If you're open to some outside creations, I created my favorite League champ. Though I didn't use Sunchaser I used my own world. I also was having issues coming up with a good name for their resource so I went a little silly and just called it "POWER!"
"The power! It calls to me"
The Mages of Abitan have long sought to control the power of magic and bend it to their will. Some people have found however that a certain lack of control can allow them to use the innate magic in other living beings as well as themselves to create devastating effects. Many are consumed by the power they so haphazardly wield, but some learn how to survive and gain fuel from the chaotic energy.
A mage seeking to increase his ever expanding abilities at any cost.
An addict seeking to sate his desire for more and more magic
A student of magic who has learned to channel the energy of those that have fallen around him.
A mage hunter, targeting deserter and exiled mages for the state, hunting small groups and using the power of those he strikes first to fuel his fight against the rest.
Party Role: Combatant/Wildcard. with each foe you dispatch you become more and more powerful
Favored Attributes: Intelligence, Charisma
Caster: Each level in this class increases your Casting Level by 1.
Class Skills: Bluff, Crafting, Disguise, Intimidate, Investigate, Medicine, Notice, Prestidigitation, Resolve, Ride, Search, Sense Motive
Skill Points: 8 + Int modifier
Vitality: 6 + Con modifier per level
Starting Weapon Proficiencies: 2
Equilibrium: When you have 0 spell points remaining you gain an attack bonus equal to half of your current POWER! rounded down (min 1) also while at 0 spell points you may spend a full action to regain 1 spell point.
Baleful Strike: At Level 1, you may purchase ranks in the Spellcasting skill, and learn spells from the Channeling school. In addition Each time you take an enemy Out of Action, if the enemy was a standard enemy you gain 1 POWER! if it was a special enemy then you instead gain 2 POWER!. for each POWER! you have your spell save DCs are considered to be 1 higher. At the end of each combat you lose all of your POWER!.
Primordial Burst: At Levels 2, as a half action you may spend all of your current POWER! to lower the level of a spell by an amount equal to the amount of POWER! spent until the end of your turn. This cannot reduce a spells level below 1. (If you have 4 points you must spend all 4 of them and can reduce the level of a level 7 spell to a level 3 spell.)
Circle of Power: At Level 3 and 5 the maximum level of spell that you can cast increases by 1.
Event Horizon: At level 4, as a half action you may spend 2 POWER! to create a nearly transparent curtain around a 3x3 area entirely within 30 feet of you. Once per character when a character attempts to pass through it they must make a will save (DC = to your spell save DC) or be stunned for 1 round. The curtain lasts for 2 turns.
Table S.03: The Powermad Overlord
Lvl BAB Fort Ref Will Def Init LS Lgnd SP Abilities
1 +0 +0 +1 +2 +0 +2 +0 +1 +2 Equilibrium, Baleful Strike
2 +1 +0 +2 +3 +1 +3 +0 +1 +4 Primordial Burst
3 +1 +1 +2 +3 +1 +4 +1 +2 +6 Circle of Power
4 +2 +1 +2 +4 +2 +5 +1 +2 +8 Event Horizon
5 +2 +1 +3 +4 +2 +5 +1 +3 +10 Circle of Power