SL2
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: Perform.
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).
Bonus Feats: 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.
Bloodline Powers: You hear music whenever you cast spells, and can use the songs in your head to create magic effects.
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.
Class Skill: Knowledge (nature).
Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).
Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2.
Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.
Your ties to nature have more to do with creatures than with capriciousness. Associated Bloodline: Fey.
This bloodline power counts as your bloodline arcana and also replaces laughing touch.
This bloodline power replaces fey magic.
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. Class Skill: Knowledge (any one).
Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).
Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Whether you were raised on the Astral Plane, had an ancestor with a strong connection to the Astral, or simply had a freak brush with an astral conduit in your youth, you have an unusual connection to both time and space. Your senses extend through the Astral Plane to the far reaches of the multiverse, allowing you to perceive and manipulate the timeless potential that binds the multiverse together. Your ancestors may have also held a connection to one of the astral isles or conduits, or like you, may have plied this cosmic ocean—and some may even survive there to this day.
Class Skill: Knowledge (planes).
Bonus Spells (Astral): True strike (3rd), false life (5th), sands of time (7th), wandering star motes (9th), permanency (11th), contingency (13th), ethereal jaunt (15th), create demiplane (17th), time stop (19th).
Bonus Feats: Combat Reflexes, Dodge, Forge Ring, Improved Initiative, Lightning Reflexes, Quicken Spell, Skill Focus (Knowledge [planes]), Weapon Finesse.
Bloodline Arcana: When you cast a spell, you can choose to enhance the next spell you cast before the end of your next turn, increasing the enhanced spell’s saving throw DC by 1. The level of the enhanced spell must be lower than that of the spell used to activate this ability.
Bloodline Powers: You can warp time and project your senses into the Astral Plane.
The echoing cave-songs and the rumble and creak of primal spirits deep below the ground thrum in your soul and in all your family line. You are likely slow, steady, and stable in your thinking, little prone to wandering and preferring to instead find depth in contemplation.
Class Skill: Knowledge (dungeoneering).
Bonus Spells: expeditious excavation* (3rd), darkvision (5th), shifting sand* (7th), stoneskin (9th), spike stones (11th), stone tell (13th), repel metal or stone (15th), earthquake (17th), clashing rocks* (19th).
Bonus Feats: Acrobatic Steps, Alertness, Blind-Fight, Forge Ring, Nimble Moves, Skill Focus (Perception), Stealthy, Still Spell.
Bloodline Arcana: Whenever you and the target of your spell are both underground, increase the spell’s save DC by +1.
Bloodline Powers: The powers of the living rock are within you, and your communion with the strength of stone is refined and enhanced as your power grows.
Your progenitors infused themselves with raw plant life, binding it into their own tissue and passing it down to their literal seed, giving you innate communion with nature.
Class Skill: Knowledge (nature).
Bonus Spells: entangle (3rd), barkskin (5th), speak with plants (7th), command plants (9th), wall of thorns (11th), transport via plants (13th), plant shape III (15th), animate plants (17th), shambler (19th).
Bonus Feats: Acrobatic Steps, Craft Staff, Endurance, Extend Spell, Fleet, Nimble Moves, Skill Focus (Knowledge [nature]), Toughness.
Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.
Bloodline Powers: The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.
Photosynthesis (Ex): At 3rd level, you feed upon nature’s raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 9th level, these bonuses increase to +4.
Massmorph (Sp): At 9th level, as a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per sorcerer level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 15th level, or plant shape II at 20th level. You can transform non-plant creatures using this power once per day.
Rooting (Ex): At 15th level, as a move action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 bonus to natural armor and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. You also gain tremorsense 30 feet and fast healing 1. You can use this power for a number of minutes per day equal to your sorcerer level. This duration need not be consecutive, but it must be used in 1-minute increments.
Shepherd of the Trees (Su): At 20th level, your verdant heritage fully manifests. You gain a +4 natural armor bonus. You gain immunity to paralysis, poison, polymorph, sleep, and stunning, and you gain tremorsense 30 feet even when not rooted.
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.
Class Skill: Disguise.
Bonus Spells: charm person (3rd), invisibility (5th), suggestion (7th), detect scrying (9th), prying eyes (11th), mass suggestion (13th), greater polymorph (15th), mind blank (17th), dominate monster (19th).
Bonus Feats: Arcane Armor Mastery, Arcane Armor Training, Deceitful, Detect Expertise, Empower Spell, Light Armor Proficiency, Martial Weapon Proficiency, Stealthy.
Bloodline Arcana: Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).
Bloodline Powers: You can call upon the nearly divine power of your rakshasa ancestors, giving you the power to convincingly deceive your enemies.
You come from a line of stargazers and explorers who delved deeply into the darkness beyond the stars. In touching the void, the void touched them, and your mind, spirit, and body yearn to span the gulf between worlds. Class Skill: Knowledge (nature).
Bonus Spells: unseen servant (3rd), glitterdust (5th), blink (7th), call lightning storm (9th; dealing fire damage, damage increased outdoors at night), overland flight (11th), repulsion (13th), reverse gravity (15th), greater prying eyes (17th), meteor swarm (19th).
Bonus Feats: Blind-Fight, Craft Rod, Dodge, Endurance, Improved Counterspell, Improved Iron Will, Iron Will, Quicken Spell, Skill Focus (Perception), Toughness.
Bloodline Arcana: Whenever you cast an evocation spell, you may select one affected target that fails its save to suffer the choking airlessness of the void, silencing it (as silence, but affecting only the target) for 1 round. This is a supernatural ability.
Bloodline Powers: Your skyward gaze and communion with the heavens focus and enhance your magical talents.
https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/veiled-illusionist/ Pas mal : peut apprendre des sorts d'illusions et changer son apparence