Nymph (Sorcerer Bloodline)
In ancient times, your ancestor gained the favor of a nymph. They say her blood runs through your veins. Your beguiling smile and easy charm give credence to the claim.
Class Skills: Knowledge (nature).
Bonus Spells: entangle (3rd), tree shape (5th), suggestion (7th), grove of respite (9th), tree stride (11th), cloak of dreams (13th), insanity (15th), irresistible dance (17th), dominate monster (19th).
Bloodline Arcana: Whenever you cast an enchantment spell, increase the spell’s DC by +1.
Bloodline Powers: Your nymph heritage enhances the power of your charisma. Your prowess as an enchanter owes much to this.
Fey Fascination (Su)
At 1st level, as a standard action, you can force one target within 30 feet to make a Will save (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or be fascinated for 1 round for every 2 sorcerer levels you possess (minimum 1). This is a mind-affecting, illusion (pattern) effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Unearthly Grace (Su)
Saving Grace (Su)
At 9th level, as an immediate action before attempting a saving throw, you can add your Charisma modifier to the result of the save. You must choose to do this before the roll is made. You can use this ability a number of times per day equal to your Charisma modifier.
Primal Charm (Su)
At 15th level, your enchantment spells may affect mindless and undead creatures. As a free action prior to casting an enchantment spell, you can decide to have the spell affect oozes and vermin, undead creatures (even mindless undead), and plant creatures (even mindless plant creatures) as if they weren’t immune to mind-affecting effects. You may use primal charm a number of times per day equal to 3 + your Charisma modifier. A spell empowered with primal charm affects mindless creature only.
Perfect Charm (Su)
At 20th level, you may apply primal charm to any enchantment spell at will. Additionally, whenever you cast an enchantment spell, you may reroll the 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.