Diligence over Dexterity
This is my take on an assassin build that emphasizes book smarts and force of will over muscle memory. With a starting dexterity score of only 12, the EEE nevertheless manages to make an effective sneaky infiltrator and assassin.
The build is somewhat of a skill monkey, being useful in skill checks involving arcana, religion, streetwise, and stealth. Moreover, via utilities and rituals, he is also very useful in social skill challenges (diplomacy, bluff, intimidate; via Arcane Mutterings) and thievery checks to unlock stuff (via the Knock ritual). He has access to scrying rituals to top it off. The High Imaskar background allows a reroll on any arcana check - this includes those made for Arcane Mutterings or Knock, as well as other rituals.
Using the Elusive Hexer feat, which is only available to an Eladrin Warlock, the EEE manages to spend most of his time hidden. In fact, apart from a few exceptions (enemies with blindsight, or after making some OAs), the EEE is fairly likely to spend the entire encounter hidden from all enemies.
A primary focus of the build is single target damage dealing. The EEE meets and exceeds at-will DPR benchmarks at levels 10, 20 and 30. By level 30, the EEE reaches around 150 DPR, with an additional 111 DPR under some minimal conditions that should acquire fairly often (you are fighting a bunch of enemies without blindsight).
Stealth and a powerful MBA are a nasty combination in particular because when you are hidden adjacent to an isolated enemy, they have few choices. They can try and attack your high defenses - if they can guess where you are. They can move away, and trigger a potent OA. Alternatively, they can shift and charge someone else - but against a flying PC such as the epic EEE, or when the EEE has Persistent Tail active (most rounds, both in paragon and epic tier), even shift+charge may not work. Use hiding aggressively by positioning yourself between isolated foes and your allies.
In summary, play an Eladrin Eldritch Executioner if you want to:
At the end of the heroic teir, you are just about to hit a sweet spot in effectiveness, but even still, you're by no means a slouch. You have pretty solid defenses, taking into account the concealment from Shadow Walk. Mire the Mind and Persistent Tail give you some ways of obtaining stealth. Mire the Mind is a great opener to this end: provided that you hit, it boosts your stealth score from merely decent to very high levels - all encounter, every encounter. During the 1-2 rounds per encounter that you're hidden, you will be especially difficult to touch.
A good tactic, when the opportunity presents itself, is to pop Persistent Tail and charge an isolated foe. After you hit the foe (don't slide them, it prematurely triggers Persistent Tail), use Boots of Adept Charging to shift 1 square away. When the foe moves on their turn, Persistent Tail is triggered and you can move adjacent to the target, hiding in the process. If they keep moving, they trigger an OA from you. If they cut short their move and attack you, they'll have to guess your square. Also, note that they technically don't know you're now standing right next to them - so arguably most foes should opt for option 1.
The main challenges for the heroic tier will be to obtain CA, and to keep shadow walk active. There are a few means of moving around in spite of being in melee. Whilst hidden, your movement will not provoke OAs - so being hidden at the start of your turn will allow you to maintain shadow step for another round. Eldritch Strike slides 1 - so if you find yourself in melee at the beginning of a turn, sliding an enemy away may give you a chance to slip away. Lastly, work with a defender. If you already have the shadow walk buff, you will have sub-defender AC. Against an enemy marked by your defender, your defenses are better still (effective AC 30) - and your enemy's OAs will be punished. This combination may make the occasional OA worth provoking.
EDIT: Ooops, this post blossomed, and I hadn't reserved any space. Go down half a dozen posts to see the level 20 and 30 snapshots, I promise it will be worth it!
Introducing the Eladrin Eldritch Executioner
This is my take on an assassin build that emphasizes book smarts and force of will over muscle memory. With a starting dexterity score of only 12, the EEE nevertheless manages to make an effective sneaky infiltrator and assassin.
The build is somewhat of a skill monkey, being useful in skill checks involving arcana, religion, streetwise, and stealth. Moreover, via utilities and rituals, he is also very useful in social skill challenges (diplomacy, bluff, intimidate; via Arcane Mutterings) and thievery checks to unlock stuff (via the Knock ritual). He has access to scrying rituals to top it off. The High Imaskar background allows a reroll on any arcana check - this includes those made for Arcane Mutterings or Knock, as well as other rituals.
Using the Elusive Hexer feat, which is only available to an Eladrin Warlock, the EEE manages to spend most of his time hidden. In fact, apart from a few exceptions (enemies with blindsight, or after making some OAs), the EEE is fairly likely to spend the entire encounter hidden from all enemies.
A primary focus of the build is single target damage dealing. The EEE meets and exceeds at-will DPR benchmarks at levels 10, 20 and 30. By level 30, the EEE reaches around 150 DPR, with an additional 111 DPR under some minimal conditions that should acquire fairly often (you are fighting a bunch of enemies without blindsight).
Stealth and a powerful MBA are a nasty combination in particular because when you are hidden adjacent to an isolated enemy, they have few choices. They can try and attack your high defenses - if they can guess where you are. They can move away, and trigger a potent OA. Alternatively, they can shift and charge someone else - but against a flying PC such as the epic EEE, or when the EEE has Persistent Tail active (most rounds, both in paragon and epic tier), even shift+charge may not work. Use hiding aggressively by positioning yourself between isolated foes and your allies.
In summary, play an Eladrin Eldritch Executioner if you want to:
- Play a melee character who emphazises wits over brawn
- Be stealthy and have at-will invisibility/hiding from early paragon onwards
- Be a capable addition to the party for skill challenges of a social, information gathering, or infiltration variety.
- Have very solid single target DPR at all teirs of play (reaching about 150 at-will DPR, by 30).
- Get to make a lot of OAs by using stealth offensively (at least 1 most rounds, unless fighting solos) and be a Warlord's best friend.
Heroic Tier
Level 10 snapshot
Race: Eladrin
Class: Hybrid Warlock/Executioner
Pact: Fey Pact (Guild: Red Scales because you're melee, but it really doesn't matter)
Background: High Imaskar
Theme: Order Adept
Starting Ability Scores (post racial): Str 8, Con 12, Dex 12, Int 18, Wis 10, Cha 18
Final Ability Scores: Str 8, Con 12, Dex 12, Int 20, Wis 10, Cha 20.
HP 69, Bloodied 34, Surge Value 17. Surges: 7.
AC 25 (27/30) = 10+5+5(int)+2(armor)+3(enhancement)
Fort 19 (21/24) = 10+5+1(con)+1(class)+2(enhancement)
Ref 24 (26/29) = 10+5+5(int)+1(armor)+1(class)+2(enhancement)
Will 25 (27/30) = 10+5+5(cha)+1(race)+2(theme)+2(enhancement)
Numbers in parentheses are with concealment/full concealment.
Feats:
1 Eldritch Blade
2 Cursed Shadow
4 Weapon Ki Technique
6 Silvery Glow
8 Killing Curse
10 Assassin's Cloak
Skills: Arcana +21 (can reroll, must take second roll, Religion +15, Stealth +13 (+18 with Mire the Mind), Streetwise + 15
Powers:
At-will
Eldritch Strike
Encounter
1 Assassin's Strike
3 Delban's Deadly Attention
7 Mire the Mind
Daily/Poison
1 Bloodroot Poison
5 Emerald Shield
Utility
2 Arcane Mutterings
6 Spectral Fade
10 Spectral Fade retrained to Darting Shadow, Persistent Tail
Items: Magic Inix leather armor +3, Sunblade longsword +2, magic ki focus +2, elven cloak +2, Horned Helm, Siberys Shard of Radiance (heroic teir), Sehanine's Mark of the Dark Moon (level 3), Boots of Adept Charging (2), Bracers of Mighty Striking (heroic tier). 400g remaining.
Race: Eladrin
Class: Hybrid Warlock/Executioner
Pact: Fey Pact (Guild: Red Scales because you're melee, but it really doesn't matter)
Background: High Imaskar
Theme: Order Adept
Starting Ability Scores (post racial): Str 8, Con 12, Dex 12, Int 18, Wis 10, Cha 18
Final Ability Scores: Str 8, Con 12, Dex 12, Int 20, Wis 10, Cha 20.
HP 69, Bloodied 34, Surge Value 17. Surges: 7.
AC 25 (27/30) = 10+5+5(int)+2(armor)+3(enhancement)
Fort 19 (21/24) = 10+5+1(con)+1(class)+2(enhancement)
Ref 24 (26/29) = 10+5+5(int)+1(armor)+1(class)+2(enhancement)
Will 25 (27/30) = 10+5+5(cha)+1(race)+2(theme)+2(enhancement)
Numbers in parentheses are with concealment/full concealment.
Feats:
1 Eldritch Blade
2 Cursed Shadow
4 Weapon Ki Technique
6 Silvery Glow
8 Killing Curse
10 Assassin's Cloak
Skills: Arcana +21 (can reroll, must take second roll, Religion +15, Stealth +13 (+18 with Mire the Mind), Streetwise + 15
Powers:
At-will
Eldritch Strike
Encounter
1 Assassin's Strike
3 Delban's Deadly Attention
7 Mire the Mind
Daily/Poison
1 Bloodroot Poison
5 Emerald Shield
Utility
2 Arcane Mutterings
6 Spectral Fade
10 Spectral Fade retrained to Darting Shadow, Persistent Tail
Items: Magic Inix leather armor +3, Sunblade longsword +2, magic ki focus +2, elven cloak +2, Horned Helm, Siberys Shard of Radiance (heroic teir), Sehanine's Mark of the Dark Moon (level 3), Boots of Adept Charging (2), Bracers of Mighty Striking (heroic tier). 400g remaining.
A note about equipment
I've stuck to the DMG's guidelines for characters starting above level
1, except that I've allowed myself to trade in the level -1/0/+1 items
for gold. Some DMs may not allow you to do this if you want to play the
build starting above level 1 (in which case you'll start with a bit less
loot - but not to worry; you'll just have to lose a lower level item or
perhaps downgrade your cloak or armor 5 levels). On the other hand, if
you play the build from level 1 using the parcel system for loot, you
may end up with more equipment than presented in the snapshots here.
Also, the build includes a boon - Sehanine's Mark of the Dark Moon. Although the boon is extremely powerful, it is not necessary for the build. So if you get unlucky and the DM denies it to you, you'll be ok. In fact, unless you're in a very high power campaign you should recommend the DM never, ever give you the boon in question. It's extremely good, and you'll be fine without it.
Also, the build includes a boon - Sehanine's Mark of the Dark Moon. Although the boon is extremely powerful, it is not necessary for the build. So if you get unlucky and the DM denies it to you, you'll be ok. In fact, unless you're in a very high power campaign you should recommend the DM never, ever give you the boon in question. It's extremely good, and you'll be fine without it.
At the end of the heroic teir, you are just about to hit a sweet spot in effectiveness, but even still, you're by no means a slouch. You have pretty solid defenses, taking into account the concealment from Shadow Walk. Mire the Mind and Persistent Tail give you some ways of obtaining stealth. Mire the Mind is a great opener to this end: provided that you hit, it boosts your stealth score from merely decent to very high levels - all encounter, every encounter. During the 1-2 rounds per encounter that you're hidden, you will be especially difficult to touch.
A good tactic, when the opportunity presents itself, is to pop Persistent Tail and charge an isolated foe. After you hit the foe (don't slide them, it prematurely triggers Persistent Tail), use Boots of Adept Charging to shift 1 square away. When the foe moves on their turn, Persistent Tail is triggered and you can move adjacent to the target, hiding in the process. If they keep moving, they trigger an OA from you. If they cut short their move and attack you, they'll have to guess your square. Also, note that they technically don't know you're now standing right next to them - so arguably most foes should opt for option 1.
The main challenges for the heroic tier will be to obtain CA, and to keep shadow walk active. There are a few means of moving around in spite of being in melee. Whilst hidden, your movement will not provoke OAs - so being hidden at the start of your turn will allow you to maintain shadow step for another round. Eldritch Strike slides 1 - so if you find yourself in melee at the beginning of a turn, sliding an enemy away may give you a chance to slip away. Lastly, work with a defender. If you already have the shadow walk buff, you will have sub-defender AC. Against an enemy marked by your defender, your defenses are better still (effective AC 30) - and your enemy's OAs will be punished. This combination may make the occasional OA worth provoking.
at-will DPR
These calculations assume CA, which isn't guaranteed but should be obtainable most rounds without too much difficulty. Some rounds you won't have it, but then other rounds you'll have it AND be charging - so it should even out.
Damage: 3d8 + 13 (Av 26.5). Crit 2d6+37 (av 44)
Attack bonus: +19. Hit chance 75%, crit chance 5%.
.75*26.5 + .05*44 = 22.1 DPR (22.9 vs. bloodied targets).
On a charge:
Damage: 3d8+1d6+13 (Av 30). Crit 2d6+43 (av 50)
Attack bonus: +20. Hit chance 75%, crit chance 5%.
.8*30 + .05*50 = 26.5 DPR (27.4 vs. bloodied targets).
These calculations assume CA, which isn't guaranteed but should be obtainable most rounds without too much difficulty. Some rounds you won't have it, but then other rounds you'll have it AND be charging - so it should even out.
Damage: 3d8 + 13 (Av 26.5). Crit 2d6+37 (av 44)
calc
= 1d8(1[W]) +1d8(attack finesse) +1d8(curse, Killing Curse) +1(versatile) +2(Silvery Glow) +2(enhancement) +5(cha) +2(item) +1(shard)
= 1d8(1[W]) +1d8(attack finesse) +1d8(curse, Killing Curse) +1(versatile) +2(Silvery Glow) +2(enhancement) +5(cha) +2(item) +1(shard)
Attack bonus: +19. Hit chance 75%, crit chance 5%.
calc
= 5 (level) + 5(cha) + 2(enhancement) +1(feat) +1(Eldritch Blade) +3(proficiency) +2(CA).
= 5 (level) + 5(cha) + 2(enhancement) +1(feat) +1(Eldritch Blade) +3(proficiency) +2(CA).
.75*26.5 + .05*44 = 22.1 DPR (22.9 vs. bloodied targets).
On a charge:
Damage: 3d8+1d6+13 (Av 30). Crit 2d6+43 (av 50)
calc
= As above +1d6(horned helm)
= As above +1d6(horned helm)
Attack bonus: +20. Hit chance 75%, crit chance 5%.
calc
= As above +1(charging bonus)
= As above +1(charging bonus)
.8*30 + .05*50 = 26.5 DPR (27.4 vs. bloodied targets).
EDIT: Ooops, this post blossomed, and I hadn't reserved any space. Go down half a dozen posts to see the level 20 and 30 snapshots, I promise it will be worth it!