Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
The Assassins Handbook
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Messageboard Golem" data-source="post: 2009510" data-attributes="member: 18387"><p><strong>By Morgan Grover, Executive Director, d20 Magazine Rack</strong></p><p> </p><p>Once again I have returned to the Critic's Corner and sat down. I seldom find myself doing reviews for my lack of analyzing books. More often than not I tend to flip from page to page, section to section, never actually sitting down and reading a book. Something about The Assassins Handbook from Green Ronin caught my attention however. </p><p></p><p>A bit over a week ago I walked into the local bookstore to see what was new, and low and behold, there it sat, The Assassins Handbook. It’s often said that you can’t read a book by it’s cover, but that statement has never been further from the truth as it is here. The cover on this book is amazing. The use of colors make it stick out, while striking you with a creepy sort of fear. The author did an amazing job of getting your eyes to be drawn right down the center of the cover, absorbing the artwork. Kudos to Mr. Sutfin! </p><p></p><p>Now, on to the review eh? The book start’s out throwing the assassin core class right in your face. Keep in mind that this is not for the week of heart, and the assassin is not just a mean rogue in disguise. These guys will lay you open and not even flinch. Able to deliver a Coupe-de grace as a standard action once they reach second level, they are defiantly the type of fellow to avoid; if that is all possible. Bonus feats, languages and sneak attacks round out the basic abilities. </p><p></p><p>Chapter two delves into the “true” assassin prestige classes. The Fida’I are a group of assassins who combine deadly skills with holy beliefs. The Houri charming and proper, while at the same time cruel and murderous. And finally the Shadow Mage, a form of assassin that uses the shadows to their fullest advantage. </p><p></p><p>Chapter three describes many new spells for use in any campaign, but suited well to assassins. Among my favorite are Ghost Blade, Void Armor, and the evil Martyr’s Death, destroying you, and nearly everything else around you! </p><p></p><p>Chapter four introduces some new equipment for assassins and rogues to use. Common items such as wedges and pry bars, along with some more interesting trinkets like the Cloak of Night and the Tricksters Mask. </p><p></p><p>Chapter five covers both a new take on the craft skill (poisons) and over 15 new and deadly feats. Stone Cold Killer, Prone Shot, and Improved Dodge are just a few examples. One thing that I did notice here however was that the Empower Poison and Maximize Poison feats say the exact same benefit ... mistake I believe? I’m guessing the later is actually supposed to be 1 ½ increase. </p><p></p><p>Chapter six is nothing but poisons. Both real world poisons and fantasy poisons. No assassin is worth his shadow without the use of some poisons. This chapter really delivers, giving over 30 different new poisons, each with a full description. </p><p></p><p>Chapter seven take a more in depth look at history of assassins and how they came to be. Two short columns taking a look at Far East assassins as well as European assassins are included. All of this leads straight into the Vultures and Sirats. Two powerful assassin groups. </p><p></p><p>Chapter eight and nine take a nice and in-depth look at the professional Vulture assassins. Describing their organization, kingdoms (7 in all), and the council. Chapter nine looks at hiring Vultures for a job, their contacts, costs, contracts and such. </p><p></p><p>Chapter 10 gives information on the Sirat, also known as Followers of the Straight Path. This group looks to regain that which was lost: the straight path of living. A good and well-written history is provided, as well as some nice maps and other information. Chapter eleven further details the Fida’i, the main class of assassins found in the Sirat. More information on joining the Sirat is available for players. Another whole column is devoted to the Whispered War, a constant battle between the Fida’i and the Vultures. </p><p></p><p>Chapter 12 is full of Assassin NPC’s to throw into any campaign. My favorite among them is Richkreiss Ordule, a human assassin/monk, who would have few problems laying out those troublesome PC’s. </p><p></p><p>Bringing back the core assassin class must have been a chore in itself, but to build upon it like the authors did is outstanding. Nearly every DM will find useful information in the product, whether it be a cruel villain, some mean feats, new poisons, or whatever. With everything said and done, this sourcebook really delivers.</p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product, go to <em>The Critic's Corner</em> at <a href="http://www.d20zines.com" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009510, member: 18387"] [b]By Morgan Grover, Executive Director, d20 Magazine Rack[/b] Once again I have returned to the Critic's Corner and sat down. I seldom find myself doing reviews for my lack of analyzing books. More often than not I tend to flip from page to page, section to section, never actually sitting down and reading a book. Something about The Assassins Handbook from Green Ronin caught my attention however. A bit over a week ago I walked into the local bookstore to see what was new, and low and behold, there it sat, The Assassins Handbook. It’s often said that you can’t read a book by it’s cover, but that statement has never been further from the truth as it is here. The cover on this book is amazing. The use of colors make it stick out, while striking you with a creepy sort of fear. The author did an amazing job of getting your eyes to be drawn right down the center of the cover, absorbing the artwork. Kudos to Mr. Sutfin! Now, on to the review eh? The book start’s out throwing the assassin core class right in your face. Keep in mind that this is not for the week of heart, and the assassin is not just a mean rogue in disguise. These guys will lay you open and not even flinch. Able to deliver a Coupe-de grace as a standard action once they reach second level, they are defiantly the type of fellow to avoid; if that is all possible. Bonus feats, languages and sneak attacks round out the basic abilities. Chapter two delves into the “true” assassin prestige classes. The Fida’I are a group of assassins who combine deadly skills with holy beliefs. The Houri charming and proper, while at the same time cruel and murderous. And finally the Shadow Mage, a form of assassin that uses the shadows to their fullest advantage. Chapter three describes many new spells for use in any campaign, but suited well to assassins. Among my favorite are Ghost Blade, Void Armor, and the evil Martyr’s Death, destroying you, and nearly everything else around you! Chapter four introduces some new equipment for assassins and rogues to use. Common items such as wedges and pry bars, along with some more interesting trinkets like the Cloak of Night and the Tricksters Mask. Chapter five covers both a new take on the craft skill (poisons) and over 15 new and deadly feats. Stone Cold Killer, Prone Shot, and Improved Dodge are just a few examples. One thing that I did notice here however was that the Empower Poison and Maximize Poison feats say the exact same benefit ... mistake I believe? I’m guessing the later is actually supposed to be 1 ½ increase. Chapter six is nothing but poisons. Both real world poisons and fantasy poisons. No assassin is worth his shadow without the use of some poisons. This chapter really delivers, giving over 30 different new poisons, each with a full description. Chapter seven take a more in depth look at history of assassins and how they came to be. Two short columns taking a look at Far East assassins as well as European assassins are included. All of this leads straight into the Vultures and Sirats. Two powerful assassin groups. Chapter eight and nine take a nice and in-depth look at the professional Vulture assassins. Describing their organization, kingdoms (7 in all), and the council. Chapter nine looks at hiring Vultures for a job, their contacts, costs, contracts and such. Chapter 10 gives information on the Sirat, also known as Followers of the Straight Path. This group looks to regain that which was lost: the straight path of living. A good and well-written history is provided, as well as some nice maps and other information. Chapter eleven further details the Fida’i, the main class of assassins found in the Sirat. More information on joining the Sirat is available for players. Another whole column is devoted to the Whispered War, a constant battle between the Fida’i and the Vultures. Chapter 12 is full of Assassin NPC’s to throw into any campaign. My favorite among them is Richkreiss Ordule, a human assassin/monk, who would have few problems laying out those troublesome PC’s. Bringing back the core assassin class must have been a chore in itself, but to build upon it like the authors did is outstanding. Nearly every DM will find useful information in the product, whether it be a cruel villain, some mean feats, new poisons, or whatever. With everything said and done, this sourcebook really delivers. [color=green][b]To see the graded evaluation of this product, go to [i]The Critic's Corner[/i] at [url=http://www.d20zines.com]www.d20zines.com.[/url][/b][/color] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Assassins Handbook
Top