Savant Bloodline

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.

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