Sorcerer Bloodlines

Aranea

Through some unwholesome experimentation you try your best not to think about, the alien qualities of the spiderfolk have become interwoven with your blood and soul.
Class Skill: Climb.
Bonus Spells: charm person (3rd), web (5th), hold person (7th), black tentacles (9th), dominate person (11th), veil (13th), mass hold person (15th), screen (17th) and mass hold monster (19th)
Bonus Feats: Agile Maneuvers, Improved Grapple, Improved Initiative, Iron Will, Skill Focus (climb), Spell Focus (enchantment), Spell Focus (illusion), Weapon Finesse
Bloodline Arcana: Whenever you cast a spell of the Enchantment or Illusion schools, you are treated as if being both one caster level and one Hit Die higher than you are. Whenever you cast a spell with the Fire descriptor, you reduce your caster level by one (which, at 1st level, makes you incapable of casting burning hands, for instance). Additionally, your mind-affecting spells function unimpeded on mindless spiders, but not only any other sort of mindless vermin.
Bloodline Powers: The alien traits nesting within your flesh continue to grow as your magical talents expand, resulting in several arachnid abilities.
Ensnaring Web (Sp): Starting at 1st level, you can take a standard action hurl a tangled mass of spider [url=
http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html#web]
web[/url] at a single target within 30 ft. as a ranged touch attack. This is similar to an attack with a net, and is effective against targets up to size Large. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + ½ your Sorcerer level + your Charisma modifier. Attempts to burst a web by those caught in it suffer a -4 penalty. You can throw webbing in this manner a number of times per day equal to 3 + your Charisma modifier.
Arachnid Physiology (Ex): At 3rd level, your body undergoes subtle changes that are not distinctive enough to warrant attention, but combine to give you a +2 bonus to Perception checks, +1 Natural Armor and a Climb Speed equal to half ground move (like all creatures with a Climb speed, you gain a +8 racial bonus to Climb checks and can always take 10 on a Climb check, even if threatened or distracted).
Venomous Bite (Ex): At 9th level, you gain the ability to make a poisonous bite attack that counts as an armed attack and inflicts 1d6 piercing + ½ Str bonus as a secondary weapon at -5 to hit or 1d6 P + 1.5x Str bonus as a primary attack at your full attack bonus. Poison (Ex) Bite - injury; save Fort DC (10 + your Cha modifier + ½ your Sorcerer level); frequency 1/round for rounds equal to your Charisma modifier; effect 1d2 Strength damage; cure 1 save. You can make this attack Cha mod + 3 times / day. This venom cannot be extracted for other usage, and your venom-dripping mandibles only appear during these attack actions, otherwise melting away into your regular facial features.
Call of the Web (Sp): At 15th level, you gain the ability to use summon monster VII as a spell-like ability to summon a single Bebilith and to cast summon monster V to summon 1d4+1 Giant Spiders as a spell-like ability a number of times equal to your Charisma modifier +3. You add your Charisma modifier to your caster level to determine the duration of these spell-like abilities, and the creatures summoned follow your mental commands, even if you do not share a language with them. These spell-like abilities require a Standard action to evoke, and you only require a free action to mentally command these creatures.
Metamorphosis (Su): A 20th level, your transformation is complete, and while you still appear as your previous race, your solid black eyes grant you 60 ft. darkvision and low-light vision, and the change to your body and soul confer a +2 inherent bonus to both Dexterity and Charisma. At will, as a standard action, you can Change Shape into an Aranea (+4 Dex, +4 Con, web) or Giant Spider (+6 Dex, +2 Con, web), and the webbing you produce in these forms does not decay like that of your Ensnaring Webs. You become immune to spells like charm person, dominate person and hold person, as if you were a Monstrous Humanoid (but do not gain other benefits of that creature Type), and you can choose to return to your own form, ending any unwanted polymorph effect, such as from a baleful polymorph or polymorph any object spell, upon yourself as a free action on your turn.