I wanted desperately to love this product...I really did. I loved Green Ronin's Master Class Assassin for 3.5 and I was waiting for someone to do the assassin for 4th edition properly...alas, this one is a near miss.
Don't get me wrong there is some good stuff here, especially early on. The class structure itself is pretty solid (martial striker, hit points, healing surges, skills build options all are well done). But as soon as you get into powers the wheels begin coming off...
The power problems are varied.
1) Don't use the name of a class feature (Prime Shot) as the name of a power, that's just poor design.
2) Some truly unimaginative power names: Move to Kill, Gut, Disguise? Sometimes brevity is a strength in this case it's not.
3) A duplicated at-will. We get 2 copies of Painful Blow instead of whatever the fourth at-will should have been. This is one the FIRST page of powers and you didn't see this? Come on Emerald Press!
4) The "Gut" ability deals 1d6 ongoing BLEEDING. This should be ongoing damage and for sake of accounting should be a fixed number. The extra roll isn't worth it, just make it a fixed ongoing 3 damage and call it a day. "Bleeding" does not seem to be defined as a key term as seems to be used erroneously in place of damage. This "bleeding" term leads to more trouble as we'll see shortly.
Next we come to paragon paths: Poisoneer (no, not Poisoner), Suicide Striker, and Hood.
All are fairly good but the Poisoneer has a curious 16th level feature... "Poison Mastery" which says you can force the target to re-roll a saving throw once per day and use the lower of the rolls. That's it, end of text. The effect the target is saving from does not have to be generated by the poisoneer nor does it have to be a save resulting from something with the poison keyword. A good ability but what it has to do with Poison Mastery is beyond me.
Next are a handfull of feats (remember I promised we'd have bleeding issues? well, here they are). The Gaping Wound feat says you can now affect elementals and constructs with the 'bleeding' effect. This seems to be one of those 3.5 throwbacks we see every now and then. Elementals and constructs have no particular resistance to ongoing damage so why not call ongoing bleeding "ongoing damage" as it should be and stop gimping the assassin and confusing players.
We wrap up with some pretty nice unique assassin weapons and that's the end. I did not want to be harsh and I was not in a bad mood when I wrote this. I just believe that we've gotten far enough along in the design of 4the edition products in general and class design specifically to not have to do the amount of work it will take most people to make this product truly useful. At a lower price, I'd give this product 3 stars as it may be worth the work to salvage the framework but as is I can't really recommend it.
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