I'm in the process of building a character who works as a hired assassin of the ranged flavor.
My idea of the perfect assassin is one that can be undetected and unload a massive amount of damage before the enemy has a chance to react.
I'm locked into being a Drow and starting at level 14, but everything else is up for grabs. I went with rogue since it seemed to fit my concept of an assassin best. Below is my current build.
Level 14 Drow Rogue
Build: Cunning Sneak
Background: Hired Killer (+2 stealth)
PP: Cloaked Sniper
Ability Scores: STR 11, CON 11, DEX 24, INT 18, WIS 9, CHA 14
Feats: Weapon Proficiency (Superior Crossbow), Crossbow Expertise, Weapon Focus (Crossbow), Skill Focus (Stealth), Bravo [Multiclass Bravo], Backstabber, Unerring Ambush, Merciless Killer, Slaying Action
Stealth: +30
At-Will Powers: Gloaming Cut, Sly Flourish, Chameleon
Encounter non-attack Powers: Darkfire, Deadly Knowledge, Bravo's Prey, Spot Weakness
Encounter attack Powers: Fitting Demise, Fleeting Spirit Strike, Snap Shot, Sudden Bolt
Daily Powers: Bewildering Assault, Blinding Barrage, Staggering Assault
Items: Learning Superior Crossbow +3, Dynamic Belt, Shadowdancer's Mask, Shadowdancer's Gloves, Skull Bracers, Leather Armor of Dark Deeds +3, Boots of Stealth (Paragon Tier), Periapt of Cascading Health +2
Here's a summary of what this build allows me to do:
Stealth
- No penalty to stealth for moving more than two squares. (Cunning Sneak)
- Only -5 penalty for running while stealthed. (Cunning Sneak)
- If I end movement at least 3 squares from my starting position, I can make a stealth check if I have concealment or cover. (Cunning Sneak)
- When hidden and I miss every target on an attack, I remain hidden and can shift 1 square. (Cloaked Sniper – Unseen Shot)
- When hidden and I lose cover or concealment, make a stealth check vs. passive perception to remain hidden without cover or concealment until the end of my next turn. (Chameleon)
- +1d6 damage to attacks while hidden (Shadowdancer's Gloves)
- When I attack an enemy with combat advantage, I gain concealment until the end of my next turn. (Armor of Dark Deeds)
- Daily reroll stealth with +3 bonus (Shadowdancer's Mask)
First Round Stuff
- Combat Advantage against foes who haven't acted yet on first round (First Strike)
- Roll twice and use either result on first round attacks (Unerring Ambush)
Assassinating
- While hidden, use Spot Weakness (+4 dmg to next hit), Bravo's Prey (+2 attack and damage until end of encounter), and Skull Bracers (+1d10 damage on next hit).
- Surprise round to use Bewildering Assault for 3d10+1d6+3d8+181.
- On second round, use Fleeting Spirit Strike for 2d10+1d6+3d8+232, Action Point Fitting Demise for 3d10+1d6+3d8+273, Snap Shot for 1d10+234, Sudden Bolt for 2d10+235.
- If bloodied, add 4 damage for Deadly Knowledge and 5 per hit while bloodied (Merciless Killer)
Total Damage: 11d10 + 2d6 + 9d8 + 114 = Average 222 damage + any bloodied damage
1: 2[W] + 1d10 (skull bracers) + 1d6 (shadowdancer's gloves) + 3d8 (sneak attack) + 12 (base) + 2 (bravo's prey) + 4 (spot weakness)
2: 2[W] + 1d6 (shadowdancer's gloves) + 3d8 (sneak attack) + 12 (base) + 2 (bravo's prey) + 5 (vulnerable) + 4 (Learning weapon)
3: 3[W] + 1d6 (shadowdancer's gloves) + 3d8 (sneak attack) + 16 (base) + 2 (bravo's prey) + 5 (vulnerable) + 4 (learning weapon)
4: 1[W] + 12 (base) + 2 (bravo's prey) + 5 (vulnerable) + 4 (learning weapon)
5: 2[W] + 12 (base) + 2 (bravo's prey) + 5 (vulnerable) + 4 (learning weapon)
Are there any ways to increase my stealth or damage? Is there anything illegal about this build?
Best Answer
Assuming you can't get a theme, here's my suggestion for a damage-focused crossbow sniper:
I calculate DPR with to-hit chances, so my numbers will be much lower than yours.
Ranged basic attack: +23 v. AC, 1d8+26 cold damage Combat advantage from 2 sources: wintertouched/lasting frost with a 1-(28-23)/20=75% chance and hiding based on invisibility or sneak's trick (any source of concealment will do) When you start your turn hidden (for extra juice there, take persistent tail as your level 10 utility), you deal 4d8 as your sneak attack damage.
Tohit: (1-(28-(23+2))/20) = 85% hit rate, with backstabber means you generally won't miss. DPR: .8*(4.5+26+4.5*4+5)+.05*(8+26+8*4+5+3.5*3+.85*(4.5+26+4.5*4+5)=49.14 DPR, all encounter long every encounter. Backstab to be used to turn misses into hits and you're a walking damage machine. AP of course gets you a second verse same as the first, so that's 100 damage on the first round. at 136 average HP for level 14, the slowed enemy (grappling spirits) gets a round to croak for help before you finish them in the second round. No dailies in the class which makes for an incredibly long-enduring character.
Free reroll on stealth checks from your neckslot with a standard action invis from your armor gives you all the stealth you really need. Especially with sneak's trick allowing remarkable stealth in places that would not otherwise be considered venues for sneaking. Average non-trained perception is +10 at 14, so a +23 with a reroll and an II to become re-hidden should provide for sufficient stealth.
For a nova-based assassin... I'll look at the executioner with big, sad, eyes... and go to the Ranger. Their damage simply cannot be beat. I'd personally choose a wind-rider, but that's because I find pure-damage frostcheese excruciatingly boring. The darkstrider gets you your hidden damage boost. Spending feats on skills is usually contraindicated. See here for a goodenough archer that just spams the damage.
If you choose to not go with thief (cunning sneak is slightly less good than sneak's trick, depending) or ranger, then executioner isn't a bad choice. You're trading damage for flavour, but it's very nice flavour. If you MC warlock and take shadow dancer then it's very nice, very very very very mobile flavour. Warlocks also make good assassins MC into assassin :)
Cunning sneak is just not that worth it in actual play. While it helps in theoretical "solo stealth" missions, it's hard being a meat&potatoes assassin. Bravo's a trap. If you're going PH1 rogue/ranger, focus on minor action attacks, multi-attacks, and frostcheese. They'll get you the most damage with the least tradeoffs. Darkstrider becomes better there, because 3+wis damage on multi-attacks very very quickly becomes stupid.
Don't forget to calculate to-hit in your damage potential.
Good luck. Feedback will be incorporated to refine requirements and my suggestions.