Monastic Bloodline
Your blood has been infused with the rigorous training and mental discipline of the monastic orders throughout the world, allowing you to become one with the infinite comic energies of the universe. This bloodline complements the Heritage Ascetic multiclass archetype.
Class Skill: Acrobatics.
Bonus Spells: expeditious retreat (3rd), glide*(5th), healing thief† (7th), dimension door (9th), spell resistance (11th), age resistance± (13th), resonating word± (15th), mind blank (17th), etherealness (19th). (*Advanced Player’s Guide,±Ultimate Magic, †Ultimate Combat)
Bonus Feats: Iron Will, Great Fortitude, Lightning Reflexes, Combat Casting, Dodge, Mobility, Defensive Combat Training.
Bloodline Arcana: Whenever you cast a spell from the transmutation school, your land speed also increases by +10 feet per spell level, up to a maximum of +60 feet. This increase does not stack with any spell that improves your land speed.
Bloodline Powers: You are trained in the mystic knowledge of the ascetics, and can draw upon it to gain an advantage in combat.
Unarmed Strike (Ex): At 1st level, you gain Improved Unarmed Strike as a bonus feat and deal 1d6 points of damage (1d4 for Small, 1d8 for Large) with any unarmed strike. Your attacks may be made with fist, elbows, knees, and feet. This means that you may make unarmed strikes with your hands full. There is no such thing as an off-hand attack when striking unarmed. You may thus apply your full Strength bonus on damage rolls for all your unarmed strikes.
Usually your unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty on your attack roll. You have the same choice to deal lethal or nonlethal damage while grappling. Your unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
If you already possess the Improved Unarmed Strike feat or the monk’s unarmed strike class feature, you gain either Elemental Fist or Stunning Fist as a bonus feat. This power counts as the monk’s unarmed strike class feature for the purpose of feat prerequisites.
Still Mind (Ex): At 3rd level, you gain a +2 bonus on saving throws against enchantment spells and effects. This power counts as the monk’s still mind class feature for the purpose of feat prerequisites.
Resilient Body (Su): At 9th level, you gain immunity to all diseases, including supernatural and magical diseases, and to all poisons. This power counts as both the monk’s purity of body and diamond body class features for the purpose of feat prerequisites.
Diamond Soul (Su): At 15th level, you gain spell resistance equal to your current sorcerer level + 10. In order to affect you with a spell, a spellcaster must get a result on a caster levelcheck (1d20 + caster level) that equals or exceeds your spell resistance.
Perfect Self (Su): At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Additionally, you gain damage reduction 10/chaotic, which allows you to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.