The Assassin's Handbook
Authors: David "Zeb" Cook and Wolfgang Baur
Published by:
Green Ronin Publishing
ISBN: 0-9714380-7-2
Stock Number: GRR1301
MSRP: $14.95 US
Page Count: 64 pages
The Assassin's Handbook is the second installment in Green Ronin's Master Class series of books. For those that aren't already aware of the "Master Class" series by Green Ronin, they detail new core classes and ways to support and easily integrate them (new feats, skills, etc.) into your campaign. I am not a big fan of new core classes, unless the concept just *can't* be addressed in a prestige class format. However, it appears that our friends at Green Ronin Publishing appear to be headed in the right direction, as the Shaman was a big hit, and I was hoping to see an assassin class that wasn't so fully-dependent on the rogue class, unlike the assassin prestige class offered in the 3e DMG. With authors like Dave Cook and Wolfgang Baur, I was really excited and pumped for this work, as I'm a big fan of their previous works from the TSR era.
The Assassin's Handbook is an 64 page perfect-bound softcover book priced at $14.95 US -- 16 pages shorter and $2.00 cheaper than the Shaman's Handbook from GRP. I never guessed that 16 additional pages equated to a $2.00 difference, but I'm glad to see GRP didn't keep the same price for a somewhat smaller work. Some other d20 companies... nevermind.
The cover of the Assassin's Handbook was very different from the interior artwork -- it left much to be desired and wasn't nearly as "gripping" as it should have been. The cover (illustrated by Michael Sutfin) depicts an assassin gripping an elf by the hair and delivering the after effects of the "killing blow" to the neck; although the wound itself is not displayed, but blood splatter courses down the opposite side. The assassin seems to be elsewhere, his gaze not even in the direction of his prey. In the background, there is a monolith adorned with a skull, with bolts of blue magical energy shooting skyward (as to why, I have no idea). All in all, it isn't a cover that screams "buy this book" to this reviewer.
The interior artists all easily make up for the lackluster cover. I was very pleased with almost all of the artwork offered by Anthony Waters, Marcio Fiorito, and Michael Phillippi. To be honest, Mr. Waters' images were my least favorite, but still good, while Mr. Phillippi has instantly become one of my favorite B&W artists -- easily the match of many of the best in the industry today. Mr. Fiorito's artwork was simply good... not top notch at any point, but solid all around.
The header fonts of the book have a definite Arabic style to them, the regular text isn't as dense as say
The Book of the Righteous, but overall I would say it is well worth the money. The only borders are on the side of the page and are filled with jawless skulls of different shades.
The Meat of the Work
Chapter One: The Assassin Core Class
Of course, the first chapter details the assassin core class itself. It does a fine job giving a
Player's Handbook feel to the core class, including snippets on why assassin's could seek adventuring roles, characteristics of assassins, alignment, religion, background, races, and how the assassin interacts with other classes (and vice versa). I was pleased to see starting packages for assassins and a very well researched spell list that includes a plethora of new spells unique to this work.
The assassin is given the same base attack bonus progression as the rogue core class, and their "good" save is Reflex, just like the rogue. This seems reasonable.
At 1st level, the assassin receives their first bonus feat, which is repeated again at levels 4, 8, 12, 16, and 20. So far, totally feasible. Assassins also receive a number of bonus languages, but can also learn secret languages like Druidic. Um, why? There is even a "secret sign language" available to only assassins that cannot be learned by outsiders, simply because no assassin would ever teach it to a non-assassin -- ever. Hmm... this sounds like the reasoning behind the druidic secret language, but yet, the assassin class can know it? Very odd. No explanation for an odd rule = an ability of the class that won't be implemented in my games.
At 2nd level, the assassin is given the ability "Killing Blow", which is basically an augmented version of the "coup de grace" attack listed in the PH. This ability can be used more at every four levels and is useless against enemies that are immune to critical hits -- which makes perfect sense. However, the part that I'm not too fond of is the fact that assassins would never be used against undead and other worthy opponents because of this. There are no extra abilities or feats listed in the work that assists the assassin in combating creatures immune to critical hits (there is a heavy theme for poison use, but poison would be useless against these creatures as well). I would have really loved to see a few alternatives offered for opponents immune to critical hits and poison use.
At 3rd level, the assassin is allowed the sneak attack ability of a rogue. It progresses much the same beyond this point as a rogue's sneak attack does.
At 4th level, if the assassin has bonus spells available, he can now implement his spellcasting aspect of the class. David Cook and Wolfgang Baur have given the assassin the use of spellcasting without any explanation as to
why. There is nothing in the flavor text, nor in the small two paragraphs discussing the spellcasting, detailing *why* or *how* the assassin receives this ability. All that is said, is that he must prepare his spells like a wizard, but has the full choice of all available spells as a cleric. Weird.
Ex-assassins: If any assassin becomes good, then he loses the Killing Blow ability. Why? I can think of a number of good-aligned characters, classes, and races in the D&D universe that would have no hesitation in using the Killing Blow ability because of their alignment. The target is flat-footed... you take the shot... simple enough, isn't it? I would suggest axing this reasoning behind ex-assassins altogether. The assassin isn't allowed a "good" alignment due to the fact that he is PAID to kill and slaughter, not the method in which he does it (some may go toe-to-toe with their adversaries, after all). To me, if an assassin becomes good, he is no longer able to accept contracts, but would still retain the class abilities offered in this work.
Chapter Two: Assassin Prestige Classes
In this chapter, you're offered three prestige classes that are supposed to be easily integrated with the assassin core class. The main problem of this chapter is that only two of them do this, while the first offered (the fida'i) simply doesn't.
The Fida'i: These are zealous, ruthless holy warriors who are required to have total devotion to their cause. Chapters Ten and Eleven go further into how and why an assassin could take this prestige class, but the abilities of the class in Chapter Two simply don't seem "assassinsh" enough, if at all. If one were to judge the abilities of this prestige class and guess what core class it would work best with, one would naturally assume any of the divine class, of which the assassin is not. As a side note, the prestige class itself is sound enough and the abilities are balanced, while the requirements needed to take the class are logical.
The Houri: The seductive assassin, the alluring assassin, the new lover that kills. Personally, this is my favorite of the three prestige classes offered. All of the abilities are perfectly designed and I can really see the more
role-playing oriented players frothing at the mouth to try this one out in their games. Very well done.
The Shadow Mage: Well, I was surprised to see such a generic name for this class, when we are given two very arabic-styled names for the two previous ones. However, like the Houri, this is a well thought out prestige class. When some people think of the "fantasy assassin", as opposed to their real-life counterparts, the Shadow Mage will probably fit their imaginings quite well. My only real complaints about this class are: the simple name and the fact that these mages focus on "shadow magic" per se and are given a couple of nifty shadow-flavored abilities, but there isn't any additional affect for their own magics due to their shadow nature.
Chapter Three: Spells
In this chapter, you'll find 16 new spells for your new assassin core class. The 16 spells divided up by level are:
1st level:
Distraction, Fast Escape, Forget, and Shadow Hands.
2nd level:
Part Crowd.
3rd level:
Poison Food or Water, Ghost Blade, Shadow Bolt, and Smoke Form.
4th level:
Choking Shadows, Force Armor, Martyr's Death, Poison Blade, Shadow Blade, Steal Identity, and Void Armor.
The majority of these spells are well conceived, balanced, and original. However, there are a few broken ones:
Force Armor: There is no mention of whether this spell's benefit to AC stacks with or overlaps any natural armor, or armor worn. An experienced DM, or a player that is familiar with the general rules of 3e could discern for himself easily enough, but I'm willing to bet not every owner of this book will be that way.
Martyr's Death: There is simply no possible way that a 4th level spell could potentially kill every creature within 30 feet of the spellcaster (who must give his life to power the spell). For those that succeed at their Fortitude saves to resist the death effect, they still receive 1d12 damage per level of the caster, which includes non-spellcaster levels. Now, if the editor would check the average damage dice per level table offered in the DMG, then they would have realized that this amount of damage at d12 level is just too much. This spell is 100% broken and needs major overhaul.
Part Crowd: I have major troubles allowing a simple 2nd level spell to affect up to fifty creatures without any saving throw offered. It doesn't matter that there could be 50
20th level creatures affected by this spell, as the text doesn't designate a difference with power levels. I believe I know the reason why this spell is over-powered and sitting at 2nd level -- they simply needed a 2nd level spell to fit the empty slots. Now at 3rd or 4th level and a level cap of those affected, this would be a sweet spell...
Now please, don't misunderstand me here, as I love the majority of these spells, I just felt like I should point out a few of the "broken" ones.
Chapter Four: Equipment
In this chapter, you'll be treated with 7 Special and Superior Items: Marching Powder, Masterwork Pry Bar, Opium (yes friends, drugs are afoot), Poison Tooth, Rope Ladder Belt, Traveling Chest, and Wedges (thank goodness that the old 1e door spikes (wedges) have returned to 3e).
You'll also find 11 new magic items, three of which are weapons: Shadow Dagger, Shadow Sword, and Subtle Knife. The other 8 magical items are wondrous items: Black Lotus Incense, Cauldron of Poison, Cloak of Night, Hashish of Paradise, King's Cup, Queen's Plate, Safe Conduct Papers, and the Trickster's Mask.
All of the items presented in this short chapter (only two pages), are easily adaptable into any campaign and are well balanced. My apologies to those that are already sick of hearing me spout "well balanced", but it is a key figure I always check for. Also, I would like to applaud GRP for allowing the authors to use drugs in this section, as I believe every element of real life that can be applied to the D&D game, should be applied.
Chapter Five: Skills and Feats
The only skill in this chapter is an augmented version of the Craft skill: Craft (Poison). It has been handled very well and I'm glad to see that poison wasn't an entirely new and unneccessary skill, like so many d20 publishers today would try.
The new feats are: Death From Above (you jump on an opponent as part of a charge attack), Deep Cover (the James Bond feat), Extend Poison, Eavesdrop, Empower Poison, Glib Tongue (making it easy to bluff a specific person the first time, but harder each additional time you try), Improved Dodge, Maximize Poison, Poison Focus, Poison Use (no more nasty risks for handling poison), Prone Shot (receive a bonus to ranged attacks while prone), Quick Change (like Quick Draw, but with disguises), Quicken Poison, Shadow Focus, Stone-Cold Killer, and Weapon Panache (trading your Str modifier to hit for your Cha modifier).
You can recognize the influence of previously-published spell-related feats (Empower Spell, Spell Focus, Maximize Spell, etc.), but the above are related to mainly poison use, or specialized shadow spells. While some people could view this as a waste of space, I'm thankful that a publisher has given these generic types a chance in newer roles (poisons and the like) and not just restricted to spells and psionics.
My only real gripe about any of the feats applies to Improved Dodge, which was already touched upon by name, if not similar content, by Mongoose Publishing.
Chapter Six: Poisons
In this chapter, you're introduced to a number of real life poisons that can be adapted to the D&D game and a host of new fantasy-based poisons. You're given onset times, Craft DCs, and tables that detail types, save DCs, initial and secondary damages, and the cost of each poison to purchase.
Real-world poisons include: Amantia, Arsenic, Belladonna, Black Widow Venom, Botulin, Cobra Venom, Curare, Cyanide, Digitalis, Dumb Cane, Fugu Toxin, Hemlock, Poison Dart Frog Toxin, Ricin, Sallamander Poison, Shellfish Toxin, Stonefish, Tarantula Venom, and Wolfsbane.
My main complaint with the real-world poisons: many of the DCs pale in comparison to the fantasy poisons, almost making them worthless in comparison.
Fantasy poisons include: Angel Kiss, Bitch's Brew (watch out GRP, the female gamers of the world are going to lynch you, lol), Blackrot, Demon's Blood, Mummy Dust, Necropotent Elixir, Nevermore, Prophet's Tongue, Sinner's Scythe, Sword of God, Taint of Shadow, and Wine From Death's Goblet.
You'll find many of the fantasy poisons more than capable of dispatching characters at most any level.
Chapter Seven: Among Shadows & Blood
This chapter is more akin to that of an encyclopedia of the real world and the introduction and general implementations of assassins, ranging from the Far East to Europe. This chapter is a font of assassin information and any player or DM wishing to add the assassin in their game (either via the core class offered in this book, or the prestige class in the DMG), would benefit from the reading. You'll also find a small introduction to the two brotherhoods discussed later in the book: the Vultur and the Sirat.
Chapter Eight: The Vultur
This chapter details the Vultur: the organization itself, their seven kingdoms, their regents, their councils -- everything one needs to know in order to incorporate this society into their campaigns.
Chapter Nine: The Vultur Among You
I believe this chapter could have been incorporated with the previous chapter. You'll find information on hiring the Vultur, communicating with them and how to handle your "contacts" within the organization, and even joining the order itself and the Code that it forces every member to uphold.
Chapter Ten: The Sirat
This chapter discusses how the Sirat came to exist (the prophet Karol), the doctrine that they hold, their homes (the Valleys of the Sirat), the Eagle's Eye (the home of the current Lord of the Mountain), the Seven Citadels, and information about the Lord of the Mountain himself.
Chapter Eleven: The Fida'i
As I noted earlier in this review, this is the chapter that fully fleshes out the Fida'i prestige class and how it could be integrated with assassins. However, there is nothing in this text that hinders the arguement that the Fida'i special abilities are anything else than divinely-based only. In fact, once I finished reading this chapter, I was convinced that the Fida'i were like the Al-Queda assassins of 9/11 -- religious zealouts that care nothing for human life and desire to be martyrs for their "faith". Not to turn this review into a political witch-hunt of the authors or GRP, but I was left disgusted of the class and personally won't allow any of my players to take it. But again, this is the D&D game and every element needs to be addressed, but this will only happen from the NPCs of my game.
Chapter Twelve: Assassin NPCs
In this chapter, you will find 8 assassin-based NPCs that are all fully-fleshed out and quite ready to be "plug and played" into your campaign. All of the NPCs have backgrounds tied into the last few chapters of the book, so if you don't wish to drop those organizations into your campaign, then you'll have to do a little alterations to these NPCs.
Conclusion:
Well, I was somewhat disappointed by the Assassin core class and the Fida'i prestige class, which makes the number of playable classes without any needed alterations equal to the number of classes that are in need of some slight help. However, the extensive poison lists, feats, new spells, equipment (mundane and magical), were all too tasty and crunchy for me to look at this work as anything less than "good".
I would suggest that GRP give their newer releases a few more read-overs, as I noticed more than a few editoral gaffs, and even a failed "cut and paste". Also, a few of the d20 mechanics need to be tended to, but all in all, the ideas and the rest of the work were just darn good. While not everyone will enjoy the fact that over half of this work is devoted to "fluff" and not "crunchy bits", I am more than pleased with the "fluff" I read and every organization offered in this tome will see playing time in future games of mine.
-Chester G. Douglas II
Reviwer's Edit: You'll find a web enhancement for this work available
here.