Occult Bloodline
One of your ancestor has gained her powers through a strange studies and occult rituals, and her power still echoes through your bloodline. You have access to magic many would call strange, or cursed.
Class Skill: Knowledge (The Planes).
Bonus Spells: apport object (3rd), phantom barrier (5th), bestow curse (7th), spectral barrage (9th), telekinesis (11th), prognostication (13th), ethereal jaunt (15th), void ray (17th), greater possession (19th).
Bonus Feats: Ectoplasmic Spell, Evil Ghost Possession, Gloomy Apparition, Haunted Telekinesis, Quicken Spell, Silent Spell, Still Spell, Thanatopic Spell.
Bloodline Arcana: Whenever you cast a necromancy spell, increase the DC of that spell by +1. Additionally you gain Psychic Sensitivity as a bonus feat.
Bloodline Powers: You have inherited powers the power of foresight and strange abilities.
Bonded Object (Sp): At 1st level, you gain an arcane bond, per a wizard equal to your sorcerer level, the object is often one of occult origin. Your sorcerer levels stack with any wizard levels you have when determining the powers of your bonded object. This ability does not allow you to have both a familiar and a bonded object. Once per day, your bonded object allows you to cast any one of your spells known and increase the save DC of that spell by 1.
Occult Foresight (Su): You gain a +1 insight bonus to initiative and AC, additionally if you cast a divination spell that has a base percentage chance of providing correct or useful information then increase that chance by 5%. At 7th level and every four levels thereafter, these bonuses increases by +1.
Hex Eater (Sp): At 9th level you may cast remove curse as a spell-like ability twice per day. You may use this ability an additional time per day at 12th and each 3 levels thereafter. Whenever you successfully use this ability to remove a curse, you recover a number of hit points equal to the caster level of the curse, excess healing is gained as temporary hit points which last for 1 hour. Using this ability to remove a curse effect that you placed yourself does not consume any of its daily use, but does not restore any hit point.
Void Obliteration (Ex): At 15th level, whenever you cast a necromancy spell that deals damage, that spell deals +1 point of damage per die rolled, your necromancy spell also automatically bypass the regeneration of all creatures. Additionally any foe slain by one of your necromancy spell may be obliterated into dust, as per the disintegrate spell. You may choose to trigger this bloodline ability as a free action as part of killing a creature with a necromancy spell.
Dark Manifestation (Ex): A 20th level you become a being of great occult might, you become immune to death-effect, as well as effects which would move or modify your soul (such as magic jar, soul bind, etc). Whenever you die, you may raise yourself as a ghost 24 hours later. However you lack the rejuvenation ability, and die without recourse if slain while in ghost form. If you successfully use your possession ability, you can sacrifice the body you inhabit in a 24 hour ritual to restore yourself (as well as your original body) to life. If you died of old age, your resurrected body is that of a young adult but decay to uselessness within a year.