PE: Assassin Spoilers

Can an assassin (the previous one) take an at-will from the executioner's list? I don't have access to the new article from here and wondered if there's any limitation.
 

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I think I'm going to stick with the DDi assassin. I really liked the concept of a killer picking up any weapon that he needed and making it deadly via his ki focus and shadowy powers. Looking at all this at wills that require specific weapons is definitly a turn off.

Note that the executioner assassin also gets a ki focus. The weapon-specific at-wills are really supposed to be situational-use attacks; most of the time, the assassin is making melee basic attacks with whatever weapon he's best with.
 

other possible 4E "Essential-ized" classes
We've already got some stuff that, in retrospect, could make sense under this scheme. Dark Pact Warlock could totally be Arcane/Shadow (I've always thought a Shadowfell connection would make more sense than the Underdark one they've got going), Beastmaster Ranger could be Martial/Primal...
 

My Thoughts - cross posted from WotC Forum

This is a dramatically changed class from the original... it looks like it could be fun to play. Some things I noticed:
  • The article itself seems to be missing the by-line. I had to check the web page to see who made this version.

I really hope that the first Assassin gets his class updated to be Martial/Shadow - there are too many feats in the old assassin article (Dragon 373) that required a martial class to take them.
  • Are the powers listed here Exploits or Hexes?

Did the Slayer or Knight get the basic hitpoints and hp per level changed from the baseline fighter? Should we expect the old Assassin to get 1 more HP per level?
  • Page 79 and page 77 differ on what weapons the Assassin is proficient with. Page 77 matches the old build's set up, page 79 looks like the Essentials' version, minus the Guild training.

Will all of the Guilds be available to both versions of an Assassin? It looks like the two guilds in this Essentials article could work with the old build, giving the old Assassin characters three new weapon-specific At-Wills instead of temp hit points or free bonus damage. I'm not sure about the other way - the article says that the Executioner Assassin can choose between the two Guilds listed in this article. It seems like they could take one of the other guild choices, but would be greatly weakened for doing it.
  • All of the At-Will powers are lacking a level number.
  • Are the Guild-specific At-Wills available to a Half-Elf as a Dilletant power or a Human Assassin from a different Guild?

The Poisons being a Consumable replacement to a Daily Power are a really cool idea, it is a great way to get Dailies back for Martial Essentials classes. Are these meant to only be available to the Executioner Assassin? It looks like an Executioner Assassin is the only one with the Poison Use feature, and is thereforethe only one who can create the poison, but it could be shared with anyone else - giving a Leader flavor to an Assassin with Poison Use. Perhaps the Feature needs to specifiy that only an Assassin can use the poisoned weapon without getting harmed.
  • Can Poison Use become an Assassin-only feat?
  • Will the Quick Swap Feature become available as an Assassin-only feat, or retrofitted to the old Assassin? This could be incredibly useful to the older version as well as this version.
  • Carrion Crawler Brain Juice and Nitharit Poison both are applied to a weapon or one piece of ammunition and have an effect that goes through the Encounter. This essentially makes these two poisons totally ruined for League of Whispers Guild members. Maybe it can be applied to all of your ammunition, but it will wear off in 5 minutes.

Powers:
  • Distracting Illusion - Should the Illusion be made with a free Bluff check at creation, or a new Free Action Bluff check anytime someone tries to see through it?
  • Silent Stalker - It looks like this Utility Power allows an Assassin to throw away the requirements for being Hidden, replacing them with "within 2 squares of an enemy". Is this really the intended effect, because it is AWESOME!
  • Nimble Drop - an unleveled (because it is At-Will, perhaps?) Utility power at level 4 is really atypical. Would this Utility Power be available to any Assassin at level 6?
 

I have seen enough of these Essentials builds now to form a conclusion:

Essentials is "3e done right". These builds are basically Prestige Classes that you take at first level.

I'm in love.
 

This is a dramatically changed class from the original... it looks like it could be fun to play. Some things I noticed:
The Poisons being a Consumable replacement to a Daily Power are a really cool idea, it is a great way to get Dailies back for Martial Essentials classes. Are these meant to only be available to the Executioner Assassin? It looks like an Executioner Assassin is the only one with the Poison Use feature, and is thereforethe only one who can create the poison, but it could be shared with anyone else - giving a Leader flavor to an Assassin with Poison Use. Perhaps the Feature needs to specifiy that only an Assassin can use the poisoned weapon without getting harmed.
  • Can Poison Use become an Assassin-only feat?
  • Will the Quick Swap Feature become available as an Assassin-only feat, or retrofitted to the old Assassin? This could be incredibly useful to the older version as well as this version.
  • Carrion Crawler Brain Juice and Nitharit Poison both are applied to a weapon or one piece of ammunition and have an effect that goes through the Encounter. This essentially makes these two poisons totally ruined for League of Whispers Guild members. Maybe it can be applied to all of your ammunition, but it will wear off in 5 minutes.

Yeah, this is super-lame for ranged characters. Maybe they meant one "type" of ammunition instead of one "piece" of ammunition. Or maybe its only meant to work for one attack (like most dailies).

Can we get some clarification on this?
 

Note that the executioner assassin also gets a ki focus. The weapon-specific at-wills are really supposed to be situational-use attacks; most of the time, the assassin is making melee basic attacks with whatever weapon he's best with.

I didn't really think about that but it makes a lot of sense. Also, well done. I love this class. Even though it fits in the 4e class structure, it feels mechanically unique at the same time. Kind of like 3e classes often had different subsystems. I like that.

Also love the flavor with the poisons and the death attack power (if your enemy has 10 hp or less after your attack they just die). Brilliant! :)
 

This confirms what I had a feeling was going to happen.

We are about to see some cool :):):):) come out. Mark my words.

Let all the Soothsayers hush!
 

I think I'm going to stick with the DDi assassin. I really liked the concept of a killer picking up any weapon that he needed and making it deadly via his ki focus and shadowy powers. Looking at all this at wills that require specific weapons is definitly a turn off.

The way I see it, the new assassin just has special attacks with those weapons. I see no reason for assassin to ALWAYS use a garrote. No reason why they can't use other weapons most of the time.
 

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