While very cool, the protean bloodline from the Advanced Player’s Guide is too setting-specific (or Paizo-specific) for my tastes. One of my players wanted a more traditional and trickster-aspected Chaos bloodline. With that in mind I came up with this:
Chaos Sorcerer Bloodline
Class Skill: Disguise.
Bonus Spells: hypnotic pattern (3rd), alter self (5th), confusion (7th), freedom of movement (9th), imbue with spell ability (11th), bestow curse (13th), cloak of chaos (15th), symbol of insanity (17th), maddening scream (19th).
Bonus Feats: Empower Spell, Spell Penetration, Iron Will, Mobility, Arcane Armor Training, Improved Initiative, Transdimensional Spell, Skill Focus (Disguise, Bluff).
The power behind your magic is cyclical and unpredictable. Every time you cast a spell roll 1d20 + the spell level + your Charisma modifier to set the dweomer’s DC.
Warp Touch (Sp): At 1st level, you can cause an enemy to suffer grotesque warping to his flesh with your touch. The target suffers 1d4 +1 point/2 levels of damage and must succeed at Fortitude saving throw or become nauseated for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Chaotic Anatomy (Su): At 3rd level, whenever you cast a spell known you gain light fortification (25%) and acid resistance 5 for a number of rounds equal to half the spell level (minimum 1, cantrips excluded). At 9th level, you gain acid resistance 10 and medium fortification (50%).
Change Shape (Su): At 9th level, you can change your shape for a number of rounds per day equal to your caster level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I.
Inconsistent Immunity (Su): At 15th level, each time you recover your daily allotment of spells, roll 1d10 and consult the table below; you gain immunity to that form of damage or attack. You can use a full-round action and spell a slot of 7th level or higher to reroll.
1-5) Elemental resistance: 1-Acid, 2- Cold, 3-Electricity, 4-Fire, 5-Sonic;
6-7) Energy resistance: 6-Negative energy, 7-Positive Energy;
8) Petrification and polymorph;
9) DR 10/adamantine;
10) One of the above, exactly that necessary to resist the next attack that hits you.
Fluid Form (Su): At 20th level, as a swift action, you gain one of the following abilities: blindsense with a range of 30 feet, burrow with a speed of 30 feet, climb with a speed of 60 feet, darkvision with a range of 120 feet, fly with a speed of 120 feet, gaseous form, or swim with a speed of 60 feet. You can only have one of these abilities at any one time, but you can change the ability as often as you like.