Your blood courses with the rage and fury of your goblin ancestors, and it imbues you with both toughness and power.

Class Skill(s): Disable Device.

Bonus Spells: cause fear (3rd), darkness (5th), fire claws* (7th), freedom of movement (9th), dream (11th), mislead (13th), giant form I (15th), greater shout (17th), wail of the banshee (19th).

Bonus Feats: Arcane Strike, Diehard, Endurance, Improved Initiative, Iron Will, Maximize Spell, Skill Focus (Knowledge [dungeoneering]), Toughness.

Bloodline Arcana: Whenever you cast a spell that inflicts hp damage, you add +1 damage to each die rolled.

Bloodline Powers: As the scion of a goblin forebear, you are a frightening and bloodthirsty combatant who increasingly resembles your ancestor.

Fierce Spirit (Sp)

At 1st level, you can make a touch attack to daze an opponent. The target can make a Will save (DC 10 + half level + Cha modifier). This effect persists for a number of rounds equal to half your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Desert Scions (Ex)

At 3rd level, you gain DR 5 to cold and fire. At 9th level, the DR increases to 10.

Zephyr's Fury (Sp)

At 9th level, you gain the ability to make a Whirlwind Attack once per day, even if you do not have the prerequisite feats and ability scores. You can make up to two whirlwind attacks per day at 14th level and up to three at 19th level.

Goblin Hardiness (Sp)

At 15th level, you gain spell resistance equal to 10 plus your sorcerer level.

Goblin Zenith (Ex)

At 20th level, your goblinoid nature runs rampant. Your eyes, ears, mouth, and head all double in size. Your ears and teeth become pointed (if you are not a goblin already), giving you a natural bite attack that deals 1d6 hp damage.

You gain immunity to sleep and paralysis, and tremorsense 30 ft. You also gain a +4 racial bonus to Perception checks and Ride checks.