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Look Very Carefully: The Shroud Assassin's Handbook (by erachima)
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<blockquote data-quote="Nibelung" data-source="post: 6711924" data-attributes="member: 74499"><p><strong>Originally posted by erachima:</strong></p><p></p><p><span style="font-size: 15px"><strong>Assassin Class Feats</strong></span></p><p></p><p><strong>Heroic Tier Assassin Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Assassin's Challenge </strong></span>(D385) - Requires Paladin. The first part of this feat does literally nothing, since MCing or Hybridizing Paladin already lets you use Holy Symbols freely, and the second part is +1 damage to divine challege per shroud, which is worthlessly low.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Assassin's Cloak </strong></span>(D379) - Roll to hide whenever you turn invisible, which will generally happen several times per encounter. <span style="color: #00ccff">A staple feat </span> if you're focused on stealth or invisibility, though that's not the playstyle I personally recommend.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Assassin's Escape </strong></span>(D379) - Lets you use Shade Form as an II against damage. If you're following this guide, you don't have Shade Form anyway, but if you do this isn't a good use of it.</li> <li data-xf-list-type="ul"><strong>Avernian Emissary Wrath </strong>(Tiefling, D379) - A consolation prize for missing, yes, but one that lets you reuse your racial power, which can be worthwhile if you've taken some of the Tiefling's other support.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Betrayal of Zerthimon </strong></span>(D385) - Githzerai-specific feat. This feat is a situational version of a benefit Cruel Shadow gives permanently.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Blood Devourer Shifting </strong></span>(Shifter, D379) - An extra static damage instance per encounter can be a good nova booster if you've tweaked your extra damage high enough, but you should really have better feats to take than this.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Brutal Shroud </strong></span>(D379) - Brutal 1 for your shroud dice. Nearly, but not quite, negligible.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Close to Death </strong></span>(Revenant, D387) - If you are bloodied, you can use Shadow Step without meeting the normal requirements. <strong>Better</strong> for sub-zero fighting builds, where this effectively becomes an at-will ability.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Concealing Shades </strong></span>(Revenant, D387) - Gives you and your allies within 5 concealment when you trigger Dark Reaping.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Crimson Eye Action </strong></span>(Human, D379) - Place a shroud when you spend an AP. Less than once per encounter, in other words. Don't waste your time.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Cruel Shadow </strong></span>(D401) - Essentially permanent CA. Not quite a tax feat, since you'll have CA a bunch anyway due to flanking, invisibility, etc. but you should probably pick this up eventually.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Cursed Shadow (D385)</strong></span> - Requires Warlock. This feat gives you the Shadow Walk class feature, which is both useful in itself as a concealment source and opens up feat and item support.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Darkness's Wings (D385)</strong></span> - Shadar-kai specific feat. Recharge shadow jaunt by expending shade form. Viable in conjunction with other shadow jaunt optimizing choices.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Darting Shade </strong></span>(D388) - Run away as a free action with shadow step after you take damage while in shade form. If you're using Shade Form, you might want this one to replicate the effect of Vanish and free up a utility slot.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Dawn Hunter Training </strong></span>(Elf, D379) - You can spend a feat in order to waste your Elven Accuracy power rerolling damage. Yeah.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Death Sight (D386)</strong></span> - Bloodied enemies don't get cover/concealment against you.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Death Walk </strong></span>(Revenant, D387) - Use shadow step as a free action when you trigger Dark Reaping.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Death Wastes Nothing </strong></span>(Revenant, D387) - Completely redundant to Inexorable Shroud.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Deific Instrument </strong></span>(D386) - Requires Avenger. This feat does literally nothing, thanks to a rule change stating that multiclassing Avenger already gives you holy symbol implement proficiency.</li> <li data-xf-list-type="ul"><strong><span style="color: #00ccff">Devastating Shroud </span></strong>(D401) - Whenever you score a crit with a shadow power, your shrouds don't vanish. Considering all your best encounter powers involve critfishing, this feat's a great way to keep the nova rolling. Note that this feat is not very high priority in heroic, but if you're MC Avenger you definitely want it in mid-paragon.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Disciplined Killer </strong></span>(D385) - Requires Monk. Deal 1 extra damage per shroud on FoB against your shroud target. Another chaff feat.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Eilserv's Treachery </strong></span>(D385) - Drow-specific feat. Recharge Shade Form by wasting Cloud of Darkness.</li> <li data-xf-list-type="ul"><strong><span style="color: #ff0000">Emerald Scale Concealment </span></strong>(Dragonborn, D379) - Invisibility on dragon breath wouldn't be a bad rider, but it's only against targets you hit and it only lasts until the end of your current turn, not your next one. Worthless.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Eternal Void Memories </strong></span>(Deva, D379) - This would be the same as Blood Devourer Shifting in the marginal category, but in order to use it as a Revenant you'd have to buy Memory of a Thousand Lifetimes, which is totally not worth it.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Eye of Death and Despair </strong></span>(Vistani Heritage, D385) - This feat actually downgrades the effect of Evil Eye of the Vistani from "cannot move closer" to "immobilized". Huh?</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Far Shadow </strong></span>(Drow, D385) - Use cloud of darkness as an area burst rather than a close burst. This is a marginal Assassin selection, though popular for Seeker|Executioners.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Flickering Fortunes </strong></span>(D385) - Githzerai-specific feat. Use shade form as a free action when you second wind.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Ghostly Voyage </strong></span>(Wilden, D385) - Turn insubstantial when you use Voyage of the Ancients.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Grave Dust Advantage </strong></span>(Revenant, D379) - Get an extra shroud when you use your racial power. Not useful by itself, but there may be some potential in combining it with the next feat on the list and the Psion Dark Reaping recharge feat Mind Rot.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Grave Dust Assassin </strong></span>(Revenant, D379) - Thanks to the timing on Assassin's shroud, you can both invoke your shrouds and deal damage "as if" you had invoked your shrouds, doubling your shroud damage. Very nice, and one of the many reasons Revenants own this class.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Hidden Insight </strong></span>(D379) - This feat makes enemies you're hidden from unaware that you've shrouded them. Not very useful in practice, since even if your DM does have creatures act aware of your shrouds when you're hidden from them, they'd have to find you or run off to do anything about it.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Horned Nightmare </strong></span>(Minotaur, D385) - Gives phasing if you charge while in Shade Form.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Horns of the Shadow Reaper </strong></span>(D385) - Minotaur-specific feat. Gives an attack bonus and a shift when using Goring Charge on your Shroud target, which actually may be useful in conjunction with Opportunity Gore to reuse your racial.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Hungry Sky Shadows </strong></span>(Goliath, D379) - Gives +STR extra damage on a hit on which you invoked your shrouds. This is the feat that makes the STR-secondary Assassin possible, enabling some very unusual builds. Probably most valuable on some sort of Assassin|Fighter or Assassin|Warden Hybrid?</li> <li data-xf-list-type="ul"><strong>Hunter in the Gloom </strong>(Shadar-kai, D382) - While you're insubstantial due to your racial power, your attacks against AC are instead against reflex.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Hunting Shadow </strong></span>(D385) - Wilden-specific feat. Say, you know that at-will power Leaping Shadow, the one I told you to by no means take? This is that, but in feat form.</li> <li data-xf-list-type="ul"><strong><span style="color: #ff9900">Inexorable Shroud </span></strong>(D401) - This feat makes up to two of your shrouds transfer from foe to foe, both when your allies kill them and when you do. (Thanks to timing, this is true even if you invoked on the killing blow.) An essential pick for every Assassin.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Initiate of Three Masks </strong></span>(Changeling, D382) - Changeling-specific feat. Use Stealth instead of Bluff for your racial power.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Insidious Shroud </strong></span>(D385) - Changling-specific feat. Place a shroud when you succeed on your Changling Trick bluff check.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Keeper of the Black Flame </strong></span>(Drow, D382) - Place an extra shroud when you hit with Darkfire.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Killer's Insight </strong></span>(D379) - It's that same "bonus shroud once per encounter feat", but this time it's not tied to a racial power.</li> <li data-xf-list-type="ul"><strong>Leaping Shadows </strong>(D379) - Use shadow step whenever you drop an enemy. Good for mobility, essentially the same benefit as the Fey pact boon.</li> <li data-xf-list-type="ul"><strong><span style="color: #ff9900">Lethal Shroud </span></strong>(D401) - Increase your shroud dice from 1d6/+3/+6 to 1d8/+5/+10. Another essential Assassin tax feat as you rise in levels, as it's giving you +3 damage per shroud (and +5 in epic) and you should generally be invoking more than one shroud per attack.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Lolth's Embrace </strong></span>(D385) - Drow-specific feat. Place a shroud when you hit with Darkfire.</li> <li data-xf-list-type="ul">Maw of the Hungry Killer</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Menacing Sorcery </strong></span>(D385) - Requires Sorcerer. Your ranged Sorcerer attacks don't provoke from your shroud target.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Merciless Nature </strong></span>(D385) - Wilden-specific feat. Redundant to Cruel Shadow.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Mind of Flawless Sight </strong></span>(Kalashtar, D382) - Ignore concealment and cover against targets subject to your shrouds.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Mist Walker Illusion </strong></span>(Gnome, D379) - Lets you use Fade Away as a free action triggered on a hit. Gnomes aren't a great race for Assassins, but this does have some optimization potential in conjunction with other Gnome support.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Murderous Hunter </strong></span>(D385) - Requires Ranger. You can use your Hunter's Quarry damage on a miss with two or more shrouds. There's unfortunately no real use for this, even for purposeful miss-whoring.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Nightmare Killer </strong></span>(D379) - +2/3/4 feat bonus to damage with fear powers. Totally redundant to a number of other feats you get access to, such as Shadow Reservoir.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Nightmare Step </strong></span>(D379) - Consolation prize feat, lets you slide creatures a square on a miss with fear powers.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Oathbound Stalker </strong></span>(Avenger, D385) - Bonus to teleport distance, but only when teleporting adjacent to your Oath of Emnity target, so only useful once per encounter at absolute most.</li> <li data-xf-list-type="ul"><strong>Obsidian Cave Recovery </strong>(Dwarf, D379) - Lets you recycle Shade Form when you use Dwarven Resilience. If you're a Dwarf Assassin with shade form, it was probably because you saw this feat.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Phantom Blade Evasion </strong></span>(Halfling, D379) - Do Useless Thing With Racial Power, Halfling version.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Quick and Dead </strong></span>(Revenant, D387) - When you use dark reaping, your Shadow Step gets one longer for the remainder of the encounter. Low priority, but potentially useful.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Raven Queen's Disciple </strong></span>(Revenant, D387) - Gain one extra THP from your Bleak Disciple feature.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Raven Queen's Sanction </strong></span>(Revenant, D387) - Occasionally don't subtract one shroud for missing. Worthless.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Reaping Ki </strong></span>(Revenant, D387) - Minor, once per encounter consolation prize for missing with four conditions to meet.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Resolve of the Iron Terminator </strong></span>(Warforged, D382) - You have resistance against attacks by creatures subject to your shrouds equal to the number of shrouds. Non-scaling. Probably the worst disconnect between awesome name and worthless effect in the game.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Roguish Killer </strong></span>(Rogue, D385) - You can use your Sneak Attack damage on a miss with two or more shrouds. There's unfortunately no real use for this, even for purposeful miss-whoring.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Scions of Zarak Initiate </strong></span>(Half-Orc, D379) - Consolation prize for missing on an attack with which you invoked your shrouds.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Seeker of the Devouring Dark </strong></span>(Drow, D382) - When your shroud target leaves your Cloud of Darkness, it takes the damage from the shrouds and then the shrouds vanish. Another feat that might be worthwhile if it were for the line making them vanish.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Shadowcreeper </strong></span>(Goblin, DSH) - Goblin Tactics is now a shift 2 and grants you partial concealment.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Shadow Poisoner </strong></span>(D400) - This feat teaches you an Executioner poison, and lets you "spellbook" a poison for one of your dailies. Considering that a number of the Executioner poisons are better than your own dailies, that you can use retraining to pick up all the good poison recipes, and that the poisons have interesting out of combat effects, this deserves a strong look. Note that this feat is the only known way to "reserve manuever" a paragon path daily.</li> <li data-xf-list-type="ul"><strong>Shadow Reservoir </strong>(D401) - While a +2/3/4 damage feat is nice, this one doesn't apply to basics and requires a ki focus, and most Assassins favor attacking with weapons. You can wait until the elemental boosters come online in paragon.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Shadow Veil Assassin </strong></span>(D379) - Shift 1 square as a reward for satisfying FIVE conditions. Who writes these?</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Shadow Veil Disappearance </strong></span>(D379) -This feat could be great, if the Assassin had an at-will melee illusion power. It does not. The Ardent has one at level 13 though.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Shadowforged Killer </strong></span>(Warforged, D379) - You can expend your racial and regain shade form instead of the normal benefit. Not as good as Obsidian Cave Recovery, but still potentially useful.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Spirited Shadows </strong></span>(Drow, D385) - Increase the distance of Shadow Step to DEX mod, but only while within your cloud of darkness.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Swallowed by Shadow </strong></span>(Revenant, D387) - Turn invisible EoNT when you use dark reaping. Note that this has timing issues if you trigger Dark Reaping on anything but your own turn.</li> <li data-xf-list-type="ul"><strong><span style="color: #800080">Twilight Phantom Step </span></strong>(Eladrin, D379) - Makes Fey Step 5 longer if you end adjacent to your shroud target. Misses a red rating because, between Eladrin Swordmage Advance and the ways to recharge Fey Step, one might conceivably take this.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Uncovered Hatred </strong></span>(Kalashtar, D385) - The triggering enemy takes a tiny amount of damage when you use Bastion of Mental Clarity.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Velvet Blade Trick </strong></span>(Half-Elf, D379) - Apply a shroud once per encounter when you use dilettante.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Vengeful Shade </strong></span>(Any Divine, D386) - This feat turns your shrouds radiant, which would be useful, but only when using Divine attack powers, which kills it.</li> <li data-xf-list-type="ul"><strong>Venom Hand Assassin </strong>(D379) - Deal 1d8/tier extra damage on your first attack of each encounter. Since it's extra damage and therefore applicable repeatedly, this gives an appreciable damage spike.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Venom Hand Killer </strong></span>(D379) - +2/3/4 feat bonus to damage, but only to poison damage rolls. You don't want to use poison damage, generally speaking.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Venom Hand Master </strong></span>(D379) - Ignore poison resistance and immunity. This feat is <strong><span style="color: #ff9900">essential </span></strong>if you are using poison, but there are very few reasons to do so over other damage types.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Venom Handler </strong></span>(D379) - 5/10/15 poison resistance. There are a lot of poison-dealing enemies in the game, though on this class it's quite low priority vs. options that help you deal damage. If you're using Black Flame Form, you should already have DR all, rendering this totally redundant.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Word of Shadow </strong></span>(D385) - Requires Bard. Your Majestic Word grants concealment. Useless to the Assassin, though the Bard who for some reason MCs Assassin might want it.</li> </ul><p></p><p>[/sblock] </p><p></p><p><strong>Paragon Tier Assassin Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Death Shroud </strong></span>(Revenant, D387) - You become invisible to shadow and undead creatures while in Shade Form. This one's pushed from "campaign-dependent" to flat red because it's totally redundant to Killer in the Crowd below: while you're in cover in Shade Form you can be hidden, which is better than merely invisible, and KitC does something all the time rather than just in a niche case.</li> <li data-xf-list-type="ul"><strong>Death's Pall </strong>(D388) - While adjacent to your shroud target, you have concealment from everyone else, or total concealment if they're subject to three shrouds. Decent enough if you've got space for a defensive feat.</li> <li data-xf-list-type="ul"><strong>Drawn Shadows </strong>(D388) - You have concealment while within 10' of dim light or darkness. A decent concealment source for those who don't want one of the other ones, and a totally reliable one with an Enshrouding Candle.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Fade Into Shadow </strong></span>(D382) - When you're bloodied, you can use Shadow Step as an IR.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Grave Step </strong></span>(D382) - Shadow Step as a minor without meeting the normal requirements on a turn where you've dropped an enemy. In general, this is a directly worse version of Leaping Shadows from a tier earlier.</li> <li data-xf-list-type="ul"><strong><span style="color: #00ccff">Killer in the Crowd </span></strong>(D382) - Permanent cover against your enemies! Forever! No questions asked! Also, you can shoot through enemy squares without taking penalties for cover. You should really take this one at some point.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Minion of the Dark </strong></span>(D379) - Darkvision for a feat. Seeing in the dark rarely plays out due to the fact that anything that doesn't need light to see can already see you in the dark, and anything that can't see you in the dark needs light to see by. So it's sadly not actually very helpful in play.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Nightmare Master </strong></span>(D379) - I know what you're thinking: "Daze the target whenever you hit them with a fear power? That's amazing!" Not so fast though: since you only daze them until the start of their turn, not the end, this feat mostly just stops them from taking OAs and IAs. Add in that the Assassin's fear powers aren't the good ones, and this is a very niche feat.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Shadow's Inexorable Grasp </strong></span>(D382) - This'd be a great feat, except for that pesky specification that the shrouds vanish. You'd be better off taking a feat that makes you less likely to fall over in the first place.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Specter of Death </strong></span>(Revenant, D387) - While unconscious, you are insubstantial? First off, why is a revenant unconscious? And secondly, there was a belt for this 5 levels back.</li> </ul><p></p><p>[/sblock] </p><p></p><p><strong>Epic Tier Assassin Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Soul in Shadow </strong></span>(D382) - Concealment against enemies 5+ squares away means concealment against enemies outside of your normal attack range. Add in that it's quite possible you gained concealment all the time against everyone 10 levels ago, and it's hard to argue for this feat.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Walker Through Shadows </strong></span>(D382) - While insubstantial, you are also phasing. You generally won't have enough insubstantial triggers to use this, though Assassins who took Shade Form rather than Black Flame Form or Revenants designed for subzero fighting may look on it <strong>more favorably</strong>.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Vanish Into Shadow </strong></span>(Revenant, D387) - Race-specific, which isn't much of a drawback on this class, but this is just another redundant concealment source, and not even one that functions passively like Soul in Shadow was.</li> <li data-xf-list-type="ul"><strong>Untouchable Shade </strong>(D388) - You take half damage from your shroud targets for a round whenever you use Shadow Step. Not bad, but has some timing issues. For <span style="color: #0000ff"><strong>Revenants</strong></span>, this effect will stack with your subzero insubstantiality (and weakening, if you've got it) for some truly ridiculous survivability.</li> </ul><p></p><p>[/sblock] </p><p><span style="font-size: 15px"><strong>General Feats</strong></span></p><p></p><p><strong>Heroic Tier General Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><span style="color: #ff9900"><strong>Superior Will</strong></span> (HotFL) - +2/3/4 feat bonus to will is cool, but you know what's cooler? Not losing turns due to stun/daze. Night Stalker Assassins meet this feat's 15 CHA requirement automatically, Bleakers should plan around having 15 CHA or WIS based on the 11th level bump so that they can take it early in Paragon, when monster status effect infliction kicks up a notch.</li> <li data-xf-list-type="ul"><span style="color: #ff9900"><strong>Versatile Expertise</strong></span> (PHB3) - +1/2/3 feat bonus to weapon and implement attacks. Since you almost certainly use both types of attack, you're mostly stuck with this one even though it doesn't offer the side benefits of the newer expertise feats.</li> </ul><p></p><p>[/sblock] </p><p></p><p><strong>Paragon Tier General Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Lasting Frost</strong></span> (PHB1) - The oldest damage trick in the game, and still a very solid one: pseudo-conditional infliction of vulnerable 5 to cold damage. Setting up the vulnerability to apply on your nova can be something of a pain without party assistance, but once you do, you're getting even more payoff from it than anyone else.</li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Nimble Blade</strong></span> (PHB1) - +1 to attack with light blades with CA. This is another of the sparse abilities that grants you attack bonuses to both weapon and implement attacks, and since you can trivially have CA all the time, it's very reliable.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Reserve Manuever</strong></span> (PHB1) - Normally a staple of paragon-tier characters, this feat to effectively trade out your paragon path encounter attack for a better one suffers from the fact that Assassins have no heroic-tier encounter attack powers worth keeping. If you can convince your DM that you're allowed to take a theme or multiclassed power as your reserve ability, <span style="color: #0000ff"><strong>you're back in business.</strong></span></li> </ul><p></p><p>[/sblock] </p><p></p><p><strong>Epic Tier General Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Epic Resurgence</strong></span> (PHB1) - Once per encounter, on a crit you regain an encounter power. Seeing as you want to recycle Flurry of Talons or Shadow Fire, and seeing as Shadow does not have a regain-on-AP feat, this is basically the only way to do so barring ED capstones or daily recharge powers.</li> </ul><p></p><p>[/sblock]<span style="font-size: 15px"><strong>Multiclass Feats</strong></span></p><p></p><p><strong>Heroic Tier Multiclass Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Disciple of Divine Wrath</strong></span> (Avenger, PHB2) - The first of the big three MC feat options for Assassins. Lets you use Oath of Enmity for a round every encounter. Combo this with your triple-roll powers and you've got the potential for some seriously good critfishing odds. Also opens Morninglord and so-so powerswap support.</li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Divine Healer</strong></span> (Cleric, DP) - Despite the ironic name, this can be viable thanks to the ability to swap for Battle Cleric's Lore (+2 shield bonus to AC) and still getting you into Morninglord. A marginal option.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Manticore's Fury </strong></span>(Ranger, MP2) - a +2/4/6 bonus to damage for alternating melee and ranged attacks. A bow-wielding Assassin who MCs Ranger and then takes ranged powerswaps is likely the only character in the game who actually has the proper combination of traits to use this thing, so have fun.</li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Monastic Disciple</strong></span> (Monk, PHB3) - Another of the big three multiclass options for Assassins, Monastic Disciple grants you a flurry of blows once per encounter, which can be nice for either utility or a mild damage spike, and access to good powerswaps and the incredible Soaring Blade PP and Master of Moments ED.</li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Novice Power</strong></span> (Any Multiclass, PHB1) - Let's be blunt here: the Assassin attack power list is terrible. It can sit on the back burner for a while, but trading out your third power for a good one is eventually obligatory for any Assassin who isn't getting a good swap out of their theme.</li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Pact Initiate</strong></span> (Warlock, PHB1) - Rounding out the big three MC feat options, Pact Initiate (Fey) gets you Eyebite once per encounter, lets you take Long Night Scion, and qualifies you for miscellaneous arcane support.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Radiant Hunter</strong></span> (Any Divine, PHB1) - Not relevant until upper Paragon, and even then in close competition with just using a Radiant Weapon, but if you're an Assassin who parties up with a Morninglord but prefers doing a different damage type (cold or fire) yourself, this feat lets you get in on the Morninglord's sweet vulnerabilities without needing to sacrifice your weapon enchantment.</li> </ul><p></p><p>[/sblock] </p><p></p><p><strong>Paragon Tier Multiclass Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><strong>Called Shot </strong>(Prime Shot class feature, D386) - If you're PMC Ranger, then Called Shot isn't useful to you alone, but with this feat that grants you 5 extra damage on hits where Prime Shot applies and...</li> <li data-xf-list-type="ul"><strong>Courageous Shooter</strong> (PMC Ranger, MP1) - ...this feat that gives you Prime Shot and...<br /> </li> <li data-xf-list-type="ul"><strong>Prime Punisher</strong> (PMC Ranger, MP1) - ...this feat that lets you use Prime Shot in melee, you'll get a nice shroud-stackable +5! Too bad the combo's so feat-intensive you won't be seeing it until you're decently into epic. A ranged PMC Ranger could, of course, take the first two in paragon and not lose out too horrifically while they waited for the room.<br /> </li> </ul><p></p><p>[/sblock] </p><p></p><p><strong>Epic Tier Multiclass Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Divine Mastery</strong></span> (Any Divine, DP) - Recover a divine encounter attack power when you action point. Divine powerswaps have less juice than most, so this basically means Sohei Flurry a second time.</li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Form Mastery</strong></span> (Monk, PsiPow) - Recover a full discipline encounter power when you action point. You did swap for one of the move-action Monk powers by now, right?</li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Martial Mastery</strong></span> (Any Martial, MP1) - Recover a martial encounter attack power when you action point. You did remember to swap for an off-action power by now, right?</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Quick Beast Command </strong></span>(Ranger, MP1) - Or, as an alternative to those three feats from paragon, an epic PMC Ranger could take Courageous Shooter, trade Prime Shot for Beastmaster, and then add this to have a Wolf (with an epic Sigil of Companionship) that can make minor action MBAs while flanking for not-quite-horrible damage. Not a path I recommend, but it's out there.</li> <li data-xf-list-type="ul"><span style="color: #00ccff"><strong>Quickened Spellcasting</strong></span> (Any Arcane, AP) - Say, remember that Eyebite you got from Pact Initiate? Or maybe you're a Half-Elf with Eldritch Strike, or just happen to have been blessed by Corellon? Well, now you can cast that at-will as a minor action attack once per encounter, which can nicely pad out your nova. There are no DEX-based arcane attacks, of course, but your CHA or CON should be close enough behind to be worth it.</li> </ul><p></p><p>[/sblock]<span style="font-size: 15px"><strong>Racial Feats</strong></span></p><p></p><p><strong>Heroic Tier Racial Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Extra</strong></span><strong><br /> <span style="color: #ff9900">Manifestation</span></strong> (Genasi, FRPG) - Worthless --and literally nonfunctional for Revenants-- until paragon (with Elemental Tempest) or epic (with Double Manifestation), but with either of those plus Shocking Flame, enables an amazing damage add.</li> <li data-xf-list-type="ul"><span style="color: #ff9900"><strong>Hellfire Blood</strong></span> (Tiefling, PHB1) - Reason the first to be a Revenant Tiefling: +1 untyped bonus to fire attacks that'll work on both weapon and implement powers. Actually getting fire on all your attacks is a bit trickier and will likely have to wait into paragon, but it's well worth the effort. It also adds a +1 bonus to damage. Ask your DM to fix the damage scaling to +1/2/3 if you can. If not, oh well.</li> </ul><p></p><p>[/sblock] </p><p></p><p><strong>Paragon Tier Racial Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><span style="color: #ff9900"><strong>Secrets of Belial</strong></span> (Tiefling, PHTF) - The third of the primary reasons to play a Revenant Tiefling, this feat lets you swap for any class utility power. Borrowed Confidence, Battle Fury Stance, Hands of the Titan... if there's not an encounter utility power somewhere out there that makes you leap or weep for joy, you're not looking hard enough.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Shocking</strong></span><strong><br /> <span style="color: #ff9900">Flame</span></strong> (Genasi, FRPG) - As with Extra Manifestation, worthless for Revenants without Elemental Tempest or Double Manifestation, but enables an amazing multityped damage add. If you're playing a Genasi Assassin, this feat is basically why.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Versatile Master</strong></span> (Half-Elf, PHB2) - "Rules-lawyering in multiattacks to the base class is cool, but I actually just felt like spamming Twin/Eldritch Strike every round." Oh? Well, it's not my place to judge, so if you want to do that, this feat lets you. Have fun? Note that the secondary effect of this feat is hugely overlooked, but turns Paragon Multiclassing into a junior version of the Eternal Seeker epic destiny. That can enable some unique and off-the-wall builds, though the feat cost is gonna make you cry.</li> </ul><p></p><p>[/sblock] </p><p></p><p><strong>Epic Tier Racial Feats</strong></p><p>[sblock] <ul> <li data-xf-list-type="ul"><span style="color: #ff9900"><strong>Dual Manifestation</strong></span> (Genasi, FRPG) - For Revenant and the odd non-Revenant Genasi Assassin, this feat takes some setup to make use of, but is incredible. For the price of four feats (three if natively Genasi) you deal 8 extra damage with melee attacks (which means +16 on shroud attacks), and better still it's typed which opens up all sorts of other glorious damage boosting potential. Plus, if you <em>were</em> a Revenant, you can now manifest, which means full access to Promise of Storm (as well as the less impressive Firepulse) and the other sundry goodies like racial defense bonuses that come from the Genasi manifestation rules. This is a build-making feat.</li> </ul><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6711924, member: 74499"] [b]Originally posted by erachima:[/b] [Size=4][b]Assassin Class Feats[/b][/size] [b]Heroic Tier Assassin Feats[/b] [sblock][LIST][*][COLOR=#ff0000][b]Assassin's Challenge [/b][/COLOR](D385) - Requires Paladin. The first part of this feat does literally nothing, since MCing or Hybridizing Paladin already lets you use Holy Symbols freely, and the second part is +1 damage to divine challege per shroud, which is worthlessly low. [*][COLOR=#0000ff][b]Assassin's Cloak [/b][/COLOR](D379) - Roll to hide whenever you turn invisible, which will generally happen several times per encounter. [COLOR=#00ccff]A staple feat [/COLOR] if you're focused on stealth or invisibility, though that's not the playstyle I personally recommend. [*][COLOR=#800080][b]Assassin's Escape [/b][/COLOR](D379) - Lets you use Shade Form as an II against damage. If you're following this guide, you don't have Shade Form anyway, but if you do this isn't a good use of it. [*][b]Avernian Emissary Wrath [/b](Tiefling, D379) - A consolation prize for missing, yes, but one that lets you reuse your racial power, which can be worthwhile if you've taken some of the Tiefling's other support. [*][COLOR=#ff0000][b]Betrayal of Zerthimon [/b][/COLOR](D385) - Githzerai-specific feat. This feat is a situational version of a benefit Cruel Shadow gives permanently. [*][COLOR=#800080][b]Blood Devourer Shifting [/b][/COLOR](Shifter, D379) - An extra static damage instance per encounter can be a good nova booster if you've tweaked your extra damage high enough, but you should really have better feats to take than this. [*][COLOR=#800080][b]Brutal Shroud [/b][/COLOR](D379) - Brutal 1 for your shroud dice. Nearly, but not quite, negligible. [*][COLOR=#800080][b]Close to Death [/b][/COLOR](Revenant, D387) - If you are bloodied, you can use Shadow Step without meeting the normal requirements. [b]Better[/b] for sub-zero fighting builds, where this effectively becomes an at-will ability. [*][COLOR=#ff0000][b]Concealing Shades [/b][/COLOR](Revenant, D387) - Gives you and your allies within 5 concealment when you trigger Dark Reaping. [*][COLOR=#ff0000][b]Crimson Eye Action [/b][/COLOR](Human, D379) - Place a shroud when you spend an AP. Less than once per encounter, in other words. Don't waste your time. [*][COLOR=#0000ff][b]Cruel Shadow [/b][/COLOR](D401) - Essentially permanent CA. Not quite a tax feat, since you'll have CA a bunch anyway due to flanking, invisibility, etc. but you should probably pick this up eventually. [*][COLOR=#0000ff][b]Cursed Shadow (D385)[/b][/COLOR] - Requires Warlock. This feat gives you the Shadow Walk class feature, which is both useful in itself as a concealment source and opens up feat and item support. [*][COLOR=#800080][b]Darkness's Wings (D385)[/b][/COLOR] - Shadar-kai specific feat. Recharge shadow jaunt by expending shade form. Viable in conjunction with other shadow jaunt optimizing choices. [*][COLOR=#800080][b]Darting Shade [/b][/COLOR](D388) - Run away as a free action with shadow step after you take damage while in shade form. If you're using Shade Form, you might want this one to replicate the effect of Vanish and free up a utility slot. [*][COLOR=#ff0000][b]Dawn Hunter Training [/b][/COLOR](Elf, D379) - You can spend a feat in order to waste your Elven Accuracy power rerolling damage. Yeah. [*][COLOR=#ff0000][b]Death Sight (D386)[/b][/COLOR] - Bloodied enemies don't get cover/concealment against you. [*][COLOR=#ff0000][b]Death Walk [/b][/COLOR](Revenant, D387) - Use shadow step as a free action when you trigger Dark Reaping. [*][COLOR=#ff0000][b]Death Wastes Nothing [/b][/COLOR](Revenant, D387) - Completely redundant to Inexorable Shroud. [*][COLOR=#ff0000][b]Deific Instrument [/b][/COLOR](D386) - Requires Avenger. This feat does literally nothing, thanks to a rule change stating that multiclassing Avenger already gives you holy symbol implement proficiency. [*][b][COLOR=#00ccff]Devastating Shroud [/COLOR][/b](D401) - Whenever you score a crit with a shadow power, your shrouds don't vanish. Considering all your best encounter powers involve critfishing, this feat's a great way to keep the nova rolling. Note that this feat is not very high priority in heroic, but if you're MC Avenger you definitely want it in mid-paragon. [*][COLOR=#ff0000][b]Disciplined Killer [/b][/COLOR](D385) - Requires Monk. Deal 1 extra damage per shroud on FoB against your shroud target. Another chaff feat. [*][COLOR=#ff0000][b]Eilserv's Treachery [/b][/COLOR](D385) - Drow-specific feat. Recharge Shade Form by wasting Cloud of Darkness. [*][b][COLOR=#ff0000]Emerald Scale Concealment [/COLOR][/b](Dragonborn, D379) - Invisibility on dragon breath wouldn't be a bad rider, but it's only against targets you hit and it only lasts until the end of your current turn, not your next one. Worthless. [*][COLOR=#ff0000][b]Eternal Void Memories [/b][/COLOR](Deva, D379) - This would be the same as Blood Devourer Shifting in the marginal category, but in order to use it as a Revenant you'd have to buy Memory of a Thousand Lifetimes, which is totally not worth it. [*][COLOR=#ff0000][b]Eye of Death and Despair [/b][/COLOR](Vistani Heritage, D385) - This feat actually downgrades the effect of Evil Eye of the Vistani from "cannot move closer" to "immobilized". Huh? [*][COLOR=#800080][b]Far Shadow [/b][/COLOR](Drow, D385) - Use cloud of darkness as an area burst rather than a close burst. This is a marginal Assassin selection, though popular for Seeker|Executioners. [*][COLOR=#ff0000][b]Flickering Fortunes [/b][/COLOR](D385) - Githzerai-specific feat. Use shade form as a free action when you second wind. [*][COLOR=#ff0000][b]Ghostly Voyage [/b][/COLOR](Wilden, D385) - Turn insubstantial when you use Voyage of the Ancients. [*][COLOR=#ff0000][b]Grave Dust Advantage [/b][/COLOR](Revenant, D379) - Get an extra shroud when you use your racial power. Not useful by itself, but there may be some potential in combining it with the next feat on the list and the Psion Dark Reaping recharge feat Mind Rot. [*][COLOR=#0000ff][b]Grave Dust Assassin [/b][/COLOR](Revenant, D379) - Thanks to the timing on Assassin's shroud, you can both invoke your shrouds and deal damage "as if" you had invoked your shrouds, doubling your shroud damage. Very nice, and one of the many reasons Revenants own this class. [*][COLOR=#800080][b]Hidden Insight [/b][/COLOR](D379) - This feat makes enemies you're hidden from unaware that you've shrouded them. Not very useful in practice, since even if your DM does have creatures act aware of your shrouds when you're hidden from them, they'd have to find you or run off to do anything about it. [*][COLOR=#ff0000][b]Horned Nightmare [/b][/COLOR](Minotaur, D385) - Gives phasing if you charge while in Shade Form. [*][COLOR=#800080][b]Horns of the Shadow Reaper [/b][/COLOR](D385) - Minotaur-specific feat. Gives an attack bonus and a shift when using Goring Charge on your Shroud target, which actually may be useful in conjunction with Opportunity Gore to reuse your racial. [*][COLOR=#0000ff][b]Hungry Sky Shadows [/b][/COLOR](Goliath, D379) - Gives +STR extra damage on a hit on which you invoked your shrouds. This is the feat that makes the STR-secondary Assassin possible, enabling some very unusual builds. Probably most valuable on some sort of Assassin|Fighter or Assassin|Warden Hybrid? [*][b]Hunter in the Gloom [/b](Shadar-kai, D382) - While you're insubstantial due to your racial power, your attacks against AC are instead against reflex. [*][COLOR=#ff0000][b]Hunting Shadow [/b][/COLOR](D385) - Wilden-specific feat. Say, you know that at-will power Leaping Shadow, the one I told you to by no means take? This is that, but in feat form. [*][b][COLOR=#ff9900]Inexorable Shroud [/COLOR][/b](D401) - This feat makes up to two of your shrouds transfer from foe to foe, both when your allies kill them and when you do. (Thanks to timing, this is true even if you invoked on the killing blow.) An essential pick for every Assassin. [*][COLOR=#ff0000][b]Initiate of Three Masks [/b][/COLOR](Changeling, D382) - Changeling-specific feat. Use Stealth instead of Bluff for your racial power. [*][COLOR=#ff0000][b]Insidious Shroud [/b][/COLOR](D385) - Changling-specific feat. Place a shroud when you succeed on your Changling Trick bluff check. [*][COLOR=#ff0000][b]Keeper of the Black Flame [/b][/COLOR](Drow, D382) - Place an extra shroud when you hit with Darkfire. [*][COLOR=#800080][b]Killer's Insight [/b][/COLOR](D379) - It's that same "bonus shroud once per encounter feat", but this time it's not tied to a racial power. [*][b]Leaping Shadows [/b](D379) - Use shadow step whenever you drop an enemy. Good for mobility, essentially the same benefit as the Fey pact boon. [*][b][COLOR=#ff9900]Lethal Shroud [/COLOR][/b](D401) - Increase your shroud dice from 1d6/+3/+6 to 1d8/+5/+10. Another essential Assassin tax feat as you rise in levels, as it's giving you +3 damage per shroud (and +5 in epic) and you should generally be invoking more than one shroud per attack. [*][COLOR=#ff0000][b]Lolth's Embrace [/b][/COLOR](D385) - Drow-specific feat. Place a shroud when you hit with Darkfire. [*]Maw of the Hungry Killer [*][COLOR=#ff0000][b]Menacing Sorcery [/b][/COLOR](D385) - Requires Sorcerer. Your ranged Sorcerer attacks don't provoke from your shroud target. [*][COLOR=#ff0000][b]Merciless Nature [/b][/COLOR](D385) - Wilden-specific feat. Redundant to Cruel Shadow. [*][COLOR=#800080][b]Mind of Flawless Sight [/b][/COLOR](Kalashtar, D382) - Ignore concealment and cover against targets subject to your shrouds. [*][COLOR=#800080][b]Mist Walker Illusion [/b][/COLOR](Gnome, D379) - Lets you use Fade Away as a free action triggered on a hit. Gnomes aren't a great race for Assassins, but this does have some optimization potential in conjunction with other Gnome support. [*][COLOR=#ff0000][b]Murderous Hunter [/b][/COLOR](D385) - Requires Ranger. You can use your Hunter's Quarry damage on a miss with two or more shrouds. There's unfortunately no real use for this, even for purposeful miss-whoring. [*][COLOR=#ff0000][b]Nightmare Killer [/b][/COLOR](D379) - +2/3/4 feat bonus to damage with fear powers. Totally redundant to a number of other feats you get access to, such as Shadow Reservoir. [*][COLOR=#800080][b]Nightmare Step [/b][/COLOR](D379) - Consolation prize feat, lets you slide creatures a square on a miss with fear powers. [*][COLOR=#ff0000][b]Oathbound Stalker [/b][/COLOR](Avenger, D385) - Bonus to teleport distance, but only when teleporting adjacent to your Oath of Emnity target, so only useful once per encounter at absolute most. [*][b]Obsidian Cave Recovery [/b](Dwarf, D379) - Lets you recycle Shade Form when you use Dwarven Resilience. If you're a Dwarf Assassin with shade form, it was probably because you saw this feat. [*][COLOR=#ff0000][b]Phantom Blade Evasion [/b][/COLOR](Halfling, D379) - Do Useless Thing With Racial Power, Halfling version. [*][COLOR=#800080][b]Quick and Dead [/b][/COLOR](Revenant, D387) - When you use dark reaping, your Shadow Step gets one longer for the remainder of the encounter. Low priority, but potentially useful. [*][COLOR=#ff0000][b]Raven Queen's Disciple [/b][/COLOR](Revenant, D387) - Gain one extra THP from your Bleak Disciple feature. [*][COLOR=#ff0000][b]Raven Queen's Sanction [/b][/COLOR](Revenant, D387) - Occasionally don't subtract one shroud for missing. Worthless. [*][COLOR=#ff0000][b]Reaping Ki [/b][/COLOR](Revenant, D387) - Minor, once per encounter consolation prize for missing with four conditions to meet. [*][COLOR=#ff0000][b]Resolve of the Iron Terminator [/b][/COLOR](Warforged, D382) - You have resistance against attacks by creatures subject to your shrouds equal to the number of shrouds. Non-scaling. Probably the worst disconnect between awesome name and worthless effect in the game. [*][COLOR=#ff0000][b]Roguish Killer [/b][/COLOR](Rogue, D385) - You can use your Sneak Attack damage on a miss with two or more shrouds. There's unfortunately no real use for this, even for purposeful miss-whoring. [*][COLOR=#ff0000][b]Scions of Zarak Initiate [/b][/COLOR](Half-Orc, D379) - Consolation prize for missing on an attack with which you invoked your shrouds. [*][COLOR=#ff0000][b]Seeker of the Devouring Dark [/b][/COLOR](Drow, D382) - When your shroud target leaves your Cloud of Darkness, it takes the damage from the shrouds and then the shrouds vanish. Another feat that might be worthwhile if it were for the line making them vanish. [*][COLOR=#800080][b]Shadowcreeper [/b][/COLOR](Goblin, DSH) - Goblin Tactics is now a shift 2 and grants you partial concealment. [*][COLOR=#0000ff][b]Shadow Poisoner [/b][/COLOR](D400) - This feat teaches you an Executioner poison, and lets you "spellbook" a poison for one of your dailies. Considering that a number of the Executioner poisons are better than your own dailies, that you can use retraining to pick up all the good poison recipes, and that the poisons have interesting out of combat effects, this deserves a strong look. Note that this feat is the only known way to "reserve manuever" a paragon path daily. [*][b]Shadow Reservoir [/b](D401) - While a +2/3/4 damage feat is nice, this one doesn't apply to basics and requires a ki focus, and most Assassins favor attacking with weapons. You can wait until the elemental boosters come online in paragon. [*][COLOR=#ff0000][b]Shadow Veil Assassin [/b][/COLOR](D379) - Shift 1 square as a reward for satisfying FIVE conditions. Who writes these? [*][COLOR=#ff0000][b]Shadow Veil Disappearance [/b][/COLOR](D379) -This feat could be great, if the Assassin had an at-will melee illusion power. It does not. The Ardent has one at level 13 though. [*][COLOR=#800080][b]Shadowforged Killer [/b][/COLOR](Warforged, D379) - You can expend your racial and regain shade form instead of the normal benefit. Not as good as Obsidian Cave Recovery, but still potentially useful. [*][COLOR=#ff0000][b]Spirited Shadows [/b][/COLOR](Drow, D385) - Increase the distance of Shadow Step to DEX mod, but only while within your cloud of darkness. [*][COLOR=#800080][b]Swallowed by Shadow [/b][/COLOR](Revenant, D387) - Turn invisible EoNT when you use dark reaping. Note that this has timing issues if you trigger Dark Reaping on anything but your own turn. [*][b][COLOR=#800080]Twilight Phantom Step [/COLOR][/b](Eladrin, D379) - Makes Fey Step 5 longer if you end adjacent to your shroud target. Misses a red rating because, between Eladrin Swordmage Advance and the ways to recharge Fey Step, one might conceivably take this. [*][COLOR=#ff0000][b]Uncovered Hatred [/b][/COLOR](Kalashtar, D385) - The triggering enemy takes a tiny amount of damage when you use Bastion of Mental Clarity. [*][COLOR=#ff0000][b]Velvet Blade Trick [/b][/COLOR](Half-Elf, D379) - Apply a shroud once per encounter when you use dilettante. [*][COLOR=#ff0000][b]Vengeful Shade [/b][/COLOR](Any Divine, D386) - This feat turns your shrouds radiant, which would be useful, but only when using Divine attack powers, which kills it. [*][b]Venom Hand Assassin [/b](D379) - Deal 1d8/tier extra damage on your first attack of each encounter. Since it's extra damage and therefore applicable repeatedly, this gives an appreciable damage spike. [*][COLOR=#800080][b]Venom Hand Killer [/b][/COLOR](D379) - +2/3/4 feat bonus to damage, but only to poison damage rolls. You don't want to use poison damage, generally speaking. [*][COLOR=#800080][b]Venom Hand Master [/b][/COLOR](D379) - Ignore poison resistance and immunity. This feat is [b][COLOR=#ff9900]essential [/COLOR][/b]if you are using poison, but there are very few reasons to do so over other damage types. [*][COLOR=#800080][b]Venom Handler [/b][/COLOR](D379) - 5/10/15 poison resistance. There are a lot of poison-dealing enemies in the game, though on this class it's quite low priority vs. options that help you deal damage. If you're using Black Flame Form, you should already have DR all, rendering this totally redundant. [*][COLOR=#ff0000][b]Word of Shadow [/b][/COLOR](D385) - Requires Bard. Your Majestic Word grants concealment. Useless to the Assassin, though the Bard who for some reason MCs Assassin might want it. [/LIST] [/sblock] [b]Paragon Tier Assassin Feats[/b] [sblock][LIST][*][COLOR=#ff0000][b]Death Shroud [/b][/COLOR](Revenant, D387) - You become invisible to shadow and undead creatures while in Shade Form. This one's pushed from "campaign-dependent" to flat red because it's totally redundant to Killer in the Crowd below: while you're in cover in Shade Form you can be hidden, which is better than merely invisible, and KitC does something all the time rather than just in a niche case. [*][b]Death's Pall [/b](D388) - While adjacent to your shroud target, you have concealment from everyone else, or total concealment if they're subject to three shrouds. Decent enough if you've got space for a defensive feat. [*][b]Drawn Shadows [/b](D388) - You have concealment while within 10' of dim light or darkness. A decent concealment source for those who don't want one of the other ones, and a totally reliable one with an Enshrouding Candle. [*][COLOR=#ff0000][b]Fade Into Shadow [/b][/COLOR](D382) - When you're bloodied, you can use Shadow Step as an IR. [*][COLOR=#ff0000][b]Grave Step [/b][/COLOR](D382) - Shadow Step as a minor without meeting the normal requirements on a turn where you've dropped an enemy. In general, this is a directly worse version of Leaping Shadows from a tier earlier. [*][b][COLOR=#00ccff]Killer in the Crowd [/COLOR][/b](D382) - Permanent cover against your enemies! Forever! No questions asked! Also, you can shoot through enemy squares without taking penalties for cover. You should really take this one at some point. [*][COLOR=#800080][b]Minion of the Dark [/b][/COLOR](D379) - Darkvision for a feat. Seeing in the dark rarely plays out due to the fact that anything that doesn't need light to see can already see you in the dark, and anything that can't see you in the dark needs light to see by. So it's sadly not actually very helpful in play. [*][COLOR=#800080][b]Nightmare Master [/b][/COLOR](D379) - I know what you're thinking: "Daze the target whenever you hit them with a fear power? That's amazing!" Not so fast though: since you only daze them until the start of their turn, not the end, this feat mostly just stops them from taking OAs and IAs. Add in that the Assassin's fear powers aren't the good ones, and this is a very niche feat. [*][COLOR=#ff0000][b]Shadow's Inexorable Grasp [/b][/COLOR](D382) - This'd be a great feat, except for that pesky specification that the shrouds vanish. You'd be better off taking a feat that makes you less likely to fall over in the first place. [*][COLOR=#ff0000][b]Specter of Death [/b][/COLOR](Revenant, D387) - While unconscious, you are insubstantial? First off, why is a revenant unconscious? And secondly, there was a belt for this 5 levels back. [/LIST] [/sblock] [b]Epic Tier Assassin Feats[/b] [sblock][LIST][*][COLOR=#ff0000][b]Soul in Shadow [/b][/COLOR](D382) - Concealment against enemies 5+ squares away means concealment against enemies outside of your normal attack range. Add in that it's quite possible you gained concealment all the time against everyone 10 levels ago, and it's hard to argue for this feat. [*][COLOR=#800080][b]Walker Through Shadows [/b][/COLOR](D382) - While insubstantial, you are also phasing. You generally won't have enough insubstantial triggers to use this, though Assassins who took Shade Form rather than Black Flame Form or Revenants designed for subzero fighting may look on it [b]more favorably[/b]. [*][COLOR=#ff0000][b]Vanish Into Shadow [/b][/COLOR](Revenant, D387) - Race-specific, which isn't much of a drawback on this class, but this is just another redundant concealment source, and not even one that functions passively like Soul in Shadow was. [*][b]Untouchable Shade [/b](D388) - You take half damage from your shroud targets for a round whenever you use Shadow Step. Not bad, but has some timing issues. For [COLOR=#0000ff][b]Revenants[/b][/COLOR], this effect will stack with your subzero insubstantiality (and weakening, if you've got it) for some truly ridiculous survivability. [/LIST] [/sblock] [Size=4][b]General Feats[/b][/size] [b]Heroic Tier General Feats[/b] [sblock][LIST][*][COLOR=#ff9900][b]Superior Will[/b][/COLOR] (HotFL) - +2/3/4 feat bonus to will is cool, but you know what's cooler? Not losing turns due to stun/daze. Night Stalker Assassins meet this feat's 15 CHA requirement automatically, Bleakers should plan around having 15 CHA or WIS based on the 11th level bump so that they can take it early in Paragon, when monster status effect infliction kicks up a notch. [*][COLOR=#ff9900][b]Versatile Expertise[/b][/COLOR] (PHB3) - +1/2/3 feat bonus to weapon and implement attacks. Since you almost certainly use both types of attack, you're mostly stuck with this one even though it doesn't offer the side benefits of the newer expertise feats. [/LIST] [/sblock] [b]Paragon Tier General Feats[/b] [sblock][LIST][*][COLOR=#00ccff][b]Lasting Frost[/b][/COLOR] (PHB1) - The oldest damage trick in the game, and still a very solid one: pseudo-conditional infliction of vulnerable 5 to cold damage. Setting up the vulnerability to apply on your nova can be something of a pain without party assistance, but once you do, you're getting even more payoff from it than anyone else. [*][COLOR=#00ccff][b]Nimble Blade[/b][/COLOR] (PHB1) - +1 to attack with light blades with CA. This is another of the sparse abilities that grants you attack bonuses to both weapon and implement attacks, and since you can trivially have CA all the time, it's very reliable. [*][COLOR=#800080][b]Reserve Manuever[/b][/COLOR] (PHB1) - Normally a staple of paragon-tier characters, this feat to effectively trade out your paragon path encounter attack for a better one suffers from the fact that Assassins have no heroic-tier encounter attack powers worth keeping. If you can convince your DM that you're allowed to take a theme or multiclassed power as your reserve ability, [COLOR=#0000ff][b]you're back in business.[/b][/COLOR] [/LIST] [/sblock] [b]Epic Tier General Feats[/b] [sblock][LIST][*][COLOR=#00ccff][b]Epic Resurgence[/b][/COLOR] (PHB1) - Once per encounter, on a crit you regain an encounter power. Seeing as you want to recycle Flurry of Talons or Shadow Fire, and seeing as Shadow does not have a regain-on-AP feat, this is basically the only way to do so barring ED capstones or daily recharge powers. [/LIST] [/sblock][Size=4][b]Multiclass Feats[/b][/size] [b]Heroic Tier Multiclass Feats[/b] [sblock][LIST][*][COLOR=#00ccff][b]Disciple of Divine Wrath[/b][/COLOR] (Avenger, PHB2) - The first of the big three MC feat options for Assassins. Lets you use Oath of Enmity for a round every encounter. Combo this with your triple-roll powers and you've got the potential for some seriously good critfishing odds. Also opens Morninglord and so-so powerswap support. [*][COLOR=#800080][b]Divine Healer[/b][/COLOR] (Cleric, DP) - Despite the ironic name, this can be viable thanks to the ability to swap for Battle Cleric's Lore (+2 shield bonus to AC) and still getting you into Morninglord. A marginal option. [*][COLOR=#0000ff][b]Manticore's Fury [/b][/COLOR](Ranger, MP2) - a +2/4/6 bonus to damage for alternating melee and ranged attacks. A bow-wielding Assassin who MCs Ranger and then takes ranged powerswaps is likely the only character in the game who actually has the proper combination of traits to use this thing, so have fun. [*][COLOR=#00ccff][b]Monastic Disciple[/b][/COLOR] (Monk, PHB3) - Another of the big three multiclass options for Assassins, Monastic Disciple grants you a flurry of blows once per encounter, which can be nice for either utility or a mild damage spike, and access to good powerswaps and the incredible Soaring Blade PP and Master of Moments ED. [*][COLOR=#00ccff][b]Novice Power[/b][/COLOR] (Any Multiclass, PHB1) - Let's be blunt here: the Assassin attack power list is terrible. It can sit on the back burner for a while, but trading out your third power for a good one is eventually obligatory for any Assassin who isn't getting a good swap out of their theme. [*][COLOR=#00ccff][b]Pact Initiate[/b][/COLOR] (Warlock, PHB1) - Rounding out the big three MC feat options, Pact Initiate (Fey) gets you Eyebite once per encounter, lets you take Long Night Scion, and qualifies you for miscellaneous arcane support. [*][COLOR=#0000ff][b]Radiant Hunter[/b][/COLOR] (Any Divine, PHB1) - Not relevant until upper Paragon, and even then in close competition with just using a Radiant Weapon, but if you're an Assassin who parties up with a Morninglord but prefers doing a different damage type (cold or fire) yourself, this feat lets you get in on the Morninglord's sweet vulnerabilities without needing to sacrifice your weapon enchantment. [/LIST] [/sblock] [b]Paragon Tier Multiclass Feats[/b] [sblock][LIST][*][b]Called Shot [/b](Prime Shot class feature, D386) - If you're PMC Ranger, then Called Shot isn't useful to you alone, but with this feat that grants you 5 extra damage on hits where Prime Shot applies and... [*][b]Courageous Shooter[/b] (PMC Ranger, MP1) - ...this feat that gives you Prime Shot and... [*][b]Prime Punisher[/b] (PMC Ranger, MP1) - ...this feat that lets you use Prime Shot in melee, you'll get a nice shroud-stackable +5! Too bad the combo's so feat-intensive you won't be seeing it until you're decently into epic. A ranged PMC Ranger could, of course, take the first two in paragon and not lose out too horrifically while they waited for the room. [/LIST] [/sblock] [b]Epic Tier Multiclass Feats[/b] [sblock][LIST][*][COLOR=#00ccff][b]Divine Mastery[/b][/COLOR] (Any Divine, DP) - Recover a divine encounter attack power when you action point. Divine powerswaps have less juice than most, so this basically means Sohei Flurry a second time. [*][COLOR=#00ccff][b]Form Mastery[/b][/COLOR] (Monk, PsiPow) - Recover a full discipline encounter power when you action point. You did swap for one of the move-action Monk powers by now, right? [*][COLOR=#00ccff][b]Martial Mastery[/b][/COLOR] (Any Martial, MP1) - Recover a martial encounter attack power when you action point. You did remember to swap for an off-action power by now, right? [*][COLOR=#0000ff][b]Quick Beast Command [/b][/COLOR](Ranger, MP1) - Or, as an alternative to those three feats from paragon, an epic PMC Ranger could take Courageous Shooter, trade Prime Shot for Beastmaster, and then add this to have a Wolf (with an epic Sigil of Companionship) that can make minor action MBAs while flanking for not-quite-horrible damage. Not a path I recommend, but it's out there. [*][COLOR=#00ccff][b]Quickened Spellcasting[/b][/COLOR] (Any Arcane, AP) - Say, remember that Eyebite you got from Pact Initiate? Or maybe you're a Half-Elf with Eldritch Strike, or just happen to have been blessed by Corellon? Well, now you can cast that at-will as a minor action attack once per encounter, which can nicely pad out your nova. There are no DEX-based arcane attacks, of course, but your CHA or CON should be close enough behind to be worth it. [/LIST] [/sblock][Size=4][b]Racial Feats[/b][/size] [b]Heroic Tier Racial Feats[/b] [sblock][LIST][*][COLOR=#ff0000][b]Extra[/b][/COLOR][b] [COLOR=#ff9900]Manifestation[/COLOR][/b] (Genasi, FRPG) - Worthless --and literally nonfunctional for Revenants-- until paragon (with Elemental Tempest) or epic (with Double Manifestation), but with either of those plus Shocking Flame, enables an amazing damage add. [*][COLOR=#ff9900][b]Hellfire Blood[/b][/COLOR] (Tiefling, PHB1) - Reason the first to be a Revenant Tiefling: +1 untyped bonus to fire attacks that'll work on both weapon and implement powers. Actually getting fire on all your attacks is a bit trickier and will likely have to wait into paragon, but it's well worth the effort. It also adds a +1 bonus to damage. Ask your DM to fix the damage scaling to +1/2/3 if you can. If not, oh well. [/LIST] [/sblock] [b]Paragon Tier Racial Feats[/b] [sblock][LIST][*][COLOR=#ff9900][b]Secrets of Belial[/b][/COLOR] (Tiefling, PHTF) - The third of the primary reasons to play a Revenant Tiefling, this feat lets you swap for any class utility power. Borrowed Confidence, Battle Fury Stance, Hands of the Titan... if there's not an encounter utility power somewhere out there that makes you leap or weep for joy, you're not looking hard enough. [*][COLOR=#ff0000][b]Shocking[/b][/COLOR][b] [COLOR=#ff9900]Flame[/COLOR][/b] (Genasi, FRPG) - As with Extra Manifestation, worthless for Revenants without Elemental Tempest or Double Manifestation, but enables an amazing multityped damage add. If you're playing a Genasi Assassin, this feat is basically why. [*][COLOR=#0000ff][b]Versatile Master[/b][/COLOR] (Half-Elf, PHB2) - "Rules-lawyering in multiattacks to the base class is cool, but I actually just felt like spamming Twin/Eldritch Strike every round." Oh? Well, it's not my place to judge, so if you want to do that, this feat lets you. Have fun? Note that the secondary effect of this feat is hugely overlooked, but turns Paragon Multiclassing into a junior version of the Eternal Seeker epic destiny. That can enable some unique and off-the-wall builds, though the feat cost is gonna make you cry. [/LIST] [/sblock] [b]Epic Tier Racial Feats[/b] [sblock][LIST][*][COLOR=#ff9900][b]Dual Manifestation[/b][/COLOR] (Genasi, FRPG) - For Revenant and the odd non-Revenant Genasi Assassin, this feat takes some setup to make use of, but is incredible. For the price of four feats (three if natively Genasi) you deal 8 extra damage with melee attacks (which means +16 on shroud attacks), and better still it's typed which opens up all sorts of other glorious damage boosting potential. Plus, if you [i]were[/i] a Revenant, you can now manifest, which means full access to Promise of Storm (as well as the less impressive Firepulse) and the other sundry goodies like racial defense bonuses that come from the Genasi manifestation rules. This is a build-making feat. [/LIST] [/sblock] [/QUOTE]
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Look Very Carefully: The Shroud Assassin's Handbook (by erachima)
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