Deep forests are a haven for unicorns. Deeply empathetic and fiercely protective, unicorns on occasion form close bonds with humans, often young and noble-hearted women. When the two have a particularly strong bond, the unicorn’s magic can become a part of the bonded human, and sometimes is even passed on to her children. These children, blessed by their parent’s connection to that force of true good, grow up to become sorcerers of the unicorn bloodline.
Class Skill: Heal.
Bonus Spells: Cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), atonement (11th), heal (13th), greater restoration (15th), mass cure critical wounds (17th), mass heal (19th).
Bloodline Arcana: Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above.
Pure of Mind (Su)
At 3rd level, you gain a +2 bonus on saving throws against charm effects and a +4 bonus on saving throws against spells with the evil descriptor. At 9th level, your bonus on saving throws against charm effects increases to +4 and your bonus on saving throws against spells with the evil descriptor increases to +6.
Righteous Fury (Su)
At 9th level, once per day you can create a spear of pure light and throw it at a creature within 60 feet as a standard action. This is a ranged touch attack that uses your Charisma modifier in place of your Dexterity modifier to determine the attack bonus. The spear deals 1d6 points of damage per sorcerer level and ignores all damage reduction and hardness. This damage increases to 1d8 points of damage per sorcerer level against an evil creature. At 13th level, you can use this ability twice per day. At 17th level, you can use this ability three times per day.
Friend to Nature (Su)
At 15th level, creatures with the animal or magical beast type and a non-evil alignment instinctually trust you. Such creatures automatically have a starting attitude of indifferent or better toward you unless you or a creature allied with you has attacked or otherwise threatened violence against such a creature.
At 20th level, you gain immunity to poison, to charm effects, and to spells and weapons with the evil descriptor. You can also cast magic circle against evil at will with a caster level equal to your sorcerer level.
Pathfinder Player Companion: Heroes of Golarion © 2019, Paizo Inc.; Authors: Saif Ansari, Alexander Augunas, Mara Lynn Butler, Michelle Jones, Avi Kool, and Alex Riggs.