Capricious and cunning, quicklings are born tricksters that use their speed and magic to cause great mischief. While many quickling sorcerers often choose the fey bloodline, throughout the years, some spellcasters have created a bloodline that, while tinged with some fey magic, is the embodiment of the race's fickle nature. Many quickling practitioners of this bloodline go on to become heroes of their people.
Class Skill: Stealth.
Bonus Spells: bungle (3rd), blur (5th), haste (7th), invisibility (greater) (9th), feeblemind (11th), mislead (13th), phase door (15th), irresistible dance (17th), vinetrap (19th).
Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Stealth).
Bloodline Arcana: Whenever you cast a spell of the illusion school, increase the spell's duration by a number of rounds equal to your sorcerer level.
Bloodline Powers: You have a propensity towards trickery, and as your power increases, so does your the influence of the fey over your magic.
Extended Illusions (Su)
At 1st level, any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your sorcerer level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Fey Sneak (Ex)
At 3rd level, you gain the rogue’s sneak attack ability. You may only use the dagger, dart, hand crossbow, kukri, punching dagger, short sword, sling, or wooden stake to deal sneak attack damage. Your sneak attacks deal only 1d6 points of extra damage. This damage does not increase. This damage stacks with any class or racial trait that grants the sneak attack class feature.