Ok. Here are the abilities mentioned in the Sorcerer Ability tables above. They need review and comments if anyone is willing.
Here goes.
Air Ken (Su): If the sorcerer is of the Child of the Elements (Air) heredity, and can cast 4th level spells and has the Fleetness of the Elements ability, they can draw on the power of their heritage and can speak Auran for free as well as gaining the ability to dart about to and fro, seeming to be in many places at once. The sorcerer receives the Improved Initiative and Dodge feats even if they do not normally meet the pre-requisites.
My concern here is the linking of the ability to speak Auran with other Air elemental traits. It seems the ability to speak the language should be tied to some social interaction with others of the same elemental heritage. Otherwise this ability essentially grants 2 feats, admitedly not powerful ones, but nothing to sneeze at either. Perhaps some single ability to replicate those effects? Say: a bonus to Dex based skills and abilites equal to the Sorcerers Charisma modifier once per day for a number of rounds equal to their level in this class?
Would that do some of the same things you were thinking of? If you were looking for something more permanent, perhaps a bonus to initiatice equal to the Charisma modifier.
Arcane Sense (Su): If the sorcerer has 6 or more ranks in Concentration, they may become naturally attuned to the flow of magical energy in all things around them.
Arcane Sense: The sorcerer can feel magic flow through them as well as sense its presence and flow in all things around them as well. As a result of this deep attunement, the sorcerer’s senses allow them to see as if using detect magic (as the spell) at will. This supernatural ability is activated as a free action and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).
Arcane Sense Identification: If the sorcerer has 5 ranks or more in Knowledge (Arcana) and the Arcane Sense ability, they can attune their Arcane Senses into an innate ability to read the magical aura in devices as well as see the flow and presence of magic. The sorcerer may identify magical items by studying them using their ability to Detect Magic and combining it with their Knowledge (Arcana) skill. They must spend one hour inspecting the item and testing it. In the process of studying charged items, this process automatically burns one charge, though the energy seeps from the item harmlessly. After one hour, the sorcerer makes a Knowledge (Arcana) check with a DC determined by the table below. If successful, the sorcerer has identified one of the item’s magical properties. If they fail, they immediately activate the item (targeting the sorcerer).
Code:
Item Type DC Item Type DC
Armor 20 Weapon 20
Potion 15 Ring 25
Rod 20 Scroll 15
Staff 25 Wand 20
Wondrous Item 25
Improved Magic Sense: If the sorcerer has 6 or more ranks in Spot and has at least a 13+ Wisdom and has the Arcane Sense ability, they may learn to focus and intensify the manifestation of their Arcane Senses to the point that their Arcane Senses becomes so attuned to magic as to allow them to see as if using arcane sight (as the spell) at will. This supernatural ability is activated as a free action and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).
Arcane True Sight: If the sorcerer has 8 or more ranks in Spot and has at least a 13+ Wisdom and has the Improved Arcane Sense ability, they may learn to focus and intensify the manifestation of their Arcane Senses to the point that their Arcane Senses becomes so attuned to magic as to allow them to see as if using true sight (as the spell) at will. This supernatural ability is always active.
With these I have a question about the skill rank requirments. If the ability is usable at will, why the needed ranks in Concentration or Spot? A Concentration check would only mildly hamper the ability if you want to keep the prereqs. I understand the Knowledge skill is need to actually know what is being seen.
Clarity (Su): If the sorcerer is of the Divine Receptacle heredity, and can cast 7th level spells, they can draw on the power of their heritage and can, with a touch a number of times per day equal to the sorcerer’s Charisma modifier, cut through anything altering the mental capacity of another. This removes insanity, confusion, charm, loss of Intelligence or Wisdom, or other mind-altering effects for one round per sorcerer level. At the end of this time, if the effect on the touched target is permanent or still in effect due to duration, it returns. However, if it is an effect for which a negating saving throw was possible when it first took hold, the touched party receives an additional saving throw at the end of the Clarity’s duration, this time with a bonus equal to the sorcerer’s Charisma modifier. This ability may be used on naturally occurring effects such as drunkenness and exhaustion as well as on magical effects. Natural effects are removed by the use of this ability as no saving throw is required. This does not effect changes in emotional state such as rage or fear or perceptions such as illusions, blindness, etc.
Hmmm...it seems a little complicated. Simplify by making different versions of it? Level 1: For temporary conditions only: touched person gains a new saving throw, add the Sorcerers Charisma modifier to the saving throw to dispell. If the condition did not allow a saving throw, they may make one (DC20) to negate effects, adding the Sorcerers Charisma Modifier. Level 2: The ability now works on permanent conditions, if no saving throw was originally offered the may make one (DC 25).
That may not be the solution you want, depending on your original intent.
Confer Blessing (Su): If the sorcerer is of the Divine Receptacle heritage, and can cast 3rd level spells, they can draw on the power of their heritage and can grant a boon from their deity to another. The target receives 1 temporary hit point per level of the sorcerer, which lasts for 24 hours or until lost. Also, the target receives a +4 morale bonus to saving throws against fear effects for a number of minutes equal to the sorcerer’s level. This ability may be used once per day per sorcerer level.
Is there a spell that would work here? Its always easier in d20 to say: "as if under the effect of Spell X"?
Detect Thoughts (Su): If the sorcerer is of the Child of Nature (Shapechanger) heredity, they can draw on the power of their heritage and can read the thoughts of others.
Detect Thoughts I: The sorcerer can draw on the power of their heritage and can use detect thoughts (as the spell) a number of times per day equal to their Charisma modifier at the sorcerer’s class level. The save DC is Charisma based. This may be activated or suppressed as a free action.
Detect Thoughts II: If the sorcerer can cast 4th level spells and has the Detect Thoughts I ability, they can draw on the power of their heritage and can use detect thoughts (as the spell) a number of times per day equal to 3+ their Charisma modifier at the sorcerer’s class level. The save DC is Charisma based. This may be activated or suppressed as a free action.
Detect Thoughts III: If the sorcerer can cast 8th level spells and has the Detect Thoughts II ability, they can draw on the power of their heritage and can use detect thoughts (as the spell) at will at the sorcerer’s class level. The save DC is Charisma based. This may be activated or suppressed as a free action.
Are Shapechangers the only ones who might do this? Seems like Celestials and Infernals and some others might have thought detecting abilites that they could pass on.
Divine Channel (Su): If the sorcerer is of the Divine Receptacle heritage and can cast 2nd level spells they can draw on the force of their deity and learn to channel a fraction of that power into any weapon they use. Any weapon wielded by the sorcerer is considered one of the following dependent upon alignment for the purpose of dealing damage to creatures with damage reduction: good = holy, evil = unholy, neutral may choose either. This does not provide any other bonuses.
Could this be a multilevel ability? Perhaps granting Smite like powers at the 2nd level?
Earth Ken (Su): If the sorcerer is of the Child of the Elements (Earth) heredity, and can cast 4th level spells and has the Friend of the Earth ability, they can draw on the power of their heritage and can speak Terran for free as well as gaining the ability to harden themselves against blows while taking on a rocky hue to their skin. As a free action, a number of times per day equal to their Charisma modifier for one round, the sorcerer receives a natural armor bonus equal to their sorcerer level.
See comments above re: language and ability. Perhaps make the extra language a "Racial memory" part of the Heritage package. AC bonuses are good, although a temporary STR bonus might be a possible addition.
Elemental Form (Su): If the sorcerer is of the Child of the Elements heredity and can cast 8th level spells and has any one of the following abilities: (Fleetness of the Elements, Friend of the Earth, Waterborn, or Energy Resistance), they can gain the ability to turn themselves into a change into a Small, Medium, or Large elemental of their heredity type and back once per day. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per sorcerer level, or until they change back. Changing form (to elemental or back) is a standard action and doesn't provoke an attack of opportunity. A sorcerer loses their ability to speak while in elemental form unless they can speak the elemental language of their heredity. The sorcerer gains all of the Elemental's Extraordinary, Supernatural, and Spell-like abilities. They also gain the Elemental's feats for as long as they maintain the Elemental Form, but they retain their own creature type (humanoid, in most cases).
What determines the size they can take? Perhaps a scalable system? Start of small and work their way up.
Element Mastery (Su): If the sorcerer is of the Child of the Elements heritage, and can cast 3rd level spells, they can draw on the power of their heritage and can, three times per day, choose to turn elemental creatures of their opposed element or rebuke those of their own element (not both, chosen on taking the ability) as a cleric of three levels lower than their sorcerer class level.
This might be the one to add the language bonus to.
Familiar (Su): If the sorcerer is from the Arcane Experiment, Child of Nature, or Sorcerous Family heritage, they may choose to summon a familiar. The sorcerer may utilize all of the associated information on familiars.
Again, perhaps Improved Familiar as well.
Ok, I'll take a whack at the rest later.
Hope this helps.