Sorcerer Abilities
Sorcerer Features

Bloodline (Sorcerer)
Each sorcerer has a source of magic somewhere in her heritage that grants her Spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a Sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the Sorcerer gains levels. A Sorcerer must pick one bloodline upon taking her first level of Sorcerer. Once made, this choice cannot be changed.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing — or a curse. For some Sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves.
At 3rd level, and every two levels thereafter, a Sorcerer learns an additional Spell, derived from her bloodline. These Spells are in addition to the number of Spells given at new levels. These Spells cannot be exchanged for different Spells at higher levels.
At 7th level, and every six levels thereafter, a Sorcerer receives one bonus feat, chosen from a list especific to

Bloodline Feat Selection
At 7th level, and every six levels thereafter, a Sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The Sorcerer must meet the prerequisites for these bonus feats.

Sorcerer Proficiencies
Sorcerers are proficient with allSimple Weapons. They are not proficient with any type ofArmor orShield.Armor interferes with a Sorcerer's gestures, which can cause herSpells with somatic components to fail.

Sorcerer Bonus Feat
At 1st level, a Sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.
Empyreal Sorcerer Features
Empyreal Bloodline
Your heavenly power derives from insight rather than force of personality.

Bloodline Feat Selection
At 7th level, and every six levels thereafter, a Sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The Sorcerer must meet the prerequisites for these bonus feats.

Sorcerer Proficiencies
Sorcerers are proficient with all Simple Weapons. They are not proficient with any type of Armor or Shield. Armor interferes with a Sorcerer's gestures, which can cause her Spells with somatic components to fail.

Sorcerer Bonus Feat
At 1st level, a Sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.
Sage Sorcerer Features

Bloodline (Sorcerer)
Each sorcerer has a source of magic somewhere in her heritage that grants her Spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a Sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the Sorcerer gains levels. A Sorcerer must pick one bloodline upon taking her first level of Sorcerer. Once made, this choice cannot be changed.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing — or a curse. For some Sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves.
At 3rd level, and every two levels thereafter, a Sorcerer learns an additional Spell, derived from her bloodline. These Spells are in addition to the number of Spells given at new levels. These Spells cannot be exchanged for different Spells at higher levels.
At 7th level, and every six levels thereafter, a Sorcerer receives one bonus feat, chosen from a list especific to

Bloodline Feat Selection
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Detec Magic
Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

Sorcerer Bonus Feat
At 1st level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

Cantrips
Sorcerer can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again

Sorcerer Proficiencies
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Sylvan Sorcerer Features
Animal Companion
Unlike normal animals of its kind, an animal companion's hit dice, abilities, skills and feats advance. as the Druid advances in level. If a character receives an Animal Companion from more than one source, his effective Druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their Druid reaches 4th or 7th level, depending on the companion.
Sylvan Bloodline
Your ties to nature have more to do with creatures than with capriciousness.

Cantrips
Sorcerers can cast a number of Cantrips, or 0-level Spells. These Spells are cast like any other Spell, but they are not expended when cast and may be used again

Sorcerer Bonus Feat
At 1st level, a Sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

Sorcerer Proficiencies
Sorcerers are proficient with all Simple Weapons. They are not proficient with any type of Armor or Shield. Armor interferes with a Sorcerer's gestures, which can cause her Spells with somatic components to fail.
Crossblooded Features

Bloodline (Sorcerer)
Each sorcerer has a source of magic somewhere in her heritage that grants her Spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a Sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the Sorcerer gains levels. A Sorcerer must pick one bloodline upon taking her first level of Sorcerer. Once made, this choice cannot be changed.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing — or a curse. For some Sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves.
At 3rd level, and every two levels thereafter, a Sorcerer learns an additional Spell, derived from her bloodline. These Spells are in addition to the number of Spells given at new levels. These Spells cannot be exchanged for different Spells at higher levels.
At 7th level, and every six levels thereafter, a Sorcerer receives one bonus feat, chosen from a list especific to
Secondary Bloodline
A Crossblooded Sorcerer gains additional bloodline as a Secondary Bloodline. She receives only bonus class skill and bonus Spells from this bloodline.

Bloodline Feat Selection
At 7th level, and every six levels thereafter, a Sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The Sorcerer must meet the prerequisites for these bonus feats.

Cantrips
Sorcerers can cast a number of Cantrips, or 0-level Spells. These Spells are cast like any other Spell, but they are not expended when cast and may be used again

Sorcerer Bonus Feat
At 1st level, a Sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

Sorcerer Proficiencies
Sorcerers are proficient with all Simple Weapons. They are not proficient with any type of Armor or Shield. Armor interferes with a Sorcerer's gestures, which can cause her Spells with somatic components to fail.
Seeker Features

Bloodline (Sorcerer)
Each sorcerer has a source of magic somewhere in her heritage that grants her Spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a Sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the Sorcerer gains levels. A Sorcerer must pick one bloodline upon taking her first level of Sorcerer. Once made, this choice cannot be changed.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing — or a curse. For some Sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves.
At 3rd level, and every two levels thereafter, a Sorcerer learns an additional Spell, derived from her bloodline. These Spells are in addition to the number of Spells given at new levels. These Spells cannot be exchanged for different Spells at higher levels.
At 7th level, and every six levels thereafter, a Sorcerer receives one bonus feat, chosen from a list especific to

Bloodline Feat Selection
At 7th level, and every six levels thereafter, a Sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The Sorcerer must meet the prerequisites for these bonus feats.
Seeker's Trapfinding
Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a Seeker gains Trickery as a class skill. In addition, at 1st level, a Seeker adds half his Oracle level on Trickery skill checks (minimum +1)
Seeker Bonus Feat
At 5th, 10th and 15th level, Seeker gains a bonus feat from the list.
Augment Summoning, Superior Summoning, Combat Casting, Greater Elemental Focus, Greater Spell Penetration, Metamagic (Empower Spell), Metamagic (Extend Spell), Metamagic (Heighten Spell), Metamagic (Maximize Spell), Metamagic (Quicken Spell), Metamagic (Reach Spell), Elemental Focus, Spell Focus, Spell Penetration, Spell Specialization.

Sorcerer Bonus Feat
At 1st level, a Sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.

Cantrips
Sorcerers can cast a number of Cantrips, or 0-level Spells. These Spells are cast like any other Spell, but they are not expended when cast and may be used again

Sorcerer Proficiencies
Sorcerers are proficient with all Simple Weapons. They are not proficient with any type of Armor or Shield. Armor interferes with a Sorcerer's gestures, which can cause her Spells with somatic components to fail.
Nine Tailed Heir Features

Sorcerer Proficiencies
Sorcerers are proficient with all Simple Weapons. They are not proficient with any type of Armor or Shield. Armor interferes with a Sorcerer's gestures, which can cause her Spells with somatic components to fail.

Cantrips
Sorcerers can cast a number of Cantrips, or 0-level Spells. These Spells are cast like any other Spell, but they are not expended when cast and may be used again.
Magical Tail
At 3rd level and every 2 levels thereafter, a Nine-Tailed Heir gains Magical Tail as a bonus feat. If the Nine-Tailed Heir already has nine tails, each additional time the feat is taken, the Sorcerer gains one additional daily use of the lowest level Magical Tail ability not already affected by this effect.

Sorcerer Bonus Feat
At 1st level, a Sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.
Bloodline (Nine-Tailed Heir)
A Nine-Tailed Heir chooses Sorcerer's bloodline as usual, but she will not learn additional Spells derived from her bloodline.
At 7th level, and every six levels thereafter, a Nine-Tailed Heir receives one bonus feat, chosen from a list specific to each bloodline. The Nine-Tailed Heir must meet the prerequisites for these bonus feats.
Overwhelming Mage Features

Bloodline (Sorcerer)
Each sorcerer has a source of magic somewhere in her heritage that grants her Spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a Sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the Sorcerer gains levels. A Sorcerer must pick one bloodline upon taking her first level of Sorcerer. Once made, this choice cannot be changed.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing — or a curse. For some Sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves.
At 3rd level, and every two levels thereafter, a Sorcerer learns an additional Spell, derived from her bloodline. These Spells are in addition to the number of Spells given at new levels. These Spells cannot be exchanged for different Spells at higher levels.
At 7th level, and every six levels thereafter, a Sorcerer receives one bonus feat, chosen from a list especific to

Sorcerer Proficiencies
Sorcerers are proficient with all Simple Weapons. They are not proficient with any type of Armor or Shield. Armor interferes with a Sorcerer's gestures, which can cause her Spells with somatic components to fail.

Cantrips
Sorcerers can cast a number of Cantrips, or 0-level Spells. These Spells are cast like any other Spell, but they are not expended when cast and may be used again
Overwhelming Penetration
At 1st level, Overwhelming Mage gains a +1 bonus on all caster level checks made to overcome a target's Spell Resistance. This bonus increases by +1 for every 6 levels thereafter.
Overwhelming Spell
At 6th level, Overwhelming Mage gains ability to sacrifice a spell slot of 3rd level of higher to increase the saving throw DC of the next spell he casts during next two rounds, equal to one third of the sacrificed spell level.