No worries. It's fun to work on stuff like this.
Here's my try. There's a smidgeon of Shadowdancer, Assassin, and Divine Seeker in it.
Shadowhand Banite
The Shadowhands are a secret society of worshippers of Bane. The society is run by the Church of Bane and is used to influence events and gain power for Bane’s followers.
Code:
Lvl BAB FRW Special
1st +0 0/2/2 Spells, Dark Gift, Poison Use, Sign of Bane, Aura, Shadowstrike 1/day
2nd +1 0/3/3 Turn Banedead, Sneak Attack +1d6, Darkvision
3rd +2 1/3/3 Shadowstrike 2/day, Summon Shadow (2HD)
4th +3 1/4/4 Shadowjump 20 ft, Shadow Resistance 5
5th +3 1/4/4 Shadowstrike 3/day, Sneak Attack +2d6
6th +4 2/5/5 Shadowjump 40 ft, Summon Shadow (4HD)
7th +5 2/5/5 Shadowstrike 4/day, Shadow resistance 10
8th +6 2/6/6 Shadowjump 80 ft, Sneak Attack +3d6
9th +6 3/6/6 Shadowstrike 5/day, Summon Shadow (6HD)
10th +7 3/7/7 Shadowjump 160 ft, Shadow Resistance 15, Dark Apotheosis
Hit Die: d6
Requirements
To qualify to become a shadowhand banite, a character must fulfil the following criteria.
Alignment: any non-chaotic, non-good.
Base Reflex Save: +4
Patron Deity: Bane
Skills: Knowledge (religion) 3 ranks, Hide 8 ranks, Intimidate 5 ranks, Move Silently 8 ranks, Sense Motive 5 ranks.
Feats: Iron Will, plus either Persuasive or Stealthy.
Special: The character must have been inducted into the Shadowhand guild.
Class Skills
A Shadow-hand Banite’s class skills (and the key ability for each skill) are: Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Tumble (Dex).
Skill Points at Each Level: 4 + Intelligence modifier
Class Features
All of the following are class features of the Shadowhand Banite base class
Weapon and Armour Proficiency: Shadowhand banites are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Shadowhand banites gain no proficiency with any armour or shield.
Shadowstrike (Su): Once per day, a shadowhand banite can tap into the essence of the Plane of Shadow when making a sneak attack to make a Shadowstrike. The shadowhand banite may declare it is making a shadowstrike before using an attack. If the attack hits, the sneak attack damage you deal is half divine damage and half cold damage. In addition, the attack deals 2 points of Strength damage. If you miss with the shadowstrike, that use of the shadowstrike still counts against the number per day.
At 3rd level, and at every odd level thereafter (5th, 7th, and so forth) the shadowhand banite may make a shadowstrike one additional time per day.
Dark Gift (Su): At 1st level, a shadowhand banite can call upon Bane’s power to enhance her stealth and her force of personality. As a move action, he may grant himself a +1 profane bonus per class level on Bluff, Intimidate, Hide, Move Silently, and Sense Motive checks. This benefit lasts for a number of minutes per day equal to ½ the shadowhand banite’s class level (minimum 1 minute). This duration need not be consecutive- the shadowhand banite may break it up into increments as small as
1 round if he so desires. Ending the effect is a free action.
Poison Use: Shadowhand banites are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Aura of Evil and Law (Ex): As servants of Bane, a shadowhand banite’s aura of evil and law (see the detect evil and detect law spells) is equal to his shadowhand banite class level, just like the aura of a cleric with a lawful evil patron deity.
Sign of Bane (Su): A shadowhand banite is recognized by Banedead as an ally of Bane. The effect of the Sign means that Banedead will ignore a shadowhand banite, so long as the shadowhand banite does nothing to harm the Banedead creature. If the shadowhand banite attacks the Banedead, the Banedead will treat the shadowhand banite as they would any other living being. This applies only to the shadowhand banite. If the shadowhand banite is with beings other than other shadowhand banites, the Banedead will react to the rest of the group while ignoring the shadowhand banite.
The shadowhand banite adds his class level to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks against Banedead creatures.
Spells: Beginning at 1st level, a shadowhand banite gains the ability to cast a number of divine spells. To cast a spell, a shadowhand banite must have a Wisdom score of at least 10 + the spell’s level, so a shadowhand banite with a Wisdom score of 10 or lower cannot cast these spells. Shadowhand banite spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the shadowhand banite’s Wisdom bonus (if any).
A shadowhand banite casts spells just as a bard does. Shadowhand banite spells are drawn from the assassin spell list.
Code:
Class Spells per Day Spells Known
Level 1st 2nd 3rd 4th 1st 2nd 3rd 4th -
1st 0 - - - 2 - - - -
2nd 1 - - - 3 - - - -
3rd 2 0 - - 3 2 - - -
4th 3 1 - - 4 3 - - -
5th 3 2 0 - 4 3 2 - -
6th 3 3 1 - 4 4 3 - -
7th 3 3 2 0 4 4 3 2 -
8th 3 3 3 1 4 4 4 3
9th 3 3 3 2 4 4 4 3 -
10th 3 3 3 3 4 4 4 4
Sneak Attack: If a 2nd-level shadowhand banite can catch an opponent while she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. See the Rogue class feature (PHB pg 50) for more details on this class feature.
The extra damage dealt increases by +1d6 at 5th level, and every three levels thereafter (8th, 11th, and so forth). If the shadowhand banite gets this ability from another source (such as rogue levels), the bonuses on damage stack.
A shadowhand banite loses this ability when wearing medium or heavy armour or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Rebuke/Command Banedead (Su): Starting at 2nd level a Shadowhand may Rebuke/Command undead as a cleric with her Shadowhand levels, with the restriction that it only works against Banedead. This amount is added to the effective cleric level for the sake of rebuking/commanding undead if the character already has cleric levels when rebuking Banedead.
Darkvision (Su): At 2nd level, a shadowhand banite can see in the dark as though he were permanently under the effect of a dark vision spell.
Summon Shadow (Su): At 3rd level, a shadowhand banite can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowhand banite, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowhand banite and can communicate intelligibly with the shadowhand banite. Every third level gained by the shadowhand banite adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.
Shadow Jump (Su): At 4th level, a shadowhand banite gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A Shadowhand can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a Shadowhand can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Shadow Resistance (Su): At 4th level, a shadowhand banite becomes inured to the energies of the Plane of Shadow. He gains resistance to cold and negative energy 5. At 7th level, this resistance increases to 10. At 10th level, it increases to 15.
Dark Apotheosis: At 10th level, a shadowhand banite transcends his mortal form and becomes an Outsider with the native subtype. Additionally, the shadowhand banite gains damage reduction 10/ silver and magic. A native outsider can still be raised, reincarnated and resurrected. Native Outsiders breathe, eat, and sleep, unlike true outsiders.
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Hope you like it.
EDIT: Forgot to put Knowledge (religion) and Spellcraft on the skill list.