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Guild Executioner is a Paragon Path for the Assassin class.

Prerequisite: Assassin class, executioner

Guild Executioner Path Features

Blindside (11th level): If you are hidden from your enemies at the start of an encounter, you gain a +4 bonus to your first attack roll during the encounter.[HoS:27]

Devastating Assassination (11th level): When you use assassin's strike, increase the extra damage it deals by 2d10.[HoS:27]

Executioner's Action (11th level): When you spend an action point to make an attack and you roll a 1, 2, or 3 on any damage die associated with that attack (including extra damage from assassin's strike or critical hit dice), that die instead deals 4 damage.[HoS:27]

 Daring Escape Guild Executioner Utility 12
You transfer the momentum of a killing blow into a rapid dash that leaves remaining enemies far behind.
 Encounter + Martial
 Free Action  Personal
 Trigger: You reduce an enemy to 0 hit points.
 Effect: You shift up to twice your speed. During the shift, you can climb and jump, with a +5 power bonus to Athletics checks to do so.[HoS:28]


Improved Death Attack (13th level): When you hit an enemy with a melee or a ranged attack that deals damage, you can choose to reduce the enemy to 0 hit points automatically if it has 20 hit points or fewer after the damage is dealt.[HoS:28]

Improved Poison Use (15th level): You learn the recipe for a 15th-level assassin poison of your choice. When you prepare vials of assassin poison during an extended rest, one of them can be up to 15th level.[HoS:28]

 Black Lotus Extract Level 15
This thick oil is dark blue, though it becomes invisible when applied to a weapon or object.
 Assassin Poison
 Power (Consumable + Poison): Minor Action. You apply the poison to your melee weapon or five pieces of your ammunition. Until the end of the encounter, when you hit a creature with a weapon attack using the poisoned item, the creature takes 8 extra poison damage.
 Power (Consumable + Poison): Minor Action. You apply the poison to a handheld object. Within the next hour, the next creature other than you to hold or wear the object for more than 1 minute takes 40 poison damage.


 Insanity Mist Level 15
This deep purple liquid swirls with milky colors that sometimes seem to resolve into disturbing images.
 Assassin Poison
 Power (Consumable + Implement, Poison, Psychic): Standard Action. Effect: Make the following attack:
 Ranged 5
 Target: One creature
 Attack: Dexterity vs. Fortitude
 Hit: 3d10 + Dexterity modifier poison damage, and ongoing 10 psychic damage (save ends).
First failed saving throw: The ongoing damage increases to 15.
 Miss: Half damage, and ongoing 5 psychic damage (save ends).
 Special: If the DM allows it, a creature reduced to 0 hit points by this poison is not killed, but is instead driven permanently insane.
 Power (Consumable + Poison): Standard Action. You place the insanity mist in a closed container such as a chest or a jewelry box. Make the attack above against the first creature to open the container within the next hour.[HoS:28]


 Lich Dust Level 15
This white powder looks to be the residue of ground-up bones.
 Assassin Poison
 Power (Consumable + Poison): Minor Action. You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 10 extra poison damage, and it is weakened (save ends).
 Power (Consumable + Poison): Minor Action. You pour the poison into a drink or onto a plate of food. Within the next hour, the first creature to consume the food or drink is weakened until the end of its next extended rest.[HoS:29]

Vital Strike (16th level): Your at-will weapon attack powers deal half damage on a miss.[HoS:29]

 Untraceable Step Assassin Utility 16
The air wavers for a moment before a veil of invisibility covers you from head to toe.
 Encounter + Shadow
 Move Action  Personal
 Effect: You become invisible and move up to your speed. You remain invisible until the end of your next turn.[HoS:29]
 Shadow Coffin Assassin Utility 17
You trap the target of your assassination in a small object, which keeps the body out of sight until you are ready to release it.
 Encounter + Shadow
 Free Action  Melee 1
 Trigger: You kill an adjacent creature and don't already have a corpse trapped by this power.
 Target: The creature corpse's.
 Effect: The target disappears and is trapped in a non-magical object of your choice on your person (such as a handheld mirror, a small gem, or a piece of jewelry). The target remains trapped until you release it or until the object is destroyed. To release the target into an adjacent square, you must hold the object and concentrate for 1 minute.[HoS:29]

Improved Poison Use (19th level): You learn the recipe for another 15th-level assassin poison of your choice. When you prepare vials of assassin poison during an extended rest, two of them can be 15th level.[HoS:29]

Poisoner's Secrets (20th level): You learn the recipe for the assassin poison wyvern venom. During an extended rest, you can prepare a 20th level assassin poison that does not count as one of the poisons you can normally prepare.[HoS:30]

 Wyvern Venom Level 20
This poison is far more dangerous than that delivered by the sting of a wyvern itself, as a result of the alchemical process that produces this inky-black liquid.
 Assassin Poison
 Power (Consumable + Necrotic, Poison): Minor Action. You apply the poison to your melee weapon or one piece of your ammunition. During this encounter, the next creature you hit with a weapon attack using the poisoned item takes 25 extra necrotic and poison damage.
 Power (Consumable + Necrotic, Poison): Minor Action. You pour the poison into a drink or onto a plate of food. within the next hour, the first creature to consume the food or drink takes necrotic and poison damage equal to half of its bloodied value, and it cannot regain hit points until the end of its next extended rest.
 Power (Consumable + Necrotic, Poison): Minor Action. You apply the poison to a single handheld object. Within the next hour, the first creature other than you to hold or wear the object for more than 1 minute takes necrotic and poison damage equal to half of its bloodied value, and it cannot regain hit points until the end of its next extended rest.
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