Alfray Stryke
2011-03-24, 10:44 AM
Wrote this up some time ago, though haven't done too much work on the fluff as my degree has gotten in the way. Based it off the Anima Mage, but unsure of the power level.
Edit: New 14th level version.
Shadow Manipulator
I will write fluff later.
Entry Requirements
Alignment: Any nongood
Skills: Bluff 4 ranks, Concentration 6 ranks, Knowledge (the planes) 9 ranks, Spellcraft 6 ranks
Feats: Ignore Special Requirements, Shadow Cast
Mysteries: Ability to cast 2nd-level mysteries
Special: Ability to bind a 2nd-level vestiges
Hit Die: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soul Binding|Mysteries
1st|
+0|
+2|
+0|
+2|Sustaining shadow (eat 1 meal/week)|Soul Binding +1|+1 level of existing class
2nd|
+1|
+3|
+0|
+3|Shadow of the Vestige|Soul Binding +2|+1 level of existing class
3rd|
+1|
+3|
+1|
+3|Shadow Vision|Soul Binding +3|+1 level of existing class
4th|
+2|
+4|
+1|
+4|Pact Augmentation +1|Soul Binding +4|+1 level of existing class
5th|
+2|
+4|
+1|
+4|Shadow Binding (apprentice)|Soul Binding +5|+1 level of existing class
6th|
+3|
+5|
+2|
+5|Sustaining shadow (sleep 1 hour/day)|Soul Binding +6|+1 level of existing class
7th|
+3|
+5|
+2|
+5|--|Soul Binding +7|+1 level of existing class
8th|
+4|
+6|
+2|
+6|Pact Augmentation +1|Soul Binding +8|+1 level of existing class
9th|
+4|
+6|
+3|
+6|Shadow Binding (initiate)|Soul Binding +9|+1 level of existing class
10th|
+5|
+7|
+3|
+7|Sustaining shadow (immune to poison/disease)|Soul Binding +10|+1 level of existing class
11th|
+5|
+7|
+4|
+7|--|Soul Binding +11|+1 level of existing class
12th|
+6|
+8|
+4|
+8|Pact Augmentation +1|Soul Binding +12|+1 level of existing class
13th|
+6|
+8|
+5|
+8|Shadow Binding (master)|Soul Binding +13|+1 level of existing class
14th|
+7|
+9|
+5|
+9|Sustaining shadow (no need to breathe, eat, or sleep), Shadow Form |Soul Binding +14|+1 level of existing class [/table]
Class Skills (2 + Int mod): Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (the planes), Profession, Spellcraft, Sense Motive.
Soul Binding Bonus: At each shadow manipulator level, your soul binding ability improves as if you had also gained a level in the binder class. Your shadow manipulator levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.
Mysteries: At each level and every level thereafter, you gain new mysteries per day and an increase in caster level (and mysteries known, if applicable) as if you had also gained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you had more than one casting class before becoming a shadow manipulator, you must decide to which class to add each level for the purpose of determining mysteries per day, caster level, and mysteries known.
Sustaining Shadow (Ex): Your bond to the Plane of Shadow continues to grow in strength, mitigating certain biological needs. You need eat only a single meal per week to maintain health. At 6th level, you only need 1 hour of sleep per night (but you must still rest for 8 hours to regain your mysteries for the next day). At 10th level, you gain immunity to nonmagical diseases and poisons. Finally, at 14th level, you no longer need to breathe, and need never eat or sleep.
Shadow of the Vestige (Su): At 2nd level, you learn how to manipulate a bound vestige's shadow on the Plane of Shadow. With this ability, you can choose to forego gaining one of the vestige’s granted abilities in order to become immune to critical hits and flanking.
You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a –5 penalty on your binding check. If you make a good pact despite this penalty, you become immune to critical hits and flanking while the vestige is bound. If you make a poor pact (that is, you fail your binding check), you do not gain this ability and you still give up the designated ability for the day.
When you use this ability and make a good pact, you sever a portion of the bound vestige’s awareness of the world that it would normally receive through you. The vestige being bound expects to be able to experience life through its binder, but when you make a good pact, you partially suppresses the benefit the vestige receives, making it uncomfortable and angry.
Shadow Vision: You gain Shadow Vision as a bonus feat.
Pact Augmentation (Su): At 4th, 8th and 12th level, you may select one additional ability from the list of pact augmentation abilities available to binders (ToM, p. 11) and from the list presentation below. These abilities stack with any you receive from your other binder levels.
Pact Augmentation Abilities (Each may be choosen once.)
+10 feet to all modes of movement.
Superior low-light vision.
+6 Racial bonus on Hide checks.
+6 Racial bonus on Move Silently checks.
Shadow Binding (Su): At 5th level you gain the ability to use your bond to the Plane of Shadow and the vestiges you bind to influence each other. Once per day you may make use of one of the following:
Sacrificial Mystery: You may expend a daily use of a mystery to gain a bonus to a binding check equal to the level of the mystery sacrificed. At 5th level you may only sacrifice apprentice mysteries, at 9th level you may sacrifice initiate mysteries and finally at 13th level you may sacrifice master mysteries.
Bind the Shadows: You strengthen the bond between the Plane of Shadow and your soul, binding yourself partially to it. Starting at 5th level you may make a DC 25 binding check to gain access to an apprentice path as supernatural abilities for 24 hours, this counts as one of the bound vestiges per day. These mysteries may not be cast with any bonus mysteries per day you may have due to having a high Charisma score nor do you gain a bonus feat for completing a path. As well this ability cannot give you mysteries of a higher level than you can currently cast. At 9th level you may make a DC 30 binding check to gain access to an initiate path and at 13th level you may make a DC 35 binding to gain access to a master path, in the same way.
Shadow Form (Su): At 14th level, you gain the ability to assume an incorporeal state, as a swift action, for a number of rounds per day equal to your shadow manipulator level plus your charisma modifier. Thus a 14th level shadow manipulator with a charisma of 28 may be incorporeal for 23 rounds per day. You may turn incorporeal on a number of different occasions during any single day, as long as the total number of rounds spent in this state does not exceed the limit stated. While you are incorporeal you also gain a fly speed equal to your base land speed with perfect maneuverability. Resuming your normal state is a swift action.
Previous 10 level versionEntry Requirements
Alignment: Any nongood
Skills: Bluff 4 ranks, Concentration 5 ranks, Knowledge (the planes) 9 ranks, Spellcraft 5 ranks
Feats: Ignore Special Requirements, Shadow Cast
Mysteries: Ability to cast 3rd-level mysteries
Special: Ability to bind a 3rd-level vestiges
Hit Die: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soul Binding|Mysteries
1st|
+0|
+2|
+0|
+2|--|Soul Binding +1|+1 level of existing class
2nd|
+1|
+3|
+0|
+3|Shadow of the Vestige|Soul Binding +2|+1 level of existing class
3rd|
+1|
+3|
+1|
+3|Shadow Vision|Soul Binding +3|+1 level of existing class
4th|
+2|
+4|
+1|
+4|Shadow Binding (apprentice)|Soul Binding +4|+1 level of existing class
5th|
+2|
+4|
+1|
+4|Pact Augmentation +1|Soul Binding +5|+1 level of existing class
6th|
+3|
+5|
+2|
+5|Sustaining shadow (sleep 1 hour/day)|Soul Binding +6|+1 level of existing class
7th|
+3|
+5|
+2|
+5|Shadow Binding (initiate)|Soul Binding +7|+1 level of existing class
8th|
+4|
+6|
+2|
+6|Pact Augmentation +1|Soul Binding +8|+1 level of existing class
9th|
+4|
+6|
+3|
+6|Sustaining shadow (immune to poison/disease)|Soul Binding +9|+1 level of existing class
10th|
+5|
+7|
+3|
+7|Shadow Binding (master)|Soul Binding +10|+1 level of existing class [/table]
Class Skills (2 + Int mod): Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (the planes), Profession, Spellcraft, Sense Motive.
Soul Binding Bonus: At each shadow manipulator level, your soul binding ability improves as if you had also gained a level in the binder class. Your shadow manipulator levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.
Mysteries: At each level and every level thereafter, you gain new mysteries per day and an increase in caster level (and mysteries known, if applicable) as if you had also gained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you had more than one casting class before becoming a shadow manipulator, you must decide to which class to add each level for the purpose of determining mysteries per day, caster level, and mysteries known.
Shadow of the Vestige (Su): At 2nd level, you learn how to manipulate a bound vestige's shadow on the Plane of Shadow. With this ability, you can choose to forego gaining one of the vestige’s granted abilities in order cast mysteries using the vestige's shadow, allowing you to ignore any spell failure chance for your mysteries that function as spells from light armour. Thus, if you bind the vestige Dantalion (ToM, p. 28), you could give up the read thoughts ability he grants you to be able to cast any mysteries that function as spells without any chance of failure while wearing light armour, while he is bound.
You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a –5 penalty on your binding check. If you make a good pact despite this penalty, you can ignore any spell failure chance for your mysteries that function as spells from light armour in exchange for the ability you gave up. If you make a poor pact (that is, you fail your binding check), you do not gain this ability and you still give up the designated ability for the day.
When you use this ability and make a good pact, you sever a portion of the bound vestige’s awareness of the world that it would normally receive through you. The vestige being bound expects to be able to experience life through its binder, but when you make a good pact, you partially suppresses the benefit the vestige receives, making it uncomfortable and angry.
Shadow Vision: You gain Shadow Vision as a bonus feat.
Sustaining Shadow (Ex): Your bond to the Plane of Shadow continues to grow in strength, at 6th level, you only need 1 hour of sleep per night (but you must still rest for 8 hours to regain your mysteries for the next day). At 9th level, you gain immunity to nonmagical diseases and poisons.
Shadow Binding (Su): At 4th level you gain the ability to use bond to the Plane of Shadow and the vestiges you bind to influence each other. Once per day you may make use of one of the following:
Sacrificial Mystery: You may sacrifice a mystery to gain a bonus to a binding check equal to the level of the mystery sacrificed. At 4th level you may only sacrifice apprentice mysteries, at 7th level you may sacrifice initiate mysteries and finally at 10th level you may sacrifice master mysteries.
Bind the Shadows: You strengthen the bond between the Plane of Shadow and your soul, binding yourself partially to it. Starting at 4th level you may make a DC 25 binding check to gain access to an apprentice path as supernatural abilities for 24 hours, this counts as one of the bound vestiges per day. These mysteries may not be cast with any bonus mysteries per day you may have due to having a high Charisma score nor do you gain a bonus feat for completing a path. As well this ability cannot give you mysteries of a higher level than you can currently cast. At 7th level you may make a DC 30 binding check to gain access to an initiate path and at 10th level you may make a DC 35 binding to gain access to a master path, in the same way.
Pact Augmentation (Su): At 1st, 5th and 8th level, you may select one additional ability from the list of pact augmentation abilities available to binders (ToM, p. 11). These abilities stack with any you receive from your other binder levels.
Edits:
1) Fixed typo in Fort Save column.
2) Replaced with 14 level version. Changes include;
Altering entry requirements and adding additional abilites. Shadow of the Vestige now gives immunity to critical hits and flanking.
Important Note:
This class was designed with the following unofficial fixes for the shadowcaster in mind;
1) Charisma determines the DC to save against your mysteries. Intelligence determines the highest level mystery you can cast.
2) Grant bonus mysteries per day based on Charisma. These would work just like bonus spells. For instance, if your Cha is 14, you can cast one extra mystery of 1st-level equivalent and one of 2nd-level equivalent per day. (Note that each mystery does give an equivalent level, even though you don't learn them by level.)
3) Eliminate the rule that says you have to take mysteries in a given Path in order. If you want to jump around, so as to broaden your versatility, you can.
4) Within a category—Apprentice, Initiate, Master—you must have at least two mysteries of any given level before you can take any mysteries of the next higher level. For instance, you must have two 1st-level mysteries before you can take any 2nds, and at least two 2nds before you can take any 3rds.
5) Eliminate the rule that says you get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete. Thus, while you are no longer required to take the entirety of a given Path, there's still encouragement to do so.
6) You may “swap out” mysteries, just as a sorcerer does spells known. If you “un-complete” a Path in this way, however, you lose access to the bonus feat you gained from completing that Path. (You can regain access by re-completing the Path, completing a different Path and choosing that feat as your new bonus, or selecting that feat as a normal feat at your next opportunity.)
7) Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Cha. This makes them useful even against high-HD opponents, and follows the pattern for other supernatural abilities.
Edit: New 14th level version.
Shadow Manipulator
I will write fluff later.
Entry Requirements
Alignment: Any nongood
Skills: Bluff 4 ranks, Concentration 6 ranks, Knowledge (the planes) 9 ranks, Spellcraft 6 ranks
Feats: Ignore Special Requirements, Shadow Cast
Mysteries: Ability to cast 2nd-level mysteries
Special: Ability to bind a 2nd-level vestiges
Hit Die: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soul Binding|Mysteries
1st|
+0|
+2|
+0|
+2|Sustaining shadow (eat 1 meal/week)|Soul Binding +1|+1 level of existing class
2nd|
+1|
+3|
+0|
+3|Shadow of the Vestige|Soul Binding +2|+1 level of existing class
3rd|
+1|
+3|
+1|
+3|Shadow Vision|Soul Binding +3|+1 level of existing class
4th|
+2|
+4|
+1|
+4|Pact Augmentation +1|Soul Binding +4|+1 level of existing class
5th|
+2|
+4|
+1|
+4|Shadow Binding (apprentice)|Soul Binding +5|+1 level of existing class
6th|
+3|
+5|
+2|
+5|Sustaining shadow (sleep 1 hour/day)|Soul Binding +6|+1 level of existing class
7th|
+3|
+5|
+2|
+5|--|Soul Binding +7|+1 level of existing class
8th|
+4|
+6|
+2|
+6|Pact Augmentation +1|Soul Binding +8|+1 level of existing class
9th|
+4|
+6|
+3|
+6|Shadow Binding (initiate)|Soul Binding +9|+1 level of existing class
10th|
+5|
+7|
+3|
+7|Sustaining shadow (immune to poison/disease)|Soul Binding +10|+1 level of existing class
11th|
+5|
+7|
+4|
+7|--|Soul Binding +11|+1 level of existing class
12th|
+6|
+8|
+4|
+8|Pact Augmentation +1|Soul Binding +12|+1 level of existing class
13th|
+6|
+8|
+5|
+8|Shadow Binding (master)|Soul Binding +13|+1 level of existing class
14th|
+7|
+9|
+5|
+9|Sustaining shadow (no need to breathe, eat, or sleep), Shadow Form |Soul Binding +14|+1 level of existing class [/table]
Class Skills (2 + Int mod): Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (the planes), Profession, Spellcraft, Sense Motive.
Soul Binding Bonus: At each shadow manipulator level, your soul binding ability improves as if you had also gained a level in the binder class. Your shadow manipulator levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.
Mysteries: At each level and every level thereafter, you gain new mysteries per day and an increase in caster level (and mysteries known, if applicable) as if you had also gained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you had more than one casting class before becoming a shadow manipulator, you must decide to which class to add each level for the purpose of determining mysteries per day, caster level, and mysteries known.
Sustaining Shadow (Ex): Your bond to the Plane of Shadow continues to grow in strength, mitigating certain biological needs. You need eat only a single meal per week to maintain health. At 6th level, you only need 1 hour of sleep per night (but you must still rest for 8 hours to regain your mysteries for the next day). At 10th level, you gain immunity to nonmagical diseases and poisons. Finally, at 14th level, you no longer need to breathe, and need never eat or sleep.
Shadow of the Vestige (Su): At 2nd level, you learn how to manipulate a bound vestige's shadow on the Plane of Shadow. With this ability, you can choose to forego gaining one of the vestige’s granted abilities in order to become immune to critical hits and flanking.
You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a –5 penalty on your binding check. If you make a good pact despite this penalty, you become immune to critical hits and flanking while the vestige is bound. If you make a poor pact (that is, you fail your binding check), you do not gain this ability and you still give up the designated ability for the day.
When you use this ability and make a good pact, you sever a portion of the bound vestige’s awareness of the world that it would normally receive through you. The vestige being bound expects to be able to experience life through its binder, but when you make a good pact, you partially suppresses the benefit the vestige receives, making it uncomfortable and angry.
Shadow Vision: You gain Shadow Vision as a bonus feat.
Pact Augmentation (Su): At 4th, 8th and 12th level, you may select one additional ability from the list of pact augmentation abilities available to binders (ToM, p. 11) and from the list presentation below. These abilities stack with any you receive from your other binder levels.
Pact Augmentation Abilities (Each may be choosen once.)
+10 feet to all modes of movement.
Superior low-light vision.
+6 Racial bonus on Hide checks.
+6 Racial bonus on Move Silently checks.
Shadow Binding (Su): At 5th level you gain the ability to use your bond to the Plane of Shadow and the vestiges you bind to influence each other. Once per day you may make use of one of the following:
Sacrificial Mystery: You may expend a daily use of a mystery to gain a bonus to a binding check equal to the level of the mystery sacrificed. At 5th level you may only sacrifice apprentice mysteries, at 9th level you may sacrifice initiate mysteries and finally at 13th level you may sacrifice master mysteries.
Bind the Shadows: You strengthen the bond between the Plane of Shadow and your soul, binding yourself partially to it. Starting at 5th level you may make a DC 25 binding check to gain access to an apprentice path as supernatural abilities for 24 hours, this counts as one of the bound vestiges per day. These mysteries may not be cast with any bonus mysteries per day you may have due to having a high Charisma score nor do you gain a bonus feat for completing a path. As well this ability cannot give you mysteries of a higher level than you can currently cast. At 9th level you may make a DC 30 binding check to gain access to an initiate path and at 13th level you may make a DC 35 binding to gain access to a master path, in the same way.
Shadow Form (Su): At 14th level, you gain the ability to assume an incorporeal state, as a swift action, for a number of rounds per day equal to your shadow manipulator level plus your charisma modifier. Thus a 14th level shadow manipulator with a charisma of 28 may be incorporeal for 23 rounds per day. You may turn incorporeal on a number of different occasions during any single day, as long as the total number of rounds spent in this state does not exceed the limit stated. While you are incorporeal you also gain a fly speed equal to your base land speed with perfect maneuverability. Resuming your normal state is a swift action.
Previous 10 level versionEntry Requirements
Alignment: Any nongood
Skills: Bluff 4 ranks, Concentration 5 ranks, Knowledge (the planes) 9 ranks, Spellcraft 5 ranks
Feats: Ignore Special Requirements, Shadow Cast
Mysteries: Ability to cast 3rd-level mysteries
Special: Ability to bind a 3rd-level vestiges
Hit Die: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soul Binding|Mysteries
1st|
+0|
+2|
+0|
+2|--|Soul Binding +1|+1 level of existing class
2nd|
+1|
+3|
+0|
+3|Shadow of the Vestige|Soul Binding +2|+1 level of existing class
3rd|
+1|
+3|
+1|
+3|Shadow Vision|Soul Binding +3|+1 level of existing class
4th|
+2|
+4|
+1|
+4|Shadow Binding (apprentice)|Soul Binding +4|+1 level of existing class
5th|
+2|
+4|
+1|
+4|Pact Augmentation +1|Soul Binding +5|+1 level of existing class
6th|
+3|
+5|
+2|
+5|Sustaining shadow (sleep 1 hour/day)|Soul Binding +6|+1 level of existing class
7th|
+3|
+5|
+2|
+5|Shadow Binding (initiate)|Soul Binding +7|+1 level of existing class
8th|
+4|
+6|
+2|
+6|Pact Augmentation +1|Soul Binding +8|+1 level of existing class
9th|
+4|
+6|
+3|
+6|Sustaining shadow (immune to poison/disease)|Soul Binding +9|+1 level of existing class
10th|
+5|
+7|
+3|
+7|Shadow Binding (master)|Soul Binding +10|+1 level of existing class [/table]
Class Skills (2 + Int mod): Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (the planes), Profession, Spellcraft, Sense Motive.
Soul Binding Bonus: At each shadow manipulator level, your soul binding ability improves as if you had also gained a level in the binder class. Your shadow manipulator levels and binder levels stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.
Mysteries: At each level and every level thereafter, you gain new mysteries per day and an increase in caster level (and mysteries known, if applicable) as if you had also gained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you had more than one casting class before becoming a shadow manipulator, you must decide to which class to add each level for the purpose of determining mysteries per day, caster level, and mysteries known.
Shadow of the Vestige (Su): At 2nd level, you learn how to manipulate a bound vestige's shadow on the Plane of Shadow. With this ability, you can choose to forego gaining one of the vestige’s granted abilities in order cast mysteries using the vestige's shadow, allowing you to ignore any spell failure chance for your mysteries that function as spells from light armour. Thus, if you bind the vestige Dantalion (ToM, p. 28), you could give up the read thoughts ability he grants you to be able to cast any mysteries that function as spells without any chance of failure while wearing light armour, while he is bound.
You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a –5 penalty on your binding check. If you make a good pact despite this penalty, you can ignore any spell failure chance for your mysteries that function as spells from light armour in exchange for the ability you gave up. If you make a poor pact (that is, you fail your binding check), you do not gain this ability and you still give up the designated ability for the day.
When you use this ability and make a good pact, you sever a portion of the bound vestige’s awareness of the world that it would normally receive through you. The vestige being bound expects to be able to experience life through its binder, but when you make a good pact, you partially suppresses the benefit the vestige receives, making it uncomfortable and angry.
Shadow Vision: You gain Shadow Vision as a bonus feat.
Sustaining Shadow (Ex): Your bond to the Plane of Shadow continues to grow in strength, at 6th level, you only need 1 hour of sleep per night (but you must still rest for 8 hours to regain your mysteries for the next day). At 9th level, you gain immunity to nonmagical diseases and poisons.
Shadow Binding (Su): At 4th level you gain the ability to use bond to the Plane of Shadow and the vestiges you bind to influence each other. Once per day you may make use of one of the following:
Sacrificial Mystery: You may sacrifice a mystery to gain a bonus to a binding check equal to the level of the mystery sacrificed. At 4th level you may only sacrifice apprentice mysteries, at 7th level you may sacrifice initiate mysteries and finally at 10th level you may sacrifice master mysteries.
Bind the Shadows: You strengthen the bond between the Plane of Shadow and your soul, binding yourself partially to it. Starting at 4th level you may make a DC 25 binding check to gain access to an apprentice path as supernatural abilities for 24 hours, this counts as one of the bound vestiges per day. These mysteries may not be cast with any bonus mysteries per day you may have due to having a high Charisma score nor do you gain a bonus feat for completing a path. As well this ability cannot give you mysteries of a higher level than you can currently cast. At 7th level you may make a DC 30 binding check to gain access to an initiate path and at 10th level you may make a DC 35 binding to gain access to a master path, in the same way.
Pact Augmentation (Su): At 1st, 5th and 8th level, you may select one additional ability from the list of pact augmentation abilities available to binders (ToM, p. 11). These abilities stack with any you receive from your other binder levels.
Edits:
1) Fixed typo in Fort Save column.
2) Replaced with 14 level version. Changes include;
Altering entry requirements and adding additional abilites. Shadow of the Vestige now gives immunity to critical hits and flanking.
Important Note:
This class was designed with the following unofficial fixes for the shadowcaster in mind;
1) Charisma determines the DC to save against your mysteries. Intelligence determines the highest level mystery you can cast.
2) Grant bonus mysteries per day based on Charisma. These would work just like bonus spells. For instance, if your Cha is 14, you can cast one extra mystery of 1st-level equivalent and one of 2nd-level equivalent per day. (Note that each mystery does give an equivalent level, even though you don't learn them by level.)
3) Eliminate the rule that says you have to take mysteries in a given Path in order. If you want to jump around, so as to broaden your versatility, you can.
4) Within a category—Apprentice, Initiate, Master—you must have at least two mysteries of any given level before you can take any mysteries of the next higher level. For instance, you must have two 1st-level mysteries before you can take any 2nds, and at least two 2nds before you can take any 3rds.
5) Eliminate the rule that says you get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete. Thus, while you are no longer required to take the entirety of a given Path, there's still encouragement to do so.
6) You may “swap out” mysteries, just as a sorcerer does spells known. If you “un-complete” a Path in this way, however, you lose access to the bonus feat you gained from completing that Path. (You can regain access by re-completing the Path, completing a different Path and choosing that feat as your new bonus, or selecting that feat as a normal feat at your next opportunity.)
7) Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Cha. This makes them useful even against high-HD opponents, and follows the pattern for other supernatural abilities.