Proficiencies

Champion mesmerists are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This alters proficiencies.

Casting

The champion mesmerist may combine spheres and talents to create magical effects. The champion mesmerist is considered a Mid-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool

The champion mesmerist gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training

A champion mesmerist gains 3 talents every 4 levels; the same as he gains caster levels. Whenever he gains a talent he may choose to gain either a magic talent or a combat talent. Champion mesmerists use their casting ability modifier as their practitioner modifier.

Mental Power

At 1st level, the champion mesmerist gains the Mind sphere as a bonus magic talent.

This replaces knacks.

Mass Charmer

At 5th level, the champion mesmerist gains the Mass Charm talent of the Mind sphere as a bonus magic talent and increases the number of creatures he may affect when using it by his casting ability modifier.

This replaces mental potency.

Rule Minds

The champion mesmerist’s rule minds ability may be triggered off an any Mind sphere charm that allows a saving throw.

This alters rule minds.

Greater Training

The champion mesmerist may choose to lose consummate liar and glib lie to instead gain a combat or magic talent at every class level. He may not take this option if possessing an archetype that would alter or replace consummate liar and glib lie.