Hybrid Assassin (Executioner)

CLASS TRAITS

Role: Striker.
Power Source: Martial and Shadow.
Key Abilities: Dexterity, Charisma

Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple one-handed melee, military one-handed melee, simple ranged, blowgun, bola, garrote, shortbow.
Implement: Ki focuses
Bonus to Defense: +1 Fortitude, +1 Will.

Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5

Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).

Class features: Assassin's Strike (Hybrid), Attack Finesse (Hybrid), Guild Attacks (Hybrid), Poison Use (Hybrid)
Hybrid Talent Options: Flawless Disguise (Hybrid) or Nimble Drop (Hybrid).

Hybrid executioners are common; many members of this class study arcane magic, worship deities of death, or cultivate other cover identities to mask their true talents.

HYBRID ASSASSIN (EXECUTIONER) CLASS FEATURES


ASSASSIN'S STRIKE (HYBRID)
When you can choose an encounter attack power that has a level from your hybrid classes, you can choose the hybrid version of assassin’s strike instead. This power counts as assassin’s strike for purposes of feats and paragon path features. If you already have assassin’s strike and an encounter attack power from your other hybrid class, then instead of choosing or replacing an encounter attack power, you can increase the extra damage dealt by your assassin’s strike by 1d10.

Assassin Attack Assassin's Strike (Hybrid)

You strike with precision at the exact right moment, landing an attack that can be instantly fatal.

Encounter        Martial
No Action      Special

Trigger: You hit a creature within 5 squares of you with an attack using a weapon.

Target: The creature you hit

Effect: The target takes 1d10 extra damage from the triggering attack. If the target is helpless, this damage is maximized.
    Level 11: 2d10 extra damage.
    Level 21: 3d10 extra damage.

Special: Nothing but a short or an extended rest can allow you to regain the use of this power.


ATTACK FINESSE (HYBRID)
You gain the benefit of the executioner’s Attack Finesse class feature, except that you can deal the extra damage only when using the required weapons with basic attacks, assassin powers, and assassin paragon path powers.

GUILD ATTACKS (HYBRID)
You choose a guild and gain the benefit of the Guild Attacks class feature, except that you choose only two of the at-will attack powers associated with your guild.

League of Whispers (Hybrid)
You gain two of the following powers: bola takedown, precision dart, and quick shot.

Assassin Attack Bola Takedown

You whirl your bola over your head and take careful aim before hurling it at a foe’s legs.

At-Will        Martial, Weapon
Standard Action      Ranged weapon

Requirement: You must use this power with a bola.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 1[W] damage, and the target falls prone.
    Level 21: 2[W] damage.


Assassin Attack Precision Dart

The poisoned dart flies from your blowgun with unerring accuracy.

At-Will        Martial, Weapon
Standard Action      Ranged weapon

Requirement: You must use this power with a blowgun.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 1[W] + Dexterity modifier damage. If you deliver an assassin poison with this attack, the target takes a -4 penalty to its first saving throw, if any, against the poison’s effect.
    Level 21: 2[W] + Dexterity modifier damage.

Effect: If the ammunition has an assassin poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses.


Assassin Attack Quick Shot

You loose a quick bolt from your crossbow, thereby creating a momentary opening for your escape.

At-Will        Martial, Weapon
Standard Action      Ranged 1

Requirement: You must use this power with a hand crossbow.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage.
    Level 21: 2[W] + Dexterity modifier damage.

Effect: You shift up to 2 squares.

Special: Using this power doesn’t provoke opportunity attacks.



Red Scales (Hybrid)
You gain two of the following powers: garrote strangle, poisoned dagger, or quick lunge.

Assassin Attack Garrote Strangle

You wait for the perfect moment when your foe is within reach, then strangle it with your garrote.

At-Will        Martial, Weapon
Standard Action      Melee weapon

Requirement: You must use this power with a garrote.

Effect: You shift up to 2 squares before the attack.

Target: One creature you are hidden from

Attack: Dexterity vs. Reflex

Hit: 2[W] + Dexterity modifier damage, and the target is grabbed until the end of your next turn. While the grab persists, the target takes a -2 penalty to attack rolls against you and cannot speak, and you cannot make other attacks.
    Level 21: 4[W] + Dexterity modifier damage.

Sustain Standard: The grab persists, and the target takes 2[W] + your Dexterity modifier damage.
    Level 21: 4[W] + Dexterity modifier damage.


Assassin Attack Poisoned Dagger

Your piercing blade delivers poisons quickly and cleanly, making them difficult to shake off.

At-Will        Martial, Weapon
Standard Action      Melee weapon

Requirement: You must use this power with a dagger.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier damage. If you deliver an assassin poison with this attack, the target takes a -4 penalty to its first saving throw, if any, against the poison’s effect.
    Level 21: 2[W] + Dexterity modifier damage.

Effect: If the dagger has an assassin poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses.


Assassin Attack Quick Lunge

You lunge forward quickly, upending your foe with a kick and a thrust of your weapon.

At-Will        Martial, Weapon
Standard Action      Melee 1

Effect: You shift 1 square before the attack.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] damage, and you knock the target prone. You can then shift 1 square back to your starting position.
    Level 21: 2[W] damage.



POISON USE (HYBRID)
You gain the benefit of the Poison Use class feature, with the following exception. 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. The recipe’s level must be less than or equal to your level. For each daily attack power you forgo, you can prepare one poison per day.

Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.

FLAWLESS DISGUISE (HYBRID)
You must be at least 8th level to choose this option.
    During a short rest, you can craft an excellent disguise that makes you appear to be another humanoid of your size (either a specific person or a nondescript member of a race or an organization). Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, with a +5 bonus to your check. You must use a disguise kit to create the disguise.

NIMBLE DROP (HYBRID)
You must be at least 4th level to choose this option.
    When you take falling damage, you can take a free action to reduce the damage by 6 + your level. If this reduces the damage to 0, you don’t fall prone.

Published in Dragon Magazine 400.