Savant Bloodline (Derro)

You are a born leader of the derro people, and possess the raw magical power of the deep subterranean world in which you live. You can draw upon the shadowy darkness of the underground realms to invoke fear, even madness in your enemies. This bloodline complements the Dark Savant derro racial archetype. 

Class Skill: Stealth.

Bonus Spells: hypnotism (3rd), invisibility (5th), deeper darkness (7th), confusion (9th), mind fog (11th), shadow walk (13th), insanity (15th), spell absorption (greater) (17th), weird (19th).

Bonus Feats: Blind-Fight, Combat Casting, Destructive Dispel, Greater Spell Penetration, Improved Iron Will, Iron Will, Skill Focus (Knowledge [dungeoneering]), Spell Penetration, Toughness.

Bloodline Arcana: Whenever you cast a spell that is from the enchantment school against an opponent, your target must make a Will save (DC 15 + the level of the spell) or become confused for 1 round.

Bloodline Powers: You possess the power and knowledge of the deep tunnels and ancient ancestral magic of the derro.

Deadly Savant (Ex): At 1st level, as a swift action, you can study a target that is denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank the target. As a standard action, you can make a single sneak attack against the target (as the rogue ability). This attack deals 1d6 points of extra damage at 1st level, and increases by 1d6 every five sorcerer levels thereafter. Should you score a critical hit with this attack, the extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This precision damage stacks with any racial abilities or class levels that grant the sneak attack ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

One with the Darkness (Su): At 3rd level, as a standard action, you can blend into the shadows, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to your sorcererlevel (minimum 1). These rounds do not need to be consecutive.

Aura of Madness (Su): At 9th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your sorcerer level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Blade of Destruction (Su): At 15th level, you transform a significant portion of a weapon touched into a black, eerie light for a number of rounds equal to 1/2 your sorcerer level. The weapon gives off no visible light, but it does illuminate an area as a torch (20-foot radius) that only the wielder can see. This effect otherwise functions as the brilliant energy weapon quality. You can use this ability once per day at 15th level, and an additional time per day for every two levels beyond 15th.

Touch of Insanity (Su): At 20th level, you can make a ranged touch attack against a single target. If the attack is successful, the target must make a Will save or become subject to a symbol of insanity spell. The DC of this save is 10 + 1/2 the sorcerer’s level + the sorcerer’s Charisma modifier. Once a creature has been the target of a touch of insanity, regardless of whether or not the save is made, that creature is immune to that sorcerer’s touch of insanity for 24 hours. Creatures that are immune to confusion or insanity are also immune to this ability. You can use this ability a number of times per day equal to her Charisma modifier.