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The magical nature of runes, words, and language is obvious to you. You inherently understand the nuances of magic, when you are spelling words and casting spells.
Class Skill: Linguistics.
Bonus Spells: command (3rd), create treasure map (5th), glyph of warding (7th), discern lies (9th), word of recall (11th), greater glyph of warding (13th), holy word / blasphemy / dictum / word of chaos (15th, pick one), symbol of insanity (17th), power word kill (19th).
Bonus Feats: Iron Will,
Improved Iron Will,
Greater Spell Penetration.
Bloodline Arcana: Whenever you cast a spell with the language-dependent descriptor, increase the spell's DC by +2.
Bloodline Powers: You come from a line of librarians or scribes, and some of them knew the words of power and the runes of truth. They passed on the magic of language to you.
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your sorcerer level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Levels and uses per day of other classes that grant the Blast Rune power stack.
Written Word Mastery (Su): At 3rd level, you can use a linguistics check to read almost anything. You can read any magical writing with a DC10 check. You can read any language you do not know with a DC15 check, no matter how exotic. You can read a map to find any location on it with a DC20 check, and never get lost. You can read any invisible, hidden, or trapped writing without triggering it with a DC25 check. You can create, read, and write an unbreakable code with a DC35 check (it takes a day to teach an ally how to read and write your code). These checks are free actions rolled as soon as they come into reading distance.
Spell Rune (Sp): At 9th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level sorcerer spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.
Rune Control (Sp): At 15th level, your blast runes last for one minute per level, or until triggered. Also, you can reposition a blast rune within 30 ft of you to any other space within 30 ft. as a move action (though you still may not place one in the space a creature occupies). You may similarly reposition any glyph of warding or symbol spell you have cast.
Power of Names (Su): If you know the name of a target creature and declare it as part of casting a spell, then the target suffers a -5 on its saving throw, and you gain a +5 insight bonus on spell penetration rolls against the creature's SR.
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Sometimes the ties that bind can wrap around a soul. Those who find themselves inspired by restraint may discover that the magic of the strings is also freeing.
Class Skill: Perform (String Instruments).
Bonus Spells: entangle (3rd), rope trick (5th), snare (7th), black tentacles (9th), lesser planar binding (11th), planar binding (13th), animate objects (15th), dimensional lock (17th), astral projection (19th).
Bonus Feats: Combat Casting, Combat Expertise, Improved Disarm, Improved Trip, Weapon Finesse, Weapon Focus, Whip Mastery, Improved Whip Mastery.
Bloodline Arcana: You gain an arcane bond, as a wizard equal to your sorcerer level. Your bonded object is a length of silk rope, which you can use as a masterwork whip or a masterwork lasso. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your bonded whip. The length of your bonded rope is 50 ft plus 5 ft per sorcerer level and weighs five pounds. If it is damaged or broken, it repairs itself at a rate of 1 hp per minute. This ability does not allow you to have both a familiar and a bonded item.
Bloodline Powers: Your ancestors chose to be bound, by magic or miracle, and their blood, flowing in you, gives you insight and affinity with all manner of bonds and bindings.
Rope Master (Ex): At 1st level, you gain proficiency with whips, nets, lassos, and bolas. You gain an insight bonus to attack with these weapons equal to half your sorcerer level. You gain this same bonus on skill checks involving ropes, for example, acrobatics checks to walk tightropes, climb checks to climb ropes, and escape artist checks to escape ropes and the entangled condition.
Bindings Crafter (Sp): At 3rd level, you gain the ability to craft certain specific magic items as if you had the feats that would usually be required. These are the only items you may craft: magical whips, bolas, nets, and lassos; rod of the python, rod of the viper, and rod of rulership; feather token (anchor and whip), elixer of love, rope of climbing, bracelet of friends, rope of entanglement, iron bands of binding; necklace of strangulation, net of snaring; muleback cords (APG), manacles of cooperation (APG), and philter of love (APG). You must meet all other prerequisites as normal.
Life Bond (Sp): At 9th level, you may cast Shield Other as a spell-like ability, using your sorcerer level as your caster level, a number of times per day equal to 3 plus your charisma bonus.
Mind Bond (Sp): At 15th level, you may cast Telepathic Bond as a spell-like ability, using your sorcerer level as your caster level, a number of times per day equal to 3 plus your charisma bonus.
Rebound (Su): At 20th level, whenever you are affected by something that restricts movement (including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web), the source of the restriction is itself restricted in exactly the same way, ignoring its saves, resistances, immunities, and so forth. If you target yourself with a restrictive effect, you can also apply the exact same restriction to a target within 30 feet, although in this case spell resistance and immunities (but not saving throws) do apply.
(For a binding theme version of the APG witch class, created by another author, check out the Tatterdemalion.)