(this is a variant sorcerer bloodline)
Your family has always had the gift of psychic powers. This come from your Thulish blood which you can track back centuries. Many of your ancestors were accomplished psychics whose thoughts echos on in your blood. You must honor your relatives regularly to keep your channel to power open. Much of your divination ability is the fact that they can see through you and often whisper warnings or advice into your mind.
Class Skill: Knowledge (nobility).
Bonus Spells: Command (3rd), Detect thoughts (5th), Clairaudience/Clairvoyance (7th), Geas, Lesser (9th), Dominate Person (11th), Suggestion, Mass (13th), Vision (15th), Demand (17th), Weird (19th).
Bonus Feats: Combat Casting, Combat Reflexes, Eschew Materials, Evasion, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, Silent Spell, Spell Focus, Still Spell.
Bloodline Psionic: Psionic bloodlines have an easier time applying the still and silent metamagic feats. Once per round one of the two feats can be applied without increasing the spell level.
Bloodline Powers: Psionics are part of your heritage.You gain the following powers as your powers deepen.
Empathy (Su): At 1st level, you gain increased empathy. You gain a +2 enhancement bonus on Bluff, Diplomacy, and Sense Motive skill checks. This bonus increases by +1 for every five levels you possess, up to a maximum of +6 at 20th level.
Forewarned (Ex): At 3rd level, You always act in the surprise round even if you fail to make a Perception roll to notice a foe. In addition, you receive a bonus on initiative checks equal to 1/2 your level (minimum +1).
Slippery Mind (Ex): At 9th level, You can wriggle free from magical effects that would otherwise control or compel you. If a psychic with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. Furthermore your mental command allows you to cast Magic Jar 1/day as a supernatural ability.
Perfect mind (Ex): At 20th level, your mind is so disciplined that you are under the effect of mind blank so long as you are conscious. You can see into the future so all initiative rolls are as if you rolled a natural 20. Also when you succeed at a saving throw against a mind-affecting spell, that spell is reflected back at its caster, as per spell turning.