Caught like a shadow between reality and non-existence, the warshade learns to shape and meld the darkness from which all spirits hail into a battle worthy weapon.
A warshade can seal pacts with spirits. The character’s binder level equals his or her fighter level, and the character binds spirits as an occultist of that same level. This replaces the bonus feat gained at 1st level.
At 1st level, a warshade aligns with one constellation. The warshade cannot seal pacts with a spirit whose constellation opposes the aligned constellation. Also, the warshade is treated as a binder of ½ his or her fighter level when making binding checks with, and using the granted abilities of, unaligned spirits.
Important: A warshade does not gain a spirit’s major granted ability unless he or she beats the spirit’s binding DC (including any modifications) by 10 or more and never gains the ability’s capstone empowerment regardless of the binding check’s result. A warshade with levels in another class with the bind spirit class feature reduces the DC associated with a spirit’s major granted ability to 5 or more (rather than 10 or more) and may gain a spirit’s capstone empowerment when beating the spirit’s binding DC by 15 or more (rather than the usual 10 or more).
A warshade may seal a portion of a bound spirit into his or her weapon as part of a 1-minute ritual.
At 5th level and every 4 levels thereafter, the warshade learns one seal from the list below. Each time the warshade makes a pact with a spirit, he or she may draw one known seal onto a weapon, placing a portion of the spirit into the weapon and gaining the selected seal’s ability. The warshade continues to benefit from the spirit’s minor abilities while the spirit is sealed inside of the weapon.
A seal of darkness follows all of the normal rules for a major granted ability (including how it is expended) and a warshade cannot apply a seal of darkness to a weapon if they choose to gain a spirit’s major granted ability (see sealed lore, above). A warshade may only have one seal of darkness at a time, even when multiclassing into a class that grants the ability to bind with multiple spirits.
Warshades can use the following seals of darkness to bind spirits into their weapons.
Allure of the Night (Su): As a standard action, you can set loose the tantalizing whispers of the spirit bound to your seal of darkness for a number of rounds equal to your binder level. Make a Diplomacy check against all creatures in your threatened area (DC 10 + ½ the creature’s hit dice + their Wis modifier); creatures you succeed against become wrought with alluring whispers, urging the creature to attack you. The creature takes a -2 penalty on attack rolls made against creatures other than you and suffers a 10% spell failure chance on spells that do not target you or do not have you within their targeted area. For every 4 binder levels beyond 5 that you possess, the attack roll penalty increases by -1 and the spell failure chance increases by 5%. A creature so affected is aware of this penalty.
Living Darkness (Su): You unleash a soul-wrenching shriek that terrifies your foes as a move action. Make an Intimidate check (DC 10 + ½ the creature’s hit dice + its Wis modifier). Creatures you successfully intimidate are demoralized, becoming shaken for 1 round plus 1 additional round per 5 that your Intimidate check beat its DC. For every 4 binder levels beyond 5 that you possess, the number of rounds a creature is shaken for increases by 1.
At 5th level and every 4 binder levels thereafter, you can move an additional 5 feet without provoking attacks of opportunity, up to your maximum speed.
Shroud of the Dark (Su): As a swift action, you blanket yourself in darkness. As a result, enemies suffer a 20% miss chance when attempting to attack you and spells that target you have a 20% chance of spell failure. For every 4 binder levels beyond 5 that you possess, these chances increase by 5%. This effect lasts 4 rounds.
Tendril of Darkness (Su): As a move action, select one creature within 30 feet and roll a CMB check. If you succeed, you project an inky tendril of shadows that binds the target in place, preventing it from moving more than 5 feet during its next turn. For every 4 binder levels beyond 5 you possess, this effect lasts for 1 additional round. A creature can escape with a successful CMB check or Escape Artist check (DC equals 10 + ½ your binder level + your Cha modifier.)
At 20th level, a warshade is able to craft a double seal, granting the ability to use two seals of darkness with a single spirit.
This ability replaces weapon Mastery.
Pact Magic Unbound, Vol. 1. Copyright, 2012, Radiance House. Author(s): Alexander Augunas, Dario Nardi