Okay, let's get to your questions first
- Rolling a 1 on a skill check is, as far as I know, still no automatic failure, is it? At least it's not in 3E, though I must admit I'm intentionally slow on "updating" on 3.5E. As such, a 1 on a skill check gets interesting only if the sorcerer misses the TN for the action he tried.
Then he has to roll a Fortitude save, but only then. So actually, you only need two rolls, one skill and one save, if you botched your skill roll.
- Adding additional bloodlines would make a GM run into the same issues every time with any bloodline-based sorcerer. It's a thing of "too many options creating too much work".

The thing is, I used the "generic four" bloodlines you get in the Dragon article I mentioned, and matched the minor bloodlines from UA. Considering I plan to use it in my Iron Kingdoms campaign, and seeing as the Campaign Guide isn't out yet, I don't know if some are even viable, mainly the Outsider bloodlines. In the end, each GM will have to decide. But for building: Collect one spell each level that looks appropriate to the bloodline you have in mind, and check the UA for a minor bloodline that fits, or for the guidelines for creating new minor bloodlines for the "bloodlline gifts" of your choice.
- About the spell-like abilities...2nd too weak? Okay..wow..I thought people'd tell me 3rd is too much, as I pondered on using 3rd level spells. Okay, I'd actually rethink those in that light.
- Affinity..well, what can I say, me lazy-ass, or time-pinched. Simply copied them from UA. I have to admit, a +2 on Intimidate won't do much on a Dragon in the Iron Kingdoms...
In the end, I added the bloodline gifts more as flavour than as hardware...more "fluff" than "crunch", to use modern gaming terminology. I will have to ponder on a few details, especially in the light of a given campaign setting...but that's a given, in my eyes, most of the time.
Your suggestions look nice, and more streamlined, too. I'd ponder on giving sorcerers something akin to Spellfire from the FR, if I had a better idea of how that works, but I always gathered from others that's terribly "unbalanced"..hmmm. The charm of the overchanneling rules is that you drive home the point that abusing your ability too much can burn you out. And if you play a sorcerer from 1st to 20th level, and used overchanneling a few times during your career, you probably hit the wall hard enough once or twice to make you
very cautious of abusing it. One bad roll, and your abilities are gone forever
And, Khaallis...thanks again, and keep your comments coming, if you got any. Apparently you're the only one interested enough in really discussing a few things here with me.
