Attack: Dexterity vs. Reflex. This attack ignores all cover.
Hit: 1[W] damage.
Level 21: 2[W] damage.


[color=Green]Executioner's Noose - Assassin Attack 1[/color]
You gather shadows into the form of a noose, cast it around your foe's neck, and pull.
At-Will ✦ Shadow, Force, Implement
Standard Action - Ranged 5
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier force damage, and you pull the target a number of squares equal to your Constitution or Charisma modifier (minimum 2). The target is slowed and can't speak until the end of your next turn.
Level 21: Ranged 10. 2d6 + Dexterity modifier force damage.
Sustain Standard: Repeat the attack against the target as if you had hit it. The effect persists.


[color=Green]Leaping Shade - Assassin Attack 1[/color]
As your weapon makes contact, the shrouds you have placed on your victim dig cruelly into its flesh, while lashing out at nearby foes.
At-Will ✦ Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. For each of your shrouds you have on the target, or invoked with this attack, it and each enemy within a close burst 1 of the target take 2 extra damage.
Level 21: 2[W] + Dexterity modifier damage, and 4 extra damage.
Deathstroke 4: You may place a shroud on an enemy that took the extra damage.


New At-Will Powers:


Anathema Rend - Assassin Attack 1
Your weapon takes on the qualities most abhorrent to your quarry.
At-Will ✦ Shadow, Weapon
Standard Action - Melee weapon
Target: Your assassin's shroud target
Attack: Dexterity vs. the target's lowest defense.
Effect: This attack gains the keywords and damage types of each vulnerability the target has.
Hit: 1[W] damage. If the target has no vulnerabilities, this attack deals Dexterity modifier extra damage.
Level 21: 2[W] damage.


[color=Green]Blink Strike - Assassin Attack 1[/color]
Upon hitting your foe, you discorporate to appear somewhere else, or fade to nothingness.
At-Will ✦ Shadow, Teleportation, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Effect: You can use your shadow step feature before making this attack as a minor action, or immediate action if it isn't your turn.
Hit: 1[W] + Dexterity modifier damage. You can use either your shadow step or shade form power as a free action.
Level 21: 2[W] + Dexterity modifier damage.
Special: You can use this power as a melee basic attack.


[color=Green]Spectral Strike - Assassin Attack 1[/color]
With a swipe of your weapon, you unleash a flurry of spectral blades at your foe.
At-Will ✦ Force, Implement, Necrotic, Shadow
Standard Action - Close blast 5
Target: Up to each creature in blast
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier force and necrotic damage. If this attack has more than one target, it deals 1[W] force and necrotic damage instead. You push the target 1 square.
Level 21: 2[W] + Dexterity modifier force and necrotic damage. If this attack has more than one target, it deals 2[W] force and necrotic damage instead.


[color=Green]Gloom Blade - Assassin Attack 1[/color]
You lash at your quarry, seeming to dissipate in a font of darkness as you strike.
At-Will ✦ Shadow, Illusion, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target is your assassin's shroud target, you're invisible to it until you make an attack or until the end of your next turn. Shift 1 square, plus 1 additional square for each of your shrouds you invoked on the target with this attack. You can make a Stealth check to become hidden at any time during this movement.
Level 21: 2[W] + Dexterity modifier damage.


[color=Green]Shrouding Strike - Assassin Attack 1[/color]
You lash out at your quarry, jet black ribbons of baleful darkness enveloping it as you strike.
At-Will ✦ Shadow, Necrotic, Psychic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] necrotic and psychic damage. You can use assassin's shroud against the target, even if you already have used it this turn. This use does not count towards the limit of using assassin's shroud once per turn.
Level 21: 2[W] necrotic and psychic damage.


[color=Green]Phase Blade - Assassin Attack 1[/color]
Your weapon becomes ethereal, infused with the power of the Shadowfell as it passes effortlessly through your mark's armour, and all intervening obstacles.
At-Will ✦ Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC. If the target is your assassin's shroud target, this attack ignores all cover, and it targets Reflex instead of AC.
Hit: 1[W] + Dexterity modifier damage. If the target is your assassin's shroud target, this damage ignores the insubstantial quality.
Level 21: 2[W] + Dexterity modifier damage.


[color=Green]Binding Blade - Assassin Attack 1[/color]
Binding tendrils of darkness surge forth from your blade, wrapping themselves about your enemy, rending him motionless and silent.
At-Will ✦ Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier damage, and you grab the target. You do not need a hand free to initiate or maintain this grab. You use your Dexterity for any ability checks the grab requires. Attempts made to escape this grab are against your highest defense. While grabbed in this way, the target cannot speak or point out your location unless its allies are within its telepathy range.
Level 21: 2[W] + Dexterity modifier damage. The target cannot teleport while grabbed by this power.


[color=Green]Death Mark - Assassin Attack 1[/color]
You send the chill of death through your weapon, marking your target for the same.
At-Will ✦ Shadow, Cold, Necrotic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier cold and necrotic damage. You mark the target until the end of your next turn. If the target makes an attack that doesn't include you as a target while marked in this way, you can subject it to a shroud. If you do, it takes damage as if you had invoked your shrouds on it.
Level 21: 2[W] + Dexterity modifier cold and necrotic damage.


[color=Green]Seeking Strike - Assassin Attack 1[/color]
Your shrouds call to your blade, rendering evasion impossible.
At-Will ✦ Shadow, Weapon
Standard Action - Melee weapon
Target: Your assassin's shroud target
Effect: 1[W] damage. This attack counts as a hit for the purposes of invoking your shrouds.
Level 21: 2[W] damage.


[color=Green]Dusk Strike - Assassin Attack 1[/color]
The shadows become animate as you level your weapon, incorporeal claws reaching out to rend and tear at your foe from every direction.
At-Will ✦ Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC. If the target is your assassin's shroud target, this attack ignores all concealment.
Hit: 1[W] + Dexterity modifier damage. If the target is in a lightly obscured or dimly lit square, it grants combat advantage until the end of your next turn. If the target is in a heavily obscured or dark square, it grants combat advantage until the end of your next turn and takes Dexterity modifier extra damage.
Level 21: 2[W] + Dexterity modifier damage.


[color=Green]Blight Spike - Assassin Attack 1[/color]
You impale your foe with a lance of violet-black energies that disorient the mind as they wither the body.
At-Will ✦ Shadow, Necrotic, Psychic, Implement
Standard Action - Ranged 5
Target: One creature
Attack: Dexterity vs. Will
Hit: 1d10 + Dexterity modifier necrotic and psychic damage. The target grants combat advantage and can't take immediate or opportunity actions until the end of your next turn.
Level 21: 2d10 + Dexterity modifier necrotic and psychic damage.


[color=Green]Seeking Shades - Assassin Attack 1[/color]
Your shrouds takes on malevolent life at your command, devouring the essence of your quarry.
At-Will ✦ Implement, Necrotic, Psychic, Shadow
Standard Action - Close burst 20
Target: Your assassin's shroud target in the burst
Effect: Enhancement bonus + Dexterity modifier necrotic and psychic damage, and +1 extra damage for each shroud on the target beyond the first, or that you invoke with this attack. The target can't regain hit points or gain temporary hit points until the end of your next turn. This damage can't be reduced in any way.
Level 21: 5 + Enhancement bonus + Dexterity modifier necrotic and psychic damage, and +1 extra damage for each shroud on the target beyond the first, or that you invoke with this attack.
Special: You can use this power as a ranged basic attack


[color=Green]Shadowcast - Assassin Attack 1[/color]
You hurl a blast of freezing darkness at your opponent that distorts and wavers his vision.
At-Will ✦ Shadow, Cold, Psychic, Illusion, Implement
Standard Action - Close blast 5
Target: One creature in the blast
Attack: Dexterity vs. Will
Hit: 1d6 + Dexterity modifier cold and psychic damage. All squares more than 3 squares away from the target are lightly obscured and dimly lit to the target. If the target is your assassin's shroud target, you can make Stealth checks to become hidden from it in cover or concealment until the end of your next turn.
Level 21: 2d6 + Dexterity modifier cold and psychic damage.


[color=Green]Swirling Shades - Assassin Attack 1[/color]
A swirling black mist of living shadows and deathly cold forms from those nearby.
At-Will ✦ Shadow, Cold, Necrotic, Implement
Standard Action - Close burst 1
Target: Each enemy in the burst
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier cold and necrotic damage. The target takes extra damage equal to the number of creatures in the burst beyond the first.
Level 21: 2d6 + Dexterity modifier cold and psychic damage. The target takes extra damage equal to twice the number of creatures in the beyond the first.
Effect: The burst creates a zone that lasts until the end of your next turn. If three or more creatures were in the burst at the time of the attack, the zone is lightly obscured for enemies. If five or more creatures are in the burst, the zone is heavily obscured for enemies and it blocks line of sight for them.


[color=Green]Shadow Blade - Assassin Attack 1[/color]
Shadows radiate from the impact of your weapon, besetting your foe with mimicking shades that echo your assault.
At-Will ✦ Shadow, Necrotic, Psychic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] necrotic and psychic ongoing damage (save ends). If the target already has ongoing necrotic and psychic damage, increase it by this amount instead. The target automatically fails all saving throws against this effect until the start of your next turn. Whenever the target takes this ongoing damage, you can invoke your shrouds on the target as if you hit it with an attack.
Level 21: 2[W] necrotic and psychic ongoing damage (save ends).


[color=Green]Fell Projection - Assassin Attack 1[/color]
An ebon copy of yourself spontaneously forms, and delivers an attack.
At-Will ✦ Conjuration, Illusion, Shadow, Weapon
Standard Action - Close burst 5
Effect: You conjure a shadowy duplicate of yourself in an unoccupied square within the burst. The duplicate lasts until the end of your next turn. The duplicate has 1 hit point, can be attacked, occupies its space, counts as a creature for the purposes of shadow step, counts as an ally to you and your allies, and flanks with you and your allies. A missed attack never damages the duplicate. You can then make the following attack through the duplicate:
Target: Melee weapon; one creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target is your assassin's shroud target, it grants combat advantage and can't shift as long as the duplicate flanks it.
Level 21: 2[W] + Dexterity modifier damage.


Level 1 Assassin Encounter Powers:

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Life Eater - Assassin Attack 1
The ravenous hunger of the Shadowfell suffuses your blade as it slashes at your foe, devouring its life force.
Encounter ✦ Shadow, Cold, Necrotic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity (+2 vs bloodied targets) vs. AC
Hit: 2[W] + Dexterity modifier cold and necrotic damage. If the target is bloodied, or this attack bloodies the target, this attack deals 1[W] extra damage. If this attack drops the target to 0 hit points or fewer, you regain the use of this power.
Deathstroke 3: You gain temporary hit points equal to the damage dealt by your shrouds with this attack. These temporary hit points stack with existing temporary hit points.

Fall Into Shadow - Assassin Attack 1
After striking your foe, you fade back into the darkness.
Encounter ✦ Shadow, Teleportation, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC (this attack roll ignores concealment)
Hit: 1[W] + Dexterity modifier damage. If you made this attack while hidden, you deal 2[W] extra damage.
Effect: You teleport 3 squares to a square adjacent to a creature or in dim light or darkness and make a Stealth check to become hidden as if you had total concealment. If you do, you become invisible, and gain a +5 power bonus to Stealth checks until the start of your next turn, or you enter or start your turn in a square of bright light, or make an attack.


Rending Shrouds - Assassin Attack 1
The fall of your weapon impels your shrouds to tear apart your foe with a deadly resonance.
Encounter ✦ Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC. You gain a +1 bonus to the attack roll for each of your shrouds on the target, or each shroud you invoke with this power.
Hit: 1[W] + Dexterity modifier damage. Each shroud you have on the target deals damage as if had you invoked it. If you invoked your shrouds on the target, double the damage those shrouds deal instead.
Deathstroke 3: Each enemy within a close burst 2 of the target takes damage equal to half the damage dealt by your shrouds with this attack.


Conflux of Dusk - Assassin Attack 1
Your victim's perceptions are momentarily distorted, creatures seeming to transform into terrifying spectres and otherworldly horrors.
Encounter ✦ Shadow, Fear, Psychic, Implement
Standard Action - Close blast 3
Target: One creature in the blast
Attack: Dexterity vs. Will
Special: You gain a +1 bonus to the attack roll for each creature in the blast other than the target.
Hit: 1d10 + Dexterity modifier psychic damage. This power deals +2 extra damage for each creature other than the target in the blast. If this attack deals +6 or more extra damage in this way, the target is dazed until the end of your next turn.


Death's Draw - Assassin Attack 1
You compel your foe towards you with sudden tendrils of darkness that silence its screams, the resonance of your shrouds making these summons all the more irresistible.
Encounter ✦ Shadow, Force, Necrotic, Implement
Standard Action - Close blast 5
Target: Your assassin's shroud target in the blast
Attack: Dexterity vs. Fortitude. You gain a +1 bonus to the attack roll for each shroud you invoke on the target with this attack.
Hit: 1d8 + Dexterity modifier force and necrotic damage, you pull the target 5 squares. The target is slowed and cannot speak or telepathically communicate until the end of your next turn. For every 2 shrouds you invoked on the target, this attack deals +1d8 extra damage. This power has the following effects depending on the number of shrouds you invoked on the target:

  • 2 Shrouds: The target can't shift until the end of your next turn.
  • 3 Shrouds: The target is immobilized until the end of your next turn.
  • 4 Shrouds: The target is restrained until the end of your next turn.

Dusk Simulacrum - Assassin Attack 1
The shadows coalesce into an almost perfect likeness of a nearby creature.
Encounter ✦ Shadow, Conjuration, Illusion, Necrotic, Psychic, Implement
Standard Action - Close burst 5
Target: One creature within the burst
Effect: You conjure a shadow clone of the target in an unoccupied square within the burst. The clone lasts until the end of your next turn. Make a Bluff check with a +5 bonus. This is the DC an enemy must equal or exceed with passive Insight or an active Insight check to notice you use this power and identify the clone as a fake. The clone occupies its square, counts as a creature for the purposes of shadow step, flanks with you and your allies, has 1 hit point, necrotic resist 10, can be attacked, and is immune to your own attacks if you choose. A missed attack never damages the clone. You then make an at-will attack of your choice that the target has through the clone. An attack made in this way is an implement attack that uses your Dexterity in place of its normal ability scores, targets Will and deals psychic and necrotic damage instead of using its normal statistics. If this attack uses weapon damage dice, use the weapon damage dice of the target. If this attack hits, it deals an additional die of damage.
Night Stalker: If the clone's target is the creature you cloned with this power, the clone gets a bonus to attack rolls against the target equal to your Charisma modifier.
Bleak Disciple: If you are the creature cloned with this power, the clone deals extra damage equal to twice your Constitution modifier.


Tendril Trap - Assassin Attack 1
You conjure and conceal several tendrils of shadow that lie in wait for your foe.
Encounter ✦ Shadow, Conjuration, Force, Necrotic, Implement
Standard Action - Close burst 10
Effect: You conjure up to four shadow tendrils in non-adjacent, unoccupied squares within the burst. The tendrils last until the end of the encounter. Make a Stealth check with a +5 bonus. This is the DC an enemy must equal or exceed with passive Perception or an active Perception check to notice you use this power and the tendrils. The tendrils otherwise count as hidden to that enemy. Each tendril occupies its space, can be attacked, has 1 hit point, necrotic resist 10, vulnerable 5 radiant, and is immune to your own attacks if you choose. A missed attack never damages a tendril. A tendril can make the following attack as a free action:
[INDENT]Trigger: An enemy attempts to enter the tendril's square
Target: Melee 2; one enemy
Attack: Dexterity vs. Reflex. If the tendril is hidden from the target, the tendril has combat advantage against the target.
Hit: 1d4 + Dexterity modifier force and necrotic damage. The target is pulled to the nearest square adjacent to the tendril, is grabbed, cannot speak, and takes ongoing Dexterity modifier force and necrotic damage (until escape). All attempts made to escape the grab are against your highest defense.
Aftereffect: The grabbing tendril is destroyed.
Special: The target takes a -2 penalty to escape attempts against the grab for each of your shrouds on it.[/indent]


No Escape - Assassin Attack 1
You bind yourself to the shadow of your foe, rendering escape all but impossible.
Encounter ✦ Shadow, Weapon, Teleportation
Standard Action - Melee weapon
Target: Your assassin's shroud target
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If the target ends any movement in a square not adjacent to you, you can teleport into a square adjacent to it as an immediate reaction until the end of your next turn. You do not need line of sight or effect to teleport in this way.
Night Stalker: If you teleport as above and the target is not in a square adjacent to any enemies, it is slowed and cannot shift until the end of your next turn.
Bleak Disciple: Your next attack against the target after teleporting as above deals extra damage equal to your Constitution modifier.


Level 1 Assassin Daily Powers:

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Doom Blade - Assassin Attack 1
You drive your weapon into your foe with the solemn finality of an executioner.
Daily ✦ Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC. You gain a +1 bonus to the attack roll for each of your shrouds on the target, or each shroud you invoke with this power.
Hit: 3[W] + Dexterity modifier damage.
Effect: If you invoked your shrouds on the target as part of this attack, those shrouds deal maximum damage, or double damage on a critical hit.

Death Curse - Assassin Attack 1
You curse your victim with the power of the Shadowfell, rendering escape and recovery impossible.
Daily ✦ Shadow, Necrotic, Psychic, Implement
Standard Action - Close burst 5
Target: One creature in the burst
Attack: Dexterity vs. Will
Hit: 2d8 + Dexterity modifier necrotic and psychic damage. The target fails all saving throws against this effect until the end of your next turn.
Effect: The target grants combat advantage, cannot become invisible or hidden, cannot regain hit points, cannot gain temporary hit points, and you can subject the target to a shroud at the start of each of its turns (save ends all).
Miss: Half damage.
Special: If you invoked your shrouds with this attack, the target takes a penalty to all saving throws against this attack equal to the number of shrouds you invoked.


Gloaming Slaughter - Assassin Attack 1
The shadows themselves conspire to empower your attack against an unsuspecting foe, and conceal your subsequent escape.
Daily ✦ Shadow, Illusion, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage. If you were hidden from the target before the attack, this attack deals 2[W] extra damage, you become invisible until you resolve an attack or the end of your next turn, and you shift your speed. You can make a Stealth check to become hidden at any point during this movement.
Miss: If you were hidden from the target before the attack, you do not expend this power, otherwise, you deal half damage.


Cage of Shadows - Assassin Attack 1
You animate the shadows of those nearby, shaping them about your victim into a writhing cage of slicing claws and biting teeth, before drawing them unto yourself.
Daily ✦ Shadow, Necrotic, Psychic, Teleportation, Implement
Standard Action - Close burst 3
Target: One creature in the burst
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier necrotic and psychic damage and +1d6 extra damage for each other creature in the burst. The target is subject to one of the following effects:

  • 2 creatures in the burst: The target is slowed (save ends).
  • 3 creatures: The target is immobilized (save ends).
  • 4 creatures: The target is restrained and can't teleport (save ends both).
  • 5+ creatures: The target is blinded, restrained and can't teleport (save ends all).

Miss: Half damage, and the target is slowed (save ends).
Aftereffect: You gain an aura 1 until the end of the encounter. This aura counts as difficult terrain for enemies. Enemies within this aura grant combat advantage and cannot shift. You can teleport to any square within the aura as a minor action.

Dreary Cell - Assassin Attack 1
You conjure an oppressive cell of hidden shadows that draw together and coalesce should an enemy remain within it.
Encounter ✦ Shadow, Force, Necrotic, Implement
Minor Action - Area burst 1 within 10 squares
Effect: The burst creates a zone of hidden shadow in squares unoccupied by enemies. The zone lasts until the end of the encounter. Make a Stealth check with a +5 bonus. This is the DC an enemy must equal or exceed with passive Perception or an active Perception check to notice you use this power and the zone. The zone otherwise counts as hidden to that enemy. When an enemy enters or ends its turn in the zone, you can make the following attack through it as a free action:
[INDENT]Target: Each enemy in the zone.
Attack: Dexterity vs. Fortitude. If the zone is hidden to the target, this attack has combat advantage.
Hit: 2d6 + Dexterity modifier force and necrotic damage. The target can't regain hit points or gain temporary hit points until the end of your next turn.
Special: If your assassin's shroud target is a target of this attack, you can teleport up to 10 squares to a square within the zone. You do not need line of sight or effect to teleport in this way.
[/indent]
Special: After you attack with the zone the following effects apply:

  • The borders of the zone block line of sight and effect.
  • The zone lasts until the end of your next turn.
  • The zone can be attacked, has your defenses, resist 10 necrotic and hit points equal to twice your healing surge value. It is immune to your own attacks if you choose.

You can only sustain the zone after you have attacked with it.
Sustain Minor: The zone persists.
Sustain Standard: The zone persists and you repeat the zone's attack against enemies inside the zone.

Heroic Powers:


Level 2 Assassin Utility Powers:

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Gloom Shroud - Assassin Utility 2
Shadows coalesce and twist about your form, allowing you to become one with the darkness.
Daily ✦ Shadow, Illusion
Minor Action - Personal
Effect: You gain concealment. While you're in lightly obscured squares, you're invisible. While you're in heavily obscured squares, you're hidden. You are not invisible or hidden to creatures that your square is not lightly or heavily obscured for. If you make an attack, you lose the invisibility and hidden qualities from this power until the beginning of your next turn. These effects last until the end of your next turn.
Sustain Minor: The effect persists.

Shrouded Sight - Assassin Utility 2
You are able to tap into your quarry's consciousness through your shrouds, seeing all that he sees.
Daily ✦ Shadow
Minor Action - Personal
Target: Your assassin's shroud target
Effect: The target is subject to your shroud sight (save ends). The target takes a -2 penalty to all saving throws against this effect for each shroud you had on it when you used this power. While the target is subject to your shroud sight, and within 10 squares of you, it shares its senses with you and you can telepathically communicate with the target. You can make attacks as if you were in the target's space. While the target is unaware of your shrouds, it is unaware of this effect until you make an attack from the target's space with this effect. This effect ends at the end of your turn if the target is no longer your assassin's shroud target.
Special: The target does not get to make saving throws against this effect while it is unaware of this effect. If you drop the target to 0 hit points or fewer with an attack that invokes your assassin's shrouds, you regain the use of this power.


Death's Gaze - Assassin Utility 2
An otherworldly chill descends upon the foe you fix with your gaze.
Encounter ✦ Shadow
Minor Action - Close burst 10
Target: One enemy you can see in the burst
Effect: You can transfer all of your shrouds to the target. You can then use assassin's shroud against the target, even if you already have used it this turn. This use does not count towards the limit of using assassin's shroud once per turn.


Eye For Weakness - Assassin Utility 2
Your shrouds whisper the secrets, strengths and follies of your foe, allowing you to know when best to strike.
At-Will ✦ Shadow
Minor Action - Close burst 10
Target: Your assassin's shroud target that you can see
Effect: If you have at least one shroud on the target, you learn its keywords and current and maximum HP. If you have at least two shrouds on the target, you learn its defenses, vulnerabilities, immunities and resistances. If you have at least three shrouds on the target, you know its powers and the DM must tell you its general tactics. If you have at least four shrouds on the target, it can't become hidden or invisible to you or benefit from concealment until the start of your next turn.


Shroud of Darkness - Assassin Utility 2
A preternatural darkness settles across the area at your command.
Encounter ✦ Shadow, Illusion, Zone
Minor Action - Close burst 5
Effect: The burst creates a zone of unnatural darkness until the end of your next turn. Bright light in the zone becomes dim light, and dim light in the zone becomes darkness. You and allies have darkvision while within the zone.


Shadowmeld - Assassin Utility 2
You meld into the darkness as you move.
At-Will ✦ Shadow
Move Action - Personal
Prerequisite: You must be trained in Stealth
Effect: You move your speed or run and make a Stealth check to become hidden at the end of this movement. If you ended this movement in a square of dim light or darkness, you take no penalty to the Stealth check for this movement, and you can hide from creatures against which you have concealment or cover.


Gloomcast - Assassin Utility 2
You conjure an ephemeral shadow nearby.
At-Will ✦ Shadow, Illusion
Minor Action - Ranged 5
Effect: Bright light in one square within range becomes darkness or dim light until the end of the encounter. This square counts as a creature for the purposes of shadow step and you can use shadow step while in this square. You can end this effect for any number of squares with a minor action.
Special: You cannot have more squares under this effect at one time than your Constitution modifier or Charisma modifier.


Level 3 Assassin Encounter Powers:

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Nightslash - Assassin Attack 3
You quickly draw your blade across the foe, your form not even glimpsed before you are gone.
Encounter ✦ Shadow, Teleportation, Weapon
Standard Action - Melee weapon
Effect: Before the attack, you teleport 5 squares to a square adjacent to a creature from which you are hidden.
Target: One creature from which you are hidden
Attack: Dexterity vs. Reflex (this attack ignores all concealment if the target is in dim light or darkness)
Hit: 2[W] + Dexterity modifier damage.
Effect: You can teleport 5 squares into a square of dim light or darkness and make a Stealth check to become hidden as if you had total concealment with a +5 power bonus to the check.
Special: Powers cannot be triggered by this attack.

Greater Anathema Rend - Assassin Attack 3
Your weapon takes on the qualities most abhorrent to your prey.
Encounter ✦ Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Effect: This attack gains the keywords and damage types of each vulnerability the target has. This attack ignores all resistances and immunities the target has.
Hit: 2[W] + Dexterity modifier damage. If the target has no vulnerabilities, this attack deals 1[W] modifier extra damage.


Blighting Blade - Assassin Attack 3
The unclean touch of your weapon leaves behind a deathly essence.
Encounter ✦ Shadow, Necrotic, Psychic, Weapon
No Action - Melee weapon
Trigger: You hit a creature with a weapon attack.
Effect: The attack deals 1[W] extra ongoing necrotic and psychic damage (save ends). You can use assassin's shroud against the target, even if you already have used it this turn. This use does not count towards the limit of using Assassin's Shroud once per turn.


Haunting Blow - Assassin Attack 3
The malign energy of your shrouds flares to life with the fall of your weapon.
Encounter ✦ Shadow, Necrotic, Psychic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC. You gain a +1 bonus to the attack roll for each of your shrouds on the target or that you invoke with this attack.
Hit: 1[W] + Dexterity modifier damage. The target takes total ongoing necrotic and psychic damage equal to your Constitution or Charisma modifier for each of shroud you have on it, or that you invoke with this attack (save ends).


Beshadowed Riposte - Assassin Attack 3
Shadows coalesce and ferry you away from an attack. Rematerializing behind your foe, your blade delivers a lethal counterstrike.
Encounter ✦ Shadow, Teleportation, Weapon
Immediate Interrupt - Personal
Trigger: A creature you can sense attacks you.
Effect: You gain a bonus to your defenses against the triggering attack equal to your Dexterity modifier. If you're in a square of dim light, add +2 to this bonus. If you're in a square of darkness add +5 to this bonus. If the triggering attack misses, you make the following attack against the triggering creature:
[INDENT]Target: Melee weapon; the triggering creature
Effect: Before the attack, you teleport a number of squares equal to the defense bonus provided by this power to a square adjacent to the target.
Attack: Dexterity vs. AC. You have combat advantage for this attack.
Hit: 1[W] + Dexterity modifier damage.[/INDENT]


Shadow Wave - Assassin Attack 3
With a thrust palm, you unleash a nightmarish tide of animate, serpentine shadows.
Encounter ✦ Shadow, Necrotic, Psychic, Zone, Implement
Standard Action - Close blast 3
Target: Up to each creature in the blast
Attack: Dexterity vs. Will
Special: For each target less than 3 this power has, you gain a +2 bonus to the attack roll.
Hit: 1d4 + Dexterity modifier necrotic and psychic damage. For each target less than 3 this power has, this attack deals +1 extra damage for each creature in the blast. If this power has 1 target, and there are at least 3 creatures in the blast, the target is blinded until the end of your next turn.
Effect: The blast creates a zone of cloying shadows until the end of your next turn. The zone is difficult terrain, all bright light in the zone is dim light, and all dim light in the zone is darkness for creatures other than you. Squares in the zone count as creatures for the purpose of shadow step.


Desolate In Despair - Assassin Attack 3
Bereft of its allies, your foe languishes in despair, nourishing the dark bonds that keep it place.
Encounter ✦ Shadow, Fear, Necrotic, Psychic, Implement
Standard Action - Close blast 5
Target: One creature in the blast
Attack: Dexterity vs. Will. If the target is adjacent to none of its allies, this attack gains a +2 bonus to its attack roll.
Hit: 2d8 + Dexterity modifier necrotic and psychic damage. If the target is adjacent to none of its allies, it is restrained, and cannot teleport or move from its square until the end of your next turn.
Night Stalker: Double all bonus damage dealt by your Night Stalker feature.


Gateway Into Dusk - Assassin Attack 3
Conjuring several hidden motes of darkness, you hope to lure your enemy to make a decisive misstep.
Encounter ✦ Shadow, Conjuration, Force, Psychic, Teleportation, Implement
Standard Action - Close burst 10
Effect: You conjure up to four shadow portals in non-adjacent, unoccupied squares within the burst. The portals last until the end of the encounter. Make a Stealth check with a +5 bonus. This is the DC an enemy must equal or exceed with passive Perception or an active Perception check to notice you use this power and the portal, otherwise the portals count as being hidden to that enemy. The portal can make the following attack as a free action:
[INDENT]Trigger: The portal is destroyed, or an enemy ends its turn in the portal's square or an adjacent square.
Target: Close burst 1; Each enemy in the burst
Attack: Dexterity vs. Will. If the portal is hidden from the target, it has combat advantage against the target.
Hit: 1d6 + Dexterity modifier force and psychic damage. You teleport the target up to 3 squares, and knock it prone.
Effect: The portal is removed from play.
Special: If the target is your assassin's shroud target and within 10 squares of you, you can teleport it into an unoccupied square adjacent to you. This teleportation doesn't need line of sight or effect.[/indent]


Level 5 Assassin Daily Powers:

Show

Devouring Dark - Assassin Attack 5
The shrouds you invoke come to life, sapping the life force of your foe.
Daily ✦ Shadow, Necrotic, Psychic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC. You gain a +1 bonus to the attack roll for each of your shrouds on the target, or each shroud you invoke with this power.
Hit: 2[W] + Dexterity modifier damage. The target takes a -5 penalty to all saving throws against this power's effects until the end of your next turn.
Miss: Half damage.
Effect: If you invoked your shrouds on the target as part of this attack, this attack deals ongoing necrotic and psychic damage equal to the damage dealt by those shrouds (save ends).

Enervating Dusk - Assassin Attack 5
Your shrouds weaken and debilitate your foe, opening him to assault.
Daily ✦ Shadow, Necrotic, Psychic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC. You gain a +1 bonus to the attack roll for each of your shrouds on the target, or each shroud you invoke with this power.
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: The target grants combat advantage and gains vulnerable to all damage equal to 1 + the number of your shrouds on the target. This effect lasts until the end of the encounter.


Wrath of the Heartseeker - Assassin Attack 5
Your weapon becomes animated and infused with dark power, warping and distending to seek out your foe.
Daily ✦ Shadow, Weapon, Reliable
Standard Action - Melee weapon +2 reach
Target: Your assassin's shroud target
Attack: Dexterity vs. Reflex
Special: You gain a +1 bonus to the attack roll for each of your shrouds on the target.
Hit: 2[W] + Dexterity modifier damage. This damage ignores the insubstantial quality.
Miss: Half damage.
Effect: Until the end of the encounter, your weapon attacks against the target ignore all cover and concealment and the insubstantial quality, gain +2 reach and can be made against Reflex instead of AC.


Spectral Assassination - Assassin Attack 5
Your attack sends a disorientating psychic resonance through a surprised foe, clouding his mind to your presence.
Daily ✦ Shadow, Illusion, Psychic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If you were hidden from the target before the attack, you repeat this attack against the same target. This second attack is against Will and deals psychic damage instead of its normal damage types. You then become invisible and insubstantial until the beginning of your next turn.
Miss: Half damage. If you were hidden from the target before the attack, you do not expend this power.
Effect: At the start of each of your turns, you become invisible and insubstantial to the target until you make an attack against the target. This effect lasts until the end of the encounter.


Presence of Moil - Assassin Attack 5
You emanate an aura of freezing darkness and the fell essence of Moil, hastening your foe's liaison with death.
Daily ✦ Cold, Implement, Necrotic, Shadow
Standard Action - Close Burst 1
Target: Each enemy in the burst
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity modifier cold and necrotic damage. The target is immobilized until the end of your next turn.
Miss: Half damage. The target is slowed until the end of your next turn.
Effect: You gain an aura 1 that lasts until the end of your next turn. Whenever an enemy enters or starts its turn in the aura, it takes Charisma or Constitution modifier cold and necrotic damage (minimum 1). A creature can only take this damage once per turn. Whenever an enemy ends its turn in the aura, it is slowed until the end of its next turn. Once per round, you can use your assassin's shroud on an enemy in the aura as no action, even if you have already used it this turn. This use does not count towards the limit of using assassin's shroud once per turn.
Sustain Minor: The aura persists.
Special: Whenever you drop your assassin's shroud target in the aura to 0 hit points or fewer, you can increase the size of the aura by 1, and you sustain the aura as no action until the end of your next turn.


Level 6 Assassin Utility Powers:

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Deathwatch - Assassin Utility 6
Your baleful gaze sizes up your mark as you contemplate the best way to end him.
Encounter ✦ Shadow
Minor Action - Close burst 10
Target: Your assassin's shroud target in the burst.
Effect: You gain a +1 bonus on your next attack and damage roll against the target for each shroud you have on it until the end of your next turn. If you have 4 or more shrouds on the target, you reroll any natural 1s on that attack roll until a 1 is not rolled.

Shadowjump - Assassin Utility 6
You discorporate in one shadow to materialize in another.
Encounter ✦ Shadow, Teleportation
Move Action - Personal
Requirement: You must be in a square or adjacent to a square in dim light or darkness.
Effect: You teleport Dexterity modifier + 3 squares into or adjacent to a square in dim light or darkness.


Shadowbend - Assassin Utility 6
You move and attack through the darkness effortlessly, bending the space between shadows.
Daily ✦ Shadow, Teleportation
Minor Action - Personal
Effect: While in or adjacent to a dimly lit or dark square, all squares in dim light or darkness are effectively adjacent to your square for you until the end of your next turn.
Sustain Minor: The effect persists.


Unnatural Agility - Assassin Utility 6
Black tendrils of dusk wind about you, pulling you along and aiding your movement.
At-Will ✦ Shadow
Minor Action - Personal
Requirement: You must be trained in Acrobatics
Effect: You shift 1 square or stand up.


Claim The Soul- Assassin Utility 6
Your finishing stroke draws the soul of a vanquished foe into your weapon, consuming it for your own purposes.
Encounter ✦ Shadow
Free Action - Personal
Trigger: You drop your assassin's shroud target to 0 hit points or fewer.
Effect: You can spend a healing surge and can make a saving throw, or you can use your assassin's shroud twice, even if you already have used it this turn. These uses do not count towards the limit of using assassin's shroud once per turn. The triggering assassin's shroud target cannot be restored to life except by a creature of a higher level than yours.


Dusk Projection - Assassin Attack 1
You project a form of coalesced darkness to a location nearby.
Encounter ✦ Shadow, Conjuration, Illusion, Implement
Standard Action - Close burst 10
Effect: You conjure a shadow projection of yourself in an unoccupied square within the burst. The projection lasts until the end of the encounter or until you dismiss it as a minor action. Make a Bluff check with a +5 bonus. This is the DC an enemy must equal or exceed with passive Insight or an active Insight check to notice you use this power and identify the projection as a fake. The projection occupies its square, counts as a creature for the purposes of shadow step, flanks with you and your allies, has 1 hit point, necrotic resist 10, can be attacked by ranged and melee attacks, and is immune to your own attacks if you choose. A missed attack never damages the projection. You and your allies can move through the projection. When you take a move action, you can move the projection your speed. You can hear, see, and use basic attacks, Assassin, Assassin paragon path and epic destiny powers as if you were in your projection's space.


Level 7 Assassin Encounter Powers:

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Pursuing Strike - Assassin Attack 7
Your shrouds call to you, affording your foe no escape as you spontaneously materialize beside your quarry.
Encounter ✦ Shadow, Teleportation, Weapon
Standard Action - Melee weapon
Effect: Before the attack, you teleport 5 squares to a square adjacent to your assassin’s shroud target for each of your shrouds on the target. This teleportation does not require line of sight or effect.
Target: Your assassin's shroud target
Attack: Dexterity vs. AC. You have combat advantage for this attack.
Hit: 2[W] + Dexterity modifier damage, and you knock the target prone.

Whispered Doom - Assassin Attack 7
Your shrouds guide your blade with unerring accuracy, whispering the frailties of your foe.
Encounter ✦ Shadow, Weapon
Standard Action - Melee weapon
Target: Your assassin's shroud target
Attack: Dexterity vs. AC. This attack ignores cover and concealment, and you gain a +1 bonus to the attack roll for each shroud you have on the target or each shroud you invoked on the target with this power. If you have or invoked four or more shrouds on the target, this attack targets Reflex instead of AC and ignores superior cover and total concealment.
Hit: 1[W] + Dexterity modifier damage. This attack deals 1[W] extra damage for each shroud you have or each shroud you invoked on the target beyond the first.


Isolating Dark - Assassin Attack 7
Wavering ebony tendrils of darkness swirl about to bind and isolate your foe.
Encounter ✦ Shadow, Force, Necrotic, Implement
Standard Action - Close blast 5
Target: One creature in the blast
Attack: Dexterity vs. Fortitude
Effect: Whenever an enemy starts its turn in or enters a square adjacent to the target, it gets pushed to the nearest unoccupied square not adjacent to the target. This effect ignores all immunity to forced movement. Enemies do not have line of sight or effect to the target. These effects last until the end of your next turn.
Hit: 2d6 + Intelligence modifier force and necrotic damage. The target is immobilized and cannot speak until the end of your next turn.
Night Stalker: The target is restrained instead of immobilized.


Harrying Penumbra - Assassin Attack 7
The shadows of a foe suddenly animate and form into your likeness.
Encounter ✦ Shadow, Conjuration, Weapon
Standard Action - Close burst 10
Effect: You conjure a shadowy duplicate of yourself in an unoccupied square within the burst. The duplicate lasts until the end of your next turn. The duplicate occupies its square and you and your allies can move through it, and has resist 10 necrotic, 1 hit point, flanks with you and your allies, and can be attacked. When you take a move action, you can move the duplicate your speed. It makes the following secondary attack as a free action:
[INDENT]Secondary Target: One creature adjacent to the duplicate
Secondary Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If the target is flanked by the duplicate, this attack deals 1[W] extra damage and the target grants combat advantage and can't shift while flanked by the duplicate.
Effect: If the target would normally provoke an opportunity attack from you if you were in your duplicate's square, you can have it repeat this attack as an opportunity attack against the target.[/indent]


Wake of Shadows - Assassin Attack 7
Pillars of shadow explode from the ground in sequence, leaving behind a fleeting wake of darkness.
Encounter ✦ Shadow, Conjuration, Cold, Necrotic, Implement
Standard Action - Area wall 5 within 1 square
Effect: You conjure a wall of ephemeral shadow until the end of your next turn. The wall can be up to 2 squares high. Squares within the wall count as difficult terrain and block line of sight. You are immune to these effects, All light in the wall becomes darkness for creatures other than you. Squares within the wall count as creatures for the purposes of shadow step. Make the following attack:
[INDENT]Target: Each creature in the wall
Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity modifier cold and necrotic damage. For each creature in the wall, you can extend the wall 1 square, and this attack deals +2 extra damage.[/INDENT]
Special: Contiguous squares of the wall can share corners instead of sides. This attack doesn't provoke opportunity attacks.


Sudden Swipe - Assassin Attack 7
You attack your foe with indiscernible speed, moving faster than the eye can follow, splitting him open with a wicked cut.
Encounter ✦ Shadow, Weapon
Minor Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC. If you already hit the target with an attack this turn, you have combat advantage against it.
Hit: 1[W] damage. The target takes an equal amount of ongoing damage (save ends). If the target already has untyped ongoing damage, increase it by this amount instead.


Bathe In Blood - Assassin Attack 7
You baptise your weapon with as smattering of your own blood, empowering its attack.
Encounter ✦ Shadow, Cold, Necrotic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity (+2 if the target is bloodied) vs. AC
Bleak Disciple: Double the temporary hit points you would have gained with your Bleak Disciple class feature.
Hit: 1[W] + Dexterity modifier cold and necrotic damage. You can take necrotic damage up to your healing surge value. This damage cannot be prevented in any way. You deal extra damage to the target equal to amount of damage you took. If the target is bloodied, or this attack bloodied the target, double this extra damage.


Tripwall - Assassin Attack 7
A web of ebony cords crisscross where you direct, visible only to you and your allies.
Encounter ✦ Conjuration, Force, Implement, Necrotic, Shadow
Standard Action - Wall 5 within 10 squares
Effect: You conjure a wall of shadowy tripwires in unoccupied squares within the burst that lasts until the end of your next turn. The wall can be up to 2 squares high. Make a Stealth check with a +5 bonus. This is the DC an enemy must equal or exceed with passive Perception or an active Perception check to notice you use this power and the wall, otherwise the wall count as being hidden to that enemy. The wall counts as difficult terrain for enemies. If an enemy enters a square of the wall, that square of the wall is revealed to that enemy. The wall can make the following attack:
[INDENT]Trigger: An enemy enters the wall for the first time this turn
Target: The triggering enemy
Attack: Dexterity vs. Reflex. If the wall is hidden from the target, it has combat advantage against the target.
Hit: 1d6 + Dexterity modifier force and necrotic damage, and the target is knocked prone. The target is slowed until the end of your next turn.
Special: The wall can attack each creature only once per turn. If the target is your assassin's shroud target, you can slide it 1 square for each shroud you have on it.
[/indent]


Level 9 Assassin Daily Powers:

Show

Shadowflare - Assassin Attack 9
You stoke and empower the lethality of your shrouds, invoking them in an explosive cataclysm of necrotic energy.
Daily ✦ Shadow, Necrotic, Psychic, Implement
Standard Action - Ranged 10
Target: Your assassin's shroud target
Requirement: You must invoke your shrouds as part of this attack.
Attack: Dexterity vs. Fortitude. You gain a +1 bonus to the attack roll for each of your shrouds you invoked on the target.
Hit: 2d6 + Dexterity modifier necrotic and psychic damage, and you knock the target prone. Each of your shrouds invoked with this attack deal double damage. If you invoked four or more shrouds in this way, the target is dazed and blinded (save ends both).
Miss: Half damage. The primary target takes extra damage equal to half the damage dealt by your invoked shrouds. If you invoked four or more shrouds in this way, the target is blinded or dazed (save ends).
Effect: Make a secondary attack in a close burst centred on the primary target. The size of the burst is equal to the number of shrouds you invoked on the primary target:
[INDENT]Secondary Target: Each enemy in the burst other than the primary target.
Secondary Attack: Dexterity vs. Reflex
Hit: You knock the secondary target prone. The secondary target is subject to the primary target's miss effect.
Miss: Half damage.[/indent]

Shadow Duplicate - Assassin Attack 9
You summon a nigh flawless replica of yourself, comprised of living shadow.
Daily ✦ Shadow, Summoning, Teleportation
Standard Action - Close burst 10
Effect: You summon a shadow replica of yourself in an unoccupied square within the burst. The replica is your size, and has your senses, at-will powers, movement modes, speeds, vulnerabilities and resistances. The replica always has the greater of resist 10 necrotic or your necrotic resistance, and vulnerable 5 radiant. You share the replica's senses and line of sight. The replica can make skill checks. The replica resembles you almost exactly; an Insight check opposed by a Bluff check you make with a +5 bonus when you summon the replica allows a creature to determine that the replica is a fake. When you spend a healing surge, you can instead have your replica regain any hit points you would regain. When you take a move action, you can command the replica to take a move action as a free action. When you make an attack, you can command the replica to make any at-will attack you can as a minor action. You can give the replica the following special commands:
[INDENT]Standard Action: The replica uses one of your at-will attacks.
Opportunity Attack: The replica uses one of your at-will attacks.
Move Action: You and the replica teleport to swap positions.
Move Action: The replica uses your shadow step power.
[/INDENT]


Descending Death - Assassin Attack 9
Invoking your dark patronage, you teleport to a position above your victim, hurtling towards him to deliver the final blow.
Daily ✦ Shadow, Teleportation, Weapon
Standard Action - Close burst 10
Target: One creature in the burst
Effect: You teleport up to 10 squares above the target. If you can remain aloft, you can choose to fall instead. You can make the following attack against the target:
[INDENT]Trigger: You fall into a square above and adjacent to the primary target.
Primary Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, and you knock the primary target prone. You do not take damage from falling, and the primary target takes the greater of 1d10 or 1[W] extra damage for every 2 squares you fell.
Miss: Half damage. The primary target does not take any extra damage, and you take fall damage as normal.
Effect: Make a secondary attack in a close burst centred on the square you land in. The size of the burst is equal to the number of squares you fell divided by 5:
[INDENT]Secondary Target: Each creature in the burst other than the primary target.
Secondary Attack: Dexterity vs. Fortitude
Hit: The secondary target takes thunder damage equal to half the extra damage you dealt to the primary target, or fall damage you took, and you knock it prone.
Miss: Half damage.[/indent][/indent]


Danse Macabre - Assassin Attack 9
You overwhelm your enemy with a flurry of slashes, blinking away with each attack only to strike again with redoubled accuracy.
Daily ✦ Shadow, Teleportation, Weapon
Standard Action - Melee weapon
Target: Your assassin's shroud target.
Attack: Dexterity vs. AC. You gain a +1 bonus to the attack roll for each attack you've already hit with this turn.
Hit: 1[W] + Dexterity modifier damage. You push the target 1 square.
Miss: Half damage.
Effect: You make the following attack once for each shroud you have on the target beyond the first. You must invoke your shrouds on the last attack made in this way:
[INDENT]Effect: Before the attack, you can teleport to a square adjacent to the target.
Target: Your assassin's shroud target.
Attack: Dexterity vs. AC. You gain a +1 bonus to the attack roll for each attack you've already hit with this turn.
Hit: 1[W] + Dexterity modifier damage. You push the target 1 square.
Miss: Half damage.
Special: If you hit the target with four or more attacks made with this power on the same turn, you push the target 5 squares, knock the target prone, and the target is dazed until the end of your next turn.[/INDENT]


Gloam and Gut - Assassin Attack 9
You teleport by your enemy, slicing him open in an unseen instant.
Daily ✦ Shadow, Teleportation, Weapon
Standard Action - Close burst 10
Target: One creature in the burst you are hidden from.
Effect: Before the attack, you teleport to a square adjacent to the target, and make the following attack against it:
[INDENT]Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage, and ongoing damage equal to half this amount (save ends).
Miss: Half damage, and ongoing damage equal to half this amount (save ends).
Effect: You become invisible until the beginning of your next turn and teleport up to 10 squares. Make a Stealth check to become hidden before or after this teleport.[/INDENT]


Level 10 Assassin Utility Powers:

Show
Shadowed Refuge - Assassin Utility 10
You vanish into the shadow of a nearby creature, completely eluding pursuit.
Encounter ✦ Shadow, Illusion
Free Action - Personal
Trigger: You enter a square adjacent to a creature or enter a square of dim light or darkness, or a creature moves into a square adjacent to you, or your square becomes dark or dimly lit.
Effect: You can make a Stealth check to become hidden. You don't need cover or concealment to become hidden in this way. While hidden in this way, you have phasing and insubstantial. As long as you are adjacent to a creature, or are in a square of dim light or darkness, you remain hidden in this way until you make an attack.

One With The Shadowfell - Assassin Utility 10
With a moment of concentration, you slip between planes, and take on the dark, ethereal countenance of the Shadowfell.
At-Will ✦ Shadow
Minor Action - Personal
Requirement: You are hidden and in a square of dim light or darkness, or you are hidden and adjacent to a creature.
Effect: You gain phasing and are insubstantial until you no longer meet this power's requirements. If you lose phasing while sharing a creature or object's space, you shift to the nearest unoccupied space of your choice.


Gloaming Transposition - Assassin Utility 10
As the enemy moves to strike you, you vanish into the shadows, an ally instantly appearing where you once were.
Encounter ✦ Shadow, Illusion, Teleportation
Immediate Interrupt - Close burst 5
Trigger: A creature hits you with an attack
Target: A willing ally, or a conjuration or summon you control in the burst
Effect: You and the target teleport, swapping positions. If an ally or conjuration that can be attacked was teleported in this way, the triggering creature hits that ally or conjuration instead of you. You become invisible until you make an attack or until the end of your next turn, and can make a Stealth check to become hidden.


Baleful Eye - Assassin Utility 10
An invisible eye of shadow tracks your quarry infallibly, making hiding impossible.
Encounter ✦ Shadow, Teleportation
Minor Action - Close burst 10
Target: Your assassin's shroud target
Effect: The target grants combat advantage to you, cannot become hidden or invisible to you, and cannot benefit from any concealment against you. These effects last until the end of the encounter. At the end of each of your turns, this effect ends if the target is no longer your assassin's shroud target.
Special: If you drop the target to 0 hit points or fewer with an attack that invokes your assassin's shrouds, you regain the use of this power.


Sanctum In Gloom - Assassin Utility 10
You conjure a bleak refuge of animate darkness that whisks you to it in a time of need.
Daily ✦ Shadow, Teleportation
Minor Action - Area burst 1 within 10 squares
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured, blocks line of sight, counts as difficult terrain to enemies, and squares within the zone count as a creature for the purposes of shadow step. All light in the zone becomes darkness for enemies. While within 10 squares of the zone, you can teleport to any square in the zone as a move action. You do not need line of sight or effect to teleport in this way. Whenever you hit with an attack, or are hit by an attack, you can teleport to any square in the zone as a free action after the attack resolves.
Sustain Minor: The zone persists.


Warp Mote - Assassin Utility 10
You conjure a bleak refuge of animate darkness that whisks you to it in a time of need.
Daily ✦ Shadow, Conjuration, Teleportation, Implement
Standard Action - Close burst 5
Effect: You conjure up to four shadow motes in four separate, non-adjacent unoccupied squares within the burst. Each of these motes must be on solid ground. The motes last until the end of the encounter. Make a Stealth check with a +5 bonus. This is the DC a creature must equal or exceed with passive Perception or an active Perception check to spot the motes, otherwise the motes are hidden from it. The motes can make the following attack:
[INDENT]Trigger: A creature enters the mote's square
Target: The triggering creature
Attack: Dexterity vs. Will. If the mote is hidden from the target, it has combat advantage against the target.
Hit: You teleport the target to any square within a close burst 1 of a mote.
Effect: The mote is no longer hidden.
Special: This attack automatically hits a willing target.
[/indent]


Killing Dark - Assassin Utility 10
You conjure a cover of inky shadows and darkness as you move to end your foe's life.
Encounter ✦ Shadow, Zone
Minor Action - Personal
Requirement: You must be adjacent to your assassin's shroud target
Effect: You create a zone in a close burst that lasts until the end of your next turn. The size of the burst is equal to the size of your assassin's shroud target. The zone is heavily obscured and blocks line of sight for creatures other than you and your allies. Your assassin's shroud target cannot move outside of the zone by any means.


Killing Spite - Assassin Utility 10
The Shadowfell heeds your call to visit death upon a foe... for a price.
At-Will ✦ Shadow, Necrotic
Free Action - Personal
Trigger: You use assassin's shroud on a creature.
Target: Your assassin's shroud target.
Effect: You can spend a healing surge, or take necrotic damage equal to your base healing surge value. This damage can't be reduced in any way. If you do, you subject the target to an additional shroud.
Special: You can only use this power once per round.


Shadow Puppet - Assassin Utility 10
Briefly, you animate the body of your quarry with the power of the Shadowfell, transforming it into a macabre puppet.
Encounter ✦ Shadow
Free Action - Close burst 5
Trigger: Your assassin's shroud target in the burst drops to 0 hit points or fewer.
Target: Your assassin's shroud target in the burst.
Effect: The target revives with 1 hit point, and stands up from prone, gains the undead keyword, necrotic resist 10, vulnerable 5 radiant, is dominated, counts as an ally, and can flank with you and your allies. A missed attack never damages the target. These effects last until the end of the encounter, or until the target is no longer dominated by this power.
Aftereffect: The target is destroyed.


Anathema Strike - Assassin Utility 10
Your shrouds malevolently conspire to empower your assault to be most injurious to your quarry.
Encounter ✦ Shadow
Free Action - Personal
Trigger: You make an attack against your assassin's shroud target
Effect: The triggering attack gains the following properties:

  • It attacks the lowest defense of its target instead of the normal defenses it targets. You choose which defense if two or more are tied for lowest.
  • It deals damage of all the types the target has vulnerability to in addition to its existing types.
  • It deals 3 extra damage for each shroud on the target if the target has no vulnerabilities.
  • It ignores all resistances and immunities, including insubstantial.

Paragon Powers:


(or what I have so far)


Level 13 Assassin Encounter Powers:

Show

Deflecting Strike - Assassin Attack 13
With a deft swipe of your blade, you turn a foe's attack against itself.
Encounter ✦ Shadow, Weapon
Immediate Interrupt - Melee weapon
Trigger: A creature you can sense attacks you.
Target: The triggering creature.
Attack: Dexterity vs. The target's attack roll.
Hit: If the attack is a melee, ranged or close burst attack, you change one target of the triggering attack from you to another legal target within range of that attack other than you. If the attack is a ranged or close burst attack, when you change the target of the triggering attack, that attack's origin square changes to your square, and you determine the range and area of the attack from your square for the purposes of choosing the new target.
If you change the target to the triggering creature in this way, that attack has combat advantage against it.
If the attack is a close blast, wall or area burst attack, that attack has no effect on you instead until the start of your next turn.
Special: You can make this attack even if the target isn't within your weapon's reach.


Soul Render - Assassin Attack 13
The ravenous hunger of the Shadowfell suffuses and animates your blade as it slashes at your foe, devouring its life force.
Encounter ✦ Shadow, Cold, Necrotic, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. Fortitude. If the target is bloodied, you gain a +2 bonus to the attack roll.
Hit: 2[W] + Dexterity modifier cold and necrotic damage. If the target is bloodied or this attack bloodied the target, repeat this attack. If this attack dropped the target to 0 hit points or fewer, you regain the use of this power.
Bleak Disciple: If the target is bloodied, or this attack bloodied the target or dropped it to 0 hit points or fewer, you gain temporary hit points equal to half the damage you dealt with this power.


Veil In Terror - Assassin Attack 13
You invoke the power of your shrouds, unleash a psychic shockwave of terror that paralyzes your quarry and sends its allies scattering .
Encounter ✦ Shadow, Fear, Illusion, Psychic, Implement
Standard Action - Ranged 5
Primary Target: Your assassin's shroud target
Effect: Make a secondary attack in a close burst 1 centered on the primary target.
[INDENT]Secondary Target: Each enemy in the burst
Secondary Attack: Dexterity vs. Will
Hit: You push the secondary target a number of squares away from the primary target equal to the number of shrouds you have on the primary target, or that you invoked with this power.[/INDENT]
Attack: Dexterity vs. Will
Hit: 2d8 + Dexterity modifier psychic damage. This attack has additional effects depending on the number of shrouds you have on the primary target, or that you invoked with this power:
[INDENT]2 Shrouds: The primary target is immobilized until the end of your next turn.
3 Shrouds: The primary target is dazed and immobilized until the end of your next turn.
4+ Shrouds: The primary target is stunned and restrained until the end of your next turn.[/INDENT]
Night Stalker: If no enemies are adjacent to the target after the secondary attack, the effective number of shrouds you have or that you invoked on the primary target for the purposes of this power's effects increases by 1. This can increase the effective number of shrouds beyond 4.


Impaling Strike - Assassin Attack 13
You impale your target on your weapon, or bind it there with penetrating shadows.
Encounter ✦ Shadow, Weapon
Standard Action - Melee weapon
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and you grab the target. The target takes an extra ongoing 1[W] damage (until escape). Attempts to escape the grab are always against your Reflex, and you can still move the target as normal for a grab. The target takes a -2 penalty on all attempts to escape this grab for each of your shrouds on it. If you or the target is subject to forced movement while the target is grabbed in this way, you can have the target move with you, or vice versa. This movement does not provoke opportunity attacks. You can't make weapon attacks against enemies other than the target while you're grabbing it in this way.
Night Stalker: While no enemies are adjacent to the target, it takes a penalty to all attempts to escape the grab equal to your Charisma modifier.
Bleak Disciple: Each time the target takes ongoing damage from this power, you gain an equal number of temporary hit points
Special: You can use this power in place of a melee basic attack as part of a charge.


Scything Assault - Assassin Attack 13
You force your quarry to yield ground under a furious assault of driving slashes.
Encounter ✦ Shadow, Teleportation, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC. This attack gains a +2 bonus to the attack roll for each other attack you've hit the target with this turn.
Hit: 1[W] + Dexterity modifier damage. You push the target 1 square, and teleport into a square it occupied. You can spend a minor action to repeat this attack.
Miss: If the target is your assassin's shroud target, you can spend a minor action to repeat this attack against it.
Effect: If this is the third attack you've made with this power this turn, and you've hit the target with 3 or more attacks this turn, you can knock the target prone and push it 5 squares.


Reaper's Stride - Assassin Attack 13
For a moment, you take on the countenance of a reaper, flying towards an enemy with the singleminded purpose of ending its life.
Encounter ✦ Shadow, Cold, Necrotic, Weapon
Standard Action - Melee weapon
Effect: You fly your speed + your Charisma or Constitution modifier. You gain concealment, insubstantial and phasing during this movement. If you don't land at the end of this movement, you fall. At any point during this movement, you can make the following attack:
[INDENT]Primary Target: Melee weapon; one creature
Primary Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity cold and necrotic modifier damage. If the target is bloodied, this attack deals 1[W] extra damage and the target is weakened until the end of your next turn. If the target is granting combat advantage, this attack deals 1[W] extra damage and the target is slowed until the end of your next turn. If the target is granting combat advantage and is bloodied, in addition to the above, this attack deals 1[W] extra damage, and the target is dazed until the end of your next turn.[/INDENT]
If you drop a non-minion creature to 0 hit points or fewer with this attack, you regain use of this power.


Umbral Snare - Assassin Attack 13
You fashion snares of tangible darkness. When touched, they erupt in a tangling mass of binding lengths.
Encounter ✦ Shadow, Conjuration, Force, Necrotic, Teleportation, Implement
Standard Action - Close burst 10
Effect: You conjure up to four shadow snares in non-adjacent unoccupied squares within the burst. The snares last until the end of the encounter. Make a Stealth check with a +5 bonus. This is the DC a creature must equal or exceed with passive Perception or an active Perception check to spot the snares, otherwise the snares are hidden from it. Each snare has 1 hit point, can be attacked, and is immune to your own attacks if you choose. If an enemy enters a snare's square, the snare is immediately destroyed. Once per round, you can destroy a snare within 10 squares of you as a minor action. The snare can make the following secondary attack:
[INDENT]Trigger: The snare is destroyed
Secondary Target: Close burst 1; Each enemy in the burst
Secondary Attack: Dexterity vs. Fortitude. If the snare is hidden from the target, it has combat advantage against the target.
Hit: 1d8 + Dexterity modifier force and necrotic damage. The target is restrained and cannot speak until the end of your next turn.
Special: If the target is your assassin's shroud target and within 10 squares, you can teleport to a square adjacent to it. This teleportation doesn't require line of sight or effect.
[/indent]


Level 15 Assassin Daily Powers:

Show

Death's Sequester - Assassin Attack 15
At the invocation of your shrouds, you and your opponent are cast out of phase with reality, into a deathly nether realm beyond the help and succour of all allies.
Daily ✦ Shadow, Necrotic, Psychic, Teleportation, Weapon
Standard Action - Melee weapon
Requirement: You must invoke your assassin's shrouds when you use this power.
Target: Your assassin's shroud target
Attack: Dexterity vs. Will
Hit: 2[W] + Dexterity modifier damage. The target automatically fails all saving throws against this power's effects until the end of your next turn.
Miss: Half damage.
Effect: You and the target are teleported to an extra-dimensional space that is the size of a close burst 5 in any adjacent and unoccupied squares. All squares in this space are dark. While in this space, you have darkvision, you and the target have a fly (hover) speed equal to your move speed, and can't fall, and the target grants combat advantage and cannot regain hit points or gain temporary hit points. You can end this effect as a free action. The target is subject to your sequester (save ends). When your sequester ends, you and the target reappear in the spaces you left, or the nearest unoccupied spaces of your choice.
[INDENT]Aftereffect: The target is dazed (save ends).[/INDENT]
Special: The target takes a penalty to all saving throws against this power's effects equal to the number of shrouds you invoked with this power.

Eviscerating Cut - Assassin Attack 15
You flash across the battlefield, completely imperceptible as you flay open your foe in the blink of an eye.
Daily ✦ Shadow, Teleportation, Weapon
Standard Action - Close burst 10
Requirement: You must be able to teleport
Target: One creature in the burst you can see.
Attack: Dexterity vs. Fortitude. You have combat advantage for this attack.
Hit: 2[W] + Dexterity modifier damage. You knock the target prone.
Miss: Half damage.
Effect: You teleport your speed +4 to a square in the burst. If you invoked your shrouds with this attack, the target is dazed and takes ongoing damage equal to the damage your shrouds dealt to the target (save ends both).
Special: The target takes a penalty to all saving throws against this power's effects equal to the number of shrouds you invoked with this power.



Killing Convergence - Assassin Attack 15
You assault your foe with an unstoppable flurry of shadow techniques.
Daily ✦ Shadow
Standard Action - Melee 1
Target: Your assassin's shroud target
Effect: You can make up to one at-will shadow Assassin attack against the target for each shroud you have on it. You do not need to know these at-will attacks to use them with this power. Attacks made in this way do not provoke opportunity attacks. If you hit the target with all attacks made in this way, your shrouds do maximum damage if you invoke them with the last of these attacks.


Level 16 Assassin Utility Powers:

Show
Shadowslip - Assassin Utility 16
At the impact or passing of an enemy's attack, you suddenly vanish into the shadows.
At-Will ✦ Illusion, Shadow, Teleportation
Immediate Reaction - Personal
Trigger: An enemy hits or misses you.
Requirement: You are in or adjacent to a square of dim light or darkness, or you are adjacent to a creature.
Effect: You become invisible until the beginning of your next turn, or you make an attack, and can make a Stealth check to become hidden. You can then teleport 1 square into a square of dim light or a square adjacent to a creature, or you can then teleport 2 squares into a square of darkness.

Trap the Soul - Assassin Utility 16
Your finishing stroke traps the spiritual energy of your prey for a time into a diminutive gem.
At-Will ✦ Healing, Shadow
Free Action - Personal
Trigger: You drop your living non-minion assassin's shroud target to 0 hit points or fewer.
Target: Your assassin's shroud target
Effect: The target's corpse vanishes. You gain a soul crystal that lasts until you use this power again. While the soul crystal exists, the target cannot be brought back to life by any means. You or an ally can use a soul crystal as a minor action to choose any one of the following effects:

  • Regain hit points as if spending two healing surges.
  • Remove all effects with a conditional duration.
  • Recharge an encounter power of a level equal to the assassin's shroud target's level or less.
  • You can use your assassin's shroud four times, even if you already have used it this turn. These uses do not count towards the limit of using assassin's shroud once per turn.

If the crystal is used in this way, the target cannot be brought back to life except by a creature of a level higher than your own.

Countenance of the Reaper - Assassin Utility 16
You draw the souls of your fallen foes unto yourself.
Daily ✦ Shadow
Minor Action - Personal
Effect: Whenever a non-minion enemy within 5 squares of you drops to 0 hit points or fewer, you gain a cumulative +2 bonus to all saving throws and defenses until the end of the encounter (maximum +10). If you dropped that enemy to 0 hit points or fewer, you also regain hit points as if you spent a healing surge, and you can make a saving throw to end an effect, even if that effect doesn't normally end on a save. These effects last until the end of the encounter.


Voidfall - Assassin Utility 16
A portal to the blackest depths of the Shadowfell exudes an area robbed of sight and sound.
Daily ✦ Shadow, Zone
Minor Action - Close burst 5
Effect: The burst creates a zone of impenetrable darkness and silence. The zone blocks line of sight for your enemies, and all enemies entirely within the zone are blinded and deafened until they exit. Squares within the zone count as creatures for the purposes of shadow step.
Sustain Minor: The effect persists, and the size of the burst increases or decreases by 1. You can only sustain this power while you are within the zone.
Special: If you drop your assassin's shroud target to 0 or fewer hit points, you can increase the size of the burst by 1, and sustain the power as no action until the end of your next turn.


Shadow Image - Assassin Utility 16
Convincing mirror images of yourself spontaneously materialize, as do you.
Encounter ✦ Shadow, Conjuration, Illusion, Teleportation
Move Action - Close burst 5
Effect: You conjure up to four illusory duplicates of yourself in four unoccupied squares within the burst, and teleport to a square within the burst. The duplicates last until the end of your next turn. Make a Bluff check with a +5 bonus. This is the DC a creature must equal or exceed with passive Insight or an active Insight check to recognize these duplicates as fake, otherwise they cannot differentiate between you and the duplicates. Whenever you take a move action, you can have each duplicate take a move action at the same time. As a move action, you can teleport to swap positions with any duplicate within 10 squares of you; a creature who does not recognize the duplicates as fake cannot tell that you have swapped positions in this way. A duplicate has 1 hit point, can be attacked, is your size, count as creatures for the purposes of shadow step, can flank with you and your allies, occupies its space, has the shadow keyword, has darkvision, your movement modes, resist 20 necrotic, and is immune to your attacks. You can see and hear, and have line of sight and effect from and can use shadow and Assassin powers and epic destiny powers as if you were in a duplicate's square. You can dismiss any number of duplicates as a minor action.


Ethereal Shroud - Assassin Utility 16
You slip between planes, becoming all but impossible to sense.
Encounter ✦ Shadow
Minor Action - Personal
Effect: You gain phasing and insubstantial. You become invisible, and silent and can make a Stealth check to become hidden. You can't be seen even with Blindsight, Tremorsense or Truesight. You gain a +10 power bonus to all Stealth checks. These effects last until the end of your next turn.


Shadow Shift - Assassin Utility 16
You vanish to the Shadowfell when struck, remaining there until you are ready to return, awareness cast into the prime material.
Encounter ✦ Shadow, Teleportation
Minor Action - Personal
Effect: You are removed from play until the end of your next turn. You have line of sight and can see, hear and otherwise perceive creatures from your former position normally.
Aftereffect: You reappear in the square you last occupied, or the nearest unoccupied space of your choice. If you would reappear in a square of dim light, that square can be within 5 squares of the space you last occupied. If you would reappear in a square of darkness, that square can be within 10 squares of the space you last occupied.
Sustain Standard: The effect persists.


Benighted Vengeance - Assassin Utility 16
Ribbons of animate darkness swirl about the foe who dares strike at you, marking him for death.
Encounter ✦ Shadow
Immediate Reaction - Personal
Trigger: An enemy you can sense deals damage to you, or subjects you to an effect.
Effect: Until the end of your next turn, the next time you use your assassin's shroud on the target, you transfer all shrouds to the target and subject it to an additional shroud. If you do, until the end of your next turn after you next use assassin's shroud on the target or until the target is no longer your assassin's shroud target, the target can't regain hit points, can't gain temporary hit points, grants combat advantage to you, and the target can't become hidden, invisible or benefit from cover or concealment against you.


Living Death - Assassin Utility 16
Using your spiritual essence as an anchor to the world of the living, or by sacrificing it to the land of the dead, you straddle the planes of existence.
Daily ✦ Shadow
Trigger: You drop to 0 hit points or fewer.
No Action - Personal
Effect: You lose a healing surge. If you have no healing surges remaining, you take necrotic damage equal to your base healing surge value instead. This damage can't be reduced in any way. Until the end of your next turn, while you have 0 hit points or fewer, you remain conscious and ignore all conditions that would be triggered by dying, don't make death saving throws, gain the undead and shadow keywords, and the following qualities:

  • Darkvision
  • Phasing
  • Immunity to disease and poison
  • Insubstantial
  • Necrotic resistance equal to 10 + one-half your level.
  • Vulnerable 10 radiant.

Sustain Free: The effect persists. If have 0 hit points or fewer you lose a healing surge as part of sustaining the effect. If you have no healing surges remaining, you take necrotic damage equal to your base healing surge value instead. This damage can't be reduced in any way.

Level 17 Assassin Encounter Powers:

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Oubliette of Dusk - Assassin Attack 17
Several hidden anomalies materialize close by. When triggered, they form into impenetrable cells of solid gloom.
Encounter ✦ Shadow, Conjuration, Force, Necrotic, Implement
Standard Action - Close burst 10
Effect: You conjure up to four shadow cells in unoccupied squares within the burst. The cells last until the end of the encounter. Make a Stealth check with a +5 bonus. This is the DC a creature must equal or exceed with passive Perception or an active Perception check to spot the cells, otherwise the cells are hidden from it. Each cell has 1 hit point, can be attacked, and is immune to your own attacks if you choose. If an enemy enters a cell's square, the cell is immediately destroyed. When destroyed, the cell makes the following attack in a close burst 1:
[INDENT]Trigger: The cell is destroyed
Target: One enemy in the burst
Attack: Dexterity vs. Fortitude. The cell has combat advantage against the target if hidden from it.
Hit: The target is pulled into the burst's origin square, and is trapped in a sphere of shadowy force until the end of the encounter or the sphere is destroyed. The sphere can be attacked. It has your defenses, immune poison, resist 15 necrotic, vulnerable 10 radiant, and hit points equal to your healing surge value. Enemies have no line of sight or effect to the target, and the target has no line of sight or effect to spaces outside of its own. The target is restrained, cannot speak or teleport, and takes ongoing 10 force and necrotic damage. These effects last until the target is no longer trapped in the sphere.
Special: If the target is your assassin's shroud target, you can subject the target to a shroud, and/or invoke your shrouds on it whenever it takes ongoing damage from this power.
[/indent]

Vengeful Discorporation - Assassin Attack 17
You vanish before the swing of your foe's weapon; only for your blade to appear in its back.
Encounter ✦ Shadow, Teleportation, Weapon
Immediate Reaction - Close burst 10
Trigger: An enemy in the burst you can sense attacks you.
Target: The triggering enemy
Effect: You teleport to a square adjacent to the target, and make the following attack against it.
[INDENT]Attack: Melee weapon; Dexterity vs. AC
Special: If the target missed you with the triggering attack, this attack is made with combat advantage and ignores all cover and concealment.
Hit: 3[W] + Dexterity modifier damage, and the target is knocked prone.
[/indent]


Sudden Cruelty - Assassin Attack 17
Your blade swings with preternatural speed as you follow up an earlier blow.
Encounter ✦ Shadow, Weapon
Minor Action - Melee weapon
Trigger: You hit an enemy with a melee attack
Target: The enemy you hit with the triggering attack
Attack: Dexterity vs. AC
Special: You gain a +1 bonus to the attack roll for each of your shrouds on the target, or each shroud you invoked on the target this turn.
Hit: 2[W] + Dexterity modifier damage.


Night Silhouette - Assassin Attack 17
Your foe is silhouetted by an aura of paralyzing darkness as your blade runs him through.
Encounter ✦ Shadow, Force, Necrotic, Weapon
Minor Action - Melee weapon
Target: Your assassin's shroud target
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier force and necrotic damage, and the target is immobilized and cannot teleport or speak until the end of your next turn.

  • 2 Shrouds: The target is restrained instead of immobilized until the end of your next turn.
  • 3 Shrouds: The target is stunned and restrained instead of immobilized until the end of your next turn.
  • 4 Shrouds: The target is stunned, restrained and helpless instead of immobilized until the end of your next turn.

Night Stalker: If the target is not adjacent to any enemies, it grants combat advantage, and all enemies lose line of sight and effect to the target until the end of your next turn.

Terror Harvest - Assassin Attack 17
Your instil terror in your enemies with horrible visions, only to harvest and amplify their fear, seizing one foe with their collective horror.
Encounter ✦ Shadow, Fear, Psychic, Implement
Standard Action - Close burst 3
Target: Each enemy in the burst
Attack: Dexterity vs. Will
Hit: The target runs as a free action. Each square of this movement must move the target further away from your last known square. Make the following secondary attack:
[INDENT]Secondary Target: One primary target
Secondary Attack: Dexterity vs. Will
Hit: 2d8 + Dexterity modifier psychic damage. This attack deals 1d8 extra damage for each primary target that was hit beyond the first. If 3 or more primary targets were hit, at the start of each of its turns, the secondary target must take a move action to run away from you (save ends). Each square of this movement must move the secondary target further away from your last known square. If 5 or more primary targets were hit, the secondary target is stunned until the end of your next turn. If 7 or more primary targets were hit, the secondary target is stunned and helpless until the end of your next turn.
Miss: Half damage.[/INDENT]
Night Stalker: If the primary or secondary target is not adjacent to any enemies, it takes a penalty to all defenses and saving throws against this attack equal to half your Charisma modifier.


Luring Mirage - Assassin Attack 17
You shape a mote of conjured darkness into any form you desire. When your foes draw close to investigate, it erupts in a bleak fog of paralyzing, blinding darkness.
Encounter ✦ Shadow, Conjuration, Illusion, Necrotic, Psychic, Implement
Minor Action - Close burst 10
Effect: You conjure a shadowy illusion of a medium creature or object in an unoccupied square within the burst. The illusion lasts until the end of your next turn. It sounds, and smells exactly like the creature or object it duplicates. You can have the illusion make specific sounds and movements appropriate to its form as a minor action. When you take a move action, you can move the illusion your speed. If the illusion is opaque, it provides concealment to any line of sight or effect it blocks. The illusion occupies its square, has necrotic resist 10, 1 hit point, can be attacked, and is immune to your own attacks if you choose. If the illusion is touched by an enemy, the illusion is immediately destroyed. You can destroy the illusion as a standard action. When destroyed, the illusion makes the following secondary attack in a close burst 1:
[INDENT]Trigger: The illusion is destroyed
Secondary Target: Each enemy in the burst
Secondary Attack: Dexterity vs. Will
Hit: 2d6 + Dexterity modifier necrotic and psychic damage. The target is blinded, restrained, and cannot speak until the end of your next turn.
Special: If the target is your assassin's shroud target and within 10 squares, you can teleport it to a square adjacent to you. This teleportation doesn't require line of sight or effect.
[/indent]
An Insight check with a DC equal to your Bluff check result + 5 when you use this power allows a creature to determine the object or creature is an illusion.

Epic Powers:


(or what I have so far)


Level 22 Assassin Utility Powers:

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Consume the Soul - Assassin Utility 22
At the draw of its last breath, the soul of your prey is grafted to your own, awaiting its future consumption.
At-Will ✦ Healing, Shadow
Free Action - Personal
Trigger: You drop your non-minion assassin's shroud target to 0 hit points or fewer.
Target: Your living assassin's shroud target
Effect: The target's corpse crumbles to dust. You gain a soul graft that lasts until you use this power again. While the soul graft exists, the target cannot be brought back to life by any means. You can expend the soul graft as no action to choose any one of the following effects:
  • Regain hit points as if spending a healing surge for every 5 levels of the target (minimum 1) and remove all effects with a conditional duration.
  • Recharge a daily or encounter power of a level equal to the target's level or less.
  • You can use your assassin's shroud four times, even if you already have used it this turn. These uses do not count towards the limit of using assassin's shroud once per turn. Until the end of your next turn, the next time you hit your assassin's shroud target, your shrouds deal damage to the target as if you had invoked them.

If the graft is used in this way, the target cannot be brought back to life except by a creature of a level higher than your own.

Labyrinth of the Lost - Assassin Utility 22
As you form symbols of invocation with your hands, a maze of shadows bursts from the ground, obscuring you from your prey.
Daily ✦ Shadow, Conjuration
Standard Action - Close burst 10
Effect: You conjure a wall 7 ten times in unoccupied squares within the burst. Each wall can be up to 6 squares high. No square of any wall conjured in this way can be adjacent to a square of any other wall conjured in this way. Each wall lasts until the end of the encounter. Each wall counts as difficult terrain, is heavily obscured, and blocks line of sight for creatures other than you. All light within the squares of the walls becomes darkness. All bright light in squares adjacent to the walls becomes dim light, and all dim light in squares adjacent to the walls becomes darkness. Squares within the walls count as creatures for the purposes of shadow step.


Aspect of the Reaper - Assassin Utility 22
You become as Death itself, a living manifestation of the void, wearing the guise of oblivion.
Daily ✦ Shadow
Standard Action - Personal
Effect: Until the end of the encounter, while in Shade Form you gain the undead and shadow keywords and the following qualities:

  • Immunity to disease and poison.
  • Necrotic resistance equal to 10 + half your level.
  • Vulnerable 15 radiant.
  • A fly (hover) speed equal to your speed + 2.
  • Phasing.
  • Invisibility. You cannot be seen by Blindsight, Truesight and Tremorsense. You can choose to be visible or invisible to any number of creatures as a free action.
  • A +5 power bonus to Stealth checks.

Death Snare - Assassin Utility 22
Bleak shades gather at a point you designated, shaped into ethereal tendrils primed to grasp at any foe.
Encounter ✦ Conjuration, Shadow
Minor Action - Area burst 1 within 20 squares
Effect: You conjure a snare of animate shadow in unoccupied squares within the burst that lasts until the end of the encounter. Make a Stealth check with a +5 bonus. This is the DC an enemy must equal or exceed with passive Perception or an active Perception check to notice you use this power and the snare, otherwise the snare counts as being hidden to that enemy. If an enemy ends its turn in a square of the snare, you can end this effect. If you do, that enemy is restrained and cannot teleport, use teleportation powers, regain hit points, gain temporary hit points, become hidden, invisible or benefit from concealment (save ends all). The first save against this effect takes a penalty equal to -5, plus an additional -2 for each of your shrouds on that enemy.


Reaper's Implement - Assassin Utility 22
Your weapon becomes temporary empowered with the force of the Shadowfell, shrouding your enemy in life suffocating darkness.
Encounter ✦ Cold, Necrotic, Shadow
Minor Action - Personal
Effect: Until the end of your next turn, damage you deal gains the cold and necrotic types in addition to its normal damage types and ignores the insubstantial quality. Whenever you deal damage to a creature, you can end this effect. If you do, that creature is slowed, weakened and cannot gain hit points or gain temporary hit points until the end of your next turn and your shrouds deal damage to the target as if you had invoked them. Damage your shrouds deal in this way is cold and necrotic typed.


Stalking Grounds - Assassin Utility 22
Your mastery over the Shadowfell is such that you impose a nightmarish shard of its darkest depths upon the world.
Daily ✦ Shadow, Conjuration, Teleportation, Zone
Daily Action - Area burst 3 within 10 squares
Effect: The burst creates a zone that lasts until the end of your next turn, and you teleport to a square in the zone, and make a Stealth check to become hidden. The zone has the following properties:

  • All light in the zone is darkness, and the zone counts as heavily obscured to creatures other than you.
  • The zone blocks line of sight and effect to squares in the zone for creatures on opposite sides of the zone.
  • Creatures in the zone have a fly (hover) speed equal to their base speed.
  • While in the zone, you can teleport to any square inside the zone as a minor action, have truesight and combat advantage against enemies inside the zone, and gain a +5 power bonus to Stealth checks.
  • Squares in the zone count as creatures for the purposes of shadow step.

Sustain Minor: The zone persists and you teleport to any square inside the zone. You must be inside the zone to sustain this power.
Special: If you drop your assassin's shroud target to 0 or fewer hit points while it's within the zone, you can increase the size of the burst by 1, and sustain the power as no action until the end of your next turn.

False Shards - Assassin Utility 22
You splinter off a fragment of your essence, conjuring a troupe of false duplicates.
Daily ✦ Shadow, Summoning, Teleportation
Standard Action - Close burst 10
Effect: You summon up to four false shards in four unoccupied squares within the burst, and you may use the False Shards Teleportation power as a free action. The shards last until the end of the encounter. Until the end of the encounter, or the last shard is destroyed, you can use the False Shards Teleportation power:


False Shards Teleportation - Assassin Utility
You teleport, swapping positions with a false shard.
Daily ✦ Shadow, Teleportation
Move Action - Close burst 20
Effect: You and a false shard teleport, swapping positions. A creature that cannot differentiate between the false shard and you cannot tell that you have swapped positions in this way.


False Shard

Show
Shadow animate (size is equivalent to your size)
HP: your healing surge value
Defenses: your defenses, including any temporary bonuses or penalties
Perception: Darkvision
Speed: your movement speeds and types
Immune: your attacks
Resist: 30 necrotic
Vulnerability: 15 radiant
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Traits:
Extension of Self:
You can see and hear and use shadow and Assassin powers, Assassin paragon path and epic destiny powers as if you were in this creature's square in addition to your own. You may also speak through this creature. Whenever you take a move action, this creature can also take a move action.
Uncanny Likeness:
A creature must exceed an Insight check versus a DC equal to 15 + your Bluff skill in order to differentiate between this creature and you.
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Move Actions:
Move * At-Will (1/round)
Effect: The false shard either walks, shifts, runs, stands up, squeezes, or crawls.
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Skills & Attributes:
Your skills and attributes.
Alignment: Your alignment - Languages: Your languages, Telepathy 100 (you only)

You can dismiss any number of false shards as a minor action.

Level 23 Assassin Attack Powers:

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[color=DarkRed]Inescapable Shades - Assassin Attack 23[/color]
Vengeful clinging shades flow from your weapon, grasping at your victim's shrouds.
Encounter ✦ Shadow, Teleportation, Weapon
Standard Action - Melee weapon
Target: Your assassin's shroud target
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, whenever the target moves to a square further from you, you can teleport to a square adjacent to it and make an at-will attack targeting it as a free action. You gain a bonus to the attack and damage rolls of this attack equal to the number of shrouds you have on the target beyond the first. If this attack missed, this effect ends when you make an attack against the target in this way.
Special: Teleportation from this power doesn't require line of sight or effect.

[color=DarkRed]Finishing Stroke - Assassin Attack 23[/color]
Studying your vulnerable foe, you deliver the stroke that will end its life.
Encounter ✦ Shadow, Weapon
Standard Action - Melee weapon
Target: Your assassin's shroud target
Attack: Dexterity vs. AC (for each shroud on the target, increase the critical hit range of this attack by +1. If the target is bloodied, make an additional attack roll, and use the highest result)
Hit: 1[W] + Dexterity modifier damage. This attack deals 1[W] extra damage for each shroud on the target beyond the first, or 2[W] or extra damage for each shroud on the target beyond the first if you're hidden from the target, or the target is restrained, stunned or helpless.


[color=DarkRed]Entropic Shrouds - Assassin Attack 23[/color]
Your shrouds cling to the target even as they are invoked, their essence burning and withering your foe like preternatural acid.
Encounter ✦ Acid, Necrotic, Shadow, Weapon
Standard Action - Melee weapon
Target: Your assassin's shroud target
Attack: Dexterity vs. Fortitude
Hit: 3[W] + Dexterity modifier acid and necrotic damage. This attack ignores all resistances and immunities. The target takes a penalty to all saving throws made against this power equal 1 + the number of shrouds you invoked with this attack.
Miss: Half damage.
Effect: The target is subject to your entropic acid (save ends). While the target is subject to entropic acid, it suffers the following effects:

  • Takes ongoing acid and necrotic damage equal to the damage dealt by shrouds invoked with this attack.
  • Grants combat advantage.
  • Loses all resistances and immunities.
  • Whenever it would regain hit points or gain temporary hit points, it takes an equal amount of acid and necrotic damage instead.

[color=DarkRed]Mirrored Death - Assassin Attack 23[/color]
The stroke of your blade mirrors the agony inflicted by your foe.
Encounter ✦ Necrotic, Psychic, Shadow, Weapon
Immediate Reaction - Melee weapon
Trigger: A creature deals damage to you
Effect: Before the attack roll, you can teleport to a square adjacent to the target.
Target: The triggering creature.
Attack: Dexterity vs. AC (you have combat advantage for this attack)
Hit: 1[W] + Dexterity modifier damage. The target takes extra necrotic and psychic damage equal to the triggering damage.
Miss: Half damage.


[color=DarkRed]Storm of Blades - Assassin Attack 23[/color]
Your merciless onslaught marks your victim for its imminent demise.
Encounter ✦ Shadow, Weapon
Minor Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you subject the target to a shroud.
Effect: You teleport to a square adjacent to the target. If you hit the target two times with this power on the same turn, it's dazed until the end of your next turn. If you hit the target three times with this power on the same turn, it's knocked prone, dazed and weakened.
Special: You can expend any number of minor actions when you use this power. If you do, you may repeat this attack once per minor action you expend in this way.


[color=DarkRed]Consign to Void - Assassin Attack 23[/color]
You partially shunt the target into the Shadowfell, rending it incapable of harming others.
Encounter ✦ Necrotic, Psychic, Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier force and necrotic damage.
Effect: Until the end of your next turn the target doesn't occupy its space, becomes insubstantial and loses line of sight and effect to all targets.
Aftereffect: The target takes force and necrotic damage equal to your level and is slowed, weakened and dazed until the end of your next turn.



Level 29 Assassin Attack Powers:

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Army of Darkness - Assassin Attack 29
You summon four nigh flawless replicas of yourself, comprised of living shadow.
Daily ✦ Shadow, Summoning, Teleportation
Standard Action - Close burst 10
Effect: You summon four shadow replicas of yourself in unoccupied squares within the burst. Each replica is your size, and has your senses, at-will powers, movement modes, speeds, vulnerabilities and resistances. Each replica has Darkvision, the greater of resist 30 necrotic or your necrotic resistance, and vulnerable 15 radiant. You share each replica's senses and line of sight. The replica can make skill checks. Each replica resembles you almost exactly; an Insight check opposed by a Bluff check you make with a +5 bonus when you summon the replica allows a creature to determine that a replica is a fake. When you spend a healing surge, you can instead have one replica regain any hit points you would regain. When you take a move action, you can command each replica to take a move action as a free action. When you make an attack, you can command each replica to make any at-will attack you can as a minor action, though a creature cannot be targeted by more than two replicas. You do not lose a healing surge until all four replicas are destroyed. You can give your replicas the following special commands:
[INDENT]Standard Action: Each replica uses one of your at-will attacks. A creature cannot be targeted by more than two replicas.
Opportunity Attack: One replica uses one of your at-will attacks.
Move Action: You and one replica teleport to swap positions. Unless a creature knows the replica is a fake, it cannot tell that you have swapped positions in this way.
Move Action: Each replica uses your shadow step power if it can.
[/INDENT]

[color=DarkSlateGray]Void Zone - Assassin Attack 29[/color]
You conjure a dormant portal to oblivion.
Daily ✦ Shadow, Force, Necrotic, Implement, Zone
Standard Action - Close burst 10
Effect: You create a zone of hidden void in a close burst 1 within the burst. The zone lasts until the end of the encounter. Make a Stealth check with a +5 bonus. This is the DC a creature must equal or exceed with passive Perception or an active Perception check to notice you use this power or detect the zone, otherwise the zone is hidden from it. You can move the zone 1 square as a minor action. If an enemy enters the zone, it makes the following attack in a Close burst 5:
[INDENT]Target: Close burst 5; Each enemy in burst
Attack: Dexterity vs. Fortitude. The zone has combat advantage against the target if hidden from it.
Hit: 1d12 + Dexterity modifier force and necrotic damage. The target is pulled 5 squares towards the burst's origin square and is slowed until the end of its next turn. This movement can pull the target vertically. If the target ends this movement in, or adjacent to the zone, it is restrained and cannot teleport, regain hit points, or gain temporary hit points until the end of its next turn, and takes 1d12 extra damage. Targets restrained in this way hover in place and do not fall. This forced movement works on restrained targets.
Special: If the target is your assassin's shroud target, for each shroud you invoked with this attack, increase the extra damage by 1d12.
[/indent]
Sustain Minor: The zone persists and makes its attack. You do not sustain this power until it makes an attack.

Reserved.
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