Assassin Sub-Class: Arbiter

ceiling90

First Post
As the title says, I wrote a sub-class for the Asssassin, as I thought that Executioner was cool, but wasn't all shadows and scary bits enough. This is originally meant to be closer to an original class, for my campaign setting; but it has enough parallels to both Assassin and Executioner that it could easily be put as a sub-class of the Assassin.

You can read it here

So the point is that you are consistently hidden; or at least invisible to your target and you deal damage with high accuracy because of the fact that you are consistently hidden or invisible to your target. The Writs, like the Executioner poisons are pretty much analogues for Daily powers; though some are closer to utilities than attacks. This class is also high movement. I don't know if it's too strong; but so far, my design goal is design it very strong then nerf later versus too weak and look passable. I haven't quite thought out feats synergies or the additions of new class specific feats, and I'd like feedback on that, along with feedback on the class.

Thanks in advance.

Note: It's all 30 levels, along with a paragon path (as that's how Essential style classes seem to go), has some newish weapons; and the inspiration is the Assassin class, the 3.5 Ninja class, and (my) general perceptions of a shadowy assassin. If you're unhappy with the fluff parts, they're mutable; I'm currently more concerned at it's damage, tactics, and efficiency. Too good? Too bad? Does it stack up against the Twin Strike Ranger? All those questions.
 

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Just read the level one writeup so far, but it's clear you put a lot of work in! The concept seems to be a ninja secret police? And this is supposed to be a striker right? It seems like it would be on the lower damage end of essentials strikers but the higher accuracy end - is that the tradeoff you're going for?

Sight Unseen: I think you could reduce this to a move action 1/round, and keep in mind that ranged attacks provoke opportunity attacks. I would also consider adding a "must have concealment or cover" caveat, which would make it like an at-will version of Shrouding Gloom vs one enemy. With this caveat maybe even a minor action 1/round.

Night's Creeping Edge: Reach+2? So a halberd user gets reach 4? No way. That's epic level multi-feat material. I assume you want Reach so they can use Sight Unseen first and then not have to move (risk breaking stealth) in order to attack? Seems like you might be better served by either making Sight Unseen a close burst (doesn't provoke OA) or giving this jurisprudence some kind of stealth mobility feature?

Also I think the class needs a Shadow of the Wild type feature, like "any time you miss and you are hidden, you stay hidden"

Shadow Flash Strike: At-will teleporting attack? Teleport CHA squares to any square within 3 of enemy? Probably an encounter power.

Feather of the Night: This is a concept issue. This jurisprudence is a ranged attacker which uses a power to cause squares *adjacent* to enemy to grant concealment to you and allies. From what I've seen you don't have ranged/melée capability like a ranger, so how does this benefit the Dusk Raven build?

Shadow Dart: This gives the Dusk Raven a slight damage boost over other builds (2d6 vs 1d10).

Chains of Mist: Too powerful. Get rid of the reach +1, and reduce the immobilized to slowed. I get that these riders are dependent upon having stealth, but if you're able to get stealth every round you can't go designing at-wills powers with encounter power level effects.

Shadow Lash: If you remove the extra CHA damage on a miss this power will be fine. As is, DEX & CHA on a miss is nuts for an at-will.

Then again they are ninjas, so they are the kEwlest But my pirate will pRAwns yer ninja. ;)
 

First off, Thanks.

Notes: Sight Unseen - I kinda wanted a default at-will that at least gives the Arbiter the ability to invisible or hidden against any enemy they choose. But, you're right; the the fact that it's a ranged attack makes it grant OA. Hmmm... How about Close Burst 5, target one creature in burst with a move action? Could it have the special caveat if in concealment?

Sight Unseen
At-will; Charm, Implement, Psychic, Shadow
Move Action Close
Burst 5
Special: If you have concealment or cover, you use this power as a minor action
Hit: Charisma modifier psychic damage
Effect: You are invisible to the target until the end of your next turn.

Note: Night's Creeping Edge - the original assassin class had a power like this, but i think they had stronger restrictions on weapon types... look for Dragon 379 - Inescapable Blade -. Maybe change it to Weapon + 1 Reach?
Thought on this one: If I just make the attack able to go through cover as normal effect, but with the special caveat of being hidden or invisible it gets +1 reach? The only other thing I can think of is that each Jurisprudence gets a more restricted weapon list.

Note: Shadow Flash Strike; yeah that felt a little too good for me. How about just making it a Teleport and attack, but you don't get teleport out?

Might make that Jurisprudence have something akin to Shift 3 squares if x happens. As for what X could be... I'm unsure. Maybe on taking down the enemy to 0? I'd appreciate more suggestions.

Note: Feather of Night (Dusk Raven)... Yeah, I had issues with that too. I think I first envisioned that power as a combo with maybe one of the heavy blade attacks; but then I got caught up in the idea of a ranged version of this class. The only confession I have on that is that it helps defenders and other much more close range strikers. Not so much the Dusk Raven itself. I'll go look up some more ideas. Suggestions Welcome.
Thought: How about changing it a -2 penalty to attacks until the end of your next turn?

Shadow Dart: Without the extra weapons I added, the only light thrown weapon is the dagger (i'm working on the assumption that for this class people will be working with the Heroes books, not the PHB). They get the worst of the weapon dice, so I figure an [W] with caveat isn't too much of an issue... if it is... I'd like more suggestions.

Note: Chains of Mist - I'm good with that. I'll change it.

Note: Shadow Lash - I guess the Dex + Cha mod is too much? Hmmm... I'll concede to that. My only reasoning for it is that on hit you're adding Cha mod to damage anyway; so on miss, I didn't want that not work... at least with this power with that caveat. But I guess on a miss it's kinda a bit much on an at-will. I'll leave it as Dex mod.

Soon as you reply to this post, I'll give a change log.

Change log:
Update Shroud of Night to have the line "Whenever you are hidden and miss with an attack, you stay hidden".
Updated Sight Unseen to be a Close burst 5, target one creature with caveat to make it a minor action.
Updated Night's Creeping Edge with removal of reach, and addition of ignoring cover and superior cover.
Updated Shadow Flash Strike to only teleport up to speed to a square adjacent to target and attack.
Updated Chains of Mist to no longer have additional reach; and cause slow with caveat.
Updated Shadow Lash to deal only Dexterity modifier on miss.
Updated Feather of Night to no longer cause adjacent squares give concealment to you and allies; instead gives a -2 penalty to attack rolls until the beginning of your next turn.
 
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Changelog 4/20/11
Updated Feather of Night to minor action, deals 1[W] damage and -2 penalty to attacks until beginning of next turn.
Updated Shadow Dart with caveat: If hidden or invisible, target is dealt damage equal to number of adjacent creatures to it.
Update Shadow Lash to -2 penalty to attacks until the end of your next turn.
Updated Strike Unseen Damage scaling starts from 2d10 to 5d10.
Cleaned up some language.

Changing some of the Dusk Raven powers, since theoretically, they have the worst damage dealing ability as a Jurisprudence. Making one at-will into a minor power, while lowering it's damage and upping the damage possible on the actual damaging power should address that. Feather of Night is still an odd power for the ranged striker build, but I think it works with it's secondary controller role.

Shadow Lash just needed more differentiation, so I extend it's penalty duration.

It seems that farther away it goes from heavy blade the more controller-y it gets.

Any suggestions on upping it's damage potential? I was contemplating changing the scaling on Strike Unseen.
 
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