Bloodlines
Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag's foul influence entered your bloodline. You may actually be related to the hag, or you may still be suffering the effects of a curse that a hag laid upon your kin in generations past. Now the hag's powers are part of your heritage.
Class Skill
Bonus Spells
ray of enfeeblement (3rd), touch of idiocy (5th), ray of exhaustion (7th), bestow curse (9th), feeblemind (11th), eyebite (13th), insanity (15th), dimensional lock (17th), energy drain (19th).
Alertness, Blind-Fight, Combat Casting, Deceitful, Defensive Combat Training, Endurance, Great Fortitude, Mounted Combat.
Bloodline Arcana
You count as a hag for the purpose of joining a hag's coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster's caster level for 1 round.
The source of your power isn't pretty, but it does allow you to emulate the preternatural ugliness and toughness of a hag—though doing so won't help you make friends.
At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round for every 2 sorcerer levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain a +2 bonus on all saving throws against charm, cold, fear, fire, and sleep effects. And 9th level, these bonuses increase to +4.
At 9th level, you gain a form of the green hag's evil eye power. As a standard action, you may fix your gaze on any one creature within 60 feet. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be staggered for 1 round for every 2 sorcerer levels you possess. You may use this ability once per day at 9th level. At 17th level, you can use this ability twice per day. At 20th level, you may use this ability three times per day.
At 15th level, you can enter the ethereal plane. This functions like ethereal jaunt, but with a duration of 1 minute for every 2 sorcerer levels you possess. Once during this trip, you may cast nightmare as a spell-like ability on a creature you see on the Material Plane. (This is an exception to the normal rule that ethereal creatures cannot affect targets on the Material Plane).
At 20th level, your hag-blood gives you considerable resilience. You gain DR 10/cold iron, and gain SR equal to 6 + your sorcerer level.
Djinni
You were born with the power of air genies, and the magic of the djinn is strong in you.
Class Skill
Knowledge (planes).
Bonus Spells
shocking grasp (3rd), invisibility (5th), fly (7th), minor creation (9th), overland flight (11th), chain lightning (13th), plane shift (15th), greater planar binding (17th), wish (19th).
Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
Bloodline Arcana
Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's descriptors to match this energy type.
Like a djinni, you have both natural power over air and several other genie-based abilities.
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain electricity resistance 10. Your electricity resistance increases to 20 at 9th level.
At 9th level, you gain the ability to turn into a 10-foot-high whirlwind once per day for 1 round per sorcerer level.
At 15th level, you gain a fly speed of 60 feet with average maneuverability.
At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words "I wish," and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component.
You also become immune to electricity damage, and can use plane shift once per day to travel to or from the Plane of Air.
Efreeti
You were born with the power of fire genies, and the magic of the efreet is strong in you.
Class Skill
Knowledge (planes).
Bonus Spells
enlarge person (3rd), scorching ray (5th), fireball (7th), wall of fire (9th), persistent image (11th), planar binding (13th), plane shift (15th), giant form II (17th), wish (19th).
Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
Bloodline Arcana
Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descriptors to match this energy type.
Like an efreeti, you have both natural power over air and several other genie-based abilities.
Fire Ray
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.
At 9th level, you gain the ability to assume the form of an efreeti once per day. This acts like the spell giant form I, except you only use it to become an efreeti and its duration is 1 round per level. While in this form, you also gain an efreeti's heat ability.
At 15th level, your base speed increases by +30 feet.
At 20th level, you gain the power of genies to grant wishes. Once per day, you can cast limited wish as a spell-like ability. Such wishes must begin with the words "I wish," and cannot duplicate a wish you have granted within the past 24 hours. If you use this ability to duplicate a spell with a costly material component, you must provide that component.
You also become immune to fire damage, and can use plane shift once per day to travel to or from the Plane of Fire.
Maestro
The spiritual power of art and song runs strongly through your family line. This may be the result of ancient pacts made with azata patrons, or even an inheritance from a lillend or trumpet archon ancestor. It could also be the lingering taint of a less savory heritage, such as from a harpy or a forefather driven to madness by the disquieting gibbering of a shoggoth. However it came to be, your family's artistic bent shows itself strongly in your magic.
Class Skill
Bonus Spells
ventriloquism (3rd), hideous laughter (5th), suggestion (7th), shout (9th), dominate person (11th), mass suggestion (13th), power word blind (15th), greater shout (17th), wail of the banshee (19th).
Deceitful, Greater Spell Focus (enchantment), Lingering Performance, Persuasive, Skill Focus (Perform), Spell Focus (enchantment), Spellsong, Still Spell.
Bloodline Arcana
Whenever you cast a spell with a verbal component and no somatic or material component, you treat your caster level as if it were one higher.
You hear music whenever you cast spells, and can use the songs in your head to create magic effects.
At 1st level, you can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language-dependent, has a duration of 1 round, and affects a living creature whose Hit Dice do not exceed your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain the ability to use a Perform skill to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 your sorcerer level + your Charisma bonus, and it lasts 1 round/level. You may use this ability once per day at 3rd level, twice per day at 8th level, three times per day at 13th level, and four times per day at 18th level.
At 9th level, you understand all efforts to communicate through sound, and can make yourself understood to any creature able to understand language. You can speak to, and understand the speech of, any creature that understands at least one spoken language. The save DCs of language-dependent spells you cast increase by +1.
At 15th level, your artistic magic can inspire your allies to great accomplishments. You can use greater heroism as a spell-like ability. You can use this ability once per day at 15th level, twice per day at 17th level, and three times per day at 19th level.
At 20th level, the power of pure magic music flows through you. You cast any spell with a verbal component as if it had the Still Spell metamagic feat applied to it, with no increase to the casting time or spell slot required to cast it. You gain immunity to sonic damage and language-dependent spells.
Marid
You were born with the power of water genies, and the magic of the marids is strong in you.
Class Skill
Knowledge (planes).
Bonus Spells
obscuring mist (3rd), see invisibility (5th), gaseous form (7th), wall of ice (9th), persistent image (11th), elemental body III (13th), plane shift (15th), polar ray (17th), wish (19th).
Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
Bloodline Arcana
Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell's descriptors to match this energy type.
Like a marid, you have both natural power over water and several other genie-based abilities.
At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birthright is a secret you may be forced to keep from societies that would never deal with you if your heritage were known.