Executioner Assassin Option

Death Strike replaces Assassin’s Strike

Encounter Shadow
No Action Personal

Trigger: You hit a creature within 5 squares of you with an attack while hidden.

Target: The creature you hit

Effect: The target takes 10 extra necrotic damage from the triggering attack. If the target is helpless, this damage is doubled.
Level 3: 20 extra necrotic damage.
Level 7: 30 extra necrotic damage.
Level 13: 40 extra necrotic damage.
Level 17: 50 extra necrotic damage.
Level 23: 60 extra necrotic damage.
Level 27: 70 extra necrotic damage.

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

New Guild:

113th Anacostian Riflemen
Gain proficiency with muskets and pistols, and replace Assassin’s Strike with Death Strike (see above).

New At-Will Powers

Makeshift Explosive
At-Will * Martial,
Standard Action (once per round) Melee 1
Requirement: you must expend 2 grams of alchemical gunpowder
Effect: You conjure an landmine within an unoccupied square in range. The landmine explodes when a creature enters the same square as the mine or at the end of 1d6 rounds. When the landmine explodes make the following attack against all creatures adjacent to the mine.
Attack: Dexterity + 2 vs. Reflex
Hit: 1d6 fire damage.
Special: The mine deals double damage to constructs and objects.

Shoot From the Hip
At-Will * Martial, Weapon
Move Action (once per round), Ranged: weapon
Requirement: you must be wielding a hand crossbow or pistol.
Attack: Dexterity vs. AC
Hit: 1d10 damage.
Miss: Dexterity damage.

Silent Death
At-Will * Shadow, Weapon
Standard Action Ranged: weapon
Requirement: you must be wielding a repeating crossbow or musket.
Attack: Dexterity vs. AC
Hit: 1 [W] + Dexterity damage.
Effect: The shot is completely silent, and if you were hidden when attacked you remain hidden
even if you hit.

Executioner Assassin Option

Weird Tales of Cold Blooded Sword and Sorcery mrlost