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<blockquote data-quote="Psion" data-source="post: 2009940" data-attributes="member: 172"><p><strong>Crimson Contracts: The Assassin's Manifesto</strong></p><p></p><p><em>Crimson Contracts</em> is a <em>d20 System</em> fantasy rules supplement by Ambient, publisher of such titles as <em>Librum Equitis</em> and <em>Thee Compleat Librum ov Gar'udok's Necromantic Arts</em> (soon to see print as <em>Necromancer's Legacy</em>. <em>Crimson Contracts</em> presents new rules and options for assassin-type characters.</p><p></p><p><em>Crimson Contracts</em> is written by Michael Chapin and Timothy Willard.</p><p></p><p><strong>A First Look</strong></p><p></p><p><em>Crimson Contracts</em> is a 128 page PDF document. Its listed price is $11.95 for a download, but has the trademark RPGnow "permanent special" price of $7.50. The document comes in a zip file with both a screen version and a printer-friendly version.</p><p></p><p>Both cover and interior artwork is by Michael Martin. The cover is color, depicting an intriguing picture of a man with an exotic mask. The interior art is a mixture of color and black-and-white. The color art (used primarily for chapter headers) is fairly decent, but the black-and-white artwork looks rather amateurish.</p><p></p><p>The document makes good use of PDF features, such as a well-organized bookmark section. The addition of a printer friendly version is nice, but only includes replacement pages for the chapter header pages, so printing it out seems like a bit of a hassle.</p><p></p><p>The book makes use of flavor text in which two a henchman proposes each of the assassin types as potential hires to his master, but the master turns most choices down. This chatter is interesting for a while, but after the fifth prestige class or so, it wears a little thin. It started sounding a bit like "Green Eggs and Ham" by the end.</p><p></p><p>The text of some of the class abilities mentioned in the book is a little confusing and unclear, and there are a few blatant spelling errors that I am surprise weren't caught with a spell check.</p><p></p><p><strong>A Deeper Look</strong></p><p></p><p><em>Crimson Contracts</em> is organized into seven chapters.</p><p></p><p>The first chapter provides general background information on assassins and their methodologies, but little in the way rules material. Provided here are a few ideas of different archetypes and personalities of assassins that GMs may find useful when conceiving assassin NPC.</p><p></p><p>The second chapter is where the real meat of the book begins, with rules regarding skills and feats.</p><p></p><p>The skills section provides new uses for several skills (such as using alchemy to invent new toxins and using diplomacy for networking and seduction) as well as new skill categories. The new skill categories for knowledge is probably overdone in that it provides no less than four different knowledge skills related to poison, which is over proliferation of skills in my book. Given the very general nature of skills in D&D, one knowledge skill should have been sufficient to cover all of these topics.</p><p></p><p>The chapter provides a number of new feats useful for assassin-type characters. Some notable entries include:</p><p><strong><em> -Envenom Spell:</em></strong> This metamagic feat allows a caster to apply poison to the effects of a spell. The wording of the spell implies that any spell can be so altered, which I find a little too giving. I don't see it making too much sense to be able to envenom a <em>charm person</em> spell (for example), and being able to use a significant are spell to convey the poison to multiple targets is entirely too giving. A much more reasonable limit would have been to limit the feat to work on spells that cause damage to a single target.</p><p><strong><em> -Run-by attack:</em></strong> This feat allows a character to attack a victim while running by. I am not seeing how this feat differs significantly from the core <em>Spring Attack</em> feat.</p><p><strong><em> -Themed Repertoire:</em></strong> This feat causes the character's spells to take on the appearance of a particular theme. This is very similar in concept the <em>spell thematics</em> feat in <em>Magic of Faerun</em>, and it even uses the exact same example theme: skulls. However, this feat has the very bizarre requirement that spells modified with their feat <em>must</em> change its energy type. I think if you are taken by the concept of a spell theme, you are better off using the web errata version of the <em>spell thematics</em> feat from <em>Magic of Faerun</em>.</p><p></p><p>The third chapter provides new classes, including NPC core classes as well as prestige classes. One new core class is referred to in the table of contents, text, and magic items that apparently got cut from the book: the psionic assassin.</p><p></p><p>The NPC core classes are the brawler, hitman, and thief. The brawler is simply a fighting type with a few bonus feats related to unarmed combat; it seems to me as if the warrior with the proper feat selection effectively fills this role. The hitman and thief are rogue-like NPC classes much in the same vein as FFG's <em>thug</em> NPC class. It also seems to me that the hitman and thief would best be combined or (better yet) simply handled as rogues.</p><p></p><p>There prestige classes chapter includes 16 assassin-style prestige classes in all, providing a wide variety of methods of assassination. As such exotic threats are the stuff of fantasy, I looked forward gleefully to integrating these classes into the campaign. My heart sank when I read an editor's note to the effect that some classes were deliberately overpowered and should only be used as NPCs. I view this as a severe problem, as balance exists for both PCs and NPCs, and the central concept of the "level" loses its meaning when you create special exceptions for different types of classes.</p><p></p><p>The prestige classes are as follows:</p><p><strong><em> -Arcane Assassin:</em></strong> The arcane assassin is an assassin that relies primarily on their spells to get the job done. An arcane assassin has continuing spellcasting advancement at 2/3 the normal rate as well as a number of abilities to help them in their trade, such as sneak attacks and improved spell penetration. The most questionable ability is perhaps the arcane signature ability, which allows the arcane assassin to prepare a signature spell as a quickened spell with no additional slot cost.</p><p><strong><em> -Brutal Killer:</em></strong> The least subtle of assassins, the brutal killer is more a fighter type than the stealthy rogue type. The brutal killer is a thinly disguised barbarian variant that gets (weak) spell resistance instead of damage reduction and a few other benefits.</p><p><strong><em> -Dancer of the Scarves:</em></strong> An interesting class, the <em>Dancer of the Scarves</em> is essentially a strange breed of harem girl who have mastered a secret martial art that lets them wield scarves as deadly weapons. The abilities of the class all have very evocative thematic names. One thing that bothers me about the class is it invents its own feint mechanic; the mechanic itself does not bother me, but using the same terminology to describe a different mechanical effect is problematic. Another thing that bothers me is that a maneuver that blinds an opponent refers to the 2nd edition mechanic for blindness (which provided a -4 to hit penalty) as opposed to the third edition mechanic, which is entirely different.</p><p><strong><em> -Femme Fatale:</em></strong> The <em>femme fatale</em> is a seducer of sorts. The class gains spells as well as class abilities that aid in this pursuit. The class entry requirements are bizarre - they require that the character seduce each member of a couple and lures one into killing the other. Further, there are some odd things in the class abilities as well. For example, the class has an ability that, due to her distracting allure, grants a charisma bonus to AC. There are stranger things in the d20 system so I can stand that. It gets stranger still in that it insists that characters that would not normally be attracted to her get the precise same penalty. Finally, it says not a single thing about non-humanoids with respect to this ability. The ability is, as many of these class abilities, insufficiently explained and justified.</p><p><strong><em> -Fist of Righteousness:</em></strong> The <em>fist of righteousness</em> is the basic church avenger type "lawful good assassin." Though the concept does not appeal to me, I know that there are some out there that it would appeal to. The class has spellcasting abilities as well as abilities related to judgment of the victim. The abilities are, unfortunately, too vaguely worded, and if you read into them what I think the author means, entirely too powerful. For example, the <em>juror's mantle</em> ability lets the character "decide the guilt or innocence based on evidence presented." So, is this decision infallibly accurate. If so, it seems entirely too broad an ability. If not, what is the use of the ability?</p><p><strong><em> -Hunter of the Damned:</em></strong> Another "good assassin" archetype, this one a little more palatable. The hunter of the damn seeks out and destroys possessing entities. The class receives spell abilities, and class abilities that allow the character to act directly against a possessing entity.</p><p><strong><em> -Ice Heart:</em></strong> One of the more reasonable classes in the book, the iceheart is an assassin that is cold both emotionally and literally. The ice heart slays by means of cold. </p><p><strong><em> -Little Death:</em></strong> The <em>little death</em> are halfling assassins. The class abilities are very close to core assassins, with a few class abilities that let them compensate for or take advantage of, their size.</p><p><strong><em> -Lord of Insanity:</em></strong> The lord of insanity is a psionic assassin that specializes in twisting the mind of the victim. Fundamentally an interesting concept and a serviceable class, it has a few flaws. First, the class has its own psionic power advancement, but there is neither a psionic power list nor any indication of which other classes list are to be used. Second, one of the class's abilities inflicts a "chosen insanity" on the victim, but there is no system for specific insanities in the core rules or this book.</p><p><strong><em> -Master of Toxins:</em></strong> One of the more reasonable and interesting classes in the books, the master of toxins is specialized in the use of poison. As the master of toxins gains levels, it becomes immune to more poisons, and can eventually exude types of poisons that it is immune to.</p><p><strong><em> -Necrokiller:</em></strong> Similar to the arcane assassin, the necrokiller is has continued spellcasting advancement at 2/3 the normal rate. The necrokiller can use the remains of others to assist in assuming disguises. The class is interesting and appears fairly well balanced, though some mechanics are rather non-standard.</p><p><strong><em> -Phantasmal Assassin:</em></strong> Another interesting class, the <em>phantasmal assassin</em> strikes at a victim with phantasmal images and phobias. The class has its own spell list and spell advancement. Once again, the class refers back to a second edition mechanic, the <em>mind bar</em> psionic ability.</p><p><strong><em> -Silent One:</em></strong> Similar to the <em>little death</em>, the <em>silent one</em> is a slight variant of the core assassin class. The class lacks spellcasting abilities, but has some special abilities related to silence, such as a the ability to silence an opponent struck (presumably to prevent calling out an alarm.)</p><p><strong><em> -Siren:</em></strong> Another close variant of the core assassin, the Siren is a female assassin with a strong voice. The sire has a spell list and class abilities more tuned to using their voice as a weapon.</p><p><strong><em> -Stalker of the Sands:</em></strong> The <em>stalker of the sands</em> has some standard assassin abilities, as well as some sand and desert themed special abilities that let them ply their trade. Some abilities lack clarity in how they can be used. For example, it is not clear how many targets can be affected with the <em>sands of sleep</em> ability, nor how far away from the target it can be used.</p><p><strong><em> -Stoneheart:</em></strong> The <em>stoneheart</em> is a dwarven assassin with earth themed assassination abilities, such as the ability to phase through stone. The prerequisites include a ritual that gives the dwarf some ability modifiers and impressive immunities without any cost to the character; the effects of this ritual would have been much more balanced if its abilities were folded into the class.</p><p></p><p>In addition to the various weaknesses that the classes have, many of them invoke new skill categories that are perhaps too specific and too close to existing categories. For example, I think <em>knowledge (local customs)</em> can be safely folded under <em>knowledge (local)</em> and knowledge (religious law)[/I] under <em>knowledge (religion)</em>.</p><p></p><p>The <em>Tools of the Trade</em> chapter includes new poisons, diseases, and mundane and magic items of particular use to assassins.</p><p></p><p>The poisons follow the typical pattern for new poisons, including descriptive and game effects. However, the use of game terminology is somewhat inconsistent. For instance, the body text summarizes the effects of <em>beeyurt spice</em> as being non-lethal stomach cramps, vomiting, and diarrhea, but you have to look in the table to get the game effect (<em>nausea</em>.) The poison <em>bantuvi</em> summarized the game effects (one point of permanent loss to each ability score) but does not use the standard terminology for this in the table (<em>drain</em>.)</p><p></p><p>The diseases section is particularly flavorful and evocative, though again some parts of the descriptions could use more explicit amplifications in game terms. For example, one otherwise very flavorful disease, <em>shadow blight</em>, invokes different saving throws in the summary than is used in the text.</p><p></p><p>The mundane equipment is generally interesting and useful, providing a variety of benefits for those who take the time who use them, such as a bow silencer that helps and archer shoot in silence and a bladed cloak to foil would-be grapplers. However, a few items raised an eyebrow. For example, an archer glove is stated to provide an initiative bonus when using a bow; this is not a good way to represent speed of readying a weapon as initiative in the d20 system has little to do with weapon speed, and even characters with quick draw or who already have weapons out do not get initiative bonuses.</p><p></p><p>The magic items includes weapon qualities such as <em>heartseeker</em> (enhances the damage multiplier of the weapon) and <em>phasing</em> (a cheap version of the <em>brilliant energy</em> enhancement that can go through stone, wood, or leather, but not metal.) The <em>essence of darkness</em> potion provides a major bonus to hide rolls, but carries with it the possibility of infection with the <em>shadow blight</em> disease. The <em>second skin</em> is a wondrous item with a rather gruesome construction method that can absorb the likeness of a dead person and allow a living person to take their likeness. Overall, I was most impressed with the creativity of the magic items in this book.</p><p></p><p>The <em>Eldritch Sorceries</em> chapter contains a variety of new spells. Some are interesting and useful, some even beyond the realm of assassination. <em>Azela's Windows</em> can replay events that the caster has seen, which in the right sort of campaign can be a very useful divination. <em>Combat Fluidness</em> is a potentially useful spell that gives the caster an initiative bonus; however, it invents a new bonus type (<em>arcane</em>) where using an established one like insight or competence would have been preferable to prevent abuse. <em>Eye of the Needle</em> allows a character to slip through very small openings.</p><p></p><p>One thing that was odd about this chapter is that it doesn't bother to add some of these spells to the assassin spell list. Given the subject of the book and the nature of the spells, I found that quite an omission.</p><p></p><p>The book has a rather large selection of creature templates. Most of the templates do not alter the creature type. One that does, the <em>death's assassin</em>, is a failed assassin called back from the dead. I had difficulty taking this one seriously. The described appearance of the creature sounds like it came right out of an ice tea commercial - the skeleton like creature draws snow like flesh to it and gives it a snowman-like appearance.</p><p></p><p>Other templates include the <em>demon driven</em> (a possessed creature created by an assassin cult), the <em>poison child</em> (a humanoid who acquires the ability to resist and secrete poisons), the <em>shadow born</em>, the <em>soulless one</em> (a humanoid that is twisted to destroy its family members), the <em>winter's child</em> and the <em>wirebound</em>. There is a good degree of overlap between the concepts in this chapter and the prestige class chapter.</p><p></p><p>The <em>Murderous Organizations</em> chapter provides a rundown of various organizations that employ assassins, from guilds to cults to secret orders. There is a nice selection here, and the section is fairly rules-light and adaptable.</p><p></p><p>The final chapter, <em>Game Master Tools</em> provide variant rules on assassination and related trades, such as torture. The torture rules are fairly robust and sensible; the only major change that occurs to me is that I would make torture a category of the profession skill vice the craft skill as listed here, as that would make it available immediately to rogues. I am not too impressed with the very concept of the "breaking a creature's neck" rules; this type of thing is best abstracted as an "unarmed death attack"; I do not think it is a good idea to open up a more general method of bypassing the HP mechanic.</p><p></p><p><strong>Conclusion</strong></p><p></p><p>This is a fairly good resource for including assassins in the campaign. It is much broader in scope than Green Ronin's <em>Assassin's Handbook</em>, and provides a nice variety of different game materials and ideas supporting assassins and assassin groups. I was particularly impressed with the magic item section.</p><p></p><p>However, some mechanics struck me as dubious or confusing, especially in the prestige classes chapter where I felt it needed to be strongest. I feel that in terms of both presentation and rules consistancy, this book was a step down from Ambient's <em>Librum Equitis 2</em> and <em>Thee Compleat Librum ov Gar'udok's Necromantic Arts</em>. I disliked some of the conventions the author used in those books, but in those cases it appeared that the author knew the rules and just chose to take a different route. In the case of this book, fumbles like hearkening back to 2nd edition mechanics simply make the authors look naive about the d20 system.</p><p></p><p>Overall, while I would recommend this to anyone looking to develop assassins further in their campaign, I do think some bits need a little retooling.</p><p></p><p><em>-Alan D. Kohler</em></p></blockquote><p></p>
[QUOTE="Psion, post: 2009940, member: 172"] [b]Crimson Contracts: The Assassin's Manifesto[/b] [I]Crimson Contracts[/I] is a [I]d20 System[/I] fantasy rules supplement by Ambient, publisher of such titles as [I]Librum Equitis[/I] and [I]Thee Compleat Librum ov Gar'udok's Necromantic Arts[/I] (soon to see print as [I]Necromancer's Legacy[/I]. [I]Crimson Contracts[/I] presents new rules and options for assassin-type characters. [I]Crimson Contracts[/I] is written by Michael Chapin and Timothy Willard. [b]A First Look[/b] [I]Crimson Contracts[/I] is a 128 page PDF document. Its listed price is $11.95 for a download, but has the trademark RPGnow "permanent special" price of $7.50. The document comes in a zip file with both a screen version and a printer-friendly version. Both cover and interior artwork is by Michael Martin. The cover is color, depicting an intriguing picture of a man with an exotic mask. The interior art is a mixture of color and black-and-white. The color art (used primarily for chapter headers) is fairly decent, but the black-and-white artwork looks rather amateurish. The document makes good use of PDF features, such as a well-organized bookmark section. The addition of a printer friendly version is nice, but only includes replacement pages for the chapter header pages, so printing it out seems like a bit of a hassle. The book makes use of flavor text in which two a henchman proposes each of the assassin types as potential hires to his master, but the master turns most choices down. This chatter is interesting for a while, but after the fifth prestige class or so, it wears a little thin. It started sounding a bit like "Green Eggs and Ham" by the end. The text of some of the class abilities mentioned in the book is a little confusing and unclear, and there are a few blatant spelling errors that I am surprise weren't caught with a spell check. [b]A Deeper Look[/b] [I]Crimson Contracts[/I] is organized into seven chapters. The first chapter provides general background information on assassins and their methodologies, but little in the way rules material. Provided here are a few ideas of different archetypes and personalities of assassins that GMs may find useful when conceiving assassin NPC. The second chapter is where the real meat of the book begins, with rules regarding skills and feats. The skills section provides new uses for several skills (such as using alchemy to invent new toxins and using diplomacy for networking and seduction) as well as new skill categories. The new skill categories for knowledge is probably overdone in that it provides no less than four different knowledge skills related to poison, which is over proliferation of skills in my book. Given the very general nature of skills in D&D, one knowledge skill should have been sufficient to cover all of these topics. The chapter provides a number of new feats useful for assassin-type characters. Some notable entries include: [b][I] -Envenom Spell:[/I][/b] This metamagic feat allows a caster to apply poison to the effects of a spell. The wording of the spell implies that any spell can be so altered, which I find a little too giving. I don't see it making too much sense to be able to envenom a [I]charm person[/I] spell (for example), and being able to use a significant are spell to convey the poison to multiple targets is entirely too giving. A much more reasonable limit would have been to limit the feat to work on spells that cause damage to a single target. [b][I] -Run-by attack:[/I][/b] This feat allows a character to attack a victim while running by. I am not seeing how this feat differs significantly from the core [I]Spring Attack[/I] feat. [b][I] -Themed Repertoire:[/I][/b] This feat causes the character's spells to take on the appearance of a particular theme. This is very similar in concept the [I]spell thematics[/I] feat in [I]Magic of Faerun[/I], and it even uses the exact same example theme: skulls. However, this feat has the very bizarre requirement that spells modified with their feat [I]must[/I] change its energy type. I think if you are taken by the concept of a spell theme, you are better off using the web errata version of the [I]spell thematics[/I] feat from [I]Magic of Faerun[/I]. The third chapter provides new classes, including NPC core classes as well as prestige classes. One new core class is referred to in the table of contents, text, and magic items that apparently got cut from the book: the psionic assassin. The NPC core classes are the brawler, hitman, and thief. The brawler is simply a fighting type with a few bonus feats related to unarmed combat; it seems to me as if the warrior with the proper feat selection effectively fills this role. The hitman and thief are rogue-like NPC classes much in the same vein as FFG's [I]thug[/I] NPC class. It also seems to me that the hitman and thief would best be combined or (better yet) simply handled as rogues. There prestige classes chapter includes 16 assassin-style prestige classes in all, providing a wide variety of methods of assassination. As such exotic threats are the stuff of fantasy, I looked forward gleefully to integrating these classes into the campaign. My heart sank when I read an editor's note to the effect that some classes were deliberately overpowered and should only be used as NPCs. I view this as a severe problem, as balance exists for both PCs and NPCs, and the central concept of the "level" loses its meaning when you create special exceptions for different types of classes. The prestige classes are as follows: [b][I] -Arcane Assassin:[/I][/b] The arcane assassin is an assassin that relies primarily on their spells to get the job done. An arcane assassin has continuing spellcasting advancement at 2/3 the normal rate as well as a number of abilities to help them in their trade, such as sneak attacks and improved spell penetration. The most questionable ability is perhaps the arcane signature ability, which allows the arcane assassin to prepare a signature spell as a quickened spell with no additional slot cost. [b][I] -Brutal Killer:[/I][/b] The least subtle of assassins, the brutal killer is more a fighter type than the stealthy rogue type. The brutal killer is a thinly disguised barbarian variant that gets (weak) spell resistance instead of damage reduction and a few other benefits. [b][I] -Dancer of the Scarves:[/I][/b] An interesting class, the [I]Dancer of the Scarves[/I] is essentially a strange breed of harem girl who have mastered a secret martial art that lets them wield scarves as deadly weapons. The abilities of the class all have very evocative thematic names. One thing that bothers me about the class is it invents its own feint mechanic; the mechanic itself does not bother me, but using the same terminology to describe a different mechanical effect is problematic. Another thing that bothers me is that a maneuver that blinds an opponent refers to the 2nd edition mechanic for blindness (which provided a -4 to hit penalty) as opposed to the third edition mechanic, which is entirely different. [b][I] -Femme Fatale:[/I][/b] The [I]femme fatale[/I] is a seducer of sorts. The class gains spells as well as class abilities that aid in this pursuit. The class entry requirements are bizarre - they require that the character seduce each member of a couple and lures one into killing the other. Further, there are some odd things in the class abilities as well. For example, the class has an ability that, due to her distracting allure, grants a charisma bonus to AC. There are stranger things in the d20 system so I can stand that. It gets stranger still in that it insists that characters that would not normally be attracted to her get the precise same penalty. Finally, it says not a single thing about non-humanoids with respect to this ability. The ability is, as many of these class abilities, insufficiently explained and justified. [b][I] -Fist of Righteousness:[/I][/b] The [I]fist of righteousness[/I] is the basic church avenger type "lawful good assassin." Though the concept does not appeal to me, I know that there are some out there that it would appeal to. The class has spellcasting abilities as well as abilities related to judgment of the victim. The abilities are, unfortunately, too vaguely worded, and if you read into them what I think the author means, entirely too powerful. For example, the [I]juror's mantle[/I] ability lets the character "decide the guilt or innocence based on evidence presented." So, is this decision infallibly accurate. If so, it seems entirely too broad an ability. If not, what is the use of the ability? [b][I] -Hunter of the Damned:[/I][/b] Another "good assassin" archetype, this one a little more palatable. The hunter of the damn seeks out and destroys possessing entities. The class receives spell abilities, and class abilities that allow the character to act directly against a possessing entity. [b][I] -Ice Heart:[/I][/b] One of the more reasonable classes in the book, the iceheart is an assassin that is cold both emotionally and literally. The ice heart slays by means of cold. [b][I] -Little Death:[/I][/b] The [I]little death[/I] are halfling assassins. The class abilities are very close to core assassins, with a few class abilities that let them compensate for or take advantage of, their size. [b][I] -Lord of Insanity:[/I][/b] The lord of insanity is a psionic assassin that specializes in twisting the mind of the victim. Fundamentally an interesting concept and a serviceable class, it has a few flaws. First, the class has its own psionic power advancement, but there is neither a psionic power list nor any indication of which other classes list are to be used. Second, one of the class's abilities inflicts a "chosen insanity" on the victim, but there is no system for specific insanities in the core rules or this book. [b][I] -Master of Toxins:[/I][/b] One of the more reasonable and interesting classes in the books, the master of toxins is specialized in the use of poison. As the master of toxins gains levels, it becomes immune to more poisons, and can eventually exude types of poisons that it is immune to. [b][I] -Necrokiller:[/I][/b] Similar to the arcane assassin, the necrokiller is has continued spellcasting advancement at 2/3 the normal rate. The necrokiller can use the remains of others to assist in assuming disguises. The class is interesting and appears fairly well balanced, though some mechanics are rather non-standard. [b][I] -Phantasmal Assassin:[/I][/b] Another interesting class, the [I]phantasmal assassin[/I] strikes at a victim with phantasmal images and phobias. The class has its own spell list and spell advancement. Once again, the class refers back to a second edition mechanic, the [I]mind bar[/I] psionic ability. [b][I] -Silent One:[/I][/b] Similar to the [I]little death[/I], the [I]silent one[/I] is a slight variant of the core assassin class. The class lacks spellcasting abilities, but has some special abilities related to silence, such as a the ability to silence an opponent struck (presumably to prevent calling out an alarm.) [b][I] -Siren:[/I][/b] Another close variant of the core assassin, the Siren is a female assassin with a strong voice. The sire has a spell list and class abilities more tuned to using their voice as a weapon. [b][I] -Stalker of the Sands:[/I][/b] The [I]stalker of the sands[/I] has some standard assassin abilities, as well as some sand and desert themed special abilities that let them ply their trade. Some abilities lack clarity in how they can be used. For example, it is not clear how many targets can be affected with the [I]sands of sleep[/I] ability, nor how far away from the target it can be used. [b][I] -Stoneheart:[/I][/b] The [I]stoneheart[/I] is a dwarven assassin with earth themed assassination abilities, such as the ability to phase through stone. The prerequisites include a ritual that gives the dwarf some ability modifiers and impressive immunities without any cost to the character; the effects of this ritual would have been much more balanced if its abilities were folded into the class. In addition to the various weaknesses that the classes have, many of them invoke new skill categories that are perhaps too specific and too close to existing categories. For example, I think [I]knowledge (local customs)[/I] can be safely folded under [I]knowledge (local)[/I] and knowledge (religious law)[/I] under [I]knowledge (religion)[/I]. The [I]Tools of the Trade[/I] chapter includes new poisons, diseases, and mundane and magic items of particular use to assassins. The poisons follow the typical pattern for new poisons, including descriptive and game effects. However, the use of game terminology is somewhat inconsistent. For instance, the body text summarizes the effects of [I]beeyurt spice[/I] as being non-lethal stomach cramps, vomiting, and diarrhea, but you have to look in the table to get the game effect ([I]nausea[/I].) The poison [I]bantuvi[/I] summarized the game effects (one point of permanent loss to each ability score) but does not use the standard terminology for this in the table ([I]drain[/I].) The diseases section is particularly flavorful and evocative, though again some parts of the descriptions could use more explicit amplifications in game terms. For example, one otherwise very flavorful disease, [I]shadow blight[/I], invokes different saving throws in the summary than is used in the text. The mundane equipment is generally interesting and useful, providing a variety of benefits for those who take the time who use them, such as a bow silencer that helps and archer shoot in silence and a bladed cloak to foil would-be grapplers. However, a few items raised an eyebrow. For example, an archer glove is stated to provide an initiative bonus when using a bow; this is not a good way to represent speed of readying a weapon as initiative in the d20 system has little to do with weapon speed, and even characters with quick draw or who already have weapons out do not get initiative bonuses. The magic items includes weapon qualities such as [I]heartseeker[/I] (enhances the damage multiplier of the weapon) and [I]phasing[/I] (a cheap version of the [I]brilliant energy[/I] enhancement that can go through stone, wood, or leather, but not metal.) The [I]essence of darkness[/I] potion provides a major bonus to hide rolls, but carries with it the possibility of infection with the [I]shadow blight[/I] disease. The [I]second skin[/I] is a wondrous item with a rather gruesome construction method that can absorb the likeness of a dead person and allow a living person to take their likeness. Overall, I was most impressed with the creativity of the magic items in this book. The [I]Eldritch Sorceries[/I] chapter contains a variety of new spells. Some are interesting and useful, some even beyond the realm of assassination. [I]Azela's Windows[/I] can replay events that the caster has seen, which in the right sort of campaign can be a very useful divination. [I]Combat Fluidness[/I] is a potentially useful spell that gives the caster an initiative bonus; however, it invents a new bonus type ([I]arcane[/I]) where using an established one like insight or competence would have been preferable to prevent abuse. [I]Eye of the Needle[/I] allows a character to slip through very small openings. One thing that was odd about this chapter is that it doesn't bother to add some of these spells to the assassin spell list. Given the subject of the book and the nature of the spells, I found that quite an omission. The book has a rather large selection of creature templates. Most of the templates do not alter the creature type. One that does, the [I]death's assassin[/I], is a failed assassin called back from the dead. I had difficulty taking this one seriously. The described appearance of the creature sounds like it came right out of an ice tea commercial - the skeleton like creature draws snow like flesh to it and gives it a snowman-like appearance. Other templates include the [I]demon driven[/I] (a possessed creature created by an assassin cult), the [I]poison child[/I] (a humanoid who acquires the ability to resist and secrete poisons), the [I]shadow born[/I], the [I]soulless one[/I] (a humanoid that is twisted to destroy its family members), the [I]winter's child[/I] and the [I]wirebound[/I]. There is a good degree of overlap between the concepts in this chapter and the prestige class chapter. The [I]Murderous Organizations[/I] chapter provides a rundown of various organizations that employ assassins, from guilds to cults to secret orders. There is a nice selection here, and the section is fairly rules-light and adaptable. The final chapter, [I]Game Master Tools[/I] provide variant rules on assassination and related trades, such as torture. The torture rules are fairly robust and sensible; the only major change that occurs to me is that I would make torture a category of the profession skill vice the craft skill as listed here, as that would make it available immediately to rogues. I am not too impressed with the very concept of the "breaking a creature's neck" rules; this type of thing is best abstracted as an "unarmed death attack"; I do not think it is a good idea to open up a more general method of bypassing the HP mechanic. [b]Conclusion[/b] This is a fairly good resource for including assassins in the campaign. It is much broader in scope than Green Ronin's [I]Assassin's Handbook[/I], and provides a nice variety of different game materials and ideas supporting assassins and assassin groups. I was particularly impressed with the magic item section. However, some mechanics struck me as dubious or confusing, especially in the prestige classes chapter where I felt it needed to be strongest. I feel that in terms of both presentation and rules consistancy, this book was a step down from Ambient's [I]Librum Equitis 2[/I] and [I]Thee Compleat Librum ov Gar'udok's Necromantic Arts[/I]. I disliked some of the conventions the author used in those books, but in those cases it appeared that the author knew the rules and just chose to take a different route. In the case of this book, fumbles like hearkening back to 2nd edition mechanics simply make the authors look naive about the d20 system. Overall, while I would recommend this to anyone looking to develop assassins further in their campaign, I do think some bits need a little retooling. [I]-Alan D. Kohler[/I] [/QUOTE]
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