You were born from the very source of the natural world, and able to command the powers of nature itself. This bloodline complements the Wildborn Mystic mutliclass archetype.
Class Skill: Knowledge (nature).
Bonus Spells: charm animals (3rd), barkskin (5th), plant growth (7th), summon nature’s ally IV (9th), animal growth (11th), transport via plants (13th), summon nature’s ally VII (15th), control plants (17th), storm of vengeance (19th).
Bonus Feats: Animal Affinity, Aspect of the Beast*, Combat Reflexes, Endurance, Fleet, Skill Focus (Knowledge [nature]), Stand Still. (*Advanced Player’s Guide)
Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin is covered in a layer of flexible, scale-like leaves, 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 very essence of the natural world infuses every aspect of your magic, allowing you to draw upon its power and shape it to your will.
Green Palm (Sp): At 1st level, you can surround yourself hands in a nimbus of green light. As a standard action, you can deliver a painful touch that inflicts 1d6 points of dehydration damage, and an additional 1d6 points of damage every four levels thereafter, to a maximum of 5d6 at 17th level. The target of a green palm attack can make a Fortitude save (DC 10 + 1/2 the sorcerer’s level + the sorcerer’s Charisma modifier) for half damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Verdant Sight (Su): At 3rd level, you can see up to 60 feet through thick plant matter as though it were transparent. Leaves, vines, and greenery–even moss, lichen, and slime–offer no concealment to the recipient’s sight, though your vision still can be blocked by solid wood, as if from trees or wooden structures. Undergrowth does not grant concealment to a creature against this ability.
Creeping Vines (Su): At 9th level, you can cause writhing vines to lash forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a Strength check or Escape Artist check against a DC equal to 20 + your Constitution modifier. Each vine has AC 22, hit points equal to 10 + 1/2 your level, hardness 10, and damage reduction 5/slashing. A vine repairs damage to itself at a rate of 1 point per 5 minutes, but if either vine is severed (all hit points arelost to damage), it is destroyed. These vines remain in effect for a number of rounds equal to your level.
Alternately, you can cause writhing vines that lash forward from the ground to span a gorge or crevasse. These vines create a simple but effective bridge-like structure of intertwining vines. This vine bridge can span a distance of no greater than 60 feet, is 5 feet wide, and can support 100 pounds per sorcerer level, up to 1,000 pounds. This vine bridge has AC 22, 5 hit points per sorcerer level, hardness 10, and damage reduction 5/slashing. This structure remains for a number of minutes equal to your level. This ability, regardless of which effect is employed, can be used once per day.
Roots (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.
By Nature's Command (Su): AAt 20th level, you can transform nearby trees into 1d2 treants, as a standard action. These treants willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. This ability has a range of 300 feet, and the transformed trees can be no more than 30 feet apart. The treants remain for 1 hour per sorcerer level, but can be dismissed at any time as a free action. You can use this ability once per day.