So, in an attempt to convert my old campaign from 4e to Pathfinder, one of the players asked me about trying to convert their Invoker and the problems they were having finding something that felt like it worked.
So, I decided to try and make a sorcerer bloodline that tries for the same feel as the old Invoker class for the player since they remind me of divine sorcerers. It's not perfect, but I'd like some opinions on it if folks are willing.
I borrowed a few ideas from a few other bloodlines and selected spells in the manor all bloodlines seem to follow.
Invoker Bloodline
Your bloodline is a conduit for the arcane power of your god, either because of a divine ancestor or through divine intervention.
Class Skill: Knowledge (Religeon)
Bonus Spells: Protection from Chaos/Evil/Good/Law (3rd), Scorching Ray* (5th), Magic Circle Against Chaos/Evil/Good/Law (7th), Shout* (9th), Lesser Planar Binding (11th), Chain Lightning* (13th),
Banishment (15th), Greater Shout* (17th), Summon Monster IX (Your chosen bloodline alignment only) (19th)
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.
Bonus Feats: Arcane Armor Training, Combat Casting, Iron Will, Light Armor Proficiency, Maximize Spell, Power Attack, Skill Focus (Knowledge [Religion]), Spell Focus
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your god; Lawful, Good, Evil, or Chaotic. If you worship a god of Neutrality (such as Pharasma or Nethys), choose an alignment that fits the nature of your character.
Bloodline Powers: Your divine heritage grants you a great many powers. But be wary as your patron god watches over your actions closely.
Divine Flame (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Divine Resistances (Ex): At 3rd level, you gain Resist (5) due to your divine connection. Select 2 of the following damage types: Acid, Cold, Electricity, Fire. At 9th level, your resistances increase to 10.
Divine Flight (Su): At 9th level, you can sprout wings (Demonic or Angelic looking) and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Divine Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Divine Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to your Divine Resistances, as well as petrification. You also gain resist (10) to the remaining two types and a +4 racial bonus on saves against poison. You gain unlimited use of the Divine Flight ability and the ability to speak with any creature that has a language (as per the tongues spell). You are also considered an Outsider (Instead of your normal creature type) for purposes of spells and spell-like affects. However, you may still be returned from the dead like you could have as your previous creature type.