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General Tabletop Discussion
Character Builds & Optimization
Character Optimization - Hybrid Assassin_Rogue
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<blockquote data-quote="jbear" data-source="post: 5331275" data-attributes="member: 75065"><p>I second Low Slash as well. It means you can Invoke with an assassin power, Say Executioner's Noose, and Pull them between you and your Fighter and then Low Slash as a Minor Action with Combat Advantage and deal your Sneak attack damage. Good Stuff right there.</p><p></p><p>I also definitely second Roguish Killer. You're probably going to use that in every single encounter. Assassin's Noose is an very useful power if your DM uses interesting terrain or your companions create damaging zones etc. And one of them is bound to miss. At level 6 that is 4d6 dmg on a miss. Pretty sweet.</p><p></p><p>I have made a rogue/assassin hybrid (warlock) build as well and gaining Combat advantage is not difficult. So I prefer Human to gain the extra at will, which means I can have a melee attack that targets REF and an extra feat at level one which means I get to the benefit of multiclassing into Warlock as fast as possible. Humans receive a +1 to all defenses, so defense-wise my a human with CHA 16 has the same Will defense as a Drow with 18. Drow are great for getting Combat Advantage, flavourwise it totally fits, but I prefer my Hybrids Human.</p><p></p><p>I'll post my build and comment anything that differs from yours.</p><p></p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Lele Human Assassin Rogue, level 11</p><p>Human, Rogue|Assassin, Shadow Assassin</p><p>Hybrid Assassin: Hybrid Assassin Will</p><p>Hybrid Talent: Rogue Tactics (Hybrid)</p><p>Versatile Expertise: Versatile Expertise (Light Blade)</p><p>Versatile Expertise: Versatile Expertise (Sling)</p><p>Rogue Tactics (Hybrid): Cunning Sneak (Hybrid)</p><p>Background: Occupation - Criminal (+2 to Thievery)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 10, Con 19, Dex 21, Int 11, Wis 11, Cha 14.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 9, Con 16, Dex 16, Int 10, Wis 10, Cha 13.</p><p></p><p></p><p>AC: 26 Fort: 22 Reflex: 26 Will: 21</p><p>HP: 70 Surges: 10 Surge Value: 17</p><p></p><p>TRAINED SKILLS</p><p>Stealth +15, Thievery +17, Perception +10, Intimidate +12, Athletics +10, Acrobatics +15</p><p></p><p>UNTRAINED SKILLS</p><p>Arcana +5, Bluff +7, Diplomacy +7, Dungeoneering +5, Endurance +9, Heal +5, History +5, Insight +5, Nature +5, Religion +5, Streetwise +7</p><p></p><p>FEATS</p><p>Human: Cursed Shadow</p><p>Level 1: Student of Malediction</p><p>Level 2: Hybrid Talent</p><p>Level 4: Versatile Expertise</p><p>Level 6: Roguish Killer</p><p>Level 8: Deadeye Slinger</p><p>Level 10: Two-Weapon Fighting</p><p>Level 11: Two-Weapon Opening</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Piercing Strike</p><p>Hybrid at-will 1: Executioner's Noose</p><p>Hybrid at-will 1: Deft Strike</p><p>Hybrid encounter 1: Gloom Thief</p><p>Hybrid daily 1: Blinding Barrage</p><p>Hybrid utility 2: Tumble</p><p>Hybrid encounter 3: Low Slash</p><p>Hybrid daily 5: Twilight Assassin</p><p>Hybrid utility 6: Slayer's Escape</p><p>Hybrid encounter 7: Shadow Jack</p><p>Hybrid daily 9: Knockout</p><p>Hybrid utility 10: Seeker of Shadow</p><p></p><p>ITEMS</p><p>Shadowblade, Feytouched Drowmesh +3, Orc's-Eye Amulet +2, Rhythm Blade Short sword +1, Gauntlets of Blood (heroic tier), Muleback Harness (heroic tier), Rebounding Sling +2, Luckblade Rapier +2</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p></p><p>I have prefered CON over CHA, because I tend to avoid the Born Under a Bad Sign Background, but fair game, if I were to take it, then CHA would be more useful outside of combat. Surges are pretty useful all the same and in this case it serves to lighten the penalty assassins take with such terribly low HPs.</p><p></p><p>1st level Daily: I have taken Blinding Barrage because it seems like a power that really turns a battle on its head. Damagewise Grave Spike is single Target and adds a little Ongoing damage (which in most cases will add 5 damage and then Save). The Blind Condition means I can do the same damage to every enemy in a Blast 3 (at the very least two enemies) and leave them Blind for at least one attack, and they grant CAdv to my entire group while the condition lasts. If your cunning with the power you will make sure to catch more than 2 enemies in the Blast however. Even if there are only two, Assassin Noose to reposition a 3rd, then AP to catch 3 in the Blast. Very useful power in a lot of situations, bound to make you far more loved by everyone in your group than Grave Spike.</p><p></p><p>Okay, now here's a real good reason to take a Rogue Daily at Lvl 1: Twighlight Assassin at lvl 5. For me this is one of those truly cool powers that makes the game fun. From your build it seems you are going for straight damage. But the cool thing about the assassin is it deals decent damage and does it in fun ways. Who doesn't like turning invisible? (Gloom Thief) Who doesn't like conjuring up a Shadow Double of themselves to fight alongside them? (Twighlight Assassin) But apart from cool it means you can flank with yourself for the entire combat and you gain a minor attack Assassin's power for the entire encounter which means (at least how i understand things) that you can Invoke with your minor attack and then Sneak Attack with your Standard attack. Pure Awesome. And cool.</p><p></p><p>Along the same lines I took Shadow Jack at level 7. Turning into someone's Shadow for a round. Fun. And if you are attacked and missed they smack their friend instead. If they hit ... well half damage. Your selected power is more damaging, but I haven't used that as the guidelines for my build. So feel free to ignore that one.</p><p></p><p>Level 10 Utility, Seeker of Shadow, good way to get into position at the start of combat and monster someone during the first two rounds you act or get out of a reconaissence mission gone fatally wrong. </p><p></p><p>As for the Paragon Path, well I haven't looked at Ghost of Eventide to compare.</p><p></p><p>Featwise I invested in my Sling becasue this character can function perfectly edging around the centre of combat, keepin moving to gain combat advantage and raining down the pain from afar, making the most of terrain with Assassin's Noose. But up close he can also handle the jandle as we say in New Zealand. Hence Two Weapon Fighting which opens up the fantastic Two Weapon Opening Feat. Crits don't happen that often but you are a monster when it does!</p><p></p><p>Anyway some stuff for you to chew on. Swallow whatever you want and spit the rest out like crud! Personallly I like my characters mechanically tight but I especially like them versatile and fun at the same time.</p></blockquote><p></p>
[QUOTE="jbear, post: 5331275, member: 75065"] I second Low Slash as well. It means you can Invoke with an assassin power, Say Executioner's Noose, and Pull them between you and your Fighter and then Low Slash as a Minor Action with Combat Advantage and deal your Sneak attack damage. Good Stuff right there. I also definitely second Roguish Killer. You're probably going to use that in every single encounter. Assassin's Noose is an very useful power if your DM uses interesting terrain or your companions create damaging zones etc. And one of them is bound to miss. At level 6 that is 4d6 dmg on a miss. Pretty sweet. I have made a rogue/assassin hybrid (warlock) build as well and gaining Combat advantage is not difficult. So I prefer Human to gain the extra at will, which means I can have a melee attack that targets REF and an extra feat at level one which means I get to the benefit of multiclassing into Warlock as fast as possible. Humans receive a +1 to all defenses, so defense-wise my a human with CHA 16 has the same Will defense as a Drow with 18. Drow are great for getting Combat Advantage, flavourwise it totally fits, but I prefer my Hybrids Human. I'll post my build and comment anything that differs from yours. ====== Created Using Wizards of the Coast D&D Character Builder ====== Lele Human Assassin Rogue, level 11 Human, Rogue|Assassin, Shadow Assassin Hybrid Assassin: Hybrid Assassin Will Hybrid Talent: Rogue Tactics (Hybrid) Versatile Expertise: Versatile Expertise (Light Blade) Versatile Expertise: Versatile Expertise (Sling) Rogue Tactics (Hybrid): Cunning Sneak (Hybrid) Background: Occupation - Criminal (+2 to Thievery) FINAL ABILITY SCORES Str 10, Con 19, Dex 21, Int 11, Wis 11, Cha 14. STARTING ABILITY SCORES Str 9, Con 16, Dex 16, Int 10, Wis 10, Cha 13. AC: 26 Fort: 22 Reflex: 26 Will: 21 HP: 70 Surges: 10 Surge Value: 17 TRAINED SKILLS Stealth +15, Thievery +17, Perception +10, Intimidate +12, Athletics +10, Acrobatics +15 UNTRAINED SKILLS Arcana +5, Bluff +7, Diplomacy +7, Dungeoneering +5, Endurance +9, Heal +5, History +5, Insight +5, Nature +5, Religion +5, Streetwise +7 FEATS Human: Cursed Shadow Level 1: Student of Malediction Level 2: Hybrid Talent Level 4: Versatile Expertise Level 6: Roguish Killer Level 8: Deadeye Slinger Level 10: Two-Weapon Fighting Level 11: Two-Weapon Opening POWERS Bonus At-Will Power: Piercing Strike Hybrid at-will 1: Executioner's Noose Hybrid at-will 1: Deft Strike Hybrid encounter 1: Gloom Thief Hybrid daily 1: Blinding Barrage Hybrid utility 2: Tumble Hybrid encounter 3: Low Slash Hybrid daily 5: Twilight Assassin Hybrid utility 6: Slayer's Escape Hybrid encounter 7: Shadow Jack Hybrid daily 9: Knockout Hybrid utility 10: Seeker of Shadow ITEMS Shadowblade, Feytouched Drowmesh +3, Orc's-Eye Amulet +2, Rhythm Blade Short sword +1, Gauntlets of Blood (heroic tier), Muleback Harness (heroic tier), Rebounding Sling +2, Luckblade Rapier +2 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== I have prefered CON over CHA, because I tend to avoid the Born Under a Bad Sign Background, but fair game, if I were to take it, then CHA would be more useful outside of combat. Surges are pretty useful all the same and in this case it serves to lighten the penalty assassins take with such terribly low HPs. 1st level Daily: I have taken Blinding Barrage because it seems like a power that really turns a battle on its head. Damagewise Grave Spike is single Target and adds a little Ongoing damage (which in most cases will add 5 damage and then Save). The Blind Condition means I can do the same damage to every enemy in a Blast 3 (at the very least two enemies) and leave them Blind for at least one attack, and they grant CAdv to my entire group while the condition lasts. If your cunning with the power you will make sure to catch more than 2 enemies in the Blast however. Even if there are only two, Assassin Noose to reposition a 3rd, then AP to catch 3 in the Blast. Very useful power in a lot of situations, bound to make you far more loved by everyone in your group than Grave Spike. Okay, now here's a real good reason to take a Rogue Daily at Lvl 1: Twighlight Assassin at lvl 5. For me this is one of those truly cool powers that makes the game fun. From your build it seems you are going for straight damage. But the cool thing about the assassin is it deals decent damage and does it in fun ways. Who doesn't like turning invisible? (Gloom Thief) Who doesn't like conjuring up a Shadow Double of themselves to fight alongside them? (Twighlight Assassin) But apart from cool it means you can flank with yourself for the entire combat and you gain a minor attack Assassin's power for the entire encounter which means (at least how i understand things) that you can Invoke with your minor attack and then Sneak Attack with your Standard attack. Pure Awesome. And cool. Along the same lines I took Shadow Jack at level 7. Turning into someone's Shadow for a round. Fun. And if you are attacked and missed they smack their friend instead. If they hit ... well half damage. Your selected power is more damaging, but I haven't used that as the guidelines for my build. So feel free to ignore that one. Level 10 Utility, Seeker of Shadow, good way to get into position at the start of combat and monster someone during the first two rounds you act or get out of a reconaissence mission gone fatally wrong. As for the Paragon Path, well I haven't looked at Ghost of Eventide to compare. Featwise I invested in my Sling becasue this character can function perfectly edging around the centre of combat, keepin moving to gain combat advantage and raining down the pain from afar, making the most of terrain with Assassin's Noose. But up close he can also handle the jandle as we say in New Zealand. Hence Two Weapon Fighting which opens up the fantastic Two Weapon Opening Feat. Crits don't happen that often but you are a monster when it does! Anyway some stuff for you to chew on. Swallow whatever you want and spit the rest out like crud! Personallly I like my characters mechanically tight but I especially like them versatile and fun at the same time. [/QUOTE]
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