You are descended from a long lineage of sword fighters who generations ago discovered that blades aren't just steel. From birth, you've been attuned to the spirits of blades. You understand both the noble and deceptive glints of swords, and your powers reflect them.

Class Skill: Sleight of Hand.

Bonus Spells: true strike (3rd), spiritual weapon* (5th), twilight knife (7th), greater invisibility (9th), major creation (11th), blade barrier (13th), mage's sword (15th), repel metal or stone (17th), foresight (19th).

*The type of weapon created by spiritual weapon is always the type you select as your black blade (see below).

Bonus Feats: Arcane Strike, Dodge, Combat Casting, Craft Magic Arms and Armor, Lightning Reflexes, Martial Weapon Proficiency, Weapon Finesse, Weapon Focus.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to be mundane slashing damage. If you do, the spell loses any energy descriptors it had. It is no longer subject to energy resistance, but instead it is subject to DR as though it weren't a magical attack. The spell's interaction with spell resistance is unchanged.

Bloodline Powers: Bladeborn sorcerers develop strong bonds with weapons as they increase in level, learning from them and discovering new ways to blend arcana and blades.

Knowing Knife (Su): At 1st level, you can receive guidance from a wielded bladed weapon as a free action. You may make a melee sneak attack with this weapon, as a rogue, for an additional 1d6 damage. At 5th, 7th, and 11th levels, your sneak attack deals an additional 1d6 damage. You can make a number of sneak attacks per day equal to 3 + your Charisma modifier.

Table 1-1: Black Blade Progression

Class Level
Cha Int/Wis Ego Special
3rd-4th +1 11 7 5 Alertness, black blade strike, telepathy, unbreakable
5th-6th +2 12 8 8 Energy attunement
7th-8th +2 13 9 10
9th-10th +3 14 10 12 Teleport blade
11th-12th +3 15 11 14
13th-14th +4 16 12 16 Transfer arcana
15th-16th +4 17 13 18
17th-18th +5 18 14 22 Spell defense
19th-20th +5 19 15 24

Black Blade (Ex): Bladeborn sorcerers typically bond with a single blade spirit strong enough that it has developed a distinct personality and a smidgeon of its own arcane power. At 3rd level, you gain a powerful sentient weapon called a black blade, whose weapon type you choose from weapons with which you're proficient. You cannot have a familiar of any kind. If you would receive the arcane bond class feature from another class, you must select your black blade as a bonded weapon, even if a bonded weapon isn't one of the normal options. This functions as the bladebound magus class feature, except as follows:

Charisma: This ability starts at 10 for your black blade and increases by 1 for every two levels of sorcerer.

Intelligence and Wisdom: These abilities start at 6 for your black blade, and increase by 1 for every two levels of sorcerer.

Languages and Skills: Your black blade does not start with any languages known. You and it communicate via its telepathy ability. When your black blade gains a positive Intelligence bonus, and at every increase to its Intelligence bonus after that, it gains a bonus language of the GM's choice, and gains 1 rank in Knowledge (Arcana).

Black Blade Arcane Pool: Your black blade has an arcane pool with a number of points equal to 1 + its Charisma bonus.

Transfer Arcana (Su): This ability is as the bladebound black blade ability, except that instead of regaining 1 point to your arcane pool, you regain 1 use of your knowing knife ability.

A sorcerer's black blade never gains the life drinker special ability.

Blade Training (Ex): At 9th level, you gain Weapon Training 1, as a 5th-level fighter. You must select either Light Blades or Heavy Blades. The bonuses from this ability increase by +1 at 13th and 17th levels. You are proficient with every weapon in the selected group.

Sword and Sorcery (Su): At 15th level, whenever you use your knowing knife ability to sneak attack, you may forego up to 4 sneak attack dice. If you do, as a swift action, you may cast any single-target spell you know with a level less than or equal to the number of foregone sneak attack dice, provided you have a spell slot of that level remaining. You must target the creature you sneak attacked. You gain a +2 circumstance bonus to the spell's attack rolls and DCs. These bonuses increase to +4 at 20th level.

Casting a spell in this manner does not provoke attacks of opportunity from the spell's target, though it provokes them as normal from other creatures. You may not attempt to cast this spell defensively, and the spell must be one with a normal casting time of 1 standard action or less.

Blade Caster (Su): At 20th level, your connection with arcane steel becomes unbreakable and strengthens your magic. While wielding your black blade, you cannot be disarmed, the weapon cannot be sundered, and you automatically succeed on all concentration checks. When using your sword and sorcery ability, you receive a +2 bonus on caster level checks to pierce spell resistance. Additionally, you may use sword and sorcery whenever you successfully confirm a critical hit with your black blade. If you choose to, your attack deals damage as though it weren't a critical hit. The maximum level of a spell you can cast in this way is equal to your weapon's critical hit multiplier -1. (So a 1st-level spell if your multiplier is x2, a 2nd-level spell if your multiplier is x3, etc.)