Allright, I completely reworked how Shadow Magic works. Ofcourse there will be people who won't like it and prefer the other system, but I think this one works pretty well for what I want. A smooth mechanic which allows for enough customizability. I didn't just use power points because those allow you to use up all your PP's for your highest level powers. I use three pools, with the higher pools refilling the lower ones as you keep using your mysteries. Tell me what you think.
Here goes, the first change are quite simple:
"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.
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."
Fundamentals:
Fundamentals are Supernatural abilites which can be cast at will. Saving throws against your Fundamentals are 10 + ½ Caster level + Charisma Modifier.
Categories:
There are three categories, Apprentice, Initiate, and Master.
The Shadowcaster has three categories of mysteries, each with a number of 'Shadow Essence' depending on his level. This essence is used to power his mysteries.
SpoilerApprentice Category:
Level 1 Mysteries cost 2 Apprentice Essence
Level 2 = 4 AE
Level 3 = 6 AE
Initiate Category:
Level 4 = Mysteries cost 8 Initiate Essence
Level 5 = 10 IE
Level 6 = 12 IE
Master Category:
Level 7 = Mysteries cost 14 Master Essence
Level 8 = 16 ME
Level 9 = 18 ME
At 7th level your Apprentice mysteries become Spell-like.
At 13th level your Apprentice mysteries become Supernatural while your Initiate mysteries become spell-like.
At 19th level your Initiate mysteries become Supernatural while your Master mysteries become spell-like.
Paths:
Each path has three Mysteries, one for each level in the category it is in. You gain a bonus feat if you complete a Path(which is to say, know all mysteries of that path).
Mysteries:
To learn or cast a mystery you must have an inteligence score of 10 + Mystery level.
Save DC's for mysteries which are arcane spells or spell-like are 10 + Mystery level + Charisma Modifier
Save DC's for mysteries which become Supernatural are 10 + ½ Caster level + Charisma Modifier.
You begin play knowing two 1st level mysteries of your choice and learn another one at each level, with an additional one learned at levels 3, 7, 9, 13, 15, and 20.
Shadow Weaving:
At 7th level you can transfer Initiate Essence to your Apprentice Essence Pool as a move action, you can transfer any number of points you have available in your Initiate Essence Pool, for every point of Initiate Essence you transfer you gain 2 in your Apprentice Essence Pool.
At 13th level you can transfer Master Essence to your Initiate Essence Pool as a move action, you can transfer any number of points you have available in your Master Essence Pool, for every point of Master Essence you transfer you gain 2 in your Initiate Essence Pool.
Sustaining Shadow:
I changed this ability to be gained at reduced intervals, and added a new one at level 18: "At 18th level you no longer age, magically or otherwise."
Umbral Sight:
I added a third rank of this ability at 19th level to allow you to see through any darkness, magical or otherwise, at any range.
Shadowcaster Change (It might fix a bit)
Spoiler{table=head]Level|BAB|Fort|Ref|Will|Class Features|Apprentice Essence|Initiate Essence|master Essence|Mysteries Known|Highest Mystery Level Known
1st|+0|+2|+0|+2|Fundamentals of Shadow|4|-|-|2|1
2nd|+1|+3|+0|+3|Sustaining Shadow(Eat 1 Meal/week)|6|-|-|3|1
3rd|+1|+3|+1|+3|Umbral Sight(Darkvision 30ft.)|14|-|-|5|2
4th|+2|+4|+1|+4|Bonus Fundamental|18|-|-|6|2
5th|+2|+4|+1|+4|Bonus Feat(See Text)|24|-|-|7|3
6th|+3|+5|+2|+5|Sustaining Shadow(Sleep 1 hour/day)|30|-|-|8|3
7th|+3|+5|+2|+5|Shadow Weaving(Initiate)|30|16|-|10|4
8th|+4|+6|+2|+6|Bonus Fundamental|30|24|-|11|4
9th|+4|+6|+3|+6|-|30|44|-|13|5
10th|+5|+7|+3|+7|Sustaining Shadow(Immune to Poison/Disease)|30|54|-|14|5
11th|+5|+7|+3|+7|Umbral Sight(See in Darkness 60ft.)|30|66|-|15|6
12th|+6|+8|+4|+8|Bonus Fundamental|30|78|-|16|6
13th|+6|+8|+4|+8|Shadow Weaving(Master)|30|78|28|18|7
14th|+7|+9|+4|+9|Sustaining Shadow(no need to breathe, eat, or sleep)|30|78|42|19|7
15th|+7|+9|+5|+9|-|30|78|74|21|8
16th|+8|+10|+5|+10|Bonus Fundamental|30|78|90|22|8
17th|+8|+10|+5|+10|-|30|78|108|23|9
18th|+9|+11|+6|+11|Sustaining Shadow(no longer age)|30|78|126|24|9
19th|+x9|+11|+6|+11|Umbral Sight(Limitless)|30|78|144|25|9
20th|+10|+12|+6|+12|Bonus Fundamental|30|78|180|27|9[/table]