d6 HD
BAB: 3/4
Good Saves: Will and Reflex
1. 1 Sphere, Armored Caster
2. Sphere Ability
3. 1 Domain
4. Domain Ability, Bonus Feat
5. 2 Spheres
6. Sphere Ability, Extra Spell
7. 2 Domains
8. Domain Ability
9. 3 Spheres
10. Sphere Ability, Bonus Feat
11. 3 Domains
12. Domain Ability, Extra Spell

W means "at will"
Skills: 4 + IntMod
Acrobatics (Dex), Athletics (Str), Bluff (Cha/Int), Concentration (Con/Wil), Craft (Int), Knowledge (Arcana) (Int), Listen (Wis/Per), Profession (Wis/Wil), Spellcraft (Int), Spot (Wis/Per),
Weapons and Armor Proficiencies: Simple Weapons + 1 martial weapon. Light Armor and Shields (not Great Shields)
Spellcasting: A battlecaster casts arcane spells drawn from a special spell list, chosen by the Spheres and Domains that a Battlecaster assumes over time. He casts it without preparing ahead of time, the way a Sorcerer would.
To learn and cast a spell, a battlecaster must have a Mental Stat (choose one and stick with it) equal to 10 + the spell's level. Saving throws for a battlecaster's spells are 10 + (the first level that the battlecaster gained access to the spell + 1)/2 + Mental Stat Mod.
Like other spellcasters, a battlecaster can cast only a certain number of spells of each spell level per day, as given by the table above (for reference, the upper row is the level at which the battlecaster first gains access to his the spell, and the left-most column is the level of the battlecaster at any given point). The battlecaster, however, can recharge his spells by making a successful attack.
If a battlecaster casts no spells during his turn, and makes a successful attack that deals at least 1 damage to a target, he can opt to spend a swift action to end all of his spells with durations to recharge 3 of his spell slots. These spell slots are usable immediately after the battlecaster's turn ends.
Spheres: At levels 1, 5, and 9, the battlecaster takes all the spells from a sphere list and adds them to his spell list.
Armored Caster: A battlecaster suffers no arcane spell failure from light armor.
Sphere Abilities: At levels 2, 6, and 10, the battlecaster gains the special ability of the sphere that he just took his spells from.
Domains: At levels 3, 7, and 11, the battlecaster takes all the spells froms a domain list and adds them to his spell list.
Domain Abilities: At levels 4, 8, and 10, the battlecaster gains the special ability of the domain that he just took his spells from.
Bonus Feat: At levels 4 and 10, the battlecaster gains a [Combat] or [Metamagic] bonus feat.
Extra Spell: At levels 6 and 12, the battlecaster can add 1 spell of up to the highest level he can cast to his spell list. It's minimum casting level (the number in the upper row) is it's (spell level x 2) - 1.
Alright, that's it... let the massacre begin.
NOTE: If a target dies or is destroyed (undead, constructs) by a class ability, it disintegrates, leaving a little dust and some distinctive smell. For the purposes of you needing loot, disintegration will only happen to the target chosen.
1. Disintegrating Touch (Ex): Touch Attack for 1d6 + 1d6/2 levels untyped damage.
Skilled disintegration (Ex): +level to some skill check (intimidate? hide?)
Weapon of Dissassembly (Su): You can enchant a weapon so that it's next strike deals +1d6 damage (for the purposes of disintegrating stuff, that damage comes after regular damage from the weapon). This lasts 1 minute/level or until the weapon makes a successful attack. Every round that someone holds a weapon enchanted this way, they take 1 damage.
2. Integration (Ex): You can do it backwards and forwards. Gain fast healing = (HD/2)^3/2. I'll write up values later. (If you have weapon of disassembly used on yourself, it negates Integration but you don't take the damage. Moderately useful for levels 2-3). Fast Healing 1 right now.
3. Disintegration ray is now an RTA. Fast Healing 2.
I really need suggestions for class abilities (read: shitty imagination). Halp!