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SPECIAL ABILITES
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Favored Class (Sorcerer): +1 Skill Points
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Toppling Spell: Spell with the force descriptor knocks targets prone.
Magical Lineage (Magic Missile): A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Extremely Fashionable (Equipment, Diplomacy): Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and you're clean), you gain a +1 bonus on Bluff, Diplomacy, and Intimidate, and Diplomacy becomes a class skill.
Spell Focus (Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Varisian Tattoo (Enchantment): you cast spells from this school at +1 caster level. Additionally, you can cast a single cantrip as a spell like ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained is Daze.
Bloodline Arcana (Fey): Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Familiar Tattoo (Greensting Scorpion): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Alertness: +2 bonus on Perception and Sense Motive checks
Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone, Manacles (average lock; break DC 26, Disable Device DC 25, Escape Artist DC 30)