Scion said:
Dodge is a placeholder feat, it is very underpowered because feats after it are strong.
You are way off base with this opinion. Sure, the feats after it are strong, but Dodge is one of the most underrated feats in the game.
It is a fairly potent feat.
Example: Your opponent has a 25% chance of hitting you. With Dodge, he now has a 20% chance of hitting you. That means that you take 20/25 or only 80% of the damage you would have taken (on average). Instead of doing 50 points of damage against you in a combat, your opponent only does 40 points. That's a Cure Moderate Wounds spell that the Cleric does NOT have to cast on you.
Dodge adds to AC, even when things like DEX boost items no longer work for characters in armor.
And, the higher you can get your AC, the better Dodge works. If your opponent has a 10% chance to hit you, it now drops to a 5% chance. On average, if you are in this situation, you only take half of the damage you would from melee/missile attacks (and touch attack spells) in a combat.
But, all of this is non-sequitor to the real issue. Dodge is balanced, Sorcerers Pact is not.
Scion said:
The new dual skill bonuses give a total of +4, improved initiative gives a +4.
You realize that you are comparing +2 to 2 skills to +4 to DC (i.e. being better in 2 skills vs. being much much better in many spells). You use most skills a couple of times per adventure, typically not in combat (except for a few like Tumble), and you use the +4 to DC multiple times every day with multiple different spells. +2 to 2 skills will rarely effect the outcome of a combat. +4 to DC often affects the outcome of combat. If you cast 5 spells with the +4 to DC, one of them which normally would not have worked will suddenly work.
At fourth level, Sorcerers Pact is already more potent (+4 to 2 spells, actually +2 to 3 spells if you consider 0th level spells, but they are typically not as potent as skills) than the dual skill bonus feats (+2 to 2 skills). At eighteenth level, it is +4 to 9 spells as compared to +2 to 2 skills (and there isn't a skill in the game that compares to third or higher level spells).
+2 to Diplomacy (and +2 to Bluff) may slightly affect the outcome of a meeting with an NPC. +4 to DC for Charm Person will nearly guarantee that the diplomacy works in the sorcerers favor.
+4 to initiative??? That changes the odds of a character who decides to take Improved Initiative to win initiative over the same character without it from 47.5% win, 5% tie, 47.5% lose to 66% win, 4% tie, 30% lose.
Sure, this is a substantial increase in percentage. But, in reality, it is not that potent. The reason is that although winning initiative helps in a combat, very few combats are decided within the first round or two where that advantage is significant. For combats that last 4 or more rounds (and most challenging encounters typically last more than 4 rounds), that advantage starts to evaporate. That feat (i.e. advantage) is also diluted with things like surprise.
With these examples, you are illustrating my point. It is ok to have +2 to 2 skills that are only used a few times per day (if at all). It is not ok to have +4 to DC for spells where many of them will often be cast most days. And, the other problem with this feat is that it adds more spells as the caster goes up level. So, it becomes even MORE potent as it goes along. Unlike other feats which basically maintain the same level of relative potency.
The only defensive advantages fighter-types have over spell casters at higher levels (where spell casters rule) is hit points and the fact that fighter-types can sometimes save against spells. This feat takes away that secondary defensive chance of survival and is unbalanced if for no other reason than that.