Proficiencies
Champion mediums are proficient with simple weapons, as well as the favored weapon of his deity, 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
A champion medium may combine spheres and talents to create magical effects. A champion medium is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature.
Spell Pool
A champion medium 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 medium gains a combat or magic talent at 2nd level and every even level thereafter. These are in addition to talents gained through the meditative talents class feature. A champion medium uses their casting ability modifier as their practitioner modifier
Meditative Talents
A champion medium gains a magic or combat talent at every odd level. However, unlike most talents, a champion medium is able to change these particular talents whenever they channel a spirit. Whenever the champion medium channels a spirit, they may change any and all of the meditative talents, losing the previous ones and gaining new spheres and new talents in their place.
Only meditative talents can be changed in this way; talents gained at even levels, as part of levels taken in other classes, as part of the bonus talents gained through traditions, or gained from taking feats are not eligible to be changed in this fashion.
Altered Spirits
Due to the champion medium’s lack of spellcasting and unique access to various sphere-based abilities, several of their spirits function differently. The champion medium replaces the normal spirit abilities granted by the medium’s spirits with the following.
This alters spirits but counts as spirits for the purpose of being replaced or altered by other medium archetypes.
Archmage
Spirit-Bolstered Magic (Lesser, Su)
Your caster level increases by your spirit bonus.
This replaces archmage arcana.
Arcane Surge (Intermediate, Su)
You can allow the archmage spirit to gain 1 point of influence over you as a free action to gain a number of temporary spell points equal to half your spirit bonus. These temporary spell points last for 1 round.
This alters arcane surge.
Wild Arcana (Greater, Su)
As a free action, you can allow the archmage spirit to gain 1 point of influence over you to grant yourself one magic talent that you do not possess. This talent lasts for 1 minute. Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use.
This alters wild arcana.
Legendary Archmage (Supreme, Su)
Once per day, as part of creating a magic sphere effect, you can reduce the casting time or concentration action of one magic sphere ability by one step and reduce its spell point cost by your spirit bonus (minimum 0).
Champion
Martial Skill (Lesser, Su)
For the duration that you channel this spirit, you gain a single combat feat as a bonus feat and treat your base attack bonus from champion medium levels as equal to your champion medium level for the purpose of qualifying for combat feats.
This replaces champion’s prowess.
Sudden Attack (Intermediate, Su)
Whenever you take a full attack action, you gain one additional attack at your highest base attack bonus. Whenever you take an attack action, you may make an additional attack at a -5 penalty. This ability stacks with the extra attack from haste, but it does not stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting.
This alters sudden attack.
Fleet Charge (Greater, Su)
As a swift action, you may move up to your speed.
This alters fleet charge.
Legendary Champion (Supreme, Su)
Whenever you use your spirit surge ability, you roll two spirit surge dice and add them together to determine the bonus granted by your spirit surge. In addition, you automatically confirm any critical threats you make.
This alters legendary champion.
Guardian
Martial Skill (Lesser, Su)
This functions as the champion ability of the same name.
This replaces guardian’s shield.
Absorb Blow (Intermediate, Su)
You gain DR/— and resistance to acid, cold, electricity, fire, and sonic equal to 1/2 your medium level. In addition, as long as you are channeling this spirit, you gain a bonus talent of your choice from the Guardian or Protection spheres.
This alters absorb blow.
Hierophant
Spirit-Bolstered Magic (Lesser, Su)
This functions as the archmage ability of the same name.
This replaces divine surge.
Energy Font (Intermediate, Su)
You can channel energy a number of times per day equal to 1 + your casting ability modifier. Choose whether you channel positive or negative energy each time you contact a hierophant spirit. Whenever you make this choice, you may also choose a single Channeling feat, Life sphere talent, or Death sphere talent which you gain for the duration that you channel this spirit. You must meet the prerequisites for the feat or talent as normal.
This alters energy font.
Trickster
Disruptive Magic (Greater, Su)
You gain Counterspell and one Counterspell feat as bonus feats for the duration that you channel this spirit. You may allow this spirit to gain 1 point of influence over you as part of rolling a magical skill check to roll twice and take the higher result.
This replaces transfer magic.
Legendary Trickster (Supreme, Su)
Once per day, instead of rolling for a skill check, you can choose your d20 result. Additionally, any one sphere effect you cast on yourself and only yourself has a duration of permanent so long as you continue to channel this spirit and the effect has a normal duration of at least 1 minute per level.
This alters legendary trickster.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book









