Chemaniac Bloodline

You come from a long line of crazed master chemists, who over long hours found ways to create gold from lead, life from salty mucus, and even the great mystery of splitting what some have called the atom (whatever that is). All you really understand is that they inhaled a lot of noxious fumes, thereby granting their offspring strange eldritch powers. This bloodline complements the Mad Bomber multiclass archetype.

Class Skill: Knowledge (arcana).

Bonus Spells: grease (3rd), resist energy (5th), fireball (7th), stoneskin (9th), fluid form** (11th), monstrous physique IV † (13th), insanity (15th), polymorph any object (17th), meteor swarm (19th). (*Advanced Player’s Guide, **Ultimate Magic)

Bonus Feats: Bouncing Spell, Brew Potion, Empower Spell, Great Fortitude, Improved Sunder, Lightning Reflexes, Maximize Spell, Skill Focus (Craft Alchemy).

Bloodline Arcana: You have a deep, instinctive understanding of chemistry which affords you a bonus on all Craft (alchemy) checks equal to 1/2 your sorcerer level.

Bloodline Powers: Although you aren’t well known for your wisdom or common sense when it comes to things with a high volatility, your mistakes have afforded you great power and turned many a failure into a success.

Pyromania (Sp): Starting at 1st level, you can create a small fire at a range of 25 feet + 5 feet per 2 caster levels. This fiery conflagration has a 5 ft-radius. Objects within this radius catch fire immediately, while creatures gain a Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) to avoid it. This fire burns out naturally over time, and you retain no control once it has commenced. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fire at Your Feet (Ex): At 3rd level, you have become an expert at avoiding explosions, especially your own. You gain improved evasion against all of your fire-based spells and abilities that require a Reflex save.

Impossible Chemistry (Sp): At 9th level, you've learned the ancient secret of transforming inanimate objects into something more desirable, such as turning potatoes into gold. Once per day, you can transform a single object into another object of similar weigh and size as the polymorph any object spell. The object to be transformed can weigh no more than 5 pounds, plus an additional 5 pounds every four levels after 9th. This transformation otherwise functions as the polymorph any object spell.

Completely Insane (Su): At 15th level, you can induce a form of euphoric insanity within yourself. Once per day as an immediate action, you can gain the benefits of mind blank (as the spell) for a number of rounds equal to 1/2 your sorcerer level, during which time you are compelled to cast a spell for each round you are under its effect. You can resist this compulsory spellcasting by making a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). If you fail, the mind blank affect ends and you become confused for 1d4 rounds. While in this state of euphoria, you can remain conscious and continue casting spells even if your hit points are below 0. At 18th level, you can use this ability twice per day.

Immortal Madness (Ex): At 20th level, you become a near unstoppable force of destruction in the multi-verse. From this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. In addition, your insatiable lust for fire and destruction has taken you over. You now use your Charisma or Wisdom modifier on Will saves (whichever is higher), and are immune to insanity and confusion effects. Only a miracle or wish can remove this madness.