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Psi-Maiden of Horadrim

Abilities: Dexterity is the most important attributes for assassins, providing for more combat effectiveness, improved defenses, better stealth skills, and improved precision. Intelligence is also useful, granting better manifesting as well as more skills. Constitution is always important for boosting survivability. 

Alignment: Lawful Nuetral

Hit Die: d8

Class Skills: The assassin’s class skills (and the key ability for each skill) are as follows: Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex). 

Skill Points at 1st Level: (6 + Int modifier) x 4. Skill Points at Each Additional Level: 6 + Int modifier 

Class Features Weapon and Armor Proficiencies: Assassins are proficient with all simple weapons, assassin weapons*, hand crossbow, shuriken, and light armor (no shields). * See Claw Mastery for details. 

Power Points/Day: An assassin’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the class progression table. In addition, she receives bonus power points per day if she has a high Intelligence score. Her race may also provide bonus power points per day, as may certain feats and items. A 1st-level assassin gains no power points for her class level, but she gains bonus power points (if she is entitled to any), and can manifest the single power she knows with those power points. 

Powers Known: An assassin begins play knowing one assassin power of her choice. Each time she achieves a new level, she unlocks the knowledge of a new power. Choose the powers known from the assassin power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow an assassin to learn powers from the lists of other classes.) An assassin can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers an assassin can manifest in a day is limited only by her daily power points. An assassin simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points. The Difficulty Class for saving throws against assassin powers is 10 + the power’s level + the assassin’s Intelligence modifier. 

Maximum Power Level Known: An assassin begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, an assassin must have an Intelligence score of at least 10 + the power’s level. 

Claw Mastery (Ex): The assassin is highly well-trained in a few specialized weapons, gaining the ability to make attacks with them through finesse rather than brute force. When wielding an assassin weapon, the assassin may use either her Dexterity modifier or her Strength modifier on melee attack rolls, depending on which is higher. She also gains Weapon Focus as a bonus feat, applying to all assassin weapons. In addition, she gains a +1 bonus to damage with assassin weapons. This bonus can be multiplied by critical hits and replaces the bonus or penalty to weapon damage from her Strength modifier. This bonus increases to +2 at level 3, +3 at level 5, and so on for an additional +1 bonus at every odd level. Assassin weapons are dagger, sickle, kukri, cestus, katar, and claw. Cestus, katar and claw are exotic light melee weapons with qualities as thus: 

 Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Claw 50 gp 1d4 1d6 19- 20/x3 - 1 lb. Slashing Katar 65 gp 1d6 1d8 20/x4 - 1 lb. Piercing Cestus 35 gp 1d3 1d4 18- 20/x2 - 1 lb. Bludgeoning 

 Trapfinding: Like rogues, assassins can use the Search skill to locate traps when the task has a DC higher than 20, and use the Disable Device skill to disable traps with DC higher than 20. This is equivalent to the rogue’s Trapfinding ability. 

 Burst of Speed (Su): At level 2, the assassin can grant herself supernatural speed for short time. As a swift action, the assassin may grant herself an additional move action this turn. This ability may be used a number of times per encounter equal to her Dexterity modifier. Upon reaching 9th level, this ability improves so that she grants herself an additional standard action instead by spending twouses of this ability for that encounter. At 17th level, it reaches its full potential, allowing her to grant herself an additional full-round action (can be changed to standard and move or two move actions) by spending three uses of this ability for that encounter. 

 Doubleclaw (Ex): A 2nd level assassin learns how to properly fight in the traditional style of the Order: with two weapons at once. When wielding an assassin weapon in each hand, she is able to make an offhand attack for every regular attack she makes in a full-attack, at the same base attack bonus. However, doing so incurs a -2 attack penalty to the main hand attack as well as the offhand attack. Whenever she makes a main hand attack, she must decide beforehand if she wants to use this ability and incur the penalty, and she may decide separately for each subsequent main hand attack. 

 Evasion (Ex): At 3rd level and higher, an assassin can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion. 

Weapon Block (Ex): At 4th level, an assassin learns to block attacks when dual wielding assassin weapons, gaining a +1 bonus to shield AC. This bonus increases to +2 at level 8, +3 at level 12, and so on, gaining an additional +1 shield AC at every level divisible by 4. This does not stack with the Two Weapon Defense line of feats. 

 Shadow Warrior (Su): A level 5 assassin gains the ability to manipulate the shadows to create a shadow likeness of herself. Once per day, she may spend 10 minutes to make a copy of herself out of shadow. This Shadow Warrior lasts for 24 hours or until destroyed or unsummoned as a standard action. You may only have one such Shadow Warrior at a time; summoning a new one destroys any previous ones. The Shadow Warrior is a copy of the assassin. It belongs to her race, templates, type, and subtype, with levels in assassin equal to her class levels. Its base ability scores and alignment are the same as hers and its hit points are equal to half her maximum hit points. It does not take on any of the Su, Sp, or Ex qualities of her race or templates, nor does it take on the assassin’s racial hit die, but it does gain all of the non-magical movement types the assassin has. In addition, it also gains the dark template (Tome of Magic), giving it the extraplanar subtype when away from the Plane of Shadow, +10 ft movement speed, Darkvision 60, Superior Low-Light Vision, Hide in 

Plain Sight (Ex) in areas without sunlight or Daylight, and resistance to cold 10. The Shadow Warrior has levels in the assassin class equal to its creator’s class level. It has base attack bonus and base saves equal to that of its creator’s. It does not have power points nor can it manifest powers, but it is treated as a psionic creature. It has ranks in every assassin class skill (besides Knowledge skills) equal to the number of ranks its creator has in that skill, up to its level + 3 for each skill (i.e. if a rogue 3/assassin 5 has 11 ranks in Hide, its level 5 Shadow Warrior can only have 8 ranks in Hide, its maximum for that level). The Shadow Warrior cannot summon a Shadow Warrior or Shadow Master of its own, but it otherwise has access to all of the assassin class features besides manifesting. As long as it is within 60 ft of you and you have access to those abilities, it may use Psychic Hammer or Mind Blast by expending your PP. The Shadow Warrior does not receive feats from its levels and it may speak any language the assassin speaks. The assassin must make a Disguise check when she uses the ability to determine how good the likeness is. A creature familiar with the original assassin might detect the ruse with a successful Spot check (opposed by the assassin’s Disguise check) or a DC 20 Sense Motive check. The Shadow Warrior has the appearance of the assassin’s equipment besides weapons, but they are not really real, functioning items (removing them causes them to vanish, and they do not actually provide bonuses). The Shadow Warrior wields any two assassin weapons, of the assassin’s choice when summoning it, and these weapons are real, though they too disappear if they are not in contact with the Shadow Warrior. The Shadow Warrior may summon another pair as a standard action. These weapons gain a +1 enhancement bonus per every 4 class levels. The Shadow Warrior receives a +1 natural armor bonus per 2 class levels and a +1 resistance bonus to saves per 4 class levels. These bonuses are considered supernatural effects. The Shadow Warrior may be given real equipment, which acts normally under its control. Any creature that interacts with the Shadow Warrior or is subject to one of its abilities can make a will save at DC equal to 10 + 1/2 class level + the assassin’s Int modifier to disbelieve it and realize its true nature. Against a creature that has made its save, the Shadow Warrior’s attacks, including Psychic Hammer and Mind Blast, only do 50% damage. The Shadow Warrior’s nondamaging effects, like Cloak of Shadows or the Psychic Hammer's knockback component, only have 50% chance to work against a creature that has made its save. Real items that it activates, however, like wands and scrolls, work normally without being affected by disbelief. A creature that fails its save takes full damage and full effect from all of the Shadow Warrior’s attacks, and cannot make another save to disbelieve this Shadow Warrior for 24 hours. An assassin’s Shadow Warrior is intelligent and absolutely loyal to her, willing to obey her orders always (it will not attack her even under magical domination). No special telepathic link exists, so command must be exercised in some other manner. A Shadow Warrior has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to shadow and vanishes instantly into nothingness. The assassin may share the effects of her powers with her Shadow Warrior. At the assassin’s option, she may have any power she manifests on herself also affect her Shadow Warrior. The Shadow Warrior must be within 60 feet at the time of manifesting to receive the benefit. If the power or effect has a duration other than instantaneous, it stops affecting the Shadow Warrior if it moves farther than 60 feet away and will not affect the Shadow Warrior again even if it returns to the assassin before the duration expires. Additionally, the assassin may manifest a power with a target of "You" on her Shadow Warrior (as a touch range spell) instead of on herself. If a Shadow Warrior enters an anti-magic field or null psionics field, it must make a will save against DC 20 or instantly vanish to reappear in the same location if the field goes away (assuming its duration has not expired or the assassin has not summoned a new one). If it succeeds the save, it is pushed to the nearest spot directly outside the antimagic zone. If it has spell resistance, treat it as a summoned creature for the purpose of determining whether it can traverse through the field. If its spell resistance fails, it must then make the will save. Fade (Su): At 6th level, an assassin gains the ability to shroud herself in shadows, protecting herself from all adverse effects. Each encounter, for a number of rounds equaling her Intelligence modifier, she may enter this state. These rounds need not be consecutive. She activates this ability using a swift action and deactivates it as a free action. While under the effect of Fade, the assassin has the benefit of concealment as the Blur spell (20% miss chance) and becomes partially see-through, gaining a bonus to her Hide skill equal to her class level for the duration of the effect. Only True Seeing can negate these effects. During those rounds, she also gains Spell Resistance equaling 10 + class level. In addition, she gains the effect of Nondetection, forcing DC 15 + class level caster level checks from anyone attempting to use divinations on her. However, while using Fade, the assassin’s land speed becomes half its original value (at least 5 ft per round) and she may not activate Burst of Speed while under its effect. This ability improves at 14th level so that she becomes incorporeal, acting as if under the effects of the Ghostform spell (Spell Compendium). While this ability lasts, all of her attacks are considered Ghost Touch, allowing her to strike corporeal creatures. She also gains the effect of Mind Blank in place of Nondetection, granting her immunity to all divinations and mindaffecting effects, including True Seeing. Finally, while under Fade, neither the assassin nor her actions can directly trigger any Contingency effect, unless she deliberately chooses to. Psychic Hammer (Sp): A 6th level assassin can use her psychic power to deal a bludgeoning blow upon an enemy’s mind. As a standard action, she may spend any amount of power points up to her manifester level to deal 1d4 points of psychic damage per PP spent to one target within a close range (25 ft + 5 ft per 2 manifester levels). In addition, the target must make an opposed Int check against her, with the assassin gaining a +1 bonus to the check per PP spent. If she wins the check, the target is pushed back one square away from her, plus one extra square per 5 points that her check beats its check. The target provokes Attacks of Opportunity for this movement. This ability is augmentable by spending a further 2 PP to target a 5 ft radius area rather than a specific enemy. The total PP spent still may not exceed your manifester level. Targeting an area this way randomly selects a valid creature in that area and deals this ability’s effects to it. If no such creature exists in the area, this ability does nothing, and the assassin does not lose PP. This ability counts as a mind-affecting effect and if the assassin attempts to use it on a mindless enemy or one immune to mindaffecting, the ability does nothing and she does not lose PP. Cloak of Shadows (Su): At level 8, the assassin gains the ability to cloak herself and her surroundings in darkness. As a swift action once per encounter, she may create a spherical emanation of darkness with a radius of 40 feet, centered on her location at the moment of casting. All creatures within or who enter this spell’s area are blinded while they remain in the area. To anything outside the sphere, nothing can be seen inside of it and all creatures within have total concealment. Even creatures with darkvision cannot see through this supernatural obscurement, although creatures capable of seeing in magical darkness and creatures with True Seeing are not affected by it. Neither the assassin nor her Shadow Warrior or Shadow Master are affected by her own Cloak of Shadows. This effect lasts for 1 round per class level. A [light] spell with spell level over 1/2 the assassin’s class level cast inside the darkness dispels this effect, although the light spell is expended without taking effect. This ability improves at level 15, gaining the effects of Solid Fog in addition to its previous effects within its area for its duration. Now, even creatures with True Seeing or can see through magical darkness cannot see more than 5 feet into the fog. In addition to Solid Fog’s usual abilities, this fog also bears asickening odor and dampens sound and vibrations, reducing the range of any senses that rely on hearing, vibrations, or smell (Scent, Blindsense, Blindsight, etc) to only 5 feet within the fog. Again, the assassin and her Shadow Warrior or Shadow Master are unaffected by the ability. A severe wind disperses the fog portion of the ability in one round, but the darkness portion remains. The darkness can still be dispelled by a [light] spell of suitable level, but doing so leaves the fog portion untouched. Claw Supremacy (Ex): At 11th level, the assassin gains total proficiency with her chosen weapons, gaining Greater Weapon Focus with all assassin weapons. Also, she no longer takes the -2 attack penalty on any of her attacks when making an offhand attack granted by Doubleclaw. Improved Evasion (Ex): At 12th level, the assassin gains the benefit of Improved Evasion. This ability works like evasion, except that while the assassin still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless assassin does not gain the benefit of Improved Evasion. Mind Blast (Sp): An assassin level 18 or higher can fire a blast of pure psychic energy at several enemies at a time. As a standard action, you may pay PP up to your manifester level and select up to one creature per 2 PP spent, no two of which are more than 30 ft apart. Each targeted creature takes 1d4 damage per PP spent and must make a will save at DC 10 + 1/2 PP spent + Int modifier or be stunned for 1 round. Those that fail the saving throw must make an additional will save at the same DC or become confused for 1d4 rounds after the stun period. Shadow Master (Su): At level 20, the assassin is able to create a Shadow Master, a more powerful version of her Shadow Warrior. This replaces her previous ability to summon Shadow Warriors. The Shadow Master is summoned over a fullround action once per day rather than over 10 minutes, and lasts until destroyed or unsummoned as a standard action. You may only have one such Shadow Master at a time; summoning a new one destroys any previous ones in existance. A Shadow Master is equivalent to a Shadow Warrior in every way except as noted. The Shadow Master has your full maximum hit points (rather than half). It is also fully real, and enemies can no longer make a will save to disbelieve it. The Shadow Master mimics the assassin perfectly, removing any possibility of detecting the ruse via a Spot of Sense Motive check. The assassin may communicate with her Shadow Master telepathically and share its senses at will, even so far as controlling it directly, as long as they are on the same plane. If the assassin is sensing through her Shadow Master’s body, she may manifest her powers or use Psychic Hammer or Mind Blast through that body without interfering with the Shadow Master’s actions. The Shadow Master still has no power points of its own, but as long as it is on the same plane as the assassin, it may manifest any power the assassin knows or use Psychic Hammer/Mind Blast by drawing upon the assassin’s PP. The Shadow Master may share the effects of its manifested powers with its creator. At the Shadow Master’s option, it may have any power it manifests on itself also affect the assassin as well. The assassin must be within 60 feet at the time of manifesting to receive the benefit. If the power or effect has a duration other than instantaneous, it stops affecting the assassin if she moves farther than 60 feet away and will not affect the assassin again even if she returns to the Shadow Master before the duration expires. Additionally, the Shadow Master may manifest a power with a target of "You" on the assassin (as a touch range spell) instead of on itself. Like the Shadow Warrior, the Shadow Master has the appearance of wearing the assassin’s equipment but they’re not really functioning items. However, the Shadow Master’s weapons are different; in addition to the normal enhancement bonus every 4 class levels, each weapon also gains one enhancement bonus per 5 class levels to be used only for weapon special abilities. These abilities are set by the assassin when summoning the Shadow Master, and the Shadow Master itself can change the abilities by dropping one or both weapons (causing them to vanish) and summoning another one or pair as a standard action. Unlike the Shadow Warrior, the Shadow Master’s skill ranks are not based upon the assassin’s skill ranks; instead, it has maximum ranks in every assassin class skill (level + 3) besides Knowledge skills. It also gains a +2 enhancement bonus to all ability scores per 10 class levels, a permanent See Invisibility effect, an ever-present Mind Blank, and the Darkstalker feat (Lords of Madness), allowing it to hide from creatures with blindsight, blindsense, scent, and tremorsense. All of these bonuses are considered supernatural and cannot be dispelled.