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Advise on assassin builds?
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<blockquote data-quote="mneme" data-source="post: 5278731" data-attributes="member: 59248"><p>One big thing about the Assassin's damage that seems to be missed in the above. Fundamentally, the Assassin isn't a light weapon onr one handed weapon wielder -- which is why they don't have the level of extra striker damage that a rogue has (a rogue gets an extra die of striker damage -because- they're expected to be doing 1d4 or 1d6 damage with their weapon instead of 1d10 or 1d12. 1d4+2d6 = 9.5, whears 1d10+1d6 = 9). Instead, they're a two handed weapon wielder, who starts with proficiency with military two handed heavy blades and can (and probably should, unless you're going almost entirely with implement atatcks) jump up to a superior weapon--if you're sticking with a heavy blade, that means going from 1d10 +3 to 1d12 high crit +3 -- a sizable bump.</p><p></p><p>As such, sneak attack can give you some nice burst damage--but you actually get better sustained damage by sticking to type and going with a big weapon you can't easily sneak attack with--giving you an extra 2 damage per round (assuming military; with superior weapons you get more like 3 -- 2 plus a d12 high crit) instead of an extra 7 (eg, 5) damage in the round you sneak attack and -2 damage the rest of the time.</p><p></p><p>For instance, a Githzerai assassin might very well go with a 20 array (that dex bonus is tasty). I'm too lazy to try to play with charbuilder right now, but how about:</p><p></p><p>The Black Flag, 1st level</p><p>Githzerai, Assassin</p><p>Build: Night Stalker Assassin</p><p> Guild Training: Night Stalker</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 10, Con 11, Dex 20, Int 8, Wis 12, Cha 14.</p><p> </p><p>STARTING ABILITY SCORES</p><p>Str 10, Con 11, Dex 18, Int 8, Wis 10, Cha 14.</p><p> </p><p> </p><p>AC: 15 Fort: 12 Reflex: 15 Will: 13</p><p>HP: 21 Surges: 6 Surge Value: 5</p><p> </p><p>TRAINED SKILLS</p><p>Stealth +10, Thievery +10, Bluff +7, Acrobatics +12, Perception +6</p><p> </p><p>FEATS</p><p>Level 1: Githzerai Blade Mastery</p><p></p><p>POWERS</p><p>Assassin at-will 1: Leaping Shade</p><p>Assassin at-will 1: Inescapable Blade</p><p>Assassin encounter 1: Gloom Thief</p><p>Assassin daily 1: Grave Spike</p><p></p><p>ITEMS</p><p>Fullblade, Adventurer's Kit, Dagger x 4</p><p></p><p>(hit chance is 2 above average due to 20 dex and +3 prof weapon, so 11/20 hit, 1/20 crit)</p><p>At will DPR, assuming you invoke shrouds every other turn: .5(every other turn)*1d6+(11/20 * (1d12 (6.5) + .5 + .5 * 1d6 + 5 + 2)) + (.05 * 2.5 (maximized shrouds) + 5.5 (maximizing damage) + 1d12) = 11</p><p></p><p>[but really 8.57 dpr on turns you don't invoke your shrouds and 13.57 dpr on turns where you do invoke your shrouds, and I wasn't taking into account combat advantage from flanking or stealth or extra damage from an isolated target; don't forget the trick of running around knocking off minions while you build up shrouds, then turning and taking a big wack at your target]</p><p></p><p>Sure, you're fragile -- but assassins are meant to avoid hits by working with the defender, hiding, and teleporting away.</p><p></p><p>For a small assassin...well, you're gimped from the outset, as small characters can't wield the really big weapons, and Assassins have lousy damage with implement powers. But you can almost keep up by using "small large weapons" -- spend a feat on the talenta sharrash (from the Eberon book) and you're using a +3 prof, 1d8 polearm/heavy blade with reach and high crit; you can pull off a lot of tricks with that kind of tech that somewhat make up for a lower damage die--it's actually a stronger weapon overall than a glaive, -and- small characters can wield it.</p></blockquote><p></p>
[QUOTE="mneme, post: 5278731, member: 59248"] One big thing about the Assassin's damage that seems to be missed in the above. Fundamentally, the Assassin isn't a light weapon onr one handed weapon wielder -- which is why they don't have the level of extra striker damage that a rogue has (a rogue gets an extra die of striker damage -because- they're expected to be doing 1d4 or 1d6 damage with their weapon instead of 1d10 or 1d12. 1d4+2d6 = 9.5, whears 1d10+1d6 = 9). Instead, they're a two handed weapon wielder, who starts with proficiency with military two handed heavy blades and can (and probably should, unless you're going almost entirely with implement atatcks) jump up to a superior weapon--if you're sticking with a heavy blade, that means going from 1d10 +3 to 1d12 high crit +3 -- a sizable bump. As such, sneak attack can give you some nice burst damage--but you actually get better sustained damage by sticking to type and going with a big weapon you can't easily sneak attack with--giving you an extra 2 damage per round (assuming military; with superior weapons you get more like 3 -- 2 plus a d12 high crit) instead of an extra 7 (eg, 5) damage in the round you sneak attack and -2 damage the rest of the time. For instance, a Githzerai assassin might very well go with a 20 array (that dex bonus is tasty). I'm too lazy to try to play with charbuilder right now, but how about: The Black Flag, 1st level Githzerai, Assassin Build: Night Stalker Assassin Guild Training: Night Stalker FINAL ABILITY SCORES Str 10, Con 11, Dex 20, Int 8, Wis 12, Cha 14. STARTING ABILITY SCORES Str 10, Con 11, Dex 18, Int 8, Wis 10, Cha 14. AC: 15 Fort: 12 Reflex: 15 Will: 13 HP: 21 Surges: 6 Surge Value: 5 TRAINED SKILLS Stealth +10, Thievery +10, Bluff +7, Acrobatics +12, Perception +6 FEATS Level 1: Githzerai Blade Mastery POWERS Assassin at-will 1: Leaping Shade Assassin at-will 1: Inescapable Blade Assassin encounter 1: Gloom Thief Assassin daily 1: Grave Spike ITEMS Fullblade, Adventurer's Kit, Dagger x 4 (hit chance is 2 above average due to 20 dex and +3 prof weapon, so 11/20 hit, 1/20 crit) At will DPR, assuming you invoke shrouds every other turn: .5(every other turn)*1d6+(11/20 * (1d12 (6.5) + .5 + .5 * 1d6 + 5 + 2)) + (.05 * 2.5 (maximized shrouds) + 5.5 (maximizing damage) + 1d12) = 11 [but really 8.57 dpr on turns you don't invoke your shrouds and 13.57 dpr on turns where you do invoke your shrouds, and I wasn't taking into account combat advantage from flanking or stealth or extra damage from an isolated target; don't forget the trick of running around knocking off minions while you build up shrouds, then turning and taking a big wack at your target] Sure, you're fragile -- but assassins are meant to avoid hits by working with the defender, hiding, and teleporting away. For a small assassin...well, you're gimped from the outset, as small characters can't wield the really big weapons, and Assassins have lousy damage with implement powers. But you can almost keep up by using "small large weapons" -- spend a feat on the talenta sharrash (from the Eberon book) and you're using a +3 prof, 1d8 polearm/heavy blade with reach and high crit; you can pull off a lot of tricks with that kind of tech that somewhat make up for a lower damage die--it's actually a stronger weapon overall than a glaive, -and- small characters can wield it. [/QUOTE]
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