Saint Bloodline
Your ancestral lineage carries the blood of numerous righteous and holy heroes whose deeds have brought glory to an elicited the praise of the heavenly realms. You are blessed by the goodly deities, and granted powers that assist you to guard against evil, resist the influences of compulsion, and assist the sick and afflicted. This bloodline complements the Blood Saint multiclass archetype.
Class Skill: Diplomacy.
Bonus Spells: bless (3rd), soothing word (5th), cure serious wounds (7th), blessing of fervor* (9th), dispel evil (11th), bloodsworn retribution# (13th), holy sword (15th), greater angelic aspect@ (17th), miracle (19th). (*Advanced Player’s Guide, **Ultimate Combat, #Dwarves of Galorian, @Champions of Purity)
Bonus Feats: Consecrate Spell#, Diehard, Iron Will, Leadership, Merciful Spell*, Mounted Combat, Skill Focus (Diplomacy), Solar Spell@. (*Advanced Player’s Guide, **Ultimate Combat, Blood of Angels#, @Cohorts and Companions )
Bloodline Arcana: Whenever you cast a damaging spell against an evil creature, it deals an additional number of hit points to the target equal to 1/2 your sorcerer level.
Bloodline Powers: You are one with the heavenly realms, in harmony with the natural music of the world, and can draw upon it to create magic effects.
Detect Evil (Sp): At 1st level, you can use detect evil, as the spell. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range. You can use this ability a number of times per day equal to 3 + 1/2 your sorcerer modifier.
Stigmata (Su): At 3rd level, you are marked by scarified wounds in your hands that allow you to bleed and heal wounds (our own or others) by touch. As a standard action, you can stop or start the flow of blood from your hands by force of will to heal 1d6 hit points of damage, plus an additional 1d6 hit points of damage for every three sorcerer levels you possesses thereafter, to a maximum of 7d6 at 18th level. Upon using this ability, you ignore blood drain and bleed damage from any other source for a number of rounds equal to your sorcerer level. At 7th level, you can use this ability as a move action, and at 11th level you can use it as a swift action. Activating the stigmata ability causes 1 point of bleed damage for every 1d6 points of damage you heal, and this bleed damage is not halted by curative magic. You can use this ability a number of times per day equal 3 + your Charisma modifier.
Body of the Saints (Ex): At 9th level, you are immune to immune to all diseases, including supernatural and magical diseases, including mummy rot.
Blood of the Faithful (Su): At 15th level, your weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of you is also treated as good-aligned for the purposes of overcoming Damage Reduction. In addition, any spell that deals damage against an enemy is considered to have the good descriptor.
The Blood of Saints (Su): At 20th level, you are infused with blood and spirits of the martyred saints. You gain DR 5/evil, and immunity to fear, charm, and compulsion spells and spell-like abilities.
In addition, once per day, you can draw upon the powers of the martyred saints to strike down your foe. As a swift action, you can choose one target within sight and summon divine fire to consume them. The fire deals 15d6 points of damage. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. If this target is evil, you add your sorcerer level to the damage rolls made against the target. If the target is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the attack increases to 2 points of damage per sorcerer level you possess.