[4E] Shadow-Assassin Fix (PEACH)

Post/Author/DateTimePost
#1

Surrealistik

Feb 11, 2013 19:18:20

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.

#2

Surrealistik

Feb 15, 2013 21:52:59

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.
#3

Surrealistik

Feb 15, 2013 21:53:15

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.

#4

Surrealistik

Feb 15, 2013 21:53:25

Heroic Powers:


Level 2 Assassin Utility Powers:

Show

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.

#5

Surrealistik

Feb 15, 2013 21:53:34

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]

#6

Surrealistik

Feb 15, 2013 21:53:42

Epic Powers:


(or what I have so far)


Level 22 Assassin Utility Powers:

Show
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)
#7

Surrealistik

Feb 15, 2013 21:53:58
Reserved.