Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
Look Very Carefully: The Shroud Assassin's Handbook (by erachima)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nibelung" data-source="post: 6711919" data-attributes="member: 74499"><p><strong>Originally posted by erachima:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Visions of Death: Paragon-Tier Assassination Techniques</strong></span></p><p>It's taken patience and hardship to make it this far, but the efforts have finally payed off: you truly see death. At paragon tier, the Assassin gets dramatically better at damage dealing, thanks to two key encounter powers and the ability to start applying vulnerabilities multiple times per round.</p><p> </p><p> </p><p>Short version: select <strong>Flurry of Talons</strong> and <strong>Shadow Fire</strong>.</p><p> </p><p><span style="font-size: 12px"><strong>Encounter 13</strong></span></p><p>This level is simply dominated by one power: <strong><span style="color: #ff9900">Flurry of Talons</span></strong>. Everything else available here is irrelevant.</p><p></p><p><strong>Level 13 Assassin Encounter Powers</strong></p><p>[sblock]</p><p><span style="color: #ff0000"><strong>Dark Step Ambush </strong></span>(D379) - An upgraded version of Inescapable Shadow that also turns you invisible. There's no reason to take this.</p><p><strong><span style="color: #ff9900">Flurry of Talons </span></strong>(D379) - And here we are, the first real striker power that the Assassin gets, and it's a nasty one. Remember Shadow Darts, which was three rolls and dealt one of 1d8, 2d8, <strong>or</strong> 3d8 depending on how many times you hit? Well, this one deals 1d8, 2d8, <strong>and</strong> 3d8 depending on how many times you hit. In other words, it's Storm of Blows, but with the ability to make all three hits crit at the same time if you're lucky and it lets you fly 5 squares beforehand.</p><p><span style="color: #ff0000"><strong>Slayer in the Dark </strong></span>(D379) - Upgraded version of Army of the Night with a slightly different trigger. No reason to take this power.</p><p><span style="color: #ff0000"><strong>Spectral Assailants </strong></span>(D388) - One of the game's few double-red powers, in that this power would be red thanks to being straight worse than Well of Shades even if Flurry of Talons didn't exist. There is truly no reason to take this power.</p><p><span style="color: #800080"><strong>Well of Shades </strong></span>(D379) - Yes, you read that right. It's Come And Get It, but on the Assassin. It can be good setup for your allies, but ignore this for now and take another look at it when you hit 23. Technically there might be a hybrid defender build someplace that wants this at 13?</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong>Daily 15</strong></span></p><p>A weak level. Either take <strong>Sundered Shadow</strong> while grumbling about it, shell out the feat for the <span style="color: #0000ff"><strong>Black Lotus Extract </strong></span>poison, or don't bother upgrading.</p><p></p><p><strong>Level 15 Assassin Daily Powers</strong></p><p>[sblock]</p><p><span style="color: #800080"><strong>Bleak Gallows </strong></span>(D379) - Technically, you can use this power to attempt to drop the target from the sky or into a trap of some sort each round, if height and terrain permit, but it's pretty well worthless otherwise.</p><p><span style="color: #ff0000"><strong>Blood Shadows </strong></span>(D388) - This gem of a power conjures you some shadowy spectators to sit around and do nothing of interest. Don't take it.</p><p><span style="color: #ff0000"><strong>Death's Doorstep </strong></span>(D379) - This power gives you a minor consolation prize for missing until the end of the encounter. Unfortunately for it, missing is neither something you want to nor will be doing much, making it a waste of print.</p><p><span style="color: #800080"><strong>Shade Venom </strong></span>(D379) - This power's ability to force the target to attack itself once per round (save ends) is delayed, situational, and pretty useless against the targets you want that sort of effect on the most, but it's still sort of a double-hitter, so it's not quite red.</p><p><strong>Sundered Shadow </strong>(D379) - An upgraded version of Grave Spike, though unlike Grave Spike, you'll have to hit the target to get the bonus to attack. The ability to make melee attacks against the guy without him being adjacent is interesting but won't come up often, if you can persuade your DM to apply it to Opportunity Attack (Range: Melee 1) to have threatening reach against the target, then this power <span style="color: #0000ff"><strong>gets better</strong></span>.</p><p>[/sblock]</p><p><strong>Level 15 Assassin Poisons</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Black Lotus Extract</strong></span> (HoS) - 8 extra poison damage on hits with weapon attacks until end of encounter. Note that this boost will <em>not</em> apply to Flurry of Talons. <span style="color: #ff0000"><strong>Out of combat use </strong></span>is a laughable amount of damage.</p><p><span style="color: #ff0000"><strong>Insanity Mist </strong></span>(HoS) - An awful ongoing damage effect. <span style="color: #ff0000"><strong>Out of combat use </strong></span> is identical to in-combat use.</p><p><strong>Lich Dust</strong> (HoS) - 10 extra poison damage and save-ends weakened tagged to a weapon attack. <span style="color: #008000"><strong>Out of combat use</strong></span> weakens the target for a day if they consume the poison.</p><p></p><p>[/sblock] </p><p><span style="font-size: 12px"><strong>Utility 16</strong></span></p><p>A surpisingly lackluster level compared to most Assassin utility picks. <span style="color: #008000"><strong>Thief of Names</strong></span> might interest you, and if not, look at the heroic lists again or snag a skill power.</p><p></p><p><strong>Level 16 Assassin Utility Powers</strong></p><p>[sblock]</p><p><span style="color: #800080"><strong>Assassin's Defense </strong></span>(D379) - Essentially an upgrade of Converging Shadows, this power has a better trigger, gives a defense bonus rather than concealment, and turns you invisible EoNT. Only +2 to defenses though, and only works if your shroud target attacks you, so it's not really worthy of U16.</p><p><span style="color: #800080"><strong>Gloaming Call </strong></span>(D388) - This is basically an upgrade to Darkening Veil, letting you have a similar effect in every encounter but costing an IR rather than a free action. Why would would want, or anyone would write, this type of effect still baffles me.</p><p><strong>Liquid Shadow </strong>(D379) - Another on-hit interrupt, this one makes you take half damage. The rider effect is just odd, letting you teleport adjacent to the person who hit you at the end of their turn. Good when ambushed and against artillery though.</p><p><strong>Shadow Meld </strong>(D379) - You shift two squares and no enemy can attack, see, or effect you until the start of your next turn. One of the best effects for bailing yourself out that exists, but you have to use it on your own turn, which is usually not the time that you discover that you need to be getting the hell out of dodge, so its actual power is pretty low relative to its nominal effects.</p><p><span style="color: #008000"><strong>Thief of Names </strong></span>(D379) - There is a combat aspect to this power, and it's <strong>decent</strong>, but the main strength of this power is out of combat utility. Is the ability to impersonate a specific individual useful to you? Then this power is awesome. If you're in a dungeon crawl, it's pretty worthless.</p><p><span style="color: #800080"><strong>Untraceable Step </strong></span>(HoS) - Turn invisible, move your speed, stay invisible EoNT. Pretty lackluster for all but the<strong> stealth junkies</strong>, considering the amount of teleportation you already should have by this level.</p><p>[/sblock]</p><p><strong>Level 16 Racial Utility Powers</strong></p><p>[sblock]<strong><span style="color: #ff9900">Spiral Dance Assault </span></strong>(Eladrin, D405) - A free action teleport on a melee hit, even once per round, means at least +6 DPR to a Long Night Scion. For that build, it's an autopick. For everyone else, pointless.</p><p></p><p>[/sblock] </p><p><span style="font-size: 12px"><strong>Encounter 17</strong></span></p><p>As with level 13, you are taking one power here, and one power only: <strong><span style="color: #ff9900">Shadow Fire</span></strong>. Everything else, leave on the burner until E23.</p><p></p><p><strong>Level 17 Assassin Encounter Powers</strong></p><p>[sblock]</p><p><span style="color: #ff0000"><strong>Mob of Shadows </strong></span>(D379) - A vanilla attack with a weird static damage zone effect attached. Ignore it.</p><p><strong><span style="color: #ff9900">Shadow Fire </span></strong>(D379) - It's Flurry of Talons, but weapon rather than implement and you turn invisible rather than flying beforehand. Another crucial autopick.</p><p><span style="color: #0000ff"><strong>Shadow Knives </strong></span>(D388) - This is a rather odd power, in that it doesn't do anything the turn you use it but is essentially a delayed AoE effect, letting you attack all your enemies in the zone as they start their turns. If you take this at 17, you're severely doing it wrong, but it deserves a hard look at 23, because mass dazed+slowed+blinded is some very nice control.</p><p><span style="color: #ff0000"><strong>Shadowed Deception </strong></span>(D379) - The rider effect on this power is "the target cannot attack you until the end of your next turn". You know who else can't attack you? People who are dead because you used Shadow Fire on them. Worthless.</p><p><span style="color: #ff0000"><strong>Traitorous Shadow </strong></span>(D379) - Don't take this power. It doesn't do anything useful. It's not even weapon vs. NAD like most of the other really terrible Assassin powers have the grace to be.</p><p>[/sblock]</p><p><strong>Level 17 Multiclass Encounter Powers</strong></p><p>[sblock]<strong><span style="color: #00ccff">A Feather's Weight</span></strong> (Monk, PsiPow) - The Soaring Blade build's E23 pick. The move action of this technique lets you use the attack in the same action, which means that you can daze, slide, prone via Firewind Blade damage, and then get away all as a move action.</p><p><span style="color: #0000ff"><strong>Soulforge Hammering </strong></span>(Avenger, D385) - A weird power, but a worthy powerswap consideration on the Morninglord build: a standard action attack which lets you make minors for more than one turn, perhaps more importantly, adds +DEX extra typed damage to melee attacks. Gets knocked a rank for its initial action's failure to be a multiattack.</p><p><strong><span style="color: #00ccff">Tumbling Strike</span></strong> (Rogue, D381) - A minor action 3[W] attack that also lets you shift your speed even through enemies, while ignoring difficult terrain. Doesn't require light blades either. Getting this power is a trick on the typical paragon path MCs, but for Assassins with an ED that grants out-of-class powers, a prime choice.</p><p></p><p>[/sblock] </p><p><span style="font-size: 12px"><strong>Daily 19</strong></span></p><p>There are two real options here: <span style="color: #0000ff"><strong>Guild of Shadows </strong></span>and <strong><span style="color: #0000ff">Murderous Shadow</span></strong>. Take whichever you please.</p><p></p><p><strong>Level 19 Assassin Daily Powers</strong></p><p>[sblock]</p><p><span style="color: #ff0000"><strong>Consign to Shadow </strong></span>(D379) - You pick a priority target and make your allies useless against it by giving it encounter-long insubstantial. Yeah.</p><p><span style="color: #ff0000"><strong>Executioner's Blade </strong></span>(D379) - The rider effect on this one, maximized shroud damage, may look nice, but it's only worth 3-4 damage per shroud since only a small piece of each shroud's damage is actually rolled. Pretty much worthless.</p><p><span style="color: #0000ff"><strong>Guild of Shadows </strong></span>(D379) - You conjure three minions that all attack different targets each round and damage anyone who starts its turn adjacent to them. A strong choice in large battles.</p><p><strong><span style="color: #0000ff">Murderous Shadow </span></strong>(D388) - Minor action summon with an instinctive attack that isolates the target. Another strong choice.</p><p><span style="color: #800080"><strong>Phantom Assault </strong></span>(D379) - Encounter-long invisibility if you keep hitting, but only to a single creature. Not entirely worthless, but won't help you do damage either.</p><p>[/sblock] </p><p><span style="font-size: 12px"><strong>Daily 20</strong></span></p><p>Thanks to the wording of the Shadow Poisoner feat, a 20th-or-higher-level Assassin can in fact learn the level 20 poison <span style="color: #0000ff"><strong>Wyvern Venom</strong></span> that the Executioner has as its Paragon Path capstone, and for Assassins whose paragon path has a bad D20, they could make worse decisions.</p><p></p><p><strong>Level 20 Assassin Poisons</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Wyvern Venom</strong></span> (HoS) - 25 extra necrotic+poison damage tagged to a weapon attack hit, by which we mean apply it to Shadow Fire for +100 damage. <span style="color: #008000"><strong>Out of combat use </strong></span>does a flat 25% HP of damage and prevents healing by whoever handles or ingests it. Feed it to the Tarrasque!</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6711919, member: 74499"] [b]Originally posted by erachima:[/b] [CENTER][Size=4][b]Visions of Death: Paragon-Tier Assassination Techniques[/b][/size][/CENTER] It's taken patience and hardship to make it this far, but the efforts have finally payed off: you truly see death. At paragon tier, the Assassin gets dramatically better at damage dealing, thanks to two key encounter powers and the ability to start applying vulnerabilities multiple times per round. Short version: select [b]Flurry of Talons[/b] and [b]Shadow Fire[/b]. [Size=3][b]Encounter 13[/b][/size] This level is simply dominated by one power: [b][COLOR=#ff9900]Flurry of Talons[/COLOR][/b]. Everything else available here is irrelevant. [b]Level 13 Assassin Encounter Powers[/b] [sblock] [COLOR=#ff0000][b]Dark Step Ambush [/b][/COLOR](D379) - An upgraded version of Inescapable Shadow that also turns you invisible. There's no reason to take this. [b][COLOR=#ff9900]Flurry of Talons [/COLOR][/b](D379) - And here we are, the first real striker power that the Assassin gets, and it's a nasty one. Remember Shadow Darts, which was three rolls and dealt one of 1d8, 2d8, [b]or[/b] 3d8 depending on how many times you hit? Well, this one deals 1d8, 2d8, [b]and[/b] 3d8 depending on how many times you hit. In other words, it's Storm of Blows, but with the ability to make all three hits crit at the same time if you're lucky and it lets you fly 5 squares beforehand. [COLOR=#ff0000][b]Slayer in the Dark [/b][/COLOR](D379) - Upgraded version of Army of the Night with a slightly different trigger. No reason to take this power. [COLOR=#ff0000][b]Spectral Assailants [/b][/COLOR](D388) - One of the game's few double-red powers, in that this power would be red thanks to being straight worse than Well of Shades even if Flurry of Talons didn't exist. There is truly no reason to take this power. [COLOR=#800080][b]Well of Shades [/b][/COLOR](D379) - Yes, you read that right. It's Come And Get It, but on the Assassin. It can be good setup for your allies, but ignore this for now and take another look at it when you hit 23. Technically there might be a hybrid defender build someplace that wants this at 13? [/sblock] [Size=3][b]Daily 15[/b][/size] A weak level. Either take [b]Sundered Shadow[/b] while grumbling about it, shell out the feat for the [COLOR=#0000ff][b]Black Lotus Extract [/b][/COLOR]poison, or don't bother upgrading. [b]Level 15 Assassin Daily Powers[/b] [sblock] [COLOR=#800080][b]Bleak Gallows [/b][/COLOR](D379) - Technically, you can use this power to attempt to drop the target from the sky or into a trap of some sort each round, if height and terrain permit, but it's pretty well worthless otherwise. [COLOR=#ff0000][b]Blood Shadows [/b][/COLOR](D388) - This gem of a power conjures you some shadowy spectators to sit around and do nothing of interest. Don't take it. [COLOR=#ff0000][b]Death's Doorstep [/b][/COLOR](D379) - This power gives you a minor consolation prize for missing until the end of the encounter. Unfortunately for it, missing is neither something you want to nor will be doing much, making it a waste of print. [COLOR=#800080][b]Shade Venom [/b][/COLOR](D379) - This power's ability to force the target to attack itself once per round (save ends) is delayed, situational, and pretty useless against the targets you want that sort of effect on the most, but it's still sort of a double-hitter, so it's not quite red. [b]Sundered Shadow [/b](D379) - An upgraded version of Grave Spike, though unlike Grave Spike, you'll have to hit the target to get the bonus to attack. The ability to make melee attacks against the guy without him being adjacent is interesting but won't come up often, if you can persuade your DM to apply it to Opportunity Attack (Range: Melee 1) to have threatening reach against the target, then this power [COLOR=#0000ff][b]gets better[/b][/COLOR]. [/sblock] [b]Level 15 Assassin Poisons[/b] [sblock][COLOR=#0000ff][b]Black Lotus Extract[/b][/COLOR] (HoS) - 8 extra poison damage on hits with weapon attacks until end of encounter. Note that this boost will [i]not[/i] apply to Flurry of Talons. [COLOR=#ff0000][b]Out of combat use [/b][/COLOR]is a laughable amount of damage. [COLOR=#ff0000][b]Insanity Mist [/b][/COLOR](HoS) - An awful ongoing damage effect. [COLOR=#ff0000][b]Out of combat use [/b][/COLOR] is identical to in-combat use. [b]Lich Dust[/b] (HoS) - 10 extra poison damage and save-ends weakened tagged to a weapon attack. [COLOR=#008000][b]Out of combat use[/b][/COLOR] weakens the target for a day if they consume the poison. [/sblock] [Size=3][b]Utility 16[/b][/size] A surpisingly lackluster level compared to most Assassin utility picks. [COLOR=#008000][b]Thief of Names[/b][/COLOR] might interest you, and if not, look at the heroic lists again or snag a skill power. [b]Level 16 Assassin Utility Powers[/b] [sblock] [COLOR=#800080][b]Assassin's Defense [/b][/COLOR](D379) - Essentially an upgrade of Converging Shadows, this power has a better trigger, gives a defense bonus rather than concealment, and turns you invisible EoNT. Only +2 to defenses though, and only works if your shroud target attacks you, so it's not really worthy of U16. [COLOR=#800080][b]Gloaming Call [/b][/COLOR](D388) - This is basically an upgrade to Darkening Veil, letting you have a similar effect in every encounter but costing an IR rather than a free action. Why would would want, or anyone would write, this type of effect still baffles me. [b]Liquid Shadow [/b](D379) - Another on-hit interrupt, this one makes you take half damage. The rider effect is just odd, letting you teleport adjacent to the person who hit you at the end of their turn. Good when ambushed and against artillery though. [b]Shadow Meld [/b](D379) - You shift two squares and no enemy can attack, see, or effect you until the start of your next turn. One of the best effects for bailing yourself out that exists, but you have to use it on your own turn, which is usually not the time that you discover that you need to be getting the hell out of dodge, so its actual power is pretty low relative to its nominal effects. [COLOR=#008000][b]Thief of Names [/b][/COLOR](D379) - There is a combat aspect to this power, and it's [b]decent[/b], but the main strength of this power is out of combat utility. Is the ability to impersonate a specific individual useful to you? Then this power is awesome. If you're in a dungeon crawl, it's pretty worthless. [COLOR=#800080][b]Untraceable Step [/b][/COLOR](HoS) - Turn invisible, move your speed, stay invisible EoNT. Pretty lackluster for all but the[b] stealth junkies[/b], considering the amount of teleportation you already should have by this level. [/sblock] [b]Level 16 Racial Utility Powers[/b] [sblock][b][COLOR=#ff9900]Spiral Dance Assault [/COLOR][/b](Eladrin, D405) - A free action teleport on a melee hit, even once per round, means at least +6 DPR to a Long Night Scion. For that build, it's an autopick. For everyone else, pointless. [/sblock] [Size=3][b]Encounter 17[/b][/size] As with level 13, you are taking one power here, and one power only: [b][COLOR=#ff9900]Shadow Fire[/COLOR][/b]. Everything else, leave on the burner until E23. [b]Level 17 Assassin Encounter Powers[/b] [sblock] [COLOR=#ff0000][b]Mob of Shadows [/b][/COLOR](D379) - A vanilla attack with a weird static damage zone effect attached. Ignore it. [b][COLOR=#ff9900]Shadow Fire [/COLOR][/b](D379) - It's Flurry of Talons, but weapon rather than implement and you turn invisible rather than flying beforehand. Another crucial autopick. [COLOR=#0000ff][b]Shadow Knives [/b][/COLOR](D388) - This is a rather odd power, in that it doesn't do anything the turn you use it but is essentially a delayed AoE effect, letting you attack all your enemies in the zone as they start their turns. If you take this at 17, you're severely doing it wrong, but it deserves a hard look at 23, because mass dazed+slowed+blinded is some very nice control. [COLOR=#ff0000][b]Shadowed Deception [/b][/COLOR](D379) - The rider effect on this power is "the target cannot attack you until the end of your next turn". You know who else can't attack you? People who are dead because you used Shadow Fire on them. Worthless. [COLOR=#ff0000][b]Traitorous Shadow [/b][/COLOR](D379) - Don't take this power. It doesn't do anything useful. It's not even weapon vs. NAD like most of the other really terrible Assassin powers have the grace to be. [/sblock] [b]Level 17 Multiclass Encounter Powers[/b] [sblock][b][COLOR=#00ccff]A Feather's Weight[/COLOR][/b] (Monk, PsiPow) - The Soaring Blade build's E23 pick. The move action of this technique lets you use the attack in the same action, which means that you can daze, slide, prone via Firewind Blade damage, and then get away all as a move action. [COLOR=#0000ff][b]Soulforge Hammering [/b][/COLOR](Avenger, D385) - A weird power, but a worthy powerswap consideration on the Morninglord build: a standard action attack which lets you make minors for more than one turn, perhaps more importantly, adds +DEX extra typed damage to melee attacks. Gets knocked a rank for its initial action's failure to be a multiattack. [b][COLOR=#00ccff]Tumbling Strike[/COLOR][/b] (Rogue, D381) - A minor action 3[W] attack that also lets you shift your speed even through enemies, while ignoring difficult terrain. Doesn't require light blades either. Getting this power is a trick on the typical paragon path MCs, but for Assassins with an ED that grants out-of-class powers, a prime choice. [/sblock] [Size=3][b]Daily 19[/b][/size] There are two real options here: [COLOR=#0000ff][b]Guild of Shadows [/b][/COLOR]and [b][COLOR=#0000ff]Murderous Shadow[/COLOR][/b]. Take whichever you please. [b]Level 19 Assassin Daily Powers[/b] [sblock] [COLOR=#ff0000][b]Consign to Shadow [/b][/COLOR](D379) - You pick a priority target and make your allies useless against it by giving it encounter-long insubstantial. Yeah. [COLOR=#ff0000][b]Executioner's Blade [/b][/COLOR](D379) - The rider effect on this one, maximized shroud damage, may look nice, but it's only worth 3-4 damage per shroud since only a small piece of each shroud's damage is actually rolled. Pretty much worthless. [COLOR=#0000ff][b]Guild of Shadows [/b][/COLOR](D379) - You conjure three minions that all attack different targets each round and damage anyone who starts its turn adjacent to them. A strong choice in large battles. [b][COLOR=#0000ff]Murderous Shadow [/COLOR][/b](D388) - Minor action summon with an instinctive attack that isolates the target. Another strong choice. [COLOR=#800080][b]Phantom Assault [/b][/COLOR](D379) - Encounter-long invisibility if you keep hitting, but only to a single creature. Not entirely worthless, but won't help you do damage either. [/sblock] [Size=3][b]Daily 20[/b][/size] Thanks to the wording of the Shadow Poisoner feat, a 20th-or-higher-level Assassin can in fact learn the level 20 poison [COLOR=#0000ff][b]Wyvern Venom[/b][/COLOR] that the Executioner has as its Paragon Path capstone, and for Assassins whose paragon path has a bad D20, they could make worse decisions. [b]Level 20 Assassin Poisons[/b] [sblock][COLOR=#0000ff][b]Wyvern Venom[/b][/COLOR] (HoS) - 25 extra necrotic+poison damage tagged to a weapon attack hit, by which we mean apply it to Shadow Fire for +100 damage. [COLOR=#008000][b]Out of combat use [/b][/COLOR]does a flat 25% HP of damage and prevents healing by whoever handles or ingests it. Feed it to the Tarrasque! [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
Look Very Carefully: The Shroud Assassin's Handbook (by erachima)
Top