Queenie! Fenris! Dislike the hassle of making mages? If only there were someone around who not only had a lot of experience and ideas, but who really enjoyed the mental challenge!
Oh wait!
(^_-)
Okay, so firsties, my reaction to your sheet. First, the things that popped at me as good.
That Wild Arcana thing is BONKERS good. Oh my god. That opens things up for sorcerors SO MUCH. I'd have been fighting with you over having an arcanist if I'd noticed that before.
Also, you have a solid list of spells. That list isn't going to let you down.
Lastly, the items you have are good. Can't see anything wrong with 'em. At our level, getting a numerical edge is pretty important, so don't be afraid not to have 'cool, quirky' items. There'll be plenty of time for those once you're sitting pretty in the math.
Now, the stuff that popped at me as maybe needing some revisiting. Note that my suggestions and reactions are based entirely on my very subjective analysis based on the rules of play and my own personal playstyle...so feel free to shrug and say, "But I like it" and I'll have no complaints. My goal is to warn you of possibilities that might not have been immediately obvious during creation, which make abilities that seem cool on paper into substantially less cool ones in play.
That said, Abundant Casting is...kind of...meh? I mean, it could be pretty decent, but only if you had spells to take advantage of it. Which you kinda...don't. I mean, I guess you could use it to Charm two Persons instead of one, but honestly that spell is usually very situationally useful since it's not good for combat (that +5 to save hurts) and most people who aren't enemies you won't want to invade the mind of and subvert to your will. It's good for interrogations, but that's rarely something you'd have two people in the same room for. And I'll say too that most sorcerors don't need to worry TOO much about this sort of thing. They can repeat-cast spells if they need to affect more targets. This path feature feels more aimed at wizards to me, who must try to make every spell they cast maximally efficient, because they may not have another one prepared.
So what are some other possible Path choices? I'll quickly lay a few out.
[sblock]Competent Caster - You autosucceed Concentration checks on any spell that's not of your highest castable level. This is deceptively good, because it lets you pull stunts that sane mages never would. It also frees you up from needing to spend resources (feats, traits, etc) on pumping your Concentration score...which in your case would save you a Trait which you could then spend on something else.
Coupled Arcana - This has really amazing potential, but it doesn't really work with the Arcane Bloodline. I have an idea about that though, farther down where I make some more suggestions. I'll revisit this path ability in that discussion.
Deep Understanding - Spellcraft becomes in many ways obsolete for you. You auto-ID spells cast nearby you, and you basically get Identify for free with Detect Magic. This is pretty sweet for a sorceror, as they tend to lag a bit in Spellcraft because they're cute, not smart. *eyeroll* And using Detect Magic to ID items is SO MUCH faster than Identify, allowing the use of items found on the fly, rather than having to wait for downtime to get the goodies. In your case, it would mean that Magic Aptitude feat is mostly obsolete, freeing you up to take something else. What else? Bear with me on that.
Elemental Bond - You've got mostly Fire spells so far at least. If you want to embrace that theme, consider the Elemental Bond trait. Bonus to caster level, but more significantly a scaling Resistance against that element. Since fire is a super-common attack type, permanent fire resistance is pretty sweet.
Enduring Armor - Permanent Mage Armor. You can trade in those Bracers for something nice, cuz this is leagues better. Nuff said.
Energy Conversion - You have a lot of fire, but sadly demons are often resistant to it? What's a mage to do?
Change it. This honey of a power lets you swap spells with the four classic elemental energy descriptors (fire, lightning, acid and cold) to any OTHER of the four classic elemental energy descriptors! Costs a mythic power use, but honestly that's probably more than worth it.
Flexible Counterspell - If you take Deep Understanding right away, then take this one when we get a mythic powerup.
Mythic Bloodline - It's not bad, but isn't tops for Arcane. But read on, because I have a suggestion vis a vis that.[/sblock]
Now, Magic Aptitude is not a strong feat choice in my opinion. Unless you need it for some prereq, or are set on it for RP purposes, there are stronger choices. Spellcraft is not all that great a skill to start with, and +10 isn't much worse than +12. Use Magic Device is nice, but again...+2 isn't that big a deal, especially since you're going to be cranking your charisma. But what to take? I have an idea, and it relates to Bloodline.
So, Arcane Bloodline is actually pretty good for sorcerors, but it feels funny to have two sorcerors of the same bloodline. And there are so many options. I know you want a familiar, but there's a way to get one; Eldritch Heritage.
The way it works is this: At first level you have to unfortunately use a feat...happily, you can use it on something useful, Skill Focus for any Knowledge Skill. Arcana is good, or Local if you prefer. At 3rd level take the Eldritch Heritage feat for Arcane bloodline. This gives you the 1st level bloodline feature, which happens to be: Arcane Bond. Boom, familiar. Now you can take Improved Familiar as normal.
I admit, two feats is a stern price for one class feature...so it may not be for you, but I wanted to put it forward, since it lets you get the happy familiar feature with any bloodline.
But then, what do other bloodlines offer?
Maestro is pretty thematic for your character, and adds some bardic goodies, but may not suit your build since you seem to be focusing on firepower more than enchantment/saves.
Celestial gives some really nice goodies too, especially at higher level. My reading shows that this adventure path actually goes to level 20 too, which means you'd eventually get the SUPER nice Celestial capstone feature. And as an aasimar, it's also very thematic. An
Elemental bloodline serves you well if you want to be a 'blaster' mage.
Starsoul is interesting too.
One thing about changing bloodlines is that some bloodlines have abilities that would synergize rather well with the Wild Arcana and Coupled Arcana mythic features. Coupled Arcana means anytime you use a bloodline power, you can use a mythic ability at the same time as long as it uses the same type of action or is faster. Here's what you'll be doing though: Standard action to activate a bloodline feature (the celestial holy blast, elemental blast, or whatever), then activate Wild Arcana which is a swift action, to cast -any spell you want-. Spell plus bloodline power, all in the same action. This is less useful for Arcane bloodline, since they don't have many options that would be useful to couple like that. But other bloodlines have plenty of things that could make this cool.
If you're good with Arcane, then I'd still recommend changing Magical Aptitude. Solid ideas for that would be:
Dodge (+1 infinitely stackable AC ain't bad)
Point Blank Shot (boosts the attack roll and damage of most of your Ray spells, also helps boost your crossbow attacks)
Spell Focus for Evocation wouldn't be a terrible idea, though your DC will already be pretty high.
So yeah...basically, your build is good. You don't -need- to change a thing. If you were to change any one thing, I'd say get something other than Magical Aptitude. I'd also change your Path ability.
Changing bloodlines is more complicated, but it could be done if you don't mind spending some feats.
Once you settle on feats, choosing a mythic feat becomes much easier.
