Mjollnir075: I can post it here, sans non-original game rules. I absolutely adore your signature, btw.

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HD, Alignment, Skill per level s, saves, BAB, and weapon and armor proficiency stay the same.

Class Skills: Bluff, Craft, Diplomacy, Fly, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (Planes), Linguistics, Perception, Profession, Sense Motive
-Note the above angst regarding Perception.

1 - Soul Binding (1 vestige), Pact Augmentation
2 - Suppress Sign, Bonus Feat
3 - Expel Vestige 1/day
4 - Pact Augmentation (2)
5 - Tap Connection (1/day), Bonus Feat
6 - Soul Guardian (immunity to fear)
7 - Soul Binding (2 vestiges)
8 - Pact Augmentation (3), Bonus Feat,
9 - Soul Guardian (slippery mind)
10 - Tap Connection (2/day)
11 - Expel Vestige 2/day (-5), Bonus Feat
12 - Pact Augmentation (4)
13 - Soul Guardian (energy drain)
14 - Soul Binding (3 vestiges), Bonus Feat
15 - Tap Connection (3/day)
16 - Pact Augmentation (5)
17 - Bonus Feat
18 - Soul Guardian (mental immunity)
19 - Expel Vestige 3/day (No penalty)
20 - Soul Binding (4) Pact Augmentation (6), Bonus Feat

Soul Binding - Same as ToM except change in levels additional spirits gained.

Pact Augmentation - Changed progression, increased bonus damage to +2, increased bonus HP to +5 OR +1/2 binder level, whichever is higher.

Suppress Sign - Same as ToM.

Bonus Feat - Diligent, Investigator, and Negotiator no longer exist. Add Alertness and Deceitful.

Expel Vestige - As the feat, only it increases in 1/day and the penalty reduces with level.

Tap Connection - Reproduced here for convenience.

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Tap Connection (Su): At level 5, the binder gains the ability to draw additional power from the mystic connection to her vestiges. As a swift action, choose one pact augmentation ability that you are currently benefiting from. You gain an increased benefit from that augmentation for a number of rounds equal to your Charisma modifier. You must wait 5 rounds after the ability ends to use this ability again. You can use this ability once per day at level 5, and an additional time per day at 10th and 15th level.

Hit points - Gain temporary hit points equal to your binder level or your bonus hit points from pact augmentation, whichever is greater. These stack with temporary hit points from other sources, but never from additional uses of tap connection.

Energy Resistance - Increase the energy resistance to one form of energy from pact augmentation by half your binder level. If this brings your resistance from pact augmentation to 30 or more, you gain immunity to that energy type instead. You can choose to gain this energy resistance to an energy source you don't currently have resistance from, but the resistance overlaps (does not stack) with any source other than pact augmentation.

Saving Throws - A number of times equal to your insight bonus from pact augmentation, as an immediate action, you can reroll a saving throw. You must take the result of the reroll, even if it is worse.

Damage Reduction - Increase the damage reduction from pact augmentation by an amount equal to one quarter your binder level (minimum 1). As an immediate action, you can end your tap connection ability to force an opponent to negate an opponent's critical threat.

Armor Class - Increase the Armor Class bonus from pact augmentation by an amount equal to one quarter your binder level (min. 1). As an immediate action, you can end your tap connection ability to force an opponent to reroll an attack against you.

Attack rolls - Increase your bonus to attack rolls from pact augmentation by an amount equal to one quarter your binder level (min. 1). As an immediate action, you can end your tap connection ability to reroll an attack roll.

Damage rolls - Increase your bonus to damage rolls from pact augmentation by an amount equal to one half your binder level (min. 1). As an immediate action, before making an attack roll, you can choose to infuse your attack with eldritch energy; if your next attack hits, it automatically threatens a critical hit. If not, this ability is wasted. Either way, your tap connection ends after the attack roll.

Initiative checks - Roll your initiative twice and take either result. Using this ability is a free action instead of a swift action and can only be taken when you roll initiative. This still uses a daily use of tap connection and prevents you from using tap connection again for five rounds.


Soul Guardian - As ToM, but at level 13, slippery mind works vs. magic jar and affects that would displace your soul from your body.

Double check skill requirements for feats and prestige classes (for example, Supernatural Crusader should probably be reduced to Knowledge (Arcana) 1 rank).

New feat:
Extra Expel Vestige
Prerequisites: Expel vestige class feature
Benefit: You can use your expel vestige class feature an additional time per day.
Special: At binder level 10 and again at binder level 20, you can take this feat an additional time. Each time you take it, you can use your expel vestige class feature an additional time per day.


I've also got another new feat a'brewin' in my head.