Harmonics Bloodline
Your blood has been infused with the very sacred songs of the heavenly choir or the profane chants of the abyssal or infernal hordes. You are able to shape sounds to your will, and even become one with the melodic harmony of the living world around you. This bloodline complements the Living Refrain multiclass archetype.
Class Skill: Perform.
Bonus Spells: horn of pursuit** (3rd), piercing shriek** (5th), sonic thrust** (7th), echolocation** (9th), wall of sound** (11th), deafening song bolt* (13th), resonating word** (15th), greater shout (17th), deadly finale* (19th). (*Advanced Player’s Guide, **Ultimate Magic)
Bonus Feats: Dazzling Display, Extra Performance, Greater Spell Focus (enchantment), Lingering Performance**, Persuasive, Skill Focus (Perform), Spell Focus (enchantment), Spellsong**, Still Spell. (**Ultimate Magic)
Bloodline Arcana: Whenever you cast a spell with a verbal component and no somatic or material component, you can deal an amount of sonic damage to the target equal to 1/2 your sorcerer level.
Bloodline Powers: You are in harmony with the natural music of the world, and can draw upon it to create magic effects.
Resonant Voice: At 1st level, you gain the ability to use the bardic performance ability, but may only use Perform (sing) to create magical effects. You can use this ability a number of rounds per day equal to your level + your Charisma modifier. You may choose other Perform skills, but may not use them with your resonance voice. This ability otherwise functions as bardic performance as a bard equal to your sorcerer level.
Inspire Courage (Su): At 3rd level, you gain the ability to use the inspire courage bardic performance ability. This ability grants a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. These bonuses increase to +2 at 7th level and an additional +1 every six levels thereafter, to a maximum of +4 at 19th level.
Perfect Voice (Su): At 9th level, you understand all efforts to communicate through sound, and can make yourself understood to any creature able to understand language. You can speak to, and understand the speech of, any creature that understands at least one spoken language. The save DCs of language-dependent spells you cast increase by +1.
Frightening Tune (Sp): At 15th level, you can use your voice to cause fear in your enemies. To be affected, an enemy must be able to hear your performance and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 your sorcerer level + your Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear your performance. This ability relies on audible components.
Musical Apotheosis (Su): At 20th level, you can choose to transform yourself into the living embodiment of music for a number of times per day equal to your sorcerer level + your Charisma modifier, and requires a full round of uninterrupted performance to complete. At the beginning of your next turn, you transform into an undistinguishable glowing personage of melodic sound. Visually, your form appears as a complex series of swirling musical symbols of shifting color, but maintains you general size and shape. While within this form you gains immunity to sonic damage and language-dependant spell. Also, you can move through air and water with ease, gaining a fly (perfect) and swim speed of 60 feet. This ability immediately ceases when your performance ends, at which point she floats harmlessly to the ground or rises to the water's surface, if necessary, at a speed of 60 feet per round.