178 Judgment Benefit: You can spend ki point to detect guilty creatures and the degree of their guilt This functions as detect magic, except that it is a mind-affecting effect and targets gain a Will save to avoid being detected A guilty creature is any creature with an Intelligence of or higher that has broken a local law or committed an evil act within day per paleblade assassin level, regardless of its alignment You determine if punishing a guilty creature is justified given the severity of its crime, but even the smallest act could qualify, if you see fit Whether a creature is detected or not, it cannot be targeted by this ability for day If you detects a guilty creature, you gain the following information: 1st Round: The presence or absence of guilty creatures 2nd Round: Number of different guilty creatures, and the strength of the most heinous crime or evil act committed by one of those creatures 3rd Round: The location of each guilty creature and the strength of the worst crime or evil act each has committed In addition, once per day, you can use judgment as an inquisitor of your paleblade assassin level This allows you to make the following judgments Healing, piercing, protection, purity, resiliency, resistance, and smiting You can use judgment twice per day at 8th level, and up to three times each day at 15th level Divine Manifestation: You gain a bonus to your initiative equal to your Charisma modifier Against a guilty creature, a studied target, or a creature against which you are unseen, increase the threat range of your pale blade by after applying other bonuses, such as the keen weapon property Increase the threat range by another at 8th level and again at 15th level Luck Benefit: Once per round, if you fail by or less while attempting an attack, a critical confirmation, a saving throw, or a skill check, you can spend ki point as a free action to add 1d6 to that roll At 8th level, you gain uncanny dodge (or improved uncanny dodge if you alread have uncanny dodge from another source) At 15th level, as an immediate action once per day, you can reroll any one d20 roll that you have just made before the results of the roll are revealed You must take the result of the reroll, even if it’s worse than the original roll As a free action on your turn, you can spend ki points to regain this ability If you have levels in another class that grants uncanny dodge, you can use this ability twice per day Divine Manifestation: As an immediate action, you can spend ki point to force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed The creature must take the result of the reroll, even if it’s worse than the original roll Once a creature has suffered from your effect, it cannot be the target of this divine manifestation again for day At 8th level, you can also use this on d100 rolls At 15th level, you can use this on any roll Each of these effects counts as a separate application, so you can allow your ally to reroll a d20 to attack and also reroll the damage dealt Rage Benefit: You qualify to take barbarian rage powers as paleblade assassin techniques, but those powers only function while in this aspect Rage powers used per rage can be used once per day, or once per rage while using the manifestation of rage When using a full-attack action, you can make one extra attack per round at your highest base attack bonus Until the beginning of your next turn, however, you take a –2 penalty on attack rolls and –4 penalty to AC At 8th level, you can make two extra attacks, but the second is made at a –5 penalty (in addition to the –2 penalty to all attacks) At 15th level, you can make up to three extra attacks, but the third is made at a –10 penalty This otherwise functions and counts as the Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting feats Divine Manifestation: You can enter a rage, as the barbarian class feature, for up to three rounds At the end of those three rounds, you are fatigued for round, after which you can use this ability again You cannot voluntarily end this rage early, and if it is ended early (such as with a calm emotions effect), you are fatigued for round, as above Shadow Benefit: You gain Skill Focus (stealth) as a bonus feat If you can remain unseen by a creature for at least rounds, that creature becomes unaware of your presence As long as a creature is unaware of your presence, your first attack against it deals extra damage equal to your Charisma modifier + 1d6 per paleblade assassin levels (minimum 1d6) This extra damage is precisionbased, and is not multiplied on a critical hit At 8th level, and again at 15th level, reduce the number of rounds you must remain unseen by (to a minimum of round) At each of those levels, you also gain Signature Skill as a bonus feat for your choice of Disable Device, Escape Artist, Knowledge (arcana), Knowledge (planes), Knowledge (religion), Spellcraft, or Stealth Divine Manifestation: You can spend ki points equal to the spell level to cast the following spells as a sorcerer of your paleblade assassin level Regardless of point cost, you cannot cast one of these spells if a sorcerer of your level couldn’t know it 1st—cause fear, chill touch; 2nd—darkness, invisibility; 3rd— deeper darkness, urban step; 4th—greater invisibility; 5th— shadow evocation; 6th—shadow walk; 7th—mass invisibility; 8th—greater shadow evocation; 9th—etherealness (self only) Paleblade Techniques Techniques are divided into categories for easy reference Unless otherwise stated, a paleblade assassin can pick an individual technique only once