Your bloodline is tainted by weird experiments of otherworldly construct-like beings that prowl from far realms, and you are often haunted by side-effects.
Class Skills: Heal.
Innate Pactmaking: At 1st level, you may use your innate magical talent to seal pacts with spirits. Your binder level equals your sorcerer level and you bind spirits as an occultist of your level. As a cost, you must sacrifice an unused spell slot of a spell level equal to or greater than the spirit’s level in order to seal a pact with it. A multiclass character with this bloodline retains this restriction for all bound spirits. Also, all spirits immediately unbind from you whenever you regain spells. Thus, you never benefit from the Flexible Pactmaking feat.
Ocular Growths (Su): At 3rd level, you can force tumor-like growths to spread across your body as a swift action, erupting into functioning eyes. This grants you all-around vision, making it impossible to flank you. At 11th level these eyes grant you darkvision 60 feet or increase your darkvision by 30 feet if you already possess it. At 17th level the eyes grant you a true seeing effect. The eyes function for a number of rounds per day equal to your sorcerer level. Those rounds do not need to be consecutive.
Devour Magic (Sp): At 9th level you can expend 1 unused spell slot to regain 1d6 hit points per level of the spell as a full-round action. At 13th level you can destroy a magic item to regain hit points equal to 10 x the item’s caster level.
Experimental Evolution (Su): At 20th level, you become a half-construct. In addition, you gain magic immunity, as a wood golem, as well as all of the special spell weaknesses that a wood golem receives.
Pact Magic Unbound, Vol. 1; © 2012, Radiance House; Authors: Alexander Augunas, Dario Nardi.