TEXT: 1
  “Wizards learn magic. We are magic.”
  —sek-athamon, scourge
  S
  orcerers are set apart from most other spellcasters 
  by being creatures with vast and growing natural 
  magic powers, closer in concept to monsters than 
  the sages of study and learning epitomized by wizards 
  or the agents of divinity that make up the ranks of clerics, 
  druids, inquisitors, oracles and paladins. Even witches 
  and bards are normally presented as drawing on power 
  that originates outside them (from a patron or the 
  power of music, respectively), rather than having power 
  grow from within them. Only sorcerers are commonly 
  presented as having truly innate magic powers which 
  are the legacy of a mystic heritage or special destiny.
  The strongest indications of this legacy are the powers 
  granted by a sorcerer’s bloodline. Each bloodline affects 
  a sorcerer’s spells known, class skills, potential training 
  (in the form of bonus feats), special powers, and even 
  how the sorcerer casts spells (as modified by bloodline 
  arcana). Bloodlines are an awesome, flexible, flavorful 
  element of the sorcerer class. As a result, nearly all 
  efforts to create new rule variants for sorcerers do so by 
  creating new sorcerous bloodlines.
  That’s fine, as far as it goes. But is that the only way 
  to make sorcerers different? Should these heroes who 
  have magic itself coursing through their veins not have 
  access to any special abilities beyond what their heritage 
  powers grant them? Why can’t sorcerers learn to use 
  their innate spells in whole new ways, develop weird 
  quirks of magic power, or have alternate class abilities 
  similar to the archetypes of other classes?  In short, why 
  can’t a sorcerer’s options go beyond bloodlines?
  Sorcerer’s Options: Beyond Bloodlines is designed to 
  expand the alternate rules that can be used to make two 
  sorcerers different, even if they select the same bloodline. 
  It does this by presenting arcane endowments (special 
  
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  powers available only to sorcerers, representing 
  quirks in their inherited powers), sorcery spells 
  (arcane spells available only to sorcerers), and 
  alternate class powers built on the model of 
  class archetypes (first presented in the Advanced 
  Player’s Guide).
  ArcAne endowments
  Arcane endowments are special powers 
  sorcerers sometimes develop as their natural 
  magic powers expand with experience and 
  maturity. A character that has at least one level 
  of sorcerer may select an arcane endowment 
  instead of gaining a feat at 1st, 3rd, 7th, 11th, 
  15th, and 19th character level. A multiclass 
  sorcerer cannot have more than one arcane 
  endowment, plus one for every three sorcerer 
  class levels. Though arcane endowments are 
  acquired by sacrificing feat slots, they do not 
  count as feats for any other purpose. Even if a 
  character with arcane endowments has spells 
  and abilities from other classes, the arcane 
  endowments can only affect spells the character 
  gains through the sorcerer class.
  Adaptive Caster (Ex): As a swift action twice 
  per day, you can alter the energy you use to cast 
  a spell, causing it to have different requirements, 
  or affect other creatures less harshly. This allows 
  you to cast the spell as if you had applied one of 
  the following feats: Merciful Spell*, Silent Spell, 
  Still Spell. Use of the adaptive caster ability 
  does not extend the casting time or effective 
  spell level of the spell affected. You may select 
  this arcane endowment more than once. Each 
  time you select it, increase the number of times 
  per day you may use it by 2.
  *Indicates a feat from the Advanced Player’s 
  Guide. 
  Arcanavore 
  (Su): 
  You 
  are 
  capable 
  of assimilating spells that affect you, 
  temporarily gaining the ability to cast the 
  spell. As an immediate action when you 
  fail a saving throw against a spell, you may 
  choose to assimilate the spell. The spell must 
  be of a spell level you can cast. If it is not 
  a spell from the sorcerer/wizard spell list, 
  it must be at least one level lower than the 
  highest spell level you can cast. Temporarily 
  replace one spell known of the assimilated 
  spell’s effective level with the spell you are 
  assimilating. In essence, you temporarily 
  add the assimilated spell to your list of 
  spells known, losing access to a normal spell 
  known in the process.
  Only spells that allow a saving throw 
  and are not noted as harmless may be 
  assimilated. All spells gained through the 
  arcanavore ability are lost when you next 
  ready your mind to cast your daily allotment 
  of spells.
  Arcane Oddity (Ex): You learn one spell 
  known from a spell list other than the 
  sorcerer/wizard spell list. You cast this spell 
  as if it was a sorcerer/wizard spell, and suffer 
  arcane spell failure normally (even if the 
  spell is from a class that does not normally 
  suffer ASF). If the spell is from a class list 
  that includes 0, 1st and 9th level spells, you 
  treat the spell as if were one level higher 
  than its original level. If the spell is from a 
  class list that includes 0 and 1st level spells, 
  but not 9th level spells, you treat the spell 
  as if were two levels higher than its original 
  level. If the spell is from any other spell list, 
  you treat the spell as if were three levels 
  At whAt Price 
  endowments?
  Arcane endowments are designed to be 
  approximately as powerful as the revelations 
  gained by oracles from their mysteries. Since 
  the guiding principle of Sorcerer’s Options: 
  Beyond Bloodlines is to give sorcerers new 
  options without taking away from their 
  bloodlines, to maintain game balance a 
  sorcerer must give up something in order 
  to pay for the additional power an arcane 
  endowment represents. Because an oracle 
  can gain an additional revelation by taking 
  the Extra Revelation feat, it seems reasonable 
  to make sorcerers pay for endowments by 
  sacrificing feat slots.
  Two obvious additional choices follow 
  as possibilities once endowments are bought 
  with feat slots. The first is to allow sorcerers 
  gain endowments with the bloodline feats 
  they gain at 7th, 13th and 19th level. The 
  drawbacks of that option are twofold. First, it 
  reduces the impact a sorcerer’s bloodline has 
  on her total characters design, which results in 
  an unfortunate reduction of the class’s flavor. 
  Second, it either gives a sorcerer three more 
  possible endowments (if bloodline feats are an 
  additional method of gaining endowments) – 
  which might prove unbalancingly powerful – 
  or it prevents a sorcerer from taking advantage 
  of endowments until 7th level (if bloodline 
  feats are made the only method for gaining 
  endowments) which lessens the impact of the 
  new option so much as to nearly be pointless. 
  For these reasons neither of those options is 
  recommended, though both will work if a 
  GM feels they are more appropriate for his 
  campaign.
  
  3
  higher than its original level. The end level 
  of the spell cannot be higher than one level 
  below the highest-level spell you can cast.
  You may select this arcane endowment 
  more than once. Each time you select it, 
  you gain one additional spell known from 
  another class list.
  Arcane Resistance (Ex): Select one school 
  of magic. You gain a +1 insight bonus on 
  saves against spells and spell-like abilities 
  from the selected school. At 5th level, and 
  every 5 levels after, your bonus increases by 
  +1, to a maximum of +5 at 20th level.
  Arcane Vengeance (Ex) Twice a day you 
  may use an attack of opportunity to cast 
  and deliver a spell with a range of touch 
  and a casting time of 1 standard action. If 
  you miss, the spell is lost (you do not hold 
  the charge, as with standard touch-range 
  spells).
  Clandestine Arcana (Ex): The spells you 
  cast are much harder for foes to notice or 
  react to. When you cast a spell, as a free 
  action you may make a Spellcraft check. 
  The result of this check replaces the normal 
  DC of any observers’ efforts to determine 
  what spell you are casting with their own 
  Spellcraft checks. Additionally, when you 
  cast spells with non obvious physical effects, 
  targets must make a Perception check equal 
  to your Spellcraft check in order to realize 
  a spell has been cast on them, even if they 
  make their save against the spell.
  Normal: The DC to use Spellcraft to 
  identify a spell as it is being cast is normally 
  15 + the spell’s level. Also, targets who make a 
  saving throw against a spell with no obvious 
  physical effects normally automatically feel 
  a hostile force or tingle. 
  Eldritch Wards (Su): Twice per day, as 
  an immediate action whenever you fail a 
  saving throw, you may sacrifice a spell slot 
  to attempt that saving throw again. You gain 
  a insight bonus on this second save equal to 
  the level of spell slot sacrificed. (As cantrips 
  do not require spell slots, they cannot be 
  used to fuel this power). You must take the 
  second result, even if it is worse.
  Exultant Casting (Su): Whenever you cast 
  a spell with verbal components, you can 
  choose to shout the words of the spell loudly, 
  to inspire your allies. Casting such a spell 
  takes a minimum of a full-round action. All 
  allies within 100 feet who hear your arcane 
  speech gain a +1 morale bonus on attack 
  rolls, skill checks, and saving throws for a 
  number of rounds equal to the level of spell 
  cast. At 10th level, this bonus increases to +2.
  Hereditary Vitality (Ex): The same heritage 
  that grants your sorcerous powers also 
  grants you a vigor greater than your frame 
  would suggest. You gain a +1 bonus to your 
  Constitution score, +1 for every three levels 
  your sorcerer level exceeds 7th. A sorcerer 
  must be at least 7th level to select this arcane 
  endowment.
  Instinctive Understanding (Ex): You may 
  add your Charisma modifier, rather than 
  your Intelligence modifier, to all Knowledge 
  and Spellcraft checks.
  Internalize Spell (Su): As a swift action you 
  can use the power of a spell slot to heal yourself. 
  You heal 1d4 points of damage for every level of 
  the spell slot you sacrifice to heal yourself. For 
  every four sorcerer levels you possess, you may 
  also select one of the conditions listed below. If 
  you use the internalize spell ability and sacrifice 
  the listed number of dice of healing (receiving 
  no healing from those dice), you may remove 
  the selected condition from yourself. The 
  conditions are: blinded (6 dice), dazed (4 dice), 
  deafened (5 dice), fatigued (2 dice), paralyzed 
  (6 dice), shaken (2 dice), sickened (2 dice), 
  staggered (4 dice).
  Planar Caster (Ex): As a swift action twice 
  per day, you can add energy drawn from 
  another plane to a spell as you cast it, altering 
  how the spell functions. This allows you to 
  cast the spell as if you had applied one of 
  the following feats: 
  Ectoplasmic Spell*, 
  Elemental 
  Spell*. 
  When applying 
  Elemental Spell, 
  you may replace 
  
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  the spell’s normal damage with any energy type 
  that is dealt by at least one sorcerer/wizard spell 
  you know. Use of the planar ability does not 
  extend the casting time or effective spell level 
  of the spell affected. You may select this arcane 
  endowment more than once. Each time you 
  select it, increase the number of times per day 
  you may use it by 2.
  *Indicates a feat from the Advanced Player’s 
  Guide. 
  Natural Sorcery (Su): If your bloodline grants 
  a power at 1st level that deals one or more dice of 
  damage, you can sacrifice a spell slot to increase 
  the damage you deal with one use of that power.
  Signature Spell (Su): Select one spell you know. 
  Once you make this chocie, it cannot be changed. 
  Whenever you cast this spell, you can cast it as a 
  swift action, as if using the Quicken Spell feat, by 
  expending two spell slots. This does not increase 
  the level of the spell. You can use this ability once 
  per day at 7th level and one additional time per 
  day for every four levels beyond 7th. You must 
  be at least 7th level to select this endowment.
  Sorcerous Sideboard (Ex): In addition to your 
  normal allotment of spells known, you have 
  access to an additional list of spells known as 
  a “sideboard.” You may select one spell per 
  spell level you can cast to be in your sorcerous 
  sideboard. These spells must be drawn from the 
  sorcerer/wizard class spell list. Whenever you 
  gain the ability to cast a spell of a new level, you 
  may also select a spell of the same level to be part 
  of your sideboard. At every odd sorcerer level, 
  you may remove a spell from your sideboard 
  and replace it with a sorcerer/wizard spell of the 
  same spell level.
  Each day when you ready your mind 
  to cast your daily allotment of spells, you 
  may swap one or more spells known with 
  spells in your sideboard of the same level 
  or lower. In essence, you temporarily add 
  the spells from your sorcerous sideboard 
  to your list of spells known, losing access 
  to the same number of your normal spells 
  known in the process. You retain the ability 
  to cast the spell from your sideboard (and 
  the inability to cast the spell known your 
  swapped it with) until you next ready your 
  mind to cast your daily allotment of spells.
  This arcane endowment may be selected 
  more than once. Each time you select it, you 
  add one spell per level of spell you can cast 
  to your sideboard.
  Sorcerous Summoning (Su): Each creature 
  you summon with any summon spell gains 
  bloodline powers as if it is a sorcerer of a 
  level equal to its hit dice with the same 
  sorcerous bloodline as you.
  Spell Shaper (Ex): As a swift action twice 
  per day, you can alter how the energy of 
  a spell you cast is disbursed, altering its 
  shape or duration. This allows you to cast 
  the spell as if you had applied one of the 
  following feats: Enlarge Spell, Extend Spell, 
  Focused Spell*, Lingering Spell*. Use of 
  the spell shaper ability does not extend the 
  casting time or effective spell level of the 
  spell affected. You may select this arcane 
  endowment more than once. Each time you 
  select it, increase the number of times per 
  day you may use it by 2.
  *Indicates a feat from the Advanced 
  Player’s Guide. 
  Target Refinement (Ex): As a swift action 
  twice per day, you can alter the aim and focus 
  of a spell you cast, modifying its targeting, 
  effect, or maximum power. This allows 
  you to cast the spell as if you had applied 
  one of the following feats: Bouncing Spell*, 
  Disruptive Spell*, Intensified Spell*. Use of 
  the target refinement ability does not extend 
  the casting time or effective spell level of the 
  spell affected. You may select this arcane 
  endowment more than once. Each time you 
  select it, increase the number of times per 
  day you may use it by 2.
  *Indicates a feat from the Advanced 
  Player’s Guide. 
  sorcery sPells
  The rules for sorcerers specify they draw 
  spells “primarily” from the sorcerer/wizard 
  spell list, and it’s hinted in places a GM might 
  allow a sorcerer to select unusual spells 
  encountered in the course of her career as spells 
  known even if they aren’t on that list. But there 
  have been very few efforts to describe what 
  might be a spell appropriate for sorcerers that 
  isn’t found on the sorcerer/wizard spell list. 
  There’s already one spell designed just for 
  wizards (mnemonic enhancer), which clearly 
  plays off the mechanical function of how the 
  wizard class works. But obviously there are 
  ways to modify the mechanical function of 
  how the sorcerer class works as well.
  Below are 10 spells, one for each spell 
  level, designed specifically for sorcerers. These 
  sorcerer-only spells play off either the game 
  mechanics or thematic elements of the sorcerer 
  class, and as such are not appropriate for use 
  by wizards (or any other spellcasting classes).
  
  5
  Blood curse
  School: necromancy; Level: sorcerer 8
  Casting Time: 1 standard action
  Components: V, S
  Range: long (400 ft. +40 ft./level)
  Target: one creature
  Duration: permanent
  Saving 
  Throw: 
  Will 
  negates; 
  Spell 
  Resistance: yes
  You make a ranged touch attack to place 
  a curse on the subject. Against all spells 
  you know (and any bloodline power you 
  possess), the target suffers a -6 penalty to 
  saving throws and armor class. Against 
  spells you gained as bonus spells from your 
  bloodline, this penalty increases to -8. It 
  does not matter who targets or attacks the 
  creature cursed – if they use a spell you 
  know or bloodline power you possess, the 
  cursed creature suffers the penalty to AC 
  and saving throws.
  The curse bestowed by this spell cannot 
  be dispelled, but it can be removed with 
  a break enchantment, limited wish, miracle, 
  remove curse, or wish spell.
  mnemonic alteration
  School: transmutation; Level: sorcerer 4
  Casting Time: 1 standard action
  Components: V, F (spellbook with desired 
  spell, see text)
  Range: personal
  Target: you
  Duration: 10 minutes/level
  You swap one of your spells known for 
  a spell you have access to in the form of a 
  spellbook or scroll. (The spellbook or scroll 
  serves as a focus for this spell, and is not 
  altered in any way.) The spell must be of 
  3rd level or lower and be from the sorcerer/
  wizard spell list. You must choose to 
  temporarily lose access to a spell known of 
  the same spell level as the spell to be gained 
  through mnemonic alteration. For the duration of 
  this spell, you can cast the new spell as if it is 
  one of your spells known. When the mnemonic 
  alteration ends, you lose access to the spell it 
  granted you, but regain the ability to cast the 
  spell known you temporarily sacrificed.
  PoWerful sorcery
  School: transmutation; Level: sorcerer 6
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: 1 round/level
  Whenever you cast a spell gained from your 
  bloodline list of bonus spells, as a swift action 
  you may also cast spell of 0-level, 1st-level or 
  2nd-level with a range of “personal” and a 
  target of “you.”
  resistant sorcery
  School: transmutation; Level: sorcerer 5
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: 1 minute/level
  Whenever you cast a spell gained from 
  your bloodline list of bonus spells, the spell is 
  particularly difficult for other effects to dispel. 
  For any effect to suppress, dispel, or counter 
  your spell (including antimagic field, dispel magic, 
  and any spell used to counterspell your spell) it 
  must first succeed at a caster level check with 
  a DC of 10 + your caster level + your Charisma 
  bonus.
  
  6
  sanguine Boon
  School: evocation; Level: sorcerer 3
  Casting Time: 1 round
  Components: V, S
  Range: touch
  Target: creature touched
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless); Spell 
  Resistance: yes (harmless)
  You grant your bloodline arcana or one of 
  your bloodline powers to the creature touched. 
  You cannot grant a creature any other benefit 
  from your bloodline (such as class skills or bonus 
  feats). For the duration of the spell, the touched 
  creature has access to the selected bloodline 
  ability, and you do not. When determining the 
  effectiveness of the ability granted, the creature 
  has an effective sorcerer level equal to your 
  sorcerer level or its total hit dice, whichever is 
  lower. For abilities with a limited number of 
  uses per day, or a limited duration per day, 
  any use by either yourself or a creature granted 
  your ability counts against the daily total.
  This is a sanguine spell. You may only have 
  one sanguine spell in effect at a time. If you cast 
  an additional sanguine spell before the duration 
  of a previous one is up, the earlier sanguine 
  spell immediately ends.
  sanguine enhancement
  School: transmutation; Level: sorcerer 1
  Casting Time: 1 standard action
  Components: V
  Range: personal
  Target: you
  Duration: 10 minutes/level
  You gain a +6 inherent bonus to your 
  effective sorcerer level when determining 
  what powers your bloodline grants you, and 
  the effectiveness of your bloodline powers. 
  This is a sanguine spell. You may only 
  have one sanguine spell in effect at a time. If 
  you cast an additional sanguine spell before 
  the duration of a previous one is up, the 
  earlier sanguine spell immediately ends.
  sanguine focus
  School: transmutation; Level: sorcerer 0
  Casting Time: 1 standard action
  Components: V
  Range: personal
  Target: you
  Duration: 1 minute
  You gain a +4 inherent bonus to your 
  effective sorcerer level when determining 
  the effectiveness of the power your bloodline 
  grants you at 1st level. 
  This is a sanguine spell. You may only 
  have one sanguine spell in effect at a time. If 
  you cast an additional sanguine spell before 
  the duration of a previous one is up, the 
  earlier sanguine spell immediately ends.
  sanguine focus, greater
  School: transmutation; Level: sorcerer 2
  Casting Time: 1 standard action
  Components: V
  Range: personal
  Target: you
  Duration: 1 minute/level
  You gain a +10 inherent bonus to your 
  effective sorcerer level when determining 
  the effectiveness of the power your bloodline 
  grants you at 1st level. 
  This is a sanguine spell. You may only 
  have one sanguine spell in effect at a time. If 
  you cast an additional sanguine spell before 
  the duration of a previous one is up, the 
  earlier sanguine spell immediately ends.
  symBol of sorcery
  School: evocation; Level: sorcerer 7
  Components: V, S, M (a drop of your own 
  blood, plus powdered ruby worth a total of 
  500 gp)
  This spell functions like symbol of death, 
  except that it triggers a spell of 6th level or 
  lower you gained as a bonus spell from your 
  bloodline. The spell is cast as if you cast it 
  from the location of the symbol, with your 
  caster level and ability scores, and choosing 
  targets as you would choose them if you 
  were present. While you do not instinctively 
  know when your own symbol of sorcery is 
  triggered, due to its connection to your 
  bloodline it selects targets as you would 
  with the knowledge you possess at the time 
  the symbol is triggered.
  Unlike symbol of death, symbol of sorcery 
  has no hit point limit; once triggered, a 
  
  7
  symbol of sorcery simply casts the single 
  spell loaded into it, which has its normal 
  duration.
  Note: Magic traps such as symbol of 
  sorcery are hard to detect and disable. A 
  rogue (only) can use the Perception skill to 
  find a symbol of sorcery and Disable Device 
  to thwart it. The DC in each case is 25 + spell 
  level, or 32 for symbol of sorcery.
  transfiguration
  School: transmutation; Level: sorcerer 9
  Casting Time: 1 standard action
  Components: V, S, M (a potion of eagle’s 
  splendor, which you drink and whose effects 
  are subsumed by the spell effects)
  Range: personal
  Target: you
  Duration: 1 round/2 levels
  You 
  totally 
  change 
  your 
  mystic 
  connections, turning into a spellcaster of 
  a different type. Your mindset changes so 
  that you gain access to a totally new set 
  of spells known, drawn from the list of a 
  different spellcasting class, and lose access 
  to your own spells known. You cannot even 
  use spell activation or spell completion 
  magic items that draw on spells from the 
  sorcerer/wizard spell list. You also lose your 
  bloodline arcana and bloodline powers for 
  the duration of this spell.
  Select a spellcasting class. You gain two 
  spells known at spell levels 1-8, and one 9th 
  level spell known from the class’ spell list. 
  Any of these spells you cast counts against 
  your total spells per day for the spell’s level. 
  You must meet all components of each spell 
  you cast, and may not cast a spell with 
  the chaos, evil, good, or law descriptor if 
  you have an alignment opposed to that 
  descriptor.
  Once you have used this spell to 
  duplicate the spellcasting ability of a specific 
  class, you must always take the same spells 
  known when duplicating that class with 
  transfiguration in the future.
  AlternAte 
  clAss Powers
  As flexible and customizable as the 
  sorcerer is, the class makes numerous 
  assumptions about its role and style of 
  play which may not match the preferences 
  of every player. To create more options 
  on what kinds of sorcerers are available, 
  Sorcerer’s Options: Beyond Bloodlines presents 
  three archetypes — bedreven, scourge, 
  and strega, that alter the powers, and even 
  spellcasting ability, of the sorcerer class. 
  Bedreven
  A bedreven is a master sage and scholar, 
  who has studied the powers of sorcerers 
  as wizards study spells or clerics study 
  their own religions. As a result of her 
  extensive research into sorcerous powers 
  and bloodlines, collectively referred to 
  as “sorcery,” a bedreven has learned to 
  emulate the spontaneous spellcasting of a 
  sorcerer, and can even duplicate the powers 
  of a specific bloodline. Rather than prepare 
  spells as a wizard does, a bedreven learns to 
  make spells a permanent part of herself, and 
  readies her mind to pour arcane power into 
  the spells she has conquered in this manner. 
  However a bedreven’s power over sorcery is not 
  exactly the same as a sorcerer’s natural talent, 
  granting a bedreven considerable flexibility 
  over what spells she casts each day at the cost 
  of lacking the full power of a true sorcerer.
  Class Skills: A bedreven’s class skills 
  are Appraise, Craft, Fly, Knowledge (all), 
  Linguistics, Professions, and Spellcraft. A 
  bedreven also gains additional spells known 
  
  8
  based on her bloodline. If one or more of a 
  bedreven’s bloodline skills duplicate one of her 
  starting class skills, she instead gains Use Magic 
  Device as a class skill.
  Spells: A bedreven casts spells drawn 
  primarily from the sorcerer/wizard spell 
  list presented in Chapter 10 of the Pathfinder 
  Roleplaying Game Core Rulebook. She can cast 
  any spell she knows without preparing it ahead 
  of time. To learn, prepare, or cast a spell, a 
  bredreven must have an Intelligence score equal 
  to at least 10 + the spell level. The Difficult Class 
  for a saving throw against a bedreven’s spell is 
  10 + the spell level + the bedreven’s Intelligence 
  modifier.
  A bedreven knows the same number of 
  spells as a sorcerer of the same level. However, 
  rather than have a limited number of spells per 
  day, a bedreven has a number of points in a 
  spell pool. To cast a 1st level or higher spell, a 
  bedreven must expend a number of points from 
  her spell pool equal to the spell’s level +1. Thus 
  to cast a 1st level spell a bedreven must expend 
  2 points from her spell pool, and casting a 5th 
  level spell the bedreven must expend 6 points 
  from her spell pool.
  Because bedreven do not prepare spells 
  in advance, they must make last-second 
  preparations every time they cast a spell. This 
  is essentially the same kind of on-the-spot 
  adjustment other spontaneous spellcasters must 
  make when adding a metamagic feat to a spell 
  known. As a result, bedreven must take more 
  time when casting any spell with a casting time 
  of a standard action. These spells require a full-
  round action for a bedreven to cast. This has no 
  effect on the casting time of spells that take more 
  or less time than 1 standard action. Because 
  they are already making adjustments with 
  every spell cast, a bedreven does not require 
  any further additional time when adding a 
  metamagic feat to a spell.
  When adding metamagic to a spell, a 
  bedreven must expend one additional point 
  from her spell pool for each level higher spell 
  slot the metamagic requires. For example, 
  a bedreven uses 2 points from her spell 
  pool to cast magic missile, a 1st level spell. A 
  bedreven who has the Empower Spell feat 
  can cast an empowered magic missile by 
  expending 4 points from her spell pool (two 
  points for the magic missile, two more to 
  pay for the empowered metamagic effect). 
  A bedreven can never expend more points 
  from her spell pool in a single casting than 
  her maximum output, as listed on Table 1: 
  Bedreven Spell Pool.
  Upon reaching 4th level, and at every 
  even-numbered bedreven level after that 
  (6th, 8th, and so on), a bedreven can choose 
  to learn a new spell in place of an old one. 
  In effect, the bedreven loses the old spell in 
  exchange for the new one. The new spell’s 
  level must be the same as that of the spell 
  being exchanged. A bedreven may only 
  swap a single spell at any given level, and 
  must choose whether or not to swap the 
  spell at the same time that she gains new 
  spells known for the level.
  Cantrips: Bedreven learn a number of 
  cantrips, or 0-level spells, equal to a sorcerer 
  of the same level. These spells are cast like 
  any other spells, but they do not require the 
  bedreven to expend any points from her 
  spell pool and may be used again.
  Hereditary Lore (Ex): Like a sorcerer, 
  a bedreven selects a sorcerous bloodline 
  when she gains her first bedreven level. This 
  represents the sorcerous heritage that was 
  the primary focus of the bedreven’s study 
  into sorcery. The most common bloodlines 
  selected by bedreven are arcane, draconis, 
  and elemental, but this is a tendency, 
  not a limitation of the class. A GM may 
  decide to exclude some bloodlines from 
  tAble 1: bedreven sPell Pool
  Bedreven 
  level
  sPell 
  Pool
  maximum 
  outPut
  1
  6
  2
  2
  8
  2
  3
  10
  2
  4
  16
  3
  5
  20
  3
  6
  30
  4
  7
  40
  4
  8
  52
  5
  9
  66
  5
  10
  82
  6
  11
  100
  6
  12
  120
  7
  13
  140
  7
  14
  160
  8
  15
  180
  8
  16
  200
  9
  17
  220
  9
  18
  240
  10
  19
  260
  10
  20
  280
  10
  
  9
  the bedreven’s list of possible choices as 
  being beyond study, such as the destined 
  bloodline.
  The bedreven gains all the benefits 
  of her sorcerous bloodline. She uses her 
  Intelligence, rather than Charisma, for 
  any calculations regarding her bloodline’s 
  powers.
  scourge
  A scourge is a sorcerer who has focused 
  on combat as much as she has her natural 
  arcane powers. She learns to combine combat 
  and spellcasting, not in the simultaneous 
  swing-and-cast style of the magus, but more 
  as a traditional sorcerer who specializes 
  in dealing damage and can survive more 
  easily on the front line. The scourge is the 
  embodiment of the destructive power of 
  arcane magic, combined with the heritage 
  of a specific bloodline.
  Hit Die: d8
  Class Skills: The scourge’s class skills are 
  Fly, Handle Animal, Intimidate, Knowledge 
  (arcana), 
  Knowledge 
  (engineering), 
  Profession, Spellcraft, Survival, and Use 
  Magic Device.
  Skill ranks per Level: 4 + Int modifier
  Weapon and Armor Proficiency: A 
  scourge is proficient with all simple and 
  martial weapons, light armor, and shields 
  (except tower shields). A scourge can cast 
  sorcerer spells while wearing light armor 
  and use a shield without incurring the 
  normal arcane spell failure chance. Like any 
  other arcane spellcaster, a scourge wearing 
  medium or heavy armor incurs a chance of 
  arcane spell failure if the spell in question 
  has a somatic component. A multiclass 
  scourge still incurs the normal arcane spell 
  failure chance for arcane spells received 
  from other classes.
  Attack Bonus: The scourge uses the 
  bard’s attack bonus progression.
  bedreven vs 
  sorcerer vs wizArd
  The idea behind the sorcerer is that the 
  class gains power (in terms of spell levels 
  per day) and flexibility (the class need not 
  prepare spells in advance) by sacrificing much 
  of a wizard’s versatility (with no limit to how 
  many spells the wizard may know). The idea 
  behind the bedreven is that she gains even 
  greater flexibility (her spellcasting can all be 
  focused on spells of a single level, rather than 
  being limited to a set number of spells at each 
  spell level), by sacrificing some of a standard 
  sorcerer’s power (in total spells cast per day).
  A standard 6th level sorcerer can cast only 
  three 3rd level spells each day. A 6th level 
  bedreven could cast seven 3rd level spells in 
  a single day. However, after expending all her 
  3rd level spells a 6th level sorcerer still has five 
  2nd level spells and six 1st level spells, while a 
  bedreven who casts seven 3rd level spells has 
  used 28 of 30 points in her spell pool, and has 
  only a single 1st level spell left.
  Spells: The scourge uses the bard’s 
  progression for spells known and spells per 
  day. The scourge does not select spells from 
  the bard spell list, however, still selecting spells 
  known from the sorcerer/wizard spell list. 
  The scourge receives bonus spells known 
  from her bloodline, but does not gain them as 
  quickly and never learns 7th-9th level spells. A 
  scourge gains access to a bonus spell from her 
  bloodline when she first gains spells known of 
  that spell level.
  
  10
  Weapon-Casting: A scourge has trained 
  herself to complete somatic components with 
  a weapon in her hand. At first level, as long 
  as she has either a free hand, or a hand with a 
  weapon ready for combat, she can complete 
  somatic components of sorcerer spells she casts. 
  A multiclass scourge still requires a free hand to 
  complete somatic components for spells received 
  from other classes.
  Eschew Materials: A scourge does not receive 
  eschew materials as a bonus feat at 1st level. She 
  may select it as a bloodline feat if she wishes to. A 
  multiclass scourge still incurs the normal arcane 
  spell failure chance for arcane spells received 
  from other classes.
  Scourge-Casting (Ex): At 6th level when a 
  scourge casts a spell that deals hit point damage, 
  she gains a bonus to the damage dealt. If the 
  spell deals damage once to a single target, the 
  scourge adds her level as a bonus to hp damage 
  dealt. If the spell deals hp damage any other way 
  (over an area, or to a specific number of targets, 
  or to a single target multiple times) the scourge 
  adds half her level to the damage taken by each 
  creature damaged.
  Deadly Addition (Ex): At 8th level, a scourge 
  no longer has to take extra time to add the 
  Bouncing Spell*, Burning Spell**, Concussion 
  Spell**, Dazing Spell*, Disruptive Spell*, Echoing 
  Spell**, Empower Spell, Enlarge Spell, Flaring 
  Spell**, Focused Spell*, Intensified Spell*, 
  Maximize Spell, Piercing Spell**, Rime Spell**, 
  Selective Spell*, Thundering Spell*, Toppling 
  Spell**, or Widen Spell feats to a spell she casts.
  *Indicates a feat from the Advanced Player’s 
  Guide.
  **Indicates a feat from Ultimate Magic.
  Medium Armor (Ex): At 12th level a 
  scourge’s experience casting spells in armor 
  allows her to cast spells she gains from the 
  sorcerer class in medium armor without 
  risking arcane spell failure.
  Critical Caster (Ex): At 14th level, the 
  scourge’s threat range on all her sorcerer 
  spells increases to 19-20. Additionally, she 
  may treat her scourge level as both her 
  base attack bonus and her fighter level for 
  purposes of qualifying for critical feats, and 
  may take critical feats as bloodline bonus 
  feats. However, any critical feat she qualifies 
  for in this way only applies to critical hits 
  made with spells that require attack rolls.
  strega
  Like a typical sorcerer, a strega draws 
  power from her heritage, developing an 
  affinity for magic with no need to study 
  as a wizard does. Unlike most sorcerers, 
  the heritage in question is blended with 
  the powers of witchcraft. The strega may 
  actually be descended from a witch that bred 
  with their patron, or her power may be the 
  result of a coven’s ritual to create a child 
  with strong arcane power. The strega still 
  selects a bloodline (often one associated with 
  outsiders, though this not always the case), 
  but has access to some witch hexes as well.
  Cantrips: A strega knows two cantrips 
  at 1st level, which must be detect magic, and 
  read magic. She gains one additional cantrip 
  known at 4th level, and again at 8th level. 
  These cantrips may be drawn from either the 
  sorcerer/wizard spell list, or the witch spell 
  list.
  Hexes: At 1st level a strega learns a single 
  hex from the list of hexes available to the 
  witch class. However, the strega cannot use 
  this hex without sacrificing a spell slot. Any 
  spell slot of 1st-9th level may be sacrificed, 
  and the hex otherwise functions normally. 
  The strega gains an additional hex (which 
  also requires the sacrifice of a spell slot to 
  use) at 4th, 8th, 12th, and 16th level.
  
  11
  we err on the side of Awesome!
  credits
  Designer:
  Owen K.C. Stephens
  Editor:
  Lj Stephens
  Cover Art:
  Lin Bo
  Interior Art:
  Lin Bo, Rick Hershey, Storn Cook and Tamás Baranya
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2011 Super Genius Games
  For more information about Super Genius Games and our 
  upcoming products, follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: 
  @Owen_Stephens, and/or Stan: @stannex, or at our Yahoo 
  Group: http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does 
  not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) company name and 
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  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige 
  classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names 
  of abilities presented within this book are Open Game Content as described in Section 1(d) of the 
  License.
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  15. COPYRIGHT NOTICE 
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Sorcerer’s Options: Beyond Bloodlines. Copyright 2011, Super Genius Games. Author: Owen 
  K.C. Stephens
  Special Thanks to my two primary 
  playtest groups, who have put up with a lot 
  of new horrors in the name of maintaining 
  game balance: The Raven’s Murder—Ian 
  Allen, M. Newell Curlee, Lj Stephens; The 
  Lamplighters of Refuge—Carl Gilchrist, 
  John Menzie, Lj Stephens.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Player Options/Sorcerer's Options - Beyond Bloodlines.pdf