Kaze (might as well keep calling people by their character names) / Clayton,
Welcome to the boards and the StormFront group! I've gone over your character and I have a few suggestions/comments/tips:
1. You have only spent 30 pts on your abilities, which means you still have 2 more to spend. I would also rearrange your scores like this (remember that a Sorcerer's main score is in Charisma, followed by Dexterity and Constitution):
Ability - Score - (Point Cost)
Strength - 10 - (2)
Dexterity - 14 - (6)
Constitution - 14 - (6)
Intelligence - 12 - (4)
Wisdom - 12 - (4)
Charisma - 16 - (10)
The rest of these notes are made with the assumption that you changed your stats as above:
2. You do get max HP, but not 11. A Sorcerer gets a d4 each level for HP, which means at 1st level you would get 4 [max HP] + 2 [Con modifier] = 6 HP Total.
3. Sorcerers are not proficient with any armor (just wearing it incurs automatic penalties) and spellcasting itself can be greatly affected by armor (ie. further penalties), so I would ditch the armor. That makes your AC 12 [10 Base + 2 Dex mod].
4. Your Initiative would be +2.
5. Your saves would be Fort +2 [Con mod], Ref +2 [Dex mod], Will +3 [Sorcerer + Wis mod]
6. Your ranged attack bonus would be +2 (but your melee attack bonus would be +0)
7. I would rethink your feats. Hopefully, the "tanks" in the party will keep you protected enough that you won't ever need
Combat Casting. Besides, it only comes into play when you are casting on the defensive, and even then, there is a chance it could fail. Also,
Spell Penetration gives you bonuses to overcome a monster's Spell Resistance [SR]. Because we are low level, we
probably won't be meeting up with any monsters that have SR. You can pick this feat up later, if you feel that you need it. Instead, I would go with
Toughness, because it gives you 3 extra HP, which you sorely need. And I would try
Improved Initiative, which gives you a +4 on Initiative checks and should allow you to cast your spells before anyone else can do anything. Fast & Tough - yeah, that's the ticket.
8. You get 12 skill points. Go back over your skills again. Try not to spread yourself so thin. Pick a few and get really good at them. Remember that you can only spend a max of 4 pts on any one skill at first level. Your class skills cost you 1 pt for each rank, cross-class skills cost you 2 pts for each rank. Skills are based on abilities too, so you will obviously be better at skills based on Cha, Dex & Con. Check out the
Human Sorcerer Starting Package on p50-51 of the PHB for some suggested skills & ranks. Don't take .5 in any skill (see my comments to Xyffor on the 1st page of this thread for more info on this).
9. You start the game with 120 gp [max starting gold for a Sorcerer], so you can't have 199 gp left over. Make sure your equipment prices add up correctly (but remember that you don't have to buy armor

).
10. As for spells, you get to cast 5 cantrips (0 level) and 4 1st level [+1 for your high Cha] spells each day. However, you only know 4 cantrips and 2 1st level spells. Your spell choices are fine, but I might suggest that you swap
Color Spray for
Shield, especially now that you don't have any armor. Up to you, though.
11. You can't speak with your familiar until you reach 5th level (PHB p.51), but when you can it will work pretty much like you described it. Right now, you share an
Empathic Link with Carin, which means that telepathically you can get a pretty good feeling about what Carin is thinking.
OK. I'm done for now. Please don't let this process make you feel bad or anything. Everybody here is learning and I'm just trying to give pointers. If you have any questions about any of this, feel free to post them. Hope that helps.
I like your character background alot, especially the fact that your were kicked out of your school. Makes the chaotic part of your alignment even more interesting.
Jay