Right. But, the Battlemaster I banged out, above, is based on the Slayer's stance sub-system and the way it swapped features to change the role of the base class. Same with the Swashbuckler, it uses Tricks like the Thief, and feature-swapping to make the Rogue into a Controller.
Obviously not for a controller build, so much. I was hoping the incorporation of poisons would inspire a way to incorporate controllerish bombs. Lightning just didn't strike a third time, I guess.
I mean, not the specific poisons displayed. I'm sure we can easily make some poison bombs, though.
The structure of the class feature certainly works for it. And the assassin has some decent control striker encounter powers.
And the Lethal feature combines well with multi-target powers used against low-hp enemies.
I don't think it would take any more work than the thief you posted.
ok, so, the poisons are pretty weak, and don't add to damage as much as they should. That works to our advantage for a controller build. We don't need to tone down their damage when making them target a burst 1 or 2 within thrown range. With an upgrade somewhere (perhaps class feat) to allow you to make them into ammunition for a crossbow? As ammo, they gain that weapon's range, and if you target a creature instead of a square, it takes weapon attack damage?
Then I would swap Assassin Strike for either a controller style feature, or simply for normal assassin powers.
Lastly, I'd get rid of whatever their bland +1d8 feature is, and swap in a version of Shroud that can be applied to up to 4 target's, 1target/shroud, and if the target dies while shrouded, it deals half shroud damage to creatures adjacent to it.
That last one makes the class not purely martial, so I'd call it the most optional part.
Perhaps simply drop the damage feature to get some minor at will poisons you apply to at will attacks.