
Milo33 |

I'm converting an old setting of mine into pathfinder, and it worked out very well, except the bloodline system. Without getting into to many details (At least one of my players frequents this site) my sorcerers receive their power from vast reservoirs of arcane might. So I've made my own alternative to the bloodline system, complete with 15 choices.
I thought I would post it up here in case anyone was interested in a similar system, but fair warning. These abilities are deliberately more powerful than the standard bloodlines. My games tend to be heavy on intrigue and investigation, and averaging only about one or two combats a day. Since that style of campaign heavily favors wizards I'm trying to even things out a bit.
Some of the sources are deliberatly vauge, as they will have plot relevance later in my game. (Most notably the Empathy source.) As the players advance through my game they will discover more about the true nature of magic, and I need to keep certain details secret. By that very same token, I'm keeping the capstone abilities secret as well. As for the bonus feats, I simply haven't had time yet to slog through the list of available feats and pick the appropriate ones. Any suggestions on that front would be appreciated. At any rate, for your edification, are the sources:

Milo33 |

Studious
Some Sorcerers ties to magic are faint. In fact if it weren’t for hard work and practice, they may have been incapable of any magic at all. Hard work and sheer determination have unlocked arcane secrets that were nearly out of their grasp.
Class Skills: Knowledge (Any)
Bonus Spells: Magic Aura, Locate Object, Arcane Sight, Aura of the Unremarkable, Baleful Polymorph, Globe of Invulnerability, Mage’s Sword,
Polymorph Any Object, Wish.
Bonus Feats: All Metamagic Feats, Combat Casting, Improved Counterspell, Scribe Scroll, Spell Focus Greater Spell Focus, Skill
Focus (Knowledge Arcana)
Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Trap Rune: At 1st level, as a standard action, you can sketch a single, nearly invisible magical rune on any 5-foot-square solid surface. When you create a rune, pick one of the following energy types: acid, cold, electricity, or fire. While the rune is active, the next creature other than you who steps on or touches the rune's area causes the rune to explode. The rune's explosion deals a number of points of energy damage equal to 1d8 + 1 per sorcerer level you possess to anything in its square. A Reflex saving throw halves the damage (DC 10 + 1/2 your sorcerer level + your Charisma modifier). The rune is considered a magical trap for the purpose of perceiving it or disabling it. The DC for both Perception and Disable Device checks is the same as the Reflex saving throw to halve the damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Each rune lasts for 24 hours or until discharged.
At 3rd level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 9th level 13th level and 17th level.
At 9th level, you can inscribe runes on your body. This function as the Scribe Scroll item creation feat, but can only be used to scribe runes on your body. You alone can use your runes as if they were magic scrolls. The total number of spell levels you can inscribe on your body equals your Charisma modifier + 1/2 your sorcerer level. You only pay 1/4th the item cost instead of 1/2.
At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Milo33 |

Temporal
At times, life appears to be going in slow motion for you. You frequently suffer déjà vu, and can often see patterns others can’t.
Class Skill: Perception.
Bonus Spells: Anticipate Peril, Oppressive Boredom, Haste, Calcific Touch, Permanency, Contingency, Prediction of Failure, Moment of Prescience, Time Stop.
Bonus Feats: Improved Initiative, Quickened Spell
Arcana: Once per a day, when you are made helpless by an enemy, you may cast a spell as an immediate action.
At 1st level, whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your charisma modifier. At 3rd level you can gain a glimpse of the future, granting you an insight bonus to a single d20 roll equal to your charisma once per a day.
At 3rd level, once per a day you can cast a spell with a casting time of a full action as a standard action, and a spell with a casting time of 1 round as a full action.
At 9th level, you gain the ability to instantly recover from most harmful effects by temporarily aging yourself decades in a matter of moments. As a standard action, you can shift your effective age to the next highest aging step (for example, from adulthood to middle age). Each time you do this, any debilitating condition or effect currently affecting you that initially allowed a Will or Fortitude saving throw immediately ends. When you age yourself in this way, you take the normal penalties associated with growing older but gain none of the benefits. You cannot use this power to age beyond venerable, recover hit point damage, or remove effects that did not or do not allow a Will or Fortitude saving throw to negate. You return to your actual age 24 hours after the last time you used this ability, and all penalties to ability scores as a result of advanced age are then removed.
At 15th level, you can emit a 30- foot aura of repetition for a number of rounds per day equal to your cleric level. All enemies within this aura must make a Will save each round or repeat their action from the previous round (if possible). Creatures that attacked on the previous round attack again on the following round, although they may change their target. Creatures that moved the previous round must take the same move action again, although they may change their route. Creatures that drank a potion must do so again, even they can only drink from an empty bottle. Actions that cannot be repeated are wasted. These rounds do not need to be consecutive.

Milo33 |

Spatial
Most people seem to see the world in a discrete form, but to you everything always seemed to be in flux. You know that position is always relative, and are prepared to use that knowledge to your advantage.
Class Skill: Escape Artist
Bonus Spells: Abjuring Step, Tactical Acumen, Shrink Item, Dimension Door, Hostile Juxtaposition, Repulsion, Greater Juxtaposition, Maze, Black Hole*.
Feats: Widen Spell, Still Spell, Dodge, Quick Draw,
Arcana: In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you.
At 1st level, as a standard action, you manipulate small objects to make
Combat Manuvers. You can make a single disarm, steal, or trip combat maneuver on any opponent within 15 feet, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
At 9th level, you can surround yourself with a mobile, 10-foot-radius emanation of mutable reality. This rippling distortion is similar to solid fog but does not provide concealment or block line of sight. Your movement is not slowed by this aura. Attacks from outside the aura suffer a 20% miss chance against targets inside the aura. You may use this ability a number of rounds per day equal to your sorcerer level, though this duration need not be continuous.
At 15th level, your caster level is increased by 3 when casting spells of the teleportation subschool. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and must hold its breath or begin to suffocate.

Milo33 |

Necromancy
Whenever something dies in your presence, be it an insect, an animal, or a fellow man, you feel a strong, intoxicating rush. Some seek to control that feeling, while others are dominated by it.
Class Skill: Knowledge Religion
Bonus Spells: Ray of Enfeeblement, False Life, Animate Dead, Enervation, Magic Jar, Create Undead, Finger of Death, Create Greater Undead, Wail of the Banshee
Bonus Feats: Spell Focus (Necromancy)
Arcana: Whenever you cast a spell that kills one or more living creatures with an Intelligence score of 3 or higher, the caster level of any spell you cast in the next round increases by +1 for each creature your first spell killed.
At 1st level, as an immediate action, you can sacrifice 1 hit point in exchange for a +1 bonus on the next damage roll, saving throw, or skill check you make. This bonus only applies as long as you use it by or during your next turn—otherwise both your sacrificed hit point and the bonus are wasted. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd you can reverse the flow of energy in yourself or one of the undead you command as a swift action. While under this affect you react to positive and negative energy affects as though you are undead, and undead under this affect react to these affects as though they are alive. In addition, unintelligent undead regain the ability to heal naturally. This process can be reversed with another swift action.
At 9th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your Sorcerer level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
At 15th level you can use your 3rd level ability as a immediate action. In addition, you can control additional undead equal to your sorcerer level.

Milo33 |

Empathy
You’ve never felt alone in your life. Since you were a small child you have felt a presence. You see things from many points of view, and use that insight well.
Bonus Skill: Any 2
Bonus Spells: Moment of Greatness, Calm Emotion, Channel the Gift, Telekinetic Charge, Sending, Greater Heroism, Limited Wish, Euphoric Tranquility, Heroic Invocation.
Bonus Feats: Skill Focus, Iron Will ext,
Arcana: You have 2 extra skill points each level. Once per a day you may cast a spell from a secondary list of spells prepared by the GM. There is a 5% chance each day that you wake up with one random spell slot depleted.
1st Add your Charisma (Max your level) to any skill check 3+ Charisma modifier per day.
3rd At third level, you find yourself the target of minor beneficial spell effects. You do not know the origin of these aids…
9th Once per a per half your sorcerer level you may cast a spell as though you had a metamagic feat. The spell is still cast at a higher level as normal.
At 15th level, you may inspire greatness or inspire heroics as a bard of your sorcerer level by sacrificing a spell slot as a swift or move action. The effect lasts a number of rounds equal to the sacrificed spell's level.

Milo33 |

Nimbus
You are literally overflowing with magical power. Your force of personality shines even brighter than most sorcerers. You can hardly comprehend a life without magic.
Class Skill: Intimidate
Bonus Spells: Color Spray, Glitter Dust, Elemental Aura, Dragon’s Breath, Wall of Force, Animate Object, Prismatic Spray, Prismatic Wall, Prismatic Sphere.
Bonus Feats: Maximize Spell, Empower Spell, Heighten Spell, Arcane Strength, Arcane Strike.
Arcana: Your magic is awesome to behold. When you cast a spell from your bonus list, or any other suitably flashy spell (DM discretion) you may make an free intimidate check to demoralize a foe.
At 1st level you can alter a magical aura as per the spell magical aura, except in only last 10 minutes. You may use this ability 3 + Charisma modifier times per a day.
At 3rd level, you gain the ability to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 your sorcerer level + your Charisma bonus, and it lasts 1 round/level. You may use this ability once per day at 3rd level, twice per day at 8th level, three times per day at 13th level, and four times per day at 18th level.
At 9th level, you can cast spells with magnificent force that overwhelms your enemies. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell’s level.
The victim can attempt a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. You can use this ability a number of times per day equal to 1/2 your class level.
At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Milo33 |

Vacuum
Most sorcerers summon magic from within. You always simply drew it from your surroundings. Everburning torches flicker towards, and the magic you cast seems reluctant to leave your side.
Class Skill: Intimidate
Bonus Spells: Magic Aura, Lesser Counterspell, Dispel Magic, Counterspell, Siphon Magic, Greater Dispel Magic, Spell Turning, Greater Counterspell, Disjunction
Bonus Feats: Improved Counterspell, Parry Spell, Iron Will Ext
Arcana: You take a -1 AC penalty to magic ray attacks, as they veer towards you. You may absorb the magic of any worn magic item. It stops working for a day, but you receive all its benefits for one day as well. You may attempt to use this ability offensively. In this case make a touch attack against the target wearing the item, but using the items size modifier. This touch attack doesn’t provoke an attack of opportunity. If you succeed, make a caster check against the caster level of the item. Success indicates that the item will no longer function for the next 24 hours, and you receive it’s benefits. You may only have one item effect active per day.
At first level you may as an immediate action take the counterspell action as though you had readied an action 3+ Charisma modifier times per a day.
At third level, anytime you successfully counter or dispel a spell effect, you can treat it as though it’s on your known spell list at the same level employed by the caster. This lasts until you refresh your spells per day.
At ninth level anytime a harmless (so noted by a spell’s saving throw description) spell of 4th level or lower is cast within 60 feet of you, you may choose to immediately gain the benefit of that spell as if it had also targeted you. If the spell has a non-instantaneous duration, its’ duration is halved for both you and the intended target. You may employ this ability once for every two class levels you posses. At twelfth level you can gain the effects of any spell 6th level or lower.
At fifteenth level you can gain the effects of any spell of 8th level or lower.
At fifteenth level, after casting a spell you may choose to immediately reabsorb it as a swift action, so long as the spell inflicted no hp damage. Any effects of the spell are immediately ended, even if the spell had an instantaneous duration, but that spell does not count as spent. You may use this ability twice a day.

Milo33 |

Shadow
You were never afraid of the dark. It always felt like home to you. Shadows seem to grow darker in your presence, and they have a tendency to lean towards you.
Skill: Stealth
Bonus Spells: Ray of enfeeblement, Darkness, Deeper Darkness, Shadow Conjuration, Shadow Evocation, Shadow Walk, Power Word Blind, Greater Shadow Evocation, Shades.
Bonus Feats: Acrobatic, Blind-Fight, Dodge, Quick Draw, Silent Spell,
Skill Focus (Stealth), Stealthy, Weapon Finesse.
Arcana: You gain darkvision 60 feet. If you already have darkvision it extends another 60 feet.
At 1st level, you can cause a creatures own shadow to turn against him. Make a ranged touch attack against a target within 30 feet. The creature reacts as if struck by a tanglefoot bag, except you can affect a creature of any size. The creatures shadow reverts to normal after 1d6 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, a shadow sorcerer can alter the shadows around him and his allies to conceal their presence. The shadow mask lasts up to one minute per level, the duration need not be continuous but must be used in one minute increments. Shadow mask gives a +3 enhancement bonus to Stealth checks while it is active. At 9th level the bonus to Stealth increases to +6 and for the duration of the effect the sorcerer (not his allies) has 20%concealment. At 15th level the bonus to Stealth increases to +9 and he can summon the shadow mask as a swift action.
At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 100 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.
At 15th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day.

Milo33 |

Positive Energy
People say you have a healthy glow. They have no idea how right they are.
Skill: Heal
Bonus Spells: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Breath of Life, Heal, Mass Cure Serious Wounds, Mass Cure Critical Wounds, Mass Heal.
Bonus Feats:
Arcana: Any time you cast a spell you gain a number of temporary hit points equal to twice spell lever for one round. In addition, you may learn any cure spell as if it were on the sorcerer spell list.
At first level you may cast cure from a range of 10 feet 3+ Charisma modifier times per day. You may cure from even greater distances, but each additional 10 ft increment expends an additional use.
At third level you can touch a creature, letting your healing power flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + you Charisma modifier.
At ninth level you may treat your cure spells as though they are empowered once per a day for every two class levels. In addition once per a day, when an ally is knocked below 0 hp, you may cast a cure spell as an immediate action. This can prevent character death.
At fifteenth level you can create an aura of positive energy within 60 feet of you for sorcerer level rounds per a day. At the start of your turn all creatures in the aura gain a temporary hitpoint, and when someone is dealt damage, you may cast cure light wounds as an immediate action. All cure spells are intensified as per the metamagic feat within this aura.

Milo33 |

Negative Energy
You were sickly as a baby, but your body has grown to adapt to the constant flow of negative energy.
Class Skill: Heal
Bonus Spells: Inflict Light Wounds, Inflict Moderate Wounds, Inflict Critical Wounds, Aura of Doom, Slay Living, Harm, Inflict Serious Wounds Mass, Orb of the Void, Energy Drain
Bonus Feats:
Arcana: Whenever you take damage in battle, your effective caster level increases by 1 during your next turn. This effect does not apply more than once per round. In addition the bonus damage cap for inflict spells increases by one, and you may learn any inflict spell as if it were on the list of sorcerer spells.
At first level you may ready an action to cast an inflict spell on any target within 60 feet who takes hit point damage. You may cast any inflict spell regardless of its usual range, and the creature takes a -2 penalty to its will save to resist. This penalty increases by one every three levels, to a maximum of -5 at eleventh level.
At third level when you kill an enemy with an inflict spell, that spell is not expended. You may recover a number of spell levels in this matter equal to half your character level.
At ninth level you may treat your inflict spells as though they are empowered once per a day for every two class levels. In addition twice per a day, when struck by an enemy in melee you may cast an inflict spell as an immediate action that doesn’t provoke an attack of opportunity.
At fifteenth level you can create an aura of negative energy withing 60 feet of you for sorcerer level rounds per a day. At the beginning of your turn all creatures take one hitpoint of damage, and when someone is dealt damage, you may cast inflict light wounds as an immediate action. All inflict spells are intensified as per the metamagic feat within this aura.

Milo33 |

Storm/Chaos
Water just never seems to settle when you’re around. You find yourself vulnerable to strong mood swings, although ultimately your actions and your alignment are yours to decide.
Skill: Fly
Bonus Spells: shocking grasp (3rd), gust of wind (5th), lightning bolt (7th),shout (9th), overland flight (11th), Sirocco (13th), control weather(15th) cloak of chaos (17th), Tsunami (19th).
Bonus Feats: Deadly Aim, Dodge, Enlarge Spell, Far Shot, Great Fortitude,Point Blank Shot, Skill Focus (Fly), Wind Stance.
Arcana: Whenever you cast a spell with the chaos, [electricity] or [sonic] descriptor, increase the save DC by 1. You can learn any spell with that description despite normal class restrictions.
At 1st level you can summon a thin wall of mist anywhere within 30'. The wall is 1 foot thick and no bigger than 10 feet in any other dimension. This wall lasts for 1 round per level and obscures vision giving 20%concealment in both directions. Creatures passing through the wall must make a Will save to avoid becoming disoriented (dazed) for the remainder of their turn. The concealment effect of the wall always works but a creature can only be affected by the disorienting effect once per day. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level you can infuse an item with chaotic energy. Any weapon is treated as is treated as chaotic for purposes of damage reduction. Complex and magical items begin to react unpredictably. You can affect one object within 30 feet of you. If it is attended, the owner may make a will save DC 10 +half your level+ Cha modifier to negate. You may use this ability 3 + your Charisma modifier times per a day, though you can only affect one item at a time.
At 9th level, you gain the ability to turn into a 10-foot-high whirlwind once per day for 1 round per sorcerer level. You may cast spells normally.
At 15th level, you can create a savage winter storm centered on you. This power acts as control winds, but in addition the entire area (not including the “eye” at the center of the storm) is affected as a sleet storm and all in the area are exposed to extreme cold. You may use this ability once per day.

Milo33 |

Fire/Magma/Stone/Balance
The raging inferno, the unyielding stone, and the magma that is both. You know things are not as different as they appear, and that knowledge gives you strength.
Skill: Acrobatics
Bonus Spells: Burning Hands, Create Pit, Stone Shape, Spike Stones, Flame Strike, Tar Pool, Delayed Blast Fireball, Wall of Lava, Clashing Rocks.
Bonus Feats:
Arcana: Creatures with the Lawful Good, Lawful Evil, Chaotic Good, or Chaotic Evil alignment take a -1 penalty on their saves against your spells.
At 1st level anytime an enemy is subjected to fire damage within the last round, you may as a swift action cause that enemy to catch on fire. He must make a reflex save DC equal to half your sorcerer level +Cha modifier. If he fails he is caught on fire and takes an additional 1d6 fire damage a round. He may attempt to douse the fire as a full round action by making a DC 15 reflex save.
At 3rd level, any time you inflict fire damage on an enemy (be it from a spell, weapon, or alchemical device) you can cause the fire to solidify and entangle your foe as a swift action. Your target makes a reflex save DC equal to half your sorcerer level +Cha modifier. If he fails he becomes entangled for 1 round, or 1 round per a spell level if the damage was inflicted by a spell. You can use this ability a number of times per a day equal to half your level.
At 9th level, whenever you hit a single target with a spell that deals damage, you may make a bull rush check as a swift action. Your CMB for this maneuver is equal to your sorcerer caster level + your Charisma bonus. You can make this maneuver even if the target is not in melee range, and you do not provoke an attack of opportunity for making this maneuver. If the target is in contact with earth, stone, or rock, you gain a +4 bonus on your CMB check.
At 15th level, as a swift action once per day, you can shift the flow of energy inside your body. You take 2 points of temporary ability damage to one of your ability scores and add a temporary +2 inherent bonus to any other ability score. This bonus lasts for a maximum of 1 hour per sorcerer level or until you choose to prematurely dismiss it (a free action), during which time the temporary ability damage cannot be healed by any means. After this effect ends, you can heal the ability damage normally. At 20th level, you can use this ability twice per day.

Milo33 |

Titan
Occasionally you feel a presence in your mind that isn’t entirely your own. A voice or a feeling that beckons you towards glory.
Skills: Knowledge History.
Bonus Spells: Command, Levitate, Bestow Curse, Airwalk, True Seeing, Chain Lightning, Fire Storm, Mindblank, Meteor Swarm
Bonus Feats:
Arcana: You gain +1 bonus to saves against divine magic, and divine casters take -1 penalty to saves against your magic.
At first level you gain a trample attack, except you can trample anything up to one size category larger than yourself. You gain DR /- equal to your sorcerer level from any attack of opportunity. The reflex save DC is 10 + half your sorcerer level plus your charisma modifier. You deal 2d8 + 1 for every 2 levels, and those who fail there save fall prone. Creatures are entitled to this save even if they took their attack of opportunity. You can use this ability 3+ charisma modifier times per a day.
At 3rd level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
At 9th level you can attempt to assert your dominance over any visible creature within 30 feet. The target can resist this effect with a Will save (DC = 10 + 1/2 your sorcerer level + your Charisma modifier). If the target fails the save, it is affected as if by dominate monster for a number of rounds equal to 1/2 your sorcerer level, save that the target can choose to ignore any order you give and instead take 2 points of Constitution damage and become staggered for 1 round. You can use this ability once per day at 9th level, and an additional time per day for every four levels beyond 9th. This is a language-based mind-affecting effect.
At 15th level you can summon the hammer of the titans to strike all adjacent enemies. It deals 6d6+22 damage, and all adjacent enemies must make a fortitude save (DC 10 + ½ sorcerer level +Chaisma modifier) or fly back 15 feet and fall prone.

Milo33 |

Moon/Madness
You always feel comfortable under moonlight, and are prone to violent mood swings.
Skill: Stealth
Bonus Spells: Faire Fire, Hideous Laughter, Reckless Infatuation, Confusion, Feeblemind, Vengeful Outrage, Insanity, Irresistible Dance, Overwhelming Presence.
Bonus Feats:
Arcana: You can imbue any spell you cast with maddening power. Increase the save DC and caster level of the spell by 2, buy you are confused the next round.
At 1st level, you can summon a pale light which lulls a target creature into taking no action. This ability acts as the daze spell, except it has a duration of 1 round, and affects a living creature whose Hit Dice do not exceed your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level you may cause a number of allies equal to your caster level to enter a rage. This lasts for rounds equal to your caster level.
At 9th level, you can create a sheet of pale light. This power acts as a wall of fire, but it inflicts cold damage and does not radiate heat. However, one side of the aurora designated by you fascinates creatures within 10 feet, up to a maximum of 2 HD of creatures per sorcerer level. A Will save negates this fascinate effect. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

Milo33 |

Sun/Truth
Flame tends to flicker towards you. Unlike many who surround you, you are not a prisoner of self deception.
Skill: Sense Motive
Bonus Spells: Burning Hands, Pyrotechnics, Clairaudience/Clairvoyance, Flame Strike, True Seeing, Fire Seeds, Sun Beam, Sun Burst, Fiery Body.
Bonus Feats:
Arcana: You receive a +2 bonus against spells from the enchantment and illusion schools. Fire spells deal +1 damage per a die rolled.
At 1st level as a swift action you can cause anything you touched within the last round to burst into flame as a swift action. The target takes 1d6 of fire damage, and must make a reflex save (DC 10 + ½ sorcerer level + Charisma modifier) or catch on fire.
At 3rd level you can convert any fire damage you deal in a round to
force damage. You can do this 3 + Charisma modifier times per a day.
At 9th level, you can unleash a blast of fire once per day. This 20-foot-radius burst does 1d6 points of fire damage of your per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to fire until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
At 15th level, you can project your consciousness as if using arcane eye. In addition, at any point you can cause the arcane eye to become visible. The eye can no longer be moved, but it acts as a symbol of scrying for 10 minutes a level, and you receive the effects of true seeing when scrying through the symbol. You may use this power once per day.

Milo33 |

Ice/Law/Metal
Your life in inundated with patterns. When you shuffle a deck of cards long enough, they organize themselves by suit and value. When you drop a bundle of sticks, they usually fall equal distance from each other.
Skill: Knowledge Engineering
Bonus Spells: Grease, Chill Metal, Ice Spears, Conjure Deadfall, Icy Prison, Wall of Blades, Polar Ray, Shield of Law, Icy Prison Mass
Bonus Feats:
Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds.
At 1st level you can manipulate magnetic energy. You may attempt to disarm someone wielding a metal weapon within 15 feet of you using your caster level plus charisma as your CMB, if you succeed the weapon flies out of their hands into your own. Alternativly you may use the bull rush or pull maneuver on someone within 60 feet of you so long as they are wearing armor. You may use this ability 3 + charisma modifier times per day.
At 3rd level you may take ten on skill checks even when distracted by combat. You may use this ability one at third level, plus one additional time for every four levels above 3rd.
At 9th level your can create a plane of steely sharp ice. The ice appears on the ground in a 20-foot-radius burst. This spell functions as per grease, but in addition to falling prone those who fail the save take 1d6 slashing damage for every two sorcerer levels, and the DC for any acrobatics check is equal to 10 +1/2 caster level. The DC of the save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. Once per a round you may concentrate on a prone target within the field as a move action. He must make another save, or became entangled. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
At 15th level you may turn one opponent into iron. The target makes a Fortitude save (DC ½ sorcerer level +Charisma modifier). This functions as the flesh to stone spell, but the target is transmuted into iron instead. You can reverse this effect at will. You may use this ability once per a day on a unwilling subject, and at will on any willing subjects.

Cranefist |
I actually haven't read White Wolf. I hate it when I steal unintentionally. What part reminded you of that?
In Whitewolf, starting powers are pretty absolute. In Pathfinder, you get stuff like:
Call to Action: Heroic Awesomeness
Prerequisite: Dex 13
Your amazing speed and heroism grant +1 Initiative and +1 Perception.
In Whitewolf Games, you get stuff like, "Transmute all materials of one type or form into another," or, "Celerity - gain an extra full action."
I didn't mean what you wrote. I more meant the feel.