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Assassin Shenanigans
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<blockquote data-quote="lgw" data-source="post: 4959951" data-attributes="member: 74094"><p>I started reading up on the Assassin as possible next character, and found some stuff really lends itself to use in creative ways. For some other things I'd just like to get some creative feedback because being DM since some time colors my judgement on things.</p><p>So here come my musings. (Careful, much text incoming...)</p><p> </p><p><strong>Shade Form</strong></p><p>What I'm looking for here are any kind of attack powers that don't have an actual attack, as for example Offering Justice (Invoker Enc3). This would let you extend the duration you can make use of the Form while still contributing effectively.</p><p>Prefered are those that don't require a prestige class (want to take an Assassin one) and key of the stats of Assassins (Dex, Cha, Con), which makes it easier to use them for their full effect and to multiclass into them.</p><p> </p><p><strong>Ki Focuses</strong></p><p>Any good suggestions on enhancements aside the standard Magic +Xs and any copycat enhancements usually found on weapons ?</p><p> </p><p><strong>Charge Builds</strong></p><p>The Shadow Step power lends itself exceptionally well to charge builds, because you can easily get in a position for a good charge by using your allies as hop-to points. It also gives you nice consitent and synergent (TacLords!) attacks to complement your a little damage moderate Encounter and Daily attacks.</p><p>Any specific suggestions to enhance that ? Right now I'm torn between using a Cloak of Translocation due its general greater utility and a Badge of the Berserker - although I don't know if that'd be necessary due overall good AC + Halfling bonus + Defensive Mobility + Cl.o.Tr. giving me another +6 on my charge moves. Maybe instead an item that damages attackers when hit by opportunity attacks ?</p><p>I also plan to multiclass into Rogue due nice synergies and especially to capitalise on Surprising Charge + Nimble Blade, maybe even including Roundabout Charge. Any damage enhancers I forgot aside from Horned Helmet, Vanguard Weapon (although I'll probably stick to the more general Subtle Weapon Enhancement) and Bracers of Mighty Striking ?</p><p> </p><p><strong>Enhancing Damage</strong></p><p>Due the mix of Implement and Weapons powers I find it hard to find a way to spend my feats (by mid paragon) for enhancing my damage in consistent ways. The charge setup mentioned above is one.</p><p>Any direct weapon based feats seem a bit wasted, energy feats are spread too thin, Blood Thirst (and Cull the Weak from Rogue) require melee attacks, and Brutal Shroud seems rather lackluster on the side of average DPR (although it helps if you want to create reliable bursts).</p><p>Or any ways to get increased crit ranges except high strength, Daggermaster and Jagged Weapons ?</p><p>(Reckless and Bloodclaw Weapons and the usual favourites of the CharOP boards are of course out due being rightfully banned here.)</p><p> </p><p><strong>Class Feats</strong></p><p>While there are some really interesting, I'm miffed by most of them. The Halfling one seems rather lackluster, the fear and illusion ones and damage enhancers were mentioned above.</p><p>Noteable are mainly Assassins Cloak (if you make use of it in your build), Assassins Escape (if you desperately feel the need for more defense), Hidden Insight (to really create a big burst at the combat opening - although the flavour text seems like that feat wouldn't even be necessary), Nightmare Master (if you do tricks as readying a fear power to fire right at the start of someone elses turn - although that might profit from our rule interpretation that getting Dazed during your turn is handled equally to being Slowed during movement) and Minion of the Dark (although I don't know how helpful darkvision actually is).</p><p> </p><p><strong>Walk through Walls</strong></p><p>Right now I plan to take Obsidian Stalker as PP due its unparalled infiltration options with phasing, but I'd prefer Shadowblade or especially Soul Thief due their significantly improved damage possibilities.</p><p>On the other hand I'm not aware of any other options to reliably gain phasing except Mist Walk, which is out due my intent to take Slayer's Endurance to help out with our lower HP (and at 16 Thief of Names is set in stone, too). Anything I missed ?</p><p> </p><p><strong>See through Walls</strong></p><p>A sidestep solution to the above one would be to get a reliable way to see through walls and use the ample teleportation powers an Assassin has, but I'm not aware of ways for that except by the use of rituatls.</p><p> </p><p><strong>Skill Enhancements</strong></p><p>At last feel free to suggest any particularly good ways to enhance the performance of the following skills (by double rolling, straight bonuses, fancy usages, etc) I should know of for the following skills:</p><p>Acrobatics, Bluff, Perception, Stealth, Streetwise and Thievery</p><p> </p><p>Thanks for the input. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="lgw, post: 4959951, member: 74094"] I started reading up on the Assassin as possible next character, and found some stuff really lends itself to use in creative ways. For some other things I'd just like to get some creative feedback because being DM since some time colors my judgement on things. So here come my musings. (Careful, much text incoming...) [B]Shade Form[/B] What I'm looking for here are any kind of attack powers that don't have an actual attack, as for example Offering Justice (Invoker Enc3). This would let you extend the duration you can make use of the Form while still contributing effectively. Prefered are those that don't require a prestige class (want to take an Assassin one) and key of the stats of Assassins (Dex, Cha, Con), which makes it easier to use them for their full effect and to multiclass into them. [B]Ki Focuses[/B] Any good suggestions on enhancements aside the standard Magic +Xs and any copycat enhancements usually found on weapons ? [B]Charge Builds[/B] The Shadow Step power lends itself exceptionally well to charge builds, because you can easily get in a position for a good charge by using your allies as hop-to points. It also gives you nice consitent and synergent (TacLords!) attacks to complement your a little damage moderate Encounter and Daily attacks. Any specific suggestions to enhance that ? Right now I'm torn between using a Cloak of Translocation due its general greater utility and a Badge of the Berserker - although I don't know if that'd be necessary due overall good AC + Halfling bonus + Defensive Mobility + Cl.o.Tr. giving me another +6 on my charge moves. Maybe instead an item that damages attackers when hit by opportunity attacks ? I also plan to multiclass into Rogue due nice synergies and especially to capitalise on Surprising Charge + Nimble Blade, maybe even including Roundabout Charge. Any damage enhancers I forgot aside from Horned Helmet, Vanguard Weapon (although I'll probably stick to the more general Subtle Weapon Enhancement) and Bracers of Mighty Striking ? [B]Enhancing Damage[/B] Due the mix of Implement and Weapons powers I find it hard to find a way to spend my feats (by mid paragon) for enhancing my damage in consistent ways. The charge setup mentioned above is one. Any direct weapon based feats seem a bit wasted, energy feats are spread too thin, Blood Thirst (and Cull the Weak from Rogue) require melee attacks, and Brutal Shroud seems rather lackluster on the side of average DPR (although it helps if you want to create reliable bursts). Or any ways to get increased crit ranges except high strength, Daggermaster and Jagged Weapons ? (Reckless and Bloodclaw Weapons and the usual favourites of the CharOP boards are of course out due being rightfully banned here.) [B]Class Feats[/B] While there are some really interesting, I'm miffed by most of them. The Halfling one seems rather lackluster, the fear and illusion ones and damage enhancers were mentioned above. Noteable are mainly Assassins Cloak (if you make use of it in your build), Assassins Escape (if you desperately feel the need for more defense), Hidden Insight (to really create a big burst at the combat opening - although the flavour text seems like that feat wouldn't even be necessary), Nightmare Master (if you do tricks as readying a fear power to fire right at the start of someone elses turn - although that might profit from our rule interpretation that getting Dazed during your turn is handled equally to being Slowed during movement) and Minion of the Dark (although I don't know how helpful darkvision actually is). [B]Walk through Walls[/B] Right now I plan to take Obsidian Stalker as PP due its unparalled infiltration options with phasing, but I'd prefer Shadowblade or especially Soul Thief due their significantly improved damage possibilities. On the other hand I'm not aware of any other options to reliably gain phasing except Mist Walk, which is out due my intent to take Slayer's Endurance to help out with our lower HP (and at 16 Thief of Names is set in stone, too). Anything I missed ? [B]See through Walls[/B] A sidestep solution to the above one would be to get a reliable way to see through walls and use the ample teleportation powers an Assassin has, but I'm not aware of ways for that except by the use of rituatls. [B]Skill Enhancements[/B] At last feel free to suggest any particularly good ways to enhance the performance of the following skills (by double rolling, straight bonuses, fancy usages, etc) I should know of for the following skills: Acrobatics, Bluff, Perception, Stealth, Streetwise and Thievery Thanks for the input. :) [/QUOTE]
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