D&D 4E The truly working version of The Assassin Class

Ramripotek

Genestealer Cults' Primus
Class Traits
“By the time you see me, it is too late to save yourself.”
Role: Striker. You are the ghost in the night and the whisper on the wind. Barriers are worthless against you, and you strike your foes with sudden, precise force. You lean toward controller as a secondary role.
Power Source: Shadow. You have bound your soul to the Shadowfell and become a being of darkness.
Key Abilities: Dexterity, Charisma, Constitution

Armor Proficiencies: Cloth, leather; light shield
Weapon Proficiencies: One-handed simple melee, military heavy blades, military light blades, simple ranged
Implements: Ki focuses
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Stealth. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Athlethics (Str), Bluff (Cha), Endurance (Con), Insight (Wis), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex)

Class Features: Assassin’s Shroud, Guild Training, Shade Form, Shadow Step
 
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Assassin Class Features

Assassin's Shroud


You gain the Assassin's Shroud power.

Guild Training
Choose one of the following options:

Bleak Disciple:
While you have no temporary hit points, you gain a bonus to damage rolls equal to your Constitution modifier against your Assassin's Shroud target. When you hit your Assassin's Shroud target, you gain temporary hit points equal to your Constitution modifier. While you have temporary hit points, enemies adjacent to you receive a - 2 penalty with attacks that don't include you as a target. When you lose all of your temporary hit points, you can immediately use
Shadow Step as a free action.

Night Stalker:
You gain a bonus to damage rolls against your Assassin's Shroud target equal to your Charisma modifier while it is not adjacent to any of your enemies. Whenever you use a Fear power, you gain a +1 bonus to the damage roll for each of your allies adjacent to the target. When you reduce an enemy to 0 hit points, you can use Shadow Step as a free action, treating the enemy that was just reduced to 0 hit points as a creature for the purpose of the power's requirement.

Shade Form:

You gain the Shade form power.

Shadow Step:

You gain the Shadow Step power.
 

Assassin Powers

Class Features


Assassin's Shroud (Assassin Feature)
You cause invisible shrouds to settle on your foe. The shrouds reveal the target’s weak points to your keen gaze. When you are ready, the shrouds intensify, showing you the way to make a killing strike, and then fade away.
At-Will * Shadow
Free Action (Special) Close
burst 10
Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. If the enemy drops to 0 hit points while any of your shrouds are on it, you can transfer all of these shrouds to another enemy within range. You gain a + 1 bonus to attack rolls against the target while any of your shrouds are on it. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds

Shade Form (Assassin Feature)
You transform yourself into a being of shadow, becoming more difficult to notice and to harm.
Encounter * Shadow
Minor Action Personal
Effect:
You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, phasing, and you gain vulnerable 5 radiant. In addition, you receive a + 5 bonus to Stealth checks and can make them to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden.
Sustain Minor: The form persists.
Special: Whenever you reduce an enemy to 0 hit points, you regain the use of this power.

Shadow Step (Assassin Feature)
You vanish into the shadow energy around one creature, and then step out of it near another creature.
At-Will * Shadow, Teleportation
Requirement:
You must be adjacent to a creature.
Effect: You teleport 3 squares to a square adjacent to another creature.
Level 11: Teleport 4 squares.
Level 21: Teleport 5 squares.
 

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