Thanks to timing, this is true even if you invoked on the killing blow. An essential pick for every Assassin. Use Stealth instead of Bluff for your racial power. Insidious Shroud D - Changling-specific feat. Place a shroud when you succeed on your Changling Trick bluff check. Killer's Insight D - It's that same "bonus shroud once per encounter feat", but this time it's not tied to a racial power. Leaping Shadows D - Use shadow step whenever you drop an enemy.
Good for mobility, essentially the same benefit as the Fey pact boon. Lolth's Embrace D - Drow-specific feat. Place a shroud when you hit with Darkfire. Your ranged Sorcerer attacks don't provoke from your shroud target. Merciless Nature D - Wilden-specific feat. Redundant to Cruel Shadow. Mind of Flawless Sight Kalashtar, D - Ignore concealment and cover against targets subject to your shrouds. Gnomes aren't a great race for Assassins, but this does have some optimization potential in conjunction with other Gnome support.
Murderous Hunter D - Requires Ranger. You can use your Hunter's Quarry damage on a miss with two or more shrouds. There's unfortunately no real use for this, even for purposeful miss-whoring.
Totally redundant to a number of other feats you get access to, such as Shadow Reservoir. Nightmare Step D - Consolation prize feat, lets you slide creatures a square on a miss with fear powers. Oathbound Stalker Avenger, D - Bonus to teleport distance, but only when teleporting adjacent to your Oath of Emnity target, so only useful once per encounter at absolute most.
If you're a Dwarf Assassin with shade form, it was probably because you saw this feat. Quick and Dead Revenant, D - When you use dark reaping, your Shadow Step gets one longer for the remainder of the encounter. Low priority, but potentially useful. Reaping Ki Revenant, D - Minor, once per encounter consolation prize for missing with four conditions to meet. Resolve of the Iron Terminator Warforged, D - You have resistance against attacks by creatures subject to your shrouds equal to the number of shrouds.
Probably the worst disconnect between awesome name and worthless effect in the game. Scions of Zarak Initiate Half-Orc, D - Consolation prize for missing on an attack with which you invoked your shrouds.
Seeker of the Devouring Dark Drow, D - When your shroud target leaves your Cloud of Darkness, it takes the damage from the shrouds and then the shrouds vanish. Another feat that might be worthwhile if it were for the line making them vanish. Shadow Poisoner D - This feat teaches you an Executioner poison, and lets you "spellbook" a poison for one of your dailies.
Considering that a number of the Executioner poisons are better than your own dailies, that you can use retraining to pick up all the good poison recipes, and that the poisons have interesting out of combat effects, this deserves a strong look. Note that this feat is the only known way to "reserve manuever" a paragon path daily. You can wait until the elemental boosters come online in paragon. Who writes these? Shadow Veil Disappearance D -This feat could be great, if the Assassin had an at-will melee illusion power.
It does not. The Ardent has one at level 13 though. Shadowforged Killer Warforged, D - You can expend your racial and regain shade form instead of the normal benefit. Not as good as Obsidian Cave Recovery, but still potentially useful. Note that this has timing issues if you trigger Dark Reaping on anything but your own turn. Misses a red rating because, between Eladrin Swordmage Advance and the ways to recharge Fey Step, one might conceivably take this. Vengeful Shade Any Divine, D - This feat turns your shrouds radiant, which would be useful, but only when using Divine attack powers, which kills it.
Since it's extra damage and therefore applicable repeatedly, this gives an appreciable damage spike. You don't want to use poison damage, generally speaking. Venom Hand Master D - Ignore poison resistance and immunity. This feat is essential if you are using poison, but there are very few reasons to do so over other damage types.
There are a lot of poison-dealing enemies in the game, though on this class it's quite low priority vs. Word of Shadow D - Requires Bard. Your Majestic Word grants concealment. This one's pushed from "campaign-dependent" to flat red because it's totally redundant to Killer in the Crowd below: while you're in cover in Shade Form you can be hidden, which is better than merely invisible, and KitC does something all the time rather than just in a niche case.
Death's Pall D - While adjacent to your shroud target, you have concealment from everyone else, or total concealment if they're subject to three shrouds.
Decent enough if you've got space for a defensive feat. Drawn Shadows D - You have concealment while within 10' of dim light or darkness. A decent concealment source for those who don't want one of the other ones, and a totally reliable one with an Enshrouding Candle. Grave Step D - Shadow Step as a minor without meeting the normal requirements on a turn where you've dropped an enemy.
In general, this is a directly worse version of Leaping Shadows from a tier earlier. Killer in the Crowd D - Permanent cover against your enemies! No questions asked! Also, you can shoot through enemy squares without taking penalties for cover. You should really take this one at some point. Minion of the Dark D - Darkvision for a feat.
Seeing in the dark rarely plays out due to the fact that anything that doesn't need light to see can already see you in the dark, and anything that can't see you in the dark needs light to see by. So it's sadly not actually very helpful in play.
Nightmare Master D - I know what you're thinking: "Daze the target whenever you hit them with a fear power? That's amazing! Add in that the Assassin's fear powers aren't the good ones, and this is a very niche feat. Shadow's Inexorable Grasp D - This'd be a great feat, except for that pesky specification that the shrouds vanish. You'd be better off taking a feat that makes you less likely to fall over in the first place.
Specter of Death Revenant, D - While unconscious, you are insubstantial? First off, why is a revenant unconscious? And secondly, there was a belt for this 5 levels back. Add in that it's quite possible you gained concealment all the time against everyone 10 levels ago, and it's hard to argue for this feat. Walker Through Shadows D - While insubstantial, you are also phasing. You generally won't have enough insubstantial triggers to use this, though Assassins who took Shade Form rather than Black Flame Form or Revenants designed for subzero fighting may look on it more favorably.
Vanish Into Shadow Revenant, D - Race-specific, which isn't much of a drawback on this class, but this is just another redundant concealment source, and not even one that functions passively like Soul in Shadow was. Untouchable Shade D - You take half damage from your shroud targets for a round whenever you use Shadow Step. Not bad, but has some timing issues.
For Revenants , this effect will stack with your subzero insubstantiality and weakening, if you've got it for some truly ridiculous survivability. Night Stalker Assassins meet this feat's 15 CHA requirement automatically, Bleakers should plan around having 15 CHA or WIS based on the 11th level bump so that they can take it early in Paragon, when monster status effect infliction kicks up a notch.
Since you almost certainly use both types of attack, you're mostly stuck with this one even though it doesn't offer the side benefits of the newer expertise feats. Setting up the vulnerability to apply on your nova can be something of a pain without party assistance, but once you do, you're getting even more payoff from it than anyone else.
This is another of the sparse abilities that grants you attack bonuses to both weapon and implement attacks, and since you can trivially have CA all the time, it's very reliable. Reserve Manuever PHB1 - Normally a staple of paragon-tier characters, this feat to effectively trade out your paragon path encounter attack for a better one suffers from the fact that Assassins have no heroic-tier encounter attack powers worth keeping.
If you can convince your DM that you're allowed to take a theme or multiclassed power as your reserve ability, you're back in business. Seeing as you want to recycle Flurry of Talons or Shadow Fire, and seeing as Shadow does not have a regain-on-AP feat, this is basically the only way to do so barring ED capstones or daily recharge powers.
Lets you use Oath of Enmity for a round every encounter. Combo this with your triple-roll powers and you've got the potential for some seriously good critfishing odds. Also opens Morninglord and so-so powerswap support. A marginal option. A bow-wielding Assassin who MCs Ranger and then takes ranged powerswaps is likely the only character in the game who actually has the proper combination of traits to use this thing, so have fun.
Monastic Disciple Monk, PHB3 - Another of the big three multiclass options for Assassins, Monastic Disciple grants you a flurry of blows once per encounter, which can be nice for either utility or a mild damage spike, and access to good powerswaps and the incredible Soaring Blade PP and Master of Moments ED.
It can sit on the back burner for a while, but trading out your third power for a good one is eventually obligatory for any Assassin who isn't getting a good swap out of their theme. Radiant Hunter Any Divine, PHB1 - Not relevant until upper Paragon, and even then in close competition with just using a Radiant Weapon, but if you're an Assassin who parties up with a Morninglord but prefers doing a different damage type cold or fire yourself, this feat lets you get in on the Morninglord's sweet vulnerabilities without needing to sacrifice your weapon enchantment.
Too bad the combo's so feat-intensive you won't be seeing it until you're decently into epic. A ranged PMC Ranger could, of course, take the first two in paragon and not lose out too horrifically while they waited for the room.
Divine powerswaps have less juice than most, so this basically means Sohei Flurry a second time. You did swap for one of the move-action Monk powers by now, right? You did remember to swap for an off-action power by now, right? Not a path I recommend, but it's out there. Well, now you can cast that at-will as a minor action attack once per encounter, which can nicely pad out your nova.
Actually getting fire on all your attacks is a bit trickier and will likely have to wait into paragon, but it's well worth the effort. If not, oh well. If you're playing a Genasi Assassin, this feat is basically why. Well, it's not my place to judge, so if you want to do that, this feat lets you. Have fun? Note that the secondary effect of this feat is hugely overlooked, but turns Paragon Multiclassing into a junior version of the Eternal Seeker epic destiny.
That can enable some unique and off-the-wall builds, though the feat cost is gonna make you cry. Plus, if you were a Revenant, you can now manifest, which means full access to Promise of Storm as well as the less impressive Firepulse and the other sundry goodies like racial defense bonuses that come from the Genasi manifestation rules.
This is a build-making feat. Originally posted by erachima: Reserved for sample builds. I wouldn't suggest playing it outside of a oneshot, and that as something of a joke. The charge kit adds extra dice of damage all over the place. Let's add them to the shroud roll and watch things explode while completely ignoring our Assassin powers, subtlety, and the need to wear armor.
Executioner is the subclass of assassin introduced in the "The Executioner Assassin" article by Rodney Thompson in Dragon , and republished in Heroes of Shadow. At 1st level, an executioner has hit points equal to 12 plus the executioner's Constitution score. An executioner gains 5 hit points per level. An executioner has healing surges per day equal to 7 plus the executioner's Constitution modifier. An executioner has cloth armor, leather armor, and light shield armor proficiency , simple one-handed melee, military one-handed melee, garrote, simple ranged, blowgun, bola, and shortbow weapon proficiency , and ki focus implement proficiency.
An executioner is trained in Stealth Dex , plus any four skills from the executioner class skill list:. These features replace the choice of leveled at-will, encounter, and daily attack powers.
Executioners with the Assassin's Strike class feature gain use of the Assassin's Strike encounter power. Executioners can use their Dexterity instead of Strength for melee basic attacks. In addition, once per turn you can deal 1d8 extra damage with a weapon attack using a one-handed weapon, a garrote, a blowgun, or a shortbow.
The extra damage increases to 2d8 at 11th level and 3d8 at 21st level. As a member of either the Red Scales, the League of Whispers, or Way of the Ninja [ Dr ] , you have learned various deadly attack techniques. At the start of your career, you can use the techniques associated with your guild. Instead of dailies, Executioners gain the use of one poison at level 1. Once during each of your turns, you can take a free action to draw another weapon.
You don't have to meet the feat's prerequisite. Assassin powers, having shadow or martial power sources , are also called hexes or exploits. The hybrid class of the original assassin and another class can be selected. It grants cloth, leather, and light shield armor proficiency, and weapon proficiency in simple one-handed melee, simple ranged, military heavy blade, military light blade, in addition to ki focus implement proficiency.
The class feature granted is Assassin's Shroud Hybrid , which works as the original Assassin's Shroud, except they can subject a target to a maximum of two shrouds, and they can invoke their shrouds on a target only when they attack with an assassin power or an assassin paragon path power. A character may be created as a hybrid of executioner and another class other than executioner.
Attack Finesse hybrid only allows you to do extra damage with basic attacks, assassin powers, and assassin paragon path powers. Poison Use hybrid you do not start with access to any poison recipes.
When you gain a daily attack power, you can instead opt to learn a poison recipe. When you replace a daily attack power, you can instead replace one of your poison recipes with one of a higher level or with a daily attack power from your other hybrid class. For each daily attack power you forgo, you can prepare one poison per day. When a hybrid executioner gains the Hybrid Talent feat, he or she chooses one hybrid talent option from either of his or her hybrid classes.
The executioner hybrid talent options are:. Nimble Drop: You must be at least 4th level to choose this option. This class feature functions the same as the executioner class feature.
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