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Help with Changeling Assassin lvl 6
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<blockquote data-quote="Nefarii" data-source="post: 5582546" data-attributes="member: 54541"><p>It was just brought to my attention that, how I was reading the feats was completely off.</p><p></p><p>How i was reading assassin's escape was that I could go into shade form at will after I was hit. I assumed that meant that I could use it every time I was hit and not just once per encounter. So my strategy was to go into shade form as an immediate interrupt, take half damage, teleport to an adjacent ally where i would be insubstantial and have cover, make a hide check on my next turn, then darting shadow to move somewhere else at will, and sneak back up on someone from the shadows and attack with CA.</p><p></p><p>But if assassin's escape is only once per encounter, then that kind of ruins that strategy. Which i suppose makes sense, taking half damage at will is probably a little over powered. I thought that the assassin's escape/darting shadow combo was awesome (would of been awesome if shade form was a minor action) and I was kinda basing my character around that.</p><p></p><p>any who... 1.) does this look better... 2.) then this one... 3.) or this one</p><p></p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Jin, level 6</p><p>Changeling, 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 12, Dex 21, Int 10, Wis 8, Cha 17.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 10, Con 12, Dex 18, Int 10, Wis 8, Cha 14.</p><p></p><p></p><p>AC: 21 Fort: 15 Reflex: 19 Will: 18</p><p>HP: 42 Surges: 7 Surge Value: 10</p><p></p><p>TRAINED SKILLS</p><p>Stealth +13, Bluff +13, Perception +7, Thievery +13, Streetwise +11</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +8, Arcana +3, Diplomacy +6, Dungeoneering +2, Endurance +4, Heal +2, History +3, Insight +4, Intimidate +6, Nature +2, Religion +3, Athletics +3</p><p></p><p>FEATS</p><p>Level 1: Mark of Shadow</p><p>Level 2: Assassin's Escape</p><p>Level 4: Darting Shade</p><p>Level 6: Melee Training (Dexterity)</p><p></p><p>POWERS</p><p>Assassin at-will 1: Executioner's Noose</p><p>Assassin at-will 1: Shadow Storm</p><p>Assassin encounter 1: Nightmare Shades</p><p>Assassin daily 1: Targeted for Death</p><p>Assassin utility 2: Cloak of Shades</p><p>Assassin encounter 3: Cloaking Mist</p><p>Assassin daily 5: Twilight Assassin</p><p>Assassin utility 6: Darting Shadow</p><p></p><p>ITEMS</p><p>Leather Armor, Light Shield, Rapier, Disguise Kit, Adventurer's Kit, Camouflaged Clothing, Death Shroud Ki Focus +1, Repeating crossbow, Crossbow Bolts (40)</p><p></p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Jin, level 6</p><p>Changeling, Assassin</p><p>Build: Night Stalker Assassin</p><p>Guild Training: Night Stalker</p><p></p><p>(Same everything else just different feats) </p><p></p><p>FEATS</p><p>Level 1: Killer's Insight</p><p>Level 2: Hidden Insight</p><p>Level 4: Insidious Shroud</p><p>Level 6: Brutal Shroud</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Jin, level 6</p><p>Changeling, Assassin</p><p>Build: Night Stalker Assassin</p><p>Guild Training: Night Stalker</p><p></p><p>(Same everything else just different feats) </p><p></p><p></p><p>FEATS</p><p>Level 1: Assassin's cloak</p><p>Level 2: Leaping Shadows</p><p>Level 4: Assassin's Escape</p><p>Level 6: Cunning Striker</p><p></p><p></p><p> </p><p>I made a 6th lvl avenger as well, and though I can easily see how it would be more powerful (at least in terms of being able to take a creature one on one and controlling the battlefield), I still want to be more ninja like. The trained skills of Stealth +13, Bluff +13, Perception +7, Thievery +13, Streetwise +11 seem completely awesome, adding to it the changeling tactic of a +5 bluff check (with the disguise kit I could have a +20 to bluff). I guess what I am struggling at now is to figure out the feats, if the extra shroud damage is worth it or if I should be going for attacks of opportunity and CA </p><p></p><p>btw thanks again for the help, at this point i know it must be getting redundant. I think i am just going to get the old figurines out and just start play testing all the feats to see which ones mesh the best together.</p></blockquote><p></p>
[QUOTE="Nefarii, post: 5582546, member: 54541"] It was just brought to my attention that, how I was reading the feats was completely off. How i was reading assassin's escape was that I could go into shade form at will after I was hit. I assumed that meant that I could use it every time I was hit and not just once per encounter. So my strategy was to go into shade form as an immediate interrupt, take half damage, teleport to an adjacent ally where i would be insubstantial and have cover, make a hide check on my next turn, then darting shadow to move somewhere else at will, and sneak back up on someone from the shadows and attack with CA. But if assassin's escape is only once per encounter, then that kind of ruins that strategy. Which i suppose makes sense, taking half damage at will is probably a little over powered. I thought that the assassin's escape/darting shadow combo was awesome (would of been awesome if shade form was a minor action) and I was kinda basing my character around that. any who... 1.) does this look better... 2.) then this one... 3.) or this one ====== Created Using Wizards of the Coast D&D Character Builder ====== Jin, level 6 Changeling, Assassin Build: Night Stalker Assassin Guild Training: Night Stalker FINAL ABILITY SCORES Str 10, Con 12, Dex 21, Int 10, Wis 8, Cha 17. STARTING ABILITY SCORES Str 10, Con 12, Dex 18, Int 10, Wis 8, Cha 14. AC: 21 Fort: 15 Reflex: 19 Will: 18 HP: 42 Surges: 7 Surge Value: 10 TRAINED SKILLS Stealth +13, Bluff +13, Perception +7, Thievery +13, Streetwise +11 UNTRAINED SKILLS Acrobatics +8, Arcana +3, Diplomacy +6, Dungeoneering +2, Endurance +4, Heal +2, History +3, Insight +4, Intimidate +6, Nature +2, Religion +3, Athletics +3 FEATS Level 1: Mark of Shadow Level 2: Assassin's Escape Level 4: Darting Shade Level 6: Melee Training (Dexterity) POWERS Assassin at-will 1: Executioner's Noose Assassin at-will 1: Shadow Storm Assassin encounter 1: Nightmare Shades Assassin daily 1: Targeted for Death Assassin utility 2: Cloak of Shades Assassin encounter 3: Cloaking Mist Assassin daily 5: Twilight Assassin Assassin utility 6: Darting Shadow ITEMS Leather Armor, Light Shield, Rapier, Disguise Kit, Adventurer's Kit, Camouflaged Clothing, Death Shroud Ki Focus +1, Repeating crossbow, Crossbow Bolts (40) ====== Created Using Wizards of the Coast D&D Character Builder ====== Jin, level 6 Changeling, Assassin Build: Night Stalker Assassin Guild Training: Night Stalker (Same everything else just different feats) FEATS Level 1: Killer's Insight Level 2: Hidden Insight Level 4: Insidious Shroud Level 6: Brutal Shroud ====== Created Using Wizards of the Coast D&D Character Builder ====== Jin, level 6 Changeling, Assassin Build: Night Stalker Assassin Guild Training: Night Stalker (Same everything else just different feats) FEATS Level 1: Assassin's cloak Level 2: Leaping Shadows Level 4: Assassin's Escape Level 6: Cunning Striker I made a 6th lvl avenger as well, and though I can easily see how it would be more powerful (at least in terms of being able to take a creature one on one and controlling the battlefield), I still want to be more ninja like. The trained skills of Stealth +13, Bluff +13, Perception +7, Thievery +13, Streetwise +11 seem completely awesome, adding to it the changeling tactic of a +5 bluff check (with the disguise kit I could have a +20 to bluff). I guess what I am struggling at now is to figure out the feats, if the extra shroud damage is worth it or if I should be going for attacks of opportunity and CA btw thanks again for the help, at this point i know it must be getting redundant. I think i am just going to get the old figurines out and just start play testing all the feats to see which ones mesh the best together. [/QUOTE]
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