
Ringtail |

Psychic
One of your ancestors was exposed to a great deal of raw psychic energy and its residual effects have long since lingered dormant in your family’s blood, culminating in you, allowing you to see and understand things with an ease others cannot hope to over the course of their entire lives. Your knack for foresight and fastidiousness may often lead you to become aloof and overconfident, alienating you from your peers.
Class Skill: Sense Motive
Bonus Spells: hypnotism (3rd), detect thoughts (5th), suggestion (7th), arcane eye(9th), telekinesis (11th), eyebite (13th), vision (15th), moment of prescience (17th), dominate monster (19th)
Bonus Feats: Blind Fight, Dodge, Improved Initiative, Iron Will, Leadership, Silent Spell, Skill Focus (Sense Motive), Spell Penetration
Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. Add half your sorcerer level to the Spellcraft DC for others to identify the spells you cast.
Bloodline Powers: Your psychic abilities manifest in a variety of ever evolving ways.
Concussive Force (Sp): At 1st level, you can create a blast of mental energy directed at a target within 30 feet. This energy cannot cause damage, but can be used to make a single bull rush, disarm, or trip combat maneuver, using your sorcerer level plus your Intelligence modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Intelligence modifier.
Precognition (Su): At 3rd level, you gain a +1 bonus on Reflex saving throws and a +1 insight bonus to armor class. At 9th, level your insight bonus to armor class increases to +2. At 15th level, your bonus on Reflex saving throws increases to +2 and your insight bonus to armor class increases to +4.
Mindlink (Sp): At 9th level, you can forge a mental link with a willing creature within line of sight for a number of minutes per day equal to your sorcerer level. This functions as a telepathic bond spell. These minutes do not need to be consecutive, but must be used in 1 minute increments. At 13th level, you may include a 2nd willing creature within line of sight into the link. At 17th level, you may include a 3rd willing creature within line of sight into the link.
Mind Over Body (Sp): At 15th level, you can become ethereal for 1 round per sorcerer level. This functions as the ethereal jaunt spell. You can use this ability once per day.
Perfect Awareness (Su): At 20th level, you can never be caught flat-footed, you treat all of your initiative rolls as though they were natural 20s, and you gain blindsight with a range of 60 feet.

Ringtail |

My rooommate suggested something similiar; having a different bloodline for each psion type. But I wanted to have a bloodline that was more...I guess you would say "traditionally" psyhic than the D&D psi-classes. The spell list was a tough call at some levels, but I'm pretty fond of my final version (the one above).
I was thinking of doing an psychic warrior archtype of the fighter class as well.

Ringtail |

The 1/2 level to Spellcraft DCs was supposed to simulate them weaving magic differently from other sorcerers or wizards, yes. After giving the ablity to cast off of Int modifier I noticed that sage sorcerers had a little bonus tacked on as well (a minor skill boost), so it felt balanced to give psychic sorcerers one as well. I figured increasing the difficulty to identify their spells was both thematic and not overpowered.