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Switch to Forum Live View Teacups, Poison and Fullblades: An Assassins Handbook
4 years ago  ::  Nov 18, 2009 - 9:30PM #1
chanter_hound
Date Joined: Aug 11, 2006
Posts: 2,008
Merv,

Here is a nice little book I'm sure any wannabe assassin would want to read.

Regards
Hatori Hanzo

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I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
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4 years ago  ::  Nov 18, 2009 - 9:31PM #2
chanter_hound
Date Joined: Aug 11, 2006
Posts: 2,008
Getting Started: Overview, Ability Scores, and Races


Baseline Mechanics


Features

Assassin’s Shroud – This is your striker damage ability, and you will be using it every single round; it is the mechanic this class revolves around. Since you still damage even on a miss, you probably want to have at least two on a target before invoking them, and if you can get sneaking off before the battle, you will probably stack as many as possible on a foe before hitting them (hopefully four). Learn every nook and cranny of Assassin’s Shroud, and become very proficient with when and how to optimize it.

Shade Form – This will mostly be used for sneaking around before combat, as you can make Stealth checks from behind just about anything with it, and even if you are noticed, you’re taking half damage. You can also use this in combat, however it goes away after you make an attack roll or stop sustaining it. With this, its possible to tank huge amounts of damage, but not very advised to do so. A crafty assassin though will find ways to use this power, and never make attack rolls for at least a good period of time while still be an asset to the party.

Shadow Step – This power is extreamly useful. Esspecially if your team is masters of the battlefield. Combined with a wizard or some summons, you can easily move around. Esspecially useful in dungeons, a little less so in open areas. Crafty assassins will find ways to expand this power, and other ways to get to use it.

Guild Training – You only have two choices as of now, though we have been promised another in a future article:


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  • Bleak Disciple – Getting THP is very nice. Though one flaw is you have to hit unbloodied enemies. This could be a problem, however when you can kill many enemies before its bloodied, becomes less of a problem.

  • Night Stalker – Pure damaging goodness here. However you lose the defense that bleak disciple could give you. Not much a problem though as you can kill even more enemies with this, and dead things attack no one.

Nightstalker.gif
Ability Scores

Strength.gif

Constitution – This is the secondary score for Bleak Disciples, who want it at at least 16.Also, because of your low HP in general, and the allure of Hide armor, you probably want at least a 12 in here, and a 14 would be nice. If you are a Bleak Disciple going after warlock powers, you might want a 16-18 after racial bonuses.
Dexterity.gif


Dexterity – This is your most important stat for so many reasons. It is the primary ability score for powers, so it helps both attack and damage, and as a striker, you need both. It also affects your initiative and AC, which you need to have as good as possible. Finally, some of your favorite skills, like Acrobatics, Thievery, and, of course, Stealth key off of it. What more could you ask for? A 16 before racial is just about mandatory, though an 18 is pushing it (an 18 after racial is preferred).

Intelligence.gif


Intelligence – Unfortunately, being smart really isn’t very important to you. Your Int overlaps with Dex for just about everything, and, unless you find yourself using Arcana often, it really doesn’t help skills much. You could afford an 8 in here.


Wisdom – Not a secondary stat, but important for several notable reasons. First off, if you are a Bleak Disciple, you probably want this better than your Cha for pumping Will, unless you just love Bluff and Intimidate. Wis boosts Perception, and it’s honestly shameful for an assassin to be caught by one of his own kind.

Charisma – The secondary ability for Night Stalkers, who will want this at least at 16. This also boosts your Bluff and Intimidate, which you might use very little or often, depending on the campaign. Bleak Disciples will likely skip this for Wisdom, so they need a lower score, 10-12 probably.


Races




Races, PHB
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DragonbornDwarf 


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Gnome


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Halfling – Your stat bonuses are great for Night Stalker, and your skill bonuses are great as well; even Nimble Reactions helps you. But you’re small, so your weapons will be limited in damage. However, there are some really nice implement attacks for Assassins, so you’ll still hold your own.

Eladrin – +2 Dex, Good racial power, good feat support. This race would generally focus on heavy amounts of teleportation and avoidance, making them a very hard assassin to ever pin down. Can follow Bleak or Nightstalker fairly easily.

Elf – +2 dex, great racial power and feat support. Can easily favor either side. This one is a little more capable of doing good damage do to the uses its racial power could have.

Half-Elf – +2 to Con/Cha. While not having a dex increase, this means you can easily follow either way. Feat support is also really good, though a little lacking on the elven side.


*****Current List I've gone through ^^^




Human – The bonus to only one ability score is okay for Assassins, but sub-optimal. The NAD bonuses help cover your weak spots. The extra at-will is somewhat limited as of now, but is still helpful and will undoubtedly be useful in the future. The feat and skill, as always, are very nice for you, especially if your DM makes you get Hidden Insight to sneak n’ shroud.

Tiefling – Cha bonus and decent racials for an Assassin, very average overall, though the flavor is nice You know how to optimize Tieflings.


Races, PHB2

Deva – Oh, a race with Int and Wis bonuses? Just what Assassins don’t need! Memory is nice, and the feat is okay, and they get defensive boosts, but really, you can do better.



Goliath – Well, you’ll qualify for Hide armor easily. And you’re a little less squishy. However, your racial Assassin feat is ridiculously good, and you'll be able to pick hammers up easily for even more damage. Goliath Greatweapon Prowess and other racials also bump you up.

Half-Orc – Nice stats, especially for Bleak Disciples looking to go for Hide, and the racial power helps damage and racial stuff makes you tougher.

Shifter, Razorclaw – Okay, it’s an elf, but a little worse. The speed boost makes you faster when bloodied, and the defense bonuses are nice with that shifting, but do you really want to be bloodied with your squishiness?

Shifter, Longtooth – Two stats you really don’t need. I would say you could do worse, but that’d be pretty hard. I guess the power is decent…

Races, PHB3

Githzerai – Again, an elf clone, but this one’s pretty good. The power is great for boosting defenses and the initiative boost is cool. Although you don’t get a Cha or Con bonus, overall, especially with Githzerai Blade Mastery, this is a pretty strong race.

Minotaur – Pretty much the same as the Goliath, only more melee oriented. But hey, you were going Bleak Disciple anyways as a Minotaur, weren’t you?

Wilden – Think better Dwarves: not slow, defense bonus, and good racial powers. Oh, and you will be choosing Destroyer (maybe Hunter), because that power is ridiculous.

FRPG

Drow – Optimal stats for Night Stalkers, great racial powers, and darkvision. If you can walk around in the dark constantly, more power to you.

Genasi – Str and Int. Not so good stat wise, but some of the new Gensai that just came out might be Helpful. Especially with Reverants.

EPG

Changeling – CA once per encounter, perfect stats for Night Stalkers, amazing at disguising, even an extra defense bonus. Very solid race, and great flavor (My current assassin). Makes a remarkable 'victim' assassin.

Kalashtar – Your stat bonuses could be worse, but your abilities are oriented away from striker. Telepathy could be fun.

Warforged – The only reason I mark this as worse than Goliaths and Minotaurs is because THP doesn’t stack.

Manual of the Planes

Bladeling – All you’ve got going for you is a Dex bonus, really.

Dragon

Gnoll – Definitely one of the best races for Assassins, especially Bleak Disciples. Great speed, great power, good damage bonuses, decent feats.

Revenant – Wow, both good Dex and Con races in a row. Revenants are amazing Assassins, and they really favor neither. Both Guilds like Con for HP, and Unnatural Vitality lets you not only attack someone, but you can still use Assassin’s Shroud.  When looking at feats, don’t forget your Past Life. Some races that might have bad stats, might have great feats.

Shadar-Kai – Basically exactly the same as Eladrin.

MM1 and MM2

Bugbear – Think Half-Orcs, but worse. I guess Oversized is good. Maybe this should be Black.

Bullywug – Okay, you have nice stat bonuses. Otherwise, you pretty much suck.

Duergar – Like Wilden, only more offensive. Their racial power is great, the stat boosts are okay, but darkvision.

Githyanki – Initiative bonus, Con bonus, defense bonus and racial are solid. Int is useless, though.

Goblin – Your ability score bonuses are perfect for Night Stalkers. The skill bonuses, Reflex bonus and racial are all good as well. Small, though, unfortunately, so go for more ranged attacks.

Hobgoblin – You have a bonus to both secondary stats. Nothing else, really.

Kenku – Great stat bonuses, great skill bonuses, better flanking is fun. If they just had better feats… Also, Mimicry could be amazing for an Assassin.

Kobold – Dex and Con are good stat boosts, good skill bonuses, and good racial power. However, you are small, and you have no feat support and no really good other bonuses.

Orc – Goliaths and Minotaurs that are worse and have no feat support.



I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
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4 years ago  ::  Nov 18, 2009 - 9:40PM #3
chanter_hound
Date Joined: Aug 11, 2006
Posts: 2,008
Reserved for MC, Hybrid, Archtypes.

Build 1 - Infiltrator.

The Infiltrator build is a pretty strange build, as it revolves around the belt of the brawler and ki focus interactions. Essentially, the belt makes any improvised weapon into a club, which your proficient with, and you can use that with your ki focus.

This build is meant to appear weak and frail. Possibly posing as an old man or other less threatening individual, when suddenly you are killing people with your walker. Because the infiltrator is based on the implement rather than weapons, it has major overlapping with Swiss Army Knife.

Build 2 - Swiss Army Knife

This one picks up particular proficiencies for the weapons normal properties. Dynamic Weapons work great in this regard, especially daggers as they are light weapons. The Swiss Army Knife always has a weapon for the Job on hand and with a belt of the brawler, they can overlap the Infiltrator. (Though the Swiss Army Knife is more weapon based in power choices and tends to have less charisma)

Build 3 - Deer in the Headlights.

This Build loves weapons. Big weapons. Fullblade and Executioner axe are its favorite, especially full blade. Even with this giant weapon you drag around, its so ridiculous your enemies have no choice but to erase you from their minds, a fatal mistake. For Ignorance is not bliss, and what you don't know can and will hurt you.
I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
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4 years ago  ::  Nov 18, 2009 - 9:41PM #4
chanter_hound
Date Joined: Aug 11, 2006
Posts: 2,008
Heroic-Tier Powers


For these I'm only going up myself up to level 5. And mostly changing from GnomeNinja5's version, something I personally didn't agree with myself. As I play through my versatile assassin, I'll post more on here.

If there is unhelpful data about a power (such as weeee! I'm a kobold!) tell me, and how it should be fixed.

Level 1, At-Will
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Executioner’s Noose – Pretty good at doing a bit of controlling. Properly used, you can really hurt some enemies plans of attacks, such as bats that use the fly by attack. I highly Suggest this power for any implement based Assassin or any human based.
Inescapable Blade – Though you don’t get Dex modifier to damage, ignoring cover is good, and you can use reach weapons to cover even more ground. Try to find ways to attack where you have super cover.Leaping Shades – I can’t say this is a bad power, because it really does have its uses. But typically, Shadow Storm will deal more damage, and you should be invoking your shrouds periodically; you’ll do more damage.Shadow Storm – Oh, yes, here it is. This at-will can do wonderful amounts of damage in a mob, or if you have a large party. What’s really fun for Night Stalkers is that even if you don’t get your Cha bonus because two enemies are adjacent, you at least get 2 extra damage (remember, you are a creature). In addition, if you flank with a buddy, you get +2 attack and +2 damage, at least!


Level 1, Encounter

Gloom Thief – If you can immobilize the enemy somehow, or if used in tight spaces, this power is great. Otherwise, you have solid damage and a decent effect.

598d7eda722da39cd6d371e7fb8d2476.gif?v=254250Nightmare Shades – Being vs. Will is great, and it also does good damage and gives you +2 to hit and +Cha damage if you are a Night Stalker. This will probably be the Night Stalker choice at this level, and is Sky Blue for them.
Shadow Darts – You can do good damage early on with this, and, even if the first attack or two misses, your shrouds are still fine. Better yet, If one of them crits, the entire power is counted as a crit. But the other two die still have to "hit" for you to get thier d8. However, if you have a DM who believes that shrouds shouldn't get maxed out on a crit, this attack may not be as good as it really should be.


Smothering Shadow – Better if you are a Bleak Disciple, but I’m not sure if it’s really great. Probably Blue for them.

Level 1, Daily

Grave Spike – The damage is okay, but the ongoing is pretty nice, and prone is great for CA. The attack bonus makes it more likely your shrouds will be used to their fullest effect.

Strangling Shadow – Likely to hit since vs. Fort, and the effect lets you be controller-y and does ongoing damage, but the base damage is meh. Plus, you can completely isolate it, which is nice for Night Stalkers.

Targeted for Death – vs. Will is good, the damage is pretty good, and the effect is devastating. Personally I use Killers insight turn 1, then pop this lovely on turn 2, AP and follow up with shadow darts. "One hit" killed a non-minion with this combo.

Terrifying Visage – I feel like Changelings should get a bonus to this one :P. In all seriousness, this is pretty overshadowed by Strangling Shadow, as it tries to isolate an enemy, but is less accurate, has no ongoing damage, and you can’t keep isolating it.

Level 2, Utility
Note, I am okay at best at judging utilities, so other opinions on this would be nice.

Cat’s Trickery – If it were able to douse every light source, it would be great. As it stands, it’s so-so. Drow skip this.

Cloak of Shades – Useful both in and out of combat. You give yourself good defense bonuses in battle, and it can be used with Shade Form to hide anywhere.

Nov 19, 2009 -- 8:48AM, Vengeful_Deity wrote:

Lurking Shadow

I think Lurking Shadow is  under rated. It's a sustained invisibility that you can attack from. I would be surprised if you couldn't get this off for at least 1/2 a fight per session. The fact that it makes you invisible and silent (depending on how your DM reads that) makes you almost impossible to target. And it is an easy way to get Combat Advantage. 




Shadow Meld – Your entire party just became stealthy! If you travel around with a bunch of clunkers, this is a nice contender for this level, as it lets your whole party try to position themselves for a battle 1/day.

Level 2, Skill Utilities

Agile Recovery - This power here allows you to continue to maintain your biggest defense. Mobility. In addition, you can take a minor defense increase vs ranged attacks by dropping prone and easily popping up again next turn and running away.

Level 3, Encounter

Army of the Night – Note that this is a weapon vs. Will, which is very accurate, so it’s a good power to invoke shrouds on. The damage is pretty bad, but there are benefits: other enemies may not know about the effect, and if they do it keeps your foe isolated for Night Stalkers.

Cloaking Mist – Eh, it’s a blast with okay damage, but attacking multiple foes doesn’t do much for you. The effect can be nice, but it’s situational.

Inescapable Shadow – Good for its mobility, but you might be able to get to your target aways. Still, it frees up your move action for other uses, and does decent damage.

Nightshade’s Kiss – For mini-controllers, eat your heart out. Weapon vs. Reflex makes it accurate, and with decent damage and a good controller effect, the whole party can move someone around the battlefield for a turn. Bleak Disciples get even more fun.

Level 5, Daily

Heart of Dust – The damage is okay, and so is the effect. However, it can keep the enemy isolated nicely, or damage nearby enemies if they don’t know. Note this is your first poison power.

Shadow Soul – This is really intended to pressure artillery so you stay adjacent I think, but overall it’s not that great of a power.

Treacherous Shades - This can be used really well as a divide and conquer power, as who wants to constantly grant CA?

Twilight Assassin – After working with is power a bit, I've found it quite nice. Its not so much the initial damage that is the main focus of the power, but the rider effect. It creates a shadow that has a minor attack that does negligible damage, but combined with Nightstalker, you will be able to easily pull 30 damage a round by attacking three times on the enemy. If your DM says that nightstalker doesn't add, because you are not the one attacking, then the power works in the other way allowing you to maintain shades form, while doing only about 12 damage around.

I've not yet quite looked at the other three powers enough yet though. Mostly only this power and its big brother Guild of Shadows, for some nasty dailies.

Level 6, Utility

Darting Shadow – Very similar to some of the rogues abilities, except one minor change. That is the fact you don't make another roll at the end of the movement, you simply stay hidden from everything you were hidden from before so long as you have any sort of 'enviromental' protection (Cover/Conceal). Because it is an At will power it will, it gets particularly favorable marks from me.

Sheltering Dark – This reminds me of Cloak of Shades. Which was level 2.

Slayer’s Escape – Would be ridiculous if it were an Interrupt. But it isn’t. As it is, it’s still a very solid hex.

Slithering Shadow – Wheeeee, you’re a kobold!

Level 7, Encounter

Captured Shadow – Damage is pretty weak at this level, but so are all the other Assassin powers here. The fun thing is you can move it on its own turn, at any point, and it can isolate it for Night Stalkers. Controller-y.

Echoing Threat – vs. Will, but the damage is pitiful. It serves to isolate the target by making it move away from others, or deal damage to there targets, so it’s a bit controller-ish. Night Stalkers get to really close in on it then.

Shadow Jack – This can be a really fun power. It’s okay attack and damage-wise, and it adds to your defense as well with insubstantial. If you have good defenses, then this can be a great power; even if not, it deters enemies from trying to hit you.

Shadow Link – Damage is just okay, and the effect is honestly pretty bad, as you can only get up to three more shrouds on the target, and do you really want to be hit? For Bleak Disciples, that piddly THP won’t do much to help here.

Level 9, Daily

Black Garrote – Okay, so the damage and controlling elements on this power might look nice, but you are stuck to this guy, and you have to burn Standard actions, and you don’t make any more attacks. Say bye to invoking shrouds for a while. Can be used as a delay, though, while you build up shrouds. Just keep your Fort and Ref high if you go for this. Oh, and it’s reliable, which is nice, I guess.

Bound by Shadow – The weapon vs. Fort makes it more likely to hit, but this can be really fun if you use it on an enemy leader. It might do weak damage initially, but the target likely won’t attack you, and other enemies might hesitate if the target is important. Pretty defensive.

Obscuring Shadows – Weapon vs. Will is always nice, the damage is okay, and the effect is neat, especially against solos.

Wall of Shadows – Mini-controllers can have fun with this. You attempt to deter creatures from moving through it, and it blocks line of sight. The biggest issue, though, is that it’s only a Wall 5. It really doesn’t help your mobility that much, and the damage is pretty pitiful.

Level 10, Utility

Mist Walk – This is nice for your mobility, especially if there are obstacles or enemies in your way, but it’s a daily. It’s comparable to Expeditious Retreat, a level 1 Wizard utility power.

Promise of Retribution – Another nice revenge power: you teleport to safety, then go back to beat them up. Unfortunately, also a daily.

Seeker of Shadow – Once combat has already started, sneaking is a lot less important. Still, the damage bonus is okay and being undetectable has its perks.

Slayer’s Endurance – Up to 20 THP once per encounter? That’s very good to mitigate your squishiness, though Bleak Disciples need to note that THP doesn’t stack.

I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
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4 years ago  ::  Nov 18, 2009 - 9:58PM #5
chanter_hound
Date Joined: Aug 11, 2006
Posts: 2,008

Sep 24, 2009 -- 10:37AM, GnomeNinja5 wrote:


Paragon-Tier Powers

Level 13, Encounter

Dark Step Ambush – Oh hey, look, it’s that level 3 power Inescapable Shroud, but with an invisibility rider! Okay, that’s nice, but shouldn’t we be getting a little more bang for our buck 10 levels later?

Flurry of Talons – This is nice, and to me it’s better than Dark Step Ambush. Though you don’t turn invisible, you move farther and deal more damage. Also, it’s really likely your shrouds will hit with it.

Slayer in the Dark – Another one meant to isolate the target for you Night Stalkers. This can be a really, really good power if you have a party full of druids, wizards, fighter, warlocks or others who push, pull and slide often. If only the damage were a little better, but I suppose it is meant to control more than strike.

Well of Shades – This is a great controlling power, but only really for Bleak Disciples, as Night Stalkers are probably leaving themselves too open after the attack. The damage isn’t too shabby either, but it does target Fort.

Level 15, Daily

Bleak Gallows – The damage is okay, but the effect if great for those who either like to isolate, or control. Be careful that you don’t keep teleporting someone who likes to charge or stay away; you have to make sure you have an appropriate target.

Death’s Doorstep – Weapon vs. Reflex, so it’s accurate, and the 3[W] is nice damage. The effect doesn’t help you that much, but if you’re fighting someone who makes you miss an annoying amount of the time, this power is invaluable. It’s another daily that helps your shrouds to be better.

Shade Venom – The attack itself is okay, but there’s one thing you need to note about the effect: you can’t make an OA against it if you invoke it. Thus you have to plan with this power, so people who will be moving away from you anyways are good targets, or you only invoke it on turns when it’s already away from you.

Sundered Shadow – I absolutely love this power, and it is simply wonderful to use against people in the back ranks, who will likely try to escape you anyways. Keep in mind, this allows you to use any melee power against it from anywhere on the battlefield, but you still have to have line of sight and effect to it.

Level 16, Utility

Assassin’s Defense – While a defensive power is very welcome, it’s extremely limited for this level. Invisibility is always nice, but +2 is not that likely to make a difference, and you can only use it against your shroud target.

Liquid Shadow – Now, that’s a defensive power! Another one of those nice retribution powers, this one lets you be both less squishy and move about. Also, keep in mind this enemy need not be one you’re focusing on; that’s why you have Shadow Step.

Shadow Meld – This is a very nice desperation power, and it will save your skin.

Thief of Names – This power both has an RP aspect, and a combat aspect, which is nice. Keep in mind, it can be any creature you have ever seen, any. In combat, using this on the big boss often turns it into a duel between you and him, so be sure that you can handle that.

Level 17, Encounter

Mob of Shadows – The damage is decent and it’s pretty accurate. This is a good control power, and, ironically, an isolating power intended for Bleak Disciples. However, you must remember that you cannot make an OA against an enemy you damage, but this can take out minions easily.

Shadow Fire – This is one of those powers that is meant for you to invoke our shrouds with, and it has decent damage and an okay effect to boot.

Shadowed Deception – vs. Will is nice, and the damage is pretty good. The effect is very nice for an encounter power, especially since it grants CA in general, not just to you, if you’re a Night Stalker, making it a Blue power for them.

Traitorous Shadow – The damage this power deals is good, and it really keeps artillery and controllers out for at turn, or at least deters them. However, I can’t say it’s lack of accuracy really makes it equal to Shadow Fire, so I have to make it Black.

Level 19, Daily

Consign to Shadow – Accurate and damaging, and tries to make a duel between you and the baddie. Again, I have to warn you that you need to be prepared to duel them. It also prevents enemies from helping the monster in any way, and you can keep going after it turn after turn.

Executioner’s Blade – This power is reliable, and it is ridiculously deadly. Keep in mind that even if you miss, you still deal max shroud damage and you can use it again later.

Guild of Shadows – This is a nice power for controlling enemy formations, but the fact that you can’t help your allies flank or beat up on one enemy with them limits it. vs. Will is nice, and the damage is pretty good. The effect is very nice for an encounter power, especially since it grants CA in general, not just to you, if you’re a Night Stalker, making it a Blue power for them.

Traitorous Shadow – Very accurate, damaging, and an effect that just about lets you have CA versus it until the end of the encounter. I’d say that’s pretty good. However, I have to say that all of these powers seem a little lackluster compared to other striker powers of this level.



I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
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4 years ago  ::  Nov 18, 2009 - 9:58PM #6
chanter_hound
Date Joined: Aug 11, 2006
Posts: 2,008
Reserved for Epic Tier powers
I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
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4 years ago  ::  Nov 18, 2009 - 10:14PM #7
chanter_hound
Date Joined: Aug 11, 2006
Posts: 2,008
Noteworthy Feats

Heroic Tier Feats

Assassin

Assassin’s Cloak – Might not seem like its too useful, but remember becoming invisible doesn't make it so you are undetectable. You also need to become silent, and this feat helps with that.

Assassin’s Escape – Ever since I've gotten this power, I've not ever looked back and said "Golly gee wilikers. I wish i hadn't gotten that power because I suck so much now." Instead It has allowed me to lead off, lure enemies into my little traps with little to no fear of retaliation. Because if they hit me, I'm insubstantial. It makes your shades form even more efficient, allowing for much easier to time slaying enemies and not caring if you get hit.

Hidden Insight – What should have been part of the shrouds, this feat allows you to hide and start throwing on shrouds onto the enemies without them knowing. Especially useful before combat, but a crafty assassin might be able to easily it even during combat.

Killer Insight – This is invaluable, if only because two shrouds are better than one. As with escape, this power turns your original abilities into more efficient ones.

Brutal Shroud – Again increases efficiency for your starting powers. I've not taken it, so i can exactly say how much just yet.

Nightmare Killer –While many good powers have a fear key word in them, there just isn't enough yet to make this worth it. Maybe a MC or a hybrid could use it.

Nightmare Step – Similar problem with Nightmare killer, just not enough fear powers to make it really worth it.

Shadow Veil Assassin – This similar to Nightmare Killer, in that there aren’t enough illusion powers to make this worth it.

Shadow Veil Disappearance – Not that great, for similar reasons to Shadow Veil Assassin.

Venom Hand Assassin – Some what more difficult to use over MC feats, but since this can be used with MC feats its a bit better. Several things have resistance or immunity to poision so you will need other Venom based feats.

Venom Hand Killer – While based only on assassin powers, this feat tends to have some difficulty. However throw in poison weapons or consumable poison and you become deadly. Even worse is if you hybrid or MC with Seeker (when availible) in order to get thier entire line of poison based attacks.

Venom Hand Assassin – Alone, this wouldn't be worth picking up. Combine with other Venom feats though, and you start getting somewhere. MC with Seeker (when available) and you get even further. Use alchemy and poison weapons to really cheese it out.

Standard
Toughness – Again I cannot say how exactly useful it is. 5 hp is more than not having 5 hp. With more HP the fear of getting hit decreases allowing for more reckless maneuvers. Which translates into more damage.

Focused Expertise – If you are Ki focused but wish to switch between many weapons, this is invaluable. If you are specific weapon though, might as well get that one instead. Can't use this and magical weapon properties at the same time though.

Proficiency
Armor Proficiency (Hide) – Being a Nighstalker, I don't have the stats for it. But someone else might. Chainmail though might be better for a special teleport armor.

Paragon

Standard
Armor Specialization (Hide) - If you got Hide Proficiency, you qualify for this and it mitigates the penalty you’ve been suffering for 10 levels.

Hammer Rhythm - If you have the Str for this and use a Mordenkrad, then this could be useful.

Sep 24, 2009 -- 10:44AM, GnomeNinja5 wrote:




Improved Initiative – Going early is always nice, though hopefully you’re also getting a surprise round.

Melee Training – You are in melee a lot, and any opportunity to do extra damage is good. Opportunity attacks are your friend, and charging can be too.

Nimble Blade – If you use Light Blades, this is a decent investment.

Weapon Focus – Probably for Heavy Blades; extra damage is always good.

Weapon Proficiency – This is for the Fullblade, which you will likely be using. Bleak Disciples with high Str may go for Mordenkrad, as they will be more likely to qualify for Bludgeon Mastery.

Wintertouched – Standard combo with Lasting Frost.

Paragon Tier Feats

Agile Athlete – You might climb, jump, and do stunts a lot, so this could be useful.


Danger Sense – Improved Initiative is better, but if you need initiative for some reason, this is always there to help.

Defensive Advantage – Hopefully you have CA a lot, but even if you don’t, +2 conditional AC is good.

Fleet-Footed - +1 speed is nice, but not necessary.



Heavy Blade Opprotunity – If you have the Str for this, then definitely take this.

Lasting Frost – With Wintertouched, of course.

Minion of the Dark – Darkvision is great, especially if you can get rid of light sources.

Nightmare Master – Many of the fear powers are good powers, and dazed is a great condition; however, it really only prevents OAs and gives CA to allies or you if you use an AP.

Epic Tier Feats

Epic Fortitude/Reflexes/Will - These feats offer a huge untyped boost to some NAD. Great if you need a filler feat.

Poison’s Partner (Dragon) – If you love poison powers, then this a natural choice.

Robust Defenses – You will be retraining Paragon defenses to this.

Weapon Mastery – If you have the Str, Con, and Dex for any of these, go for it. However, you probably don’t.


Noteworthy Racial Feats


Heroic Racial Feats

Action Surge (Human) - You are a human, and as such, this is your amazing feat you will take sooner or later.

Blurring Claws (Razorclaw Shifter) - You'll probably have CA more and more as you gain levels, so +2 damage is nothing to scoff at.

Dwarven Weapon Training (Dwarf) - Since you may have been going for Hammers anyways, the Superior Weapon Proficiency and +2 damage are great, making WF unneccessary until Epic.

Goliath Greatweapon Prowess (Goliath) - With this, you don't even need Superior Weapon Proficiency.

Hellfire Blood (Tiefling) - Typical flaming weapon stuff.

Markings of the Victor (Goliath) - Rerolling your first attack roll is great for Assassins, who usually invoke all their shrouds. And it ups your crit chance.

Thirst for Battle (Half-Orc) - Both helps you go first in combat, and to mitigate a little of your squish.



I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
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4 years ago  ::  Nov 18, 2009 - 10:15PM #8
chanter_hound
Date Joined: Aug 11, 2006
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I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
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4 years ago  ::  Nov 18, 2009 - 10:22PM #9
chanter_hound
Date Joined: Aug 11, 2006
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Dynamic Weapons - These are great for a Ki focus focused assassin who wants to be more veristile. Just get some +1 daggers, and you can easily carry an armies worth of weapons.

Incisive Dagger - A great dagger to use offhanded, since you can now teleport even further now. getting this, you can move as fast a slower race walks. Very great if you are said slower race, because you will be able to move faster than you normally can.
I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
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4 years ago  ::  Nov 18, 2009 - 10:23PM #10
chanter_hound
Date Joined: Aug 11, 2006
Posts: 2,008
Tactics

Nov 19, 2009 -- 8:48AM, Vengeful_Deity wrote:


Invisibility

I think there is a defensive combo move that isn't being taken into account that:

Darting Shadow
Assassin's Cloak
Any Item/Power that makes you invisible.

For example, if you use Dark Step Ambush on your turn and hit, you become invisible (-5 to hit) w/ free action Stealth Check to become hidden (Have to guess your square). You can then use a move action to use Darting Shadow to move your speed without a penalty, to retain your (essentially) untargetable status.

I'm sure there are plenty of reasons that a DM would opt to take the -5 penalty to attack your invisible character depending on how much damage you've done, what the other characters are doing, and positioning. But any DM would be hard pressed to find a justification for their monsters "guessing squares" however they decide to play that. They're actions are better spent finding a new target.

Say what you will about the Assassin's HP and Defenses, imo the best defense is not being the target in the first place. I would upgrade Darting Shadow and Assassin's Cloak for these reasons. This trick can be pulled off multiple times per encounter depending on power/item choice.





Feel free to post any comments or messages now.
 d9ffdd9b4jn.gif

I'll be updating this regularly, esspecially as I get data with the two assassin builds i've got going so far.

I'd get along more with people if they didn't jump onto a hyberbole every single time you say something they don't understand.
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Dungeons & Dra.. 4e Character Optim.. Teacups, Poison and Fullblades: An Assassins...
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