Your blood has been infused with magical energies forbidden long ago by the greatest of elven sages, transforming you into a being that is the near antithesis of magic itself. You are able to counter spells with a thought, render magic effects inert, and even resist magical effects altogether.
Class Skill: Disable Device.
Bonus Spells: shield (3rd), resist energy (5th), dispel magic (7th), curse of magic negation (9th), break enchantment (11th), globe of invulnerability (13th), spell turning (15th), protection from spells (17th), wall of suppression (19th).
Bonus Feats: Destructive Dispel, Disruptive, Greater Spell Penetration, Improved Counterspell, Improved Iron Will, Iron Will, Parry Spell*, Spell Focus (abjuration), Spell Penetration, Spellbreaker.
Bloodline Arcana: Whenever you make a counterspell attempt against an opponent, you gain a bonus to your Spellcraft check made to identify your target’s spell equal to 1/2 your sorcerer level.
Bloodline Powers: You possess ancient and forbidden arcane knowledge that allows you draw upon it to counter magic effects, regardless of its source.
Disruption (Su): At 1st level, you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Arcane Trapfinding: At 3rd level, you can add 1/2 your level to Perception skill checks made to locate magic traps and to Disable Device skill checks (minimum +1) made to disarm magic traps.