Assassin Guild the Invisible Blades

Invisible Blade Assassin Guild
You are a member of Auren’s Invisible Blade Guild. The Invisible Blades focus on fast attacks and shroud stacking to enable them to play with their opponents for a bit before launching a final blow. The guild focuses on using Knives (Daggers and Widow Knives) as they can deliver fast attacks while also being more unassuming and often underestimated. Dexterity should be your primary ability score, as it affects everything you do. Charisma should be your secondary ability as it affects many of your power’s special effects. Constitution should be your third highest as it makes you more enduring and helps pad your low starting HP.
Class Feature: Invisible Blade
Suggested Feat: Dark Cutting Style
Suggested Skills: Acrobatics, Athletics, Bluff, Perception, Stealth
Suggested At-Will Powers: Infecting Shrouds, Leaping Shade
Suggested Encounter Power: Knife and Shadow
Suggested Daily Power: Sharp Shade

New Class Features:
Guild Training: Invisible Blade: Whenever you hit an enemy with a dagger and do not invoke your shrouds with that attack, you can add a shroud as a minor action. You can only do this once per turn and it doesn’t count against your limited number of uses per round.

New Powers:
Infecting Shrouds Assassin At-Will Attack 1
As you strike your opponent, your shrouds infect your opponents new wound and burn its insides.
At-Will* Poison, Shadow, Weapon
Standard Action Melee or Ranged weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If you invoke your shrouds with this power, the target takes 2 additional poison damage per shroud invoked in this way.
Level 21: 2[w] + Dexterity modifier damage and additional 3 poison damage for each shroud invoked.

Knife and Shadow Assassin Encounter Attack 1
You throw your weapon, and as it flies its shadow coaleses into another blade that cuts just as deep.
Encounter* Shadow, Weapon
Standard Action Ranged Weapon
Requirement You must be wielding a light thrown weapon.
Target: One Creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. Make a secondary attack against the target.
Secondary Attack: Dexterity vs. Reflex
Hit: 1[W] damage.
Invisible Blade: You can add your charisma modifier to the secondary attack’s damage.

Sharp Shade Assassin Daily Attack 1
As your opponent thinks its got the better of you, its shadow stabs it in the back.
Daily* Implement, Shadow
Immediate Interrupt Melee 1
Trigger: An enemy adjacent to you attacks you
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier damage and you gain a bonus to all defenses equal to your Charisma modifier against the triggering attack
Miss: Half damage

Dark Blossom Assassin Encounter Attack 3
As your attack cuts into your foe, you also cut a piece of their shadow to use against them.
Encounter* Shadow, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and you place your assassin’s shroud on the target if you didn’t invoke them with this attack. This does not count against your Assassin’s shroud limit of once per round.

Dance of Blades Assassin Daily Attack 5
Your throw a flurry of knives onto the battlefield, slashing foes and pinning their shadow’s in place for later use.
Daily* Conjuration, Shadow, Weapon
Standard Action Area burst 1 within weapon range
Requirement: You must be wielding a light thrown weapon
Target: Each enemy in burst
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage
Miss: Half damage
Effect: You conjure 4 Shadow Knives, one in each corner of the burst that last until the end of the encounter. The Shadow Knives count as a creature regarding the use of your Shadow Step power. Whenever you use Shadow Step to teleport to a Shadow Knife, you gain temporary hit points equal to your Charisma modifier.

Subtle Strike Assassin Encounter Attack 7
You don’t even have to move for your shadow to rend your enemy.
Encounter* Shadow, Weapon
Minor Action Melee 1
Target: One Creature
Attack: Dexterity vs. AC
Hit: 2[W] damage
Invisible Blade: You can add your Charisma modifier to the damage roll if you are using a light blade.

Frightening Stalker Assassin Daily Attack 9
With your strike, your shadow consume’s their growing into a fearsome creature that claws at your enemies.
Daily* Fear, Shadow, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage
Effect: Until the end of the encounter whenever an enemy would target you with an attack you can use the Frightening Stalker Attack power as an immediate reaction.

Frightening Stalker Attack
At-Will* Shadow, Weapon
Immediate Reaction Melee 1
Trigger: An enemy targets you with an attack
Target: One creature adjacent to you
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage
RequirementL The power Frightening Stalker must be active in order to use this power.

Blade Port Assassin Encounter Attack 13
You lodge your knife into your enemy and use it to leap to the other side to plunge in another blade.
Encounter* Shadow, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light thrown weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you shift to another square adjacent to the target and make a secondary attack
Secondary Target: One creature
Secondary Attack: Dexterity vs. AC
Hit: 2[W] damage
Invisible Blade: You can add your Charisma modifier to the damage of both attacks.

Shadow Blade Circle Assassin Daily Attack 15
You quickly slash into your foe, each spray of blood forming another knife ready to taste more flesh.
Daily* Conjuration, Shadow, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light thrown weapon
Target: One or more creatures
Attack: Dexterity vs. AC, four attacks
Hit: 1[W] + Dexterity modifier damage
Effect: For each hit, you conjure a Blood knife in an unoccupied square adjacent to the target that last until the end of the encounter or you expend them. Whenever you hit an enemy with a weapon attack, you can expend one Blood Knife as a free action to add 1d8 additional damage.
Invisible Blade: Each blood knife adds 1d8 + Charisma modifier damage instead of just 1d8.

Darkness Strikes Assassin Encounter Attack 17
Darkness travels much faster than light, and your enemies learn this as wounds are suddenly ripped into their chests.
Encounter* Shadow, Weapon
Move Action Melee 1
Effect: You shift your speed, anytime before, during, or after the shift you can make the following attack against two different targets adjacent to you during the shift.
Target: One or two Creatures
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage.
Invisible Blade: You shift your speed + your Charisma modifier

Sandman’s Sever Assassin Daily Attack 19
With a cut of your blade, you weave shadow magic into your foe’s brain putting them into their final sleep.
Daily* Psychic, Shadow, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Dexterity vs. Will
Hit: 4[W] + Dexterity modifier psychic damage and the target falls unconcious (save ends).
Miss: Half damage, and the target is knocked prone and dazed until the end of your next turn.

Shadow Mend Assassin Encounter Attack 23
As your blade cuts through your foe it collects its energy to restore your own.
Encounter* Healing, Necrotic, Shadow, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage and the target is weakened until the end of your next turn. Additionally, If you invoked your shrouds with this attack you restore a number of hit points equal to 5 x the number of shrouds invoked.
Invisible Blade: Add your charisma modifier to the number of hit points restored.

Flirt with Death Assassin Daily Attack 25
As your blade strikes true, your shadow magic infatuates the target and leaves them completely in your control.
Daily* Charm, Psychic, Shadow, Weapon
Standard Action Melee or Ranged Weapon
Requirement: You must be wielding a light thrown weapon to make this attack as a ranged attack
Target: One Creature
Attack: Dexterity vs. Will
Hit: 5[W] + Dexterity modifier psychic damage and the target is dominated (Save ends).
Miss: Half damage, and the target makes a melee basic attack against a creature of your choice.

Hunter of the Meek Assassin Encounter Attack 27
As you approach your shadow splits into four, each blade attacking a different sense, leaving your foe with nothing.
Encounter* Poison, Psychic, Shadow, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Dexterity vs. AC, Fortitude, Reflex, Will
Special: You make one attack roll, but compare that attack roll against all four defenses. The target might be subject to any, all, or none of the effects depending on how many defenses were hit.
Hit [AC]: 2[W] + Dexterity modifier damage and you push the target 1 square
Hit [Fortitude]: 1[W] poison damage and the target is slowed until the end of your next turn.
Hit [Reflex]: 1[W] + Dexterity modifier damage, and the target is knocked prone
Hit[Will}: 1[W] psychic damage and the target is dazed until the end of your next turn.

End of it All Assassin Daily Attack 29
You have bought enough time and your shrouds have found your foes weakest point. It is time to collect your mark.
Daily* Shadow, Weapon
Standard Action Melee Weapon
Target: One Creature, a number of attacks equal to the number of shrouds on the target
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage
Effect: If two attacks hit the target is dazed (Save ends), if three attacks hit the target is instead Stunned (Save ends), and if all four attacks hit the target is instead unconscious (save ends).

Assassin Guild the Invisible Blades

Shifting Sands Swordior