The assimilator adapts others into their Collective through the process of “assimilation”. Forcibly transforming individual beings into “drones” by injecting nanoprobes into their bodies and surgically augmenting them with cybernetic components. The assimilator’s ultimate goal is “achieving perfection”.
The assimilator is an archetype of the psychic class, available only to shindroid psychics.
Force Field
At 1st level, an assimilator gains the the Force Field feat.
This ability replaces sense thoughts.
We Are the Shindroid (Su)
At 2nd level, if an assimilator has his force field up, the first time he takes elemental damage, he gains resist 5 to that element immediately after taking damage. This resistance lasts until he takes elemental damage of a different type, then he gains resist to that element (and so on and so forth). This resistance increases to 10 at 12th level.
This ability replaces split brain I and split brain II.
Assimilation Ray (Su)
At 3rd level, an assimilator can fire a nanite probe to damage and infect a foe. As a standard action, the assimilator can make a ranged touch attack at a creature within 30 ft. that deals 1d4 points of non-elemental damage + 1 point of Charisma damage to the creature struck. At 6th level and every three psychic levels thereafter, the damage increases by 1d4 and 1 additional point of Charisma damage. A creature damaged by this can make a Fortitude save (DC 10 + half of the psychic’s level + his Intelligence modifier) to negate the Charisma damage. A creature reduced to 1 or less Charisma score becomes a drone and joins the Collective. This Charisma damage never heals on its own, requiring restore spells to restore the damage. However, once a creature becomes a drone, restore-line spells no longer work and their Charisma remains at 1 forever, until death. The only way to restore a creature is to kill them and full-raise them. Once a creature becomes a drone, it gains a free cybernetic (up to 5,000 gil), based on their Intelligence and Constitution scores. The drone follows the assimilator to the best of their ability, following the hivemind commands. Only humanoid creatures can become drones. The only talents that may affect this ability are Additional Mind Blast and Greater Additional Mind Blast. An assimilator may only command 2 HD worth of drones per psychic level. If he exceeds this number, all the newly assimilated creatures fall under his command, and any excess drones previously assimilated become uncontrolled. He chooses which creatures are released. In addition, the assimilator cannot convert a creature into a drone unless they are the same hit dice or lower than him.
This ability replaces mind blast.
Collective (Su)
At 3rd level, an assimilator learns to use their nanites to connect unwilling minds through an internal network. As a standard action, an assimilator can join a number of drones into his collective equal to his Intelligence modifier or half his psychic level, whichever is higher. The assimilator must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per psychic level). The assimilator is always considered a member of his own collective, and does not count against this limit.
Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. An assimilator is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see hivemind, below).
If a member of the collective dies, the member is removed from the collective and the assimilator must make a Fortitude save (DC 15) or lose 1 phrenic point for every 5 Hit Dice (minimum of 1) of the fallen member and be sickened for an equal number of rounds.
- At 15th level, an assimilator’s collective range is limitless on the same plane as the assimilator.
- At 19th level, an assimilator’s collective reaches even across to other planes and dimensions.
In addition, whenever a member of the assimilator’s collective could regain lost hit points or ability damage, the assimilator may choose to redirect any or all of that healing to one or more other members of the collective as a free action. This can transfer instantaneous healing (such as a cure spell), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).
An assimilator may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, spells, or other such effects. Healing from long term care or natural healing cannot be transferred in this way.
This ability replaces a phrenic amplification gained at 3rd level.
Resistance is Futile! (Su)
Starting at 4th level and every five psychic levels thereafter, the DC of the assimilator’s assimilation ray increases by 1.
This ability replaces thinkmodes.
Unhindered Assimilation (Su)
At 7th level, as a swift action, an assimilator may spend 1 phrenic point for his assimilation ray to ignore deflection bonuses to AC.
This ability replaces a phrenic amplification gained at 7th level.
Hivemind (Su)
At 7th level, an assimilator shares a hivemind that connects instantly within his Collective. All members of the Collective immediately share all thoughts with the assimilator while attached to the Collective.
This ability replaces telepathy.