
LilithsThrall |
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.....LilithsThrall wrote:
I scrolled back. I didn't see it. I doubt you posted it.It's there to be read if you're willing to read. Page 9.
I'm assuming you read people's posts properly before replying..
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Let's try and be constructive:
For the sake of attempting to help a reader of this post weigh up the pros and cons of both the Wizard and Sorcerer class, let's make a list of what we believe to be advantages and disadvantages of the class.
We can keep it simple and neat then pick out the points we wish to discuss.
Where applicable we can warn of advantages/disadvantages that are:
- mechanically dependent
- campaign dependent
- character dependent
- build dependentNote: The idea is to make a list, add to the list, tweak the list and ultimately provide a reference that is 'clean'.
If you are not aware of the concept of Clean Language, here is a brief summary:
Quote:Clean Language. Clean Language questions are designed to reduce to a minimum any influence from the facilitator's 'map of the world' via his/her metaphors, interpretations or unwarranted assumptions.::
So, by no means an exhaustive or definitive list:p
Mechanical: Any advantage/disadvantage based on the mechanics of the class compared to the other.
Roleplay: Depends on your roleplaying style/character concept.
DM Dependant: Depends on your DM/Campain.
Build Dependant: Depends on the build of the character.
Key:
(M)Mechanical (Rp)Roleplay (DmD)DM Dependant (Bd)Build DependantThe List
Wizard
+ Greater number of spells known. (M)
+ Ability to customise spell list each day. (M)
+ More skill points. (M)(Bd)
+ Prime stat favours complex strategic planning. (Rp)
+ Earlier spell access. (M) - Less spells per day. (M)
- Less socially adapt. (Rp)(Bd)
- Lower Leadership Score (M)
- Highly...
For Sorcerer, you forgot
better use of charm person and charm monsterbetter use of Planar Binding
better use of Leadership
and I think some of the subpoints should be brought out, for example, better use of UMD means that a familiar can use more powerful and more varied magic items (because a familiar can use the skills his master has)
There's good synergy between a Sorcerer's skill set (Bluff, Intimidate, etc.) and the Illusion school - just as good synergy as exists between the Sorcerer's prime req (Cha) and Charms/Binding

LilithsThrall |
LilithsThrall wrote:Like I said, this is an advantage for the Sorcerer as he can have his cohort make the magic items and doesn't have to worry about the spell book's impact on WBL.Wrong... Cohorts come with barely anything beyond the clothes on their backs. That's why they are cohorts and not adventurers in their own right. Their equipment (which includes filling out their spellbook) comes out of YOUR WBL.
Wrong,
See page 129"The cohort should be equipped with gear appropriate for its level."

jhpace1 |

This reply is to a very old post, let me quote the relevant parts:
If you are summoning monsters you probably already lost the game. That is one of the most useless series of spells ever. DR does not save the summons from energy attacks and when you invite you new friends to the party I will AoE them back to where they came from, assuming they are worth the time. If I see you taking a full round to cast a spell all it takes is one good spell to force a high concentration check, but then again if you're summoning something I may just assume you wasted your action. Basically don't expect much from summons.
I've played a Sorcerer with the Celestial bloodline specializing in Summon Monster (Conjuration) spells now for 7 months, in the Rise of the Runelords AP, to level 6. I'm planning on bringing in a cohort with the Leadership feat who is a Wizard with the Conjuration school at level 5 when the time comes.
Summoning monsters makes my GM cringe. It's not just about adding a new creature from the back every round until I dominate the battlefield with bodies. If you're not following the Augment Summoning buff to your monsters along with the Celestial template if your PC is "good", then you are really missing out. 85% of your enemies in the Adventure Paths will be "evil" (with the rest "neutral"), giving an automatic advantage called Smite Evil to your summoned creatures. Can't find that Invisible creature? Bring out the Celestial Dog and tell them to sniff out the bad guy and Smite 'em. Oh, you're fighting ghouls with a paralyzing touch? Switch to small Fire Elementals. The monster is hiding in the water and attacking you when it feels like it? Summon Water Elementals and go to town on the creature. Attacked by a flock of evil crows? Flip a coin to summon the Celestial Eagles or small Air Elementals. Need to keep a heal-bot near the fighter, but only have one Cleric in the party? Summon a Lantern Archon and give it orders to hover near the fighter. Summon another one for the Rogue who bleeds easily in a battle.
My Celestial bloodline Sorcerer can use the cleric's Wand of CLW with his awesome Use Magic Device roll (+14), or use his Heal skill and a healing kit to bind the cleric's wounds in an antimagic zone. Having the Celestial bloodline Sorcerer cast Bless (at level 3, +1 to hit) before your cleric can cast Prayer (3rd, 5th level) several times a day also puts the Sorcerer into the "Most Valuable Player" category.
But it's all about how you play the character, really. I've toyed with bringing in a Wizard with the Necromancy school to help out the cleric with Turning Undead. You didn't get that choice with 3.5E. There are now Character Traits in the Advanced Players' Guide to allow your Wizard to heal (stabilize) with a touch, or get a buff to learning new spells, add Knowledge skills or get a bonus to them, or reduce crafting costs by 5%, etc.
Pathfinder makes the "well-rounded" concept a freakin' smorgasboard, with you able to pick-and-choose your min/max'ed Sorcerer or Wizard. The Core book clearly tilts item creation towards the Wizard (less expensive in gold pieces), so that's one "reason" to have a crafting Wizard in your party as opposed to the crafting Sorcerer. You don't like the full-round Summon Monster? Craft a Wand or buy it. Stuck in a dungeon for several weeks? The Sorcerer with Eschew Materials for free is going to keep casting while the Wizard grits his teeth when his spell component pouch runs empty. Unless he takes the feat, of course, which he is allowed to do. The Sorcerer made a bad decision at level 1 picking his spells? Well, at level 6 he can swap out that useless spell with a better choice, and at every even level thereafter.
The Wizard is designed to be the scroll-making machine in the party, the same as the Sorcerer is the Magic Missile machine. Give the Wizard two or three rounds to dig that specific scroll out of their scroll case and read it, and usually the Monster of the Day is toast. The rest of the party (meatshield, flanker, debuffer) should be designed to allow your Wizard or Sorcerer to do their job. I've played both in 3.5E, liked the Sorcerer better, and I prefer the Sorcerer in Pathfinder. But I'm bringing in a Wizard to round out the party and give us access to spells on scrolls that we would not have otherwise, as well as have a character to dump the spellbooks onto.

BenignFacist |

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Wizard
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Sorcerer
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As far as clarification:
We can provide through posts. For example, if you wish to clarify exactly how UMD and a familiar synergise, simply state it clearly in a post.
*shakes fist*

BenignFacist |

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*interesting detailed account of game play experience*
I think those that believe summoning monsters in combat is always a bad idea are the minority. The sheer value of fire-and-forget assets should never be understated.
[quote-jhpace1"]Stuck in a dungeon for several weeks? The Sorcerer with Eschew Materials for free is going to keep casting while the Wizard grits his teeth when his spell component pouch runs empty.
This is what I refer to when listing 'Greater Independence' as an advantage of the Sorcerer class.
It also takes into consideration:
- Not having to worry about a spell book is another facet of this idea.
- Being captured. A Sorcerer can still cast most of their spells the next day even if their spell component pouch is taken.
*shakes fist*

BenignFacist |

I think you missed "Better use of Binding" and "Better synery between illusions and the Sorcerer's skill set" also, if you're going to list "Slower metamagic spell casting" as a disad, you should add the ability to add metamagic feats as needed to spells as a benefit
Better chance of Binding would be more accurate - better use implies the Sorcerer has an innate ability to use a bound creature more tactically/strategically, which would seem to be virtues better determined by intelligence.
Now, with a Wizard we can state 'better use' but only if we note that it's character dependent. Although this could simply come under the ''+ Prime stat favours complex strategic planning. (Rp)'' advantage.
My justification for it being character dependent is that the character may have a high intelligence score but the player may be playing them as a crazy sage/mad scientist/free thinker/misc type who has no want or talent for planning, complex or otherwise.
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Adding 'Flexibile metamagic use' in a moment.
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Also, after your comment about UD/Familiar, I realised that a Wizard who has a familiar which in turn has opposable thumbs could have said familiar craft mundane items or create forgeries.
*shakes fist*

BenignFacist |

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Wizard vs Sorcerer: THE LIST
:. :: :.
Mechanical: Dependent on the mechanics of the class.
Roleplay: Dependent on your roleplaying style/character concept.
DM Dependant: Dependent on your DM/Campain.
Build Dependant: Dependent on the build of the character.
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Key:
(M)Mechanical (Rp)Roleplay (Dm)DM Dependant (Bd)Build Dependant
Wizard
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Sorcerer
*shakes fist*

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The Wizard is designed to be the scroll-making machine in the party, the same as the Sorcerer is the Magic Missile machine. Give the Wizard two or three rounds to dig that specific scroll out of their scroll case and read it, and usually the Monster of the Day is toast. The rest of the party (meatshield, flanker, debuffer) should be designed to allow your Wizard or Sorcerer to do their job. I've played both in 3.5E, liked the Sorcerer better, and I prefer the Sorcerer in Pathfinder. But I'm bringing in a Wizard to round out the party and give us access to spells on scrolls that we would not have otherwise, as well as have a character to dump the spellbooks onto.
That depends on the campaign. Given that PFS forbids all item creation including scrolls, that whacks the evaluation to a whole nother ball park.
A lot of the arguments in this thread seem to imply that unlimited item creation is avaialable. what if item creation is not an option for PCs or thier cohorts?

BenignFacist |

A lot of the arguments in this thread seem to imply that unlimited item creation is avaialable. what if item creation is not an option for PCs or thier cohorts?
Then you cross off 'Better at crafting' from The List and continue to make your choice based on your personal evaluation on the proposed pros/cons of each class! :D
*shakes fist*

Eben TheQuiet |

Uh. Lilith's Thrall, I hate to break it to you, but a Ring of Sustenance does NOT shrink the time required to rest and get back spell energy. All it removes is the need for sleep. Just like elves, you still have to have 8 hours of rest...you're just awake while resting (probably reading a book, playing with cantrips, or practicinig come-on lines).
I'm suprised you didn't know that. I thought they specifically addressed it in the Ring description, because that was an issue in 3.5 for a LONG time.
==Aelryinth
Is this true? Under the Ring of Sustenance entry:
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day.
Emphasis mine. The above indicates to me that it does in fact mean he only needs the 2 hours of rest, then use a 3rd hour to prepare his spells for the day. Then he has 5 hours remaining.
Or was this already discussed and I just missed the post?

Chovesh |

Sorcerer is 'Better At Crafting' since with UMD, they can craft wands of other classes, like Druid or Cleric wands through the assistance of a scroll or another wand of that type. A wizard would need the assistance of that class to cast, read a scroll, or use a wand to make a new wand of that class.

jhpace1 |

jhpace1 wrote:The Wizard is designed to be the scroll-making machine in the party, the same as the Sorcerer is the Magic Missile machine. Give the Wizard two or three rounds to dig that specific scroll out of their scroll case and read it, and usually the Monster of the Day is toast. The rest of the party (meatshield, flanker, debuffer) should be designed to allow your Wizard or Sorcerer to do their job. I've played both in 3.5E, liked the Sorcerer better, and I prefer the Sorcerer in Pathfinder. But I'm bringing in a Wizard to round out the party and give us access to spells on scrolls that we would not have otherwise, as well as have a character to dump the spellbooks onto.That depends on the campaign. Given that PFS forbids all item creation including scrolls, that whacks the evaluation to a whole nother ball park.
A lot of the arguments in this thread seem to imply that unlimited item creation is avaialable. what if item creation is not an option for PCs or thier cohorts?
(post attempt aborted by web, trying again)
Then basically you're screwed as you have to use gold pieces to buy what you can in each major city you come across. I've played in Living Greyhawk where taking item creation feats was a point in futility. When you find yourself in a Living Campaign, you skip the item creation feats and go instead for the General feats and Spell feats, like Dodge for AC, Empower Spell and Heighten Spell for damage, etc. Your Wizard takes Spell Mastery to reduce his need upon his targetable spellbook.
I've played in low-magic or no-magic worlds before. They stink. I usually end up playing a fighter or paladin in those worlds. Nothing says "your GM hates magic" like starting the game with everyone in a prison cell gagged and strung up by their thumbs. That's when your spellcasters take Still Spell and Silent Spell at 1st level. And if everyone in the party has the Diehard feat, then that's a hint about the GM or the campaign you're in.
If you're just going to fill feat slots continue your optimization, as stated elsewhere in this thread. Become as self-dependent as possible.

BenignFacist |

Sorcerer is 'Better At Crafting' since with UMD, they can craft wands of other classes, like Druid or Cleric wands through the assistance of a scroll or another wand of that type. A wizard would need the assistance of that class to cast, read a scroll, or use a wand to make a new wand of that class.
..I'm not so sure about that:
The Wizard could take the DC hit on the craft check for each spell/element not known (+5). Craft is an Intelligence based check so we can assume the Wizard has a higher base chance compared to the Sorcerer. Also Wizards have more skill points and are more likely to have a higher total Craft check.
...and they're less dependent on finding items: A sorcerer typically has to rely on scrolls/wands to supplement their limited spells known.
So, yes, the Sorcerer has an option to help with crafting and, yes, the same option, if used by a Wizard is less effective. However, the Wizard has a more complete crafting 'package' - better craft skill, better base attribute governing said skill, better variety of spell choice - allowing for, generally speaking, easier crafting.
*shakes fist*

Dreamslinger |
Dreamslinger wrote:I'm curious what is being offered in return for the service of the creature being bound. If there is no payment for service being offered Planar Binding is risky.No, Planer Binding is always risky. Offering something in return doesn't change that. My Sorcerer makes it a point not to summon anything that has the ability to track him down and he keeps nondetection up all the time. The risks are minimal. Still, my Sorcerer knows the risks he's taking.
Are you constantly on the move without a home base that the creature has seen? Do all of your known associates keep nondetection on themselves 24/7?
Dreamslinger wrote:
I would think that being commanded to be a meatshield with nothing offered in return would be an unreasonable command,I think you misunderstood. Meat shields are typically charmed monsters or the like. The occasional Tanker is summoned, but only from such creatures whose creature type enjoys fighting.
What is the sort of task that you commonly have a creature bound for? If it's not being your bodyguard I would think that they would stand by and cheer on your attacker, possibly even providing indirect tactical advantage that didn't directly break their bargain with you.
If you want to claim that your Sorcerer should be assumed to have an entity bound at any given point in time, for what service should we assume that it has been bound?
Dreamslinger wrote:
Even if you did convice the creature to agree to the bargain it would be considered an open ended command and the creature would be free in 13 days. So you'd have to summon once every fortnight.Yes, that's true. Fortunately, the Sorcerer has a +17 on his opposed charisma roll.
I guess that this is where I favor roleplay over roll play. For anything other than a simple quick service where the creature is trading the service for quick release, I would expect the player to make a reasonable offer or a credible threat of destruction in order to even get a chance to roll.
BTW - What's your alignment? The cuatl is a lawful good creature that usually is in the service of a good diety. Not only would I think that you are running the risk of angering their masters but habitually pressing them into your service definately seems to be a non-good act.
Dreamslinger wrote:It only takes days if the charisma check doesn't succeed right away. Mine almost always will (due to that +17 I mentioned earlier). My Sorcerer makes it a point to use only the Deluxe version of the Magic Circle Binding Circle, so SR isn't relevant.
During the days that you are trying to convince the creature to be your slave for nothing in return it get's its SR against caster level and a charisma check to try to get free. It also has a 5% of automatically getting free when you make your daily proposal.
See the last point as for why I believe that you shouldn't be instantly getting the creature to agree to your terms, no matter how high your charisma.
I agree that you are benefiting from a lenient GM when it comes to Planar Binding based on the information that you've provided. I would think that a major campaign theme in a campaign with a character that acts in the manner you describe is the the party is always trying to stay one step ahead of the extraplanar entities that are looking for revenge. I would also expect the chracter to have many unexpected derailings due to divine interference while attempting to achieve his goals (a la Odysseus).

BenignFacist |

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*good stuff*
This is a matter of DM/campaign style - I've attempted to incorporate the concepts taken from LilithsThrall's campaign style into The List while ensuring the reader is aware that such elements are DM/campaign dependent so they can judge for themselves, incorporating their knowledge of the campaign they are play in/creating the character for.
Note: I agree with the intent of the points your raise, in our campaign these would be major issues - however, in other campaigns they would receive less attention.
*shakes fist*

BenignFacist |

You can't skip the spell requirement for spell trigger/completion items, can you?
Seemingly no, but.. why would a Sorcerer create an item that they must continuously make UMD checks to operate?
Hmmm.. not really my area.
Would a Sorcerer be able to create Divine Scrolls?
Seemingly, the Sorcerer has some extra options when it comes to crafting but the Wizard has better general success with crafting.
Seemingly...
If we can get some more information I can update The List.
*shakes fist*

Dire Mongoose |

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Wizard vs Sorcerer: THE LIST
Less spells per day for the wizard, honestly, is variable -- for specialist wizards especially it will not always be true given equivalent casting stats. I'd probably soften that to 'Often has less spells per day' or something less absolute.
I'd probably broaden the Permanency item to something like, more viable use of spells that are needed only every few days or less, such as contingency or permanency.
I'd add:
Wizard:
- Can use pearls of power. (Some magic items give an edge to one or the other, but IMHO this is a really big one in the Wizard column.)
- Better knowledge skills.
- Better at Spellcraft. (Heavily impacts crafting, but also useful in its own right.)
- More complex/pivotal decisions each day (spell choices)
- Arcane Bond.
- Better use of some spells that always key off Intelligence, such as Contact Other Plane
- Plays well with a more conservative (of spell resources) style.
Sorcerer:
- More complex/pivotal decisions when building (spell choices)
- Bloodlines allow for some more specialized builds -- in general I think it's arguable whether bloodlines or wizard specializations are better, but sorcerers really feel to me able to have more focused/potent builds in some specific narrow areas, such as compulsions or touch spells.
- Plays well with a more aggressive (with use of spell resources) style.

LilithsThrall |
Would a Sorcerer make a magic item which they would constantly need to make a UMD check for?
When the UMD check is trivial to make, yes.
What would a Sorcerer use a Planar Bound creature for other than tanking or fighting?
One example is making magic items. The Cuoatl, for example, could provide cleric spells towards the creation of a magic item.

LilithsThrall |
I guess that this is where I favor roleplay over roll play. For anything other than a simple quick service where the creature is trading the service for quick release, I would expect the player to make a reasonable offer or a credible threat of destruction in order to even get a chance to roll.
That's not "favoring roleplay". It's favoring arbitrary decisions by the GM.
My sorcerer (who is Lawful Neutral), for example, is deliberately played as a bit of a dick who sees nothing wrong with moving people around like pawns on a chess board. That kind of manipulation by spell casters (good guys and bad guys) is a pretty common trope in fantasy lit.
LilithsThrall |
I'm actually in favor of the Wizard being better at dealing with Charmed/Summoned things. The Wizard will (mostly, based on build) be able to speak way more languages than the Sorcerer.
But whatever. This conversation is pretty stupid.
You only gain an extra language for each rank you put into the skill. Bonuses to skills like the +3 for being a class skill or the bonus from the base attribute aren't ranks.
In other words, a Sorcerer can know just as many languages as a Wizard of the same level. In fact, mine does.The only exception is if a character takes the Cosmopolitan feat from the APG.

LilithsThrall |
LazarX wrote:
A lot of the arguments in this thread seem to imply that unlimited item creation is avaialable. what if item creation is not an option for PCs or thier cohorts?Then you cross off 'Better at crafting' from The List and continue to make your choice based on your personal evaluation on the proposed pros/cons of each class! :D
*shakes fist*
It really depends on -why- magic item creation is not an option in the campaign. For example, if it is due to lack of down time, the Sorcerer gains the advantage via a cohort crafter.

Evil Lincoln |

It really depends on -why- magic item creation is not an option in the campaign. For example, if it is due to lack of down time, the Sorcerer gains the advantage via a cohort crafter.
Due to many other factors in the wizard besides item creation, a wizard is only better than the sorcerer if the GM allows him to be. If you take the random treasure allotment in the core rules as a baseline, you still need to contend with how time is managed in the campaign.
In armchair arguments where proponents get to argue that their camp has the optimal situation, the Wizard will win. In reality, this depends as much on the GM and the Campaign as it does on the listed class features, and some campaigns could easily (and fairly) favor the sorcerer.
Once this is understood, competition between the classes is moot. They differ in exactly the way they should — one derives its advantages from sedentary study and preparation, the other thrives in unpredictable situations, running on instinct. Beyond this, who cares? What more do you need to decide what you feel like playing in the next campaign?

Demigorgon 8 My Baby |

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Sorcerer
+ Greater potential for familiar power (M)(Bd)
I think this one should be removed. Only one of the Sorcerer bloodlines even gets a familiar, and although a familiar can use your skill ranks in UMD, it has to use it's own Stat bonus, so the Arcane bloodline Sorcerer has no advantage here.

Demigorgon 8 My Baby |

I'm actually in favor of the Wizard being better at dealing with Charmed/Summoned things. The Wizard will (mostly, based on build) be able to speak way more languages than the Sorcerer.
But whatever. This conversation is pretty stupid.
If you think it's stupid why bother participating?

Frozen Forever |

You only gain an extra language for each rank you put into the skill. Bonuses to skills like the +3 for being a class skill or the bonus from the base attribute aren't ranks.
In other words, a Sorcerer can know just as many languages as a Wizard of the same level. In fact, mine does.
The only exception is if a character takes the Cosmopolitan feat from the APG.
Wrong, you gain bonus languages based on your starting Intelligence bonus, which will (pretty much always) be higher as a Wizard.
And yeah, the sorcerer can spend points to learn more, but so can the Wizard. The Wizard in my current campaign speaks 12 languages (Common and elvish base for being an elf, 5 more for a 20 intelligence, and 5 more for ranks in Linguistics).

Dreamslinger |
Dreamslinger wrote:I guess that this is where I favor roleplay over roll play. For anything other than a simple quick service where the creature is trading the service for quick release, I would expect the player to make a reasonable offer or a credible threat of destruction in order to even get a chance to roll.That's not "favoring roleplay". It's favoring arbitrary decisions by the GM.
My sorcerer (who is Lawful Neutral), for example, is deliberately played as a bit of a dick who sees nothing wrong with moving people around like pawns on a chess board. That kind of manipulation by spell casters (good guys and bad guys) is a pretty common trope in fantasy lit.
First of all I'd like to be clear that if you are having fun, your group is having fun and your GM lets it fly more power to you.
I don't see how keeping players from abusing rules qualifies as arbitrary decisions as a DM.
I'm not a fan of a player having their character walk up to a guard and say "I bluff him to get him to let me by" and expect the dice and the rules to do all of the work. It don't care if he gets +30 to his bluff checks and is allowed to take 20. It should fail.
Planar Binding should be handled the same way. The player should make a proposal to the entity that he's trying to bind. This proposal should be the requested and service and then some form of enticement. The rules even go so far as to specify that. The spell description also goes so far as to say:
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell's effect and can escape or attack you.
Like I said earlier, I'd interpret anything but a quick service with no real chance of death ( and keeping with the creature's nature ) with no recompense or threat as unreasonable and automatically refused. Through persistence I might eventually grant the roll as the creature realizes that it's not getting free anytime soon unless it strikes a bargain.
With amount that your character meddle in the business of entities beyond his ken there really should be in campaign consequences. There should be a deity that comes looking for his servant that has gone missing while carrying out orders. Even if you just look at the Couatl itself you are asking for trouble by binding them.
Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 17
You are summoning a creature that is much smarter than you are ( much higher intelligence and wisdom )that can read minds and charm your other minions out from under you. It can also go ethereal or invisible at will. For there to be no repercussions is kind of silly.
As for your Sorc moving people around like pawns, that seems kind of unreasonable for the stats he's got. He's got sheer magnetism and the ability to motivate people covered ( high charisma ) but he's got average mental faculties ( average wisdom and intelligence ). He's no Machiavelli, he's not even Bill Clinton. He's a good BS artist or motivational speaker, he's Tony Robbins or Sawyer from lost. He isn't a big picture think 5 moves out. It's likely that the apothecary WTFPWNS him at a friendly game of chess.
A character with those stats isn't the guy behind the guy. He's the guy. He may have a delusion of being the mastermind and pulling all of the strings but he's really the puppet.
Anyways - you seem to be having fun with your character which is awesome. I assume that goes for everyone else in your group. I'm not trying to tell you that you're having fun wrong. This thread has turned into a discussion about you and your unique situation and but about how Wizards and Sorcs compare.
BenignFacist seems to be trying to get this thread back on track. I'll stop contributing to the derailment now.
P.S. It kind of sucks that this forum doesn't support the [code][/code] tags.

meatrace |

meatrace wrote:No you can make a scroll with a cost of 250g or less in 2 hours. I personally have never played in a game where 22 hours out of the day is taken up by adventuring, usually more like 6-8, rest meals downtime, etc taking up the remainder. It is very easy to find a couple hours of downtime in a day. It means at best 2nd level spells on a scroll, but low level spells still provide great utility to later levels.That's a second level spell. And you can only do it if you have a fairly quiet, comfortable, and well-lit place in which to work. The side of the road during adventuring isn't comfortable. So, you'd have to teleport home each night.
meatrace wrote:Nobody said "permanent". All that's ever been said is that the spell could have been cast a week before the combat. The spell itself, says, "If you assign some open-ended task that the creature cannot complete through it's own actions, the spell remains in effect for a maximum of 1 day per caster level". So, if you consider sticking to the spell description to be "extremely liberal", I don't know how to respond.
I do think your DM is extremely liberal with planar bindings btw. I've never had it where they were a permanent pet. At best I get them to do one task for me ("Finish this dungeon").
I think that my rope trick with a light spell is rather comfortable and well lit myself.
Also, yeah. Very liberal. A maximum of 1 day per level is barring any unforseen things like it teleporting away or you forcing it to do something against its nature or just sheer boredom. And that's maximum. It doesn't say "this creature will stay around and be your slave for NO LESS THAN one day per level" that timeframe is a hypothetical maximum, not a guarantee.
Other thing about meatshields-they don't guarantee that someone will just bypass them. Okay you have an ogre standing next to you. I just suck up an AoO and bum rush you. You die in a hit.

Dreamslinger |
BenignFacist wrote:It really depends on -why- magic item creation is not an option in the campaign. For example, if it is due to lack of down time, the Sorcerer gains the advantage via a cohort crafter.LazarX wrote:
A lot of the arguments in this thread seem to imply that unlimited item creation is avaialable. what if item creation is not an option for PCs or thier cohorts?Then you cross off 'Better at crafting' from The List and continue to make your choice based on your personal evaluation on the proposed pros/cons of each class! :D
*shakes fist*
Once again that is GM dependent. A cohort that isn't gaining XP may decide to hit the road. The high crafting skill cohort may custom craft you some items at his cost but chances are he's going to be spending a lot of his crafting time crafting items that he can sell for to people wanting to pay full retail.
In a lot of campaigns your cohort is an NPC sidekick that takes direction from you but is ultimately played by the GM. He's not a PC-Jr. or a slave.
Sorcerers due to their high charisma will tend to have a higher leadership score than a wizard. That's a true statement.
Sorcerers being better at crafting because they can have a cohort sweatshop running 24/7 is something that may or may not fly and shouldn't be counted as an advantage of the class.

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Due to many other factors in the wizard besides item creation, a wizard is only better than the sorcerer if the GM allows him to be. If you take the random treasure allotment in the core rules as a baseline, you still need to contend with how time is managed in the campaign.
In armchair arguments where proponents get to argue that their camp has the optimal situation, the Wizard will win. In reality, this depends as much on the GM and the Campaign as it does on the listed class features, and some campaigns could easily (and fairly) favor the sorcerer.
Once this is understood, competition between the classes is moot. They differ in exactly the way they should — one derives its advantages from sedentary study and preparation, the other thrives in unpredictable situations, running on instinct. Beyond this, who cares? What more do you need to decide what you feel like playing in the next campaign?
Thank you.

Demigorgon 8 My Baby |

First I'd like to say that by and large you made some really good points, but I have to disagree with you on a couple of them.
Less spells per day for the wizard, honestly, is variable -- for specialist wizards especially it will not always be true given equivalent casting stats. I'd probably soften that to 'Often has less spells per day' or something less absolute.
Even compared to a specialist wizard a sorcerer gets on the average gets 1 additional spell per level. That's big. It's such an advantage that hardly no one ever plays universalist school wizards because specialist get one extra spell per level.
- Plays well with a more conservative (of spell resources) style.
I think actually this is a negative, because wizards require more conservative spell resource management. If you like to play conservatively either class works, if you like to play aggressively sorcerer is the better option.

LilithsThrall |
LilithsThrall wrote:It really depends on -why- magic item creation is not an option in the campaign. For example, if it is due to lack of down time, the Sorcerer gains the advantage via a cohort crafter.Due to many other factors in the wizard besides item creation, a wizard is only better than the sorcerer if the GM allows him to be. If you take the random treasure allotment in the core rules as a baseline, you still need to contend with how time is managed in the campaign.
In armchair arguments where proponents get to argue that their camp has the optimal situation, the Wizard will win. In reality, this depends as much on the GM and the Campaign as it does on the listed class features, and some campaigns could easily (and fairly) favor the sorcerer.
Once this is understood, competition between the classes is moot. They differ in exactly the way they should — one derives its advantages from sedentary study and preparation, the other thrives in unpredictable situations, running on instinct. Beyond this, who cares? What more do you need to decide what you feel like playing in the next campaign?
All I've ever said in this discussion is that the Wizard and Sorcerer are equals. I've attempted to disabuse a number of people of misunderstandings they have about the rules and I've pointed out how some peoples' house rules have led to the notion that the Wizard is more powerful. Finally, I've called into question many long standing ideas in the community about how to optimize a Sorcerer (for example, the long standing myth that the Sorcerer is lacking flexibility).
And I will continue to work on doing the same thing.Having said that, I agree with you.

Dreamslinger |
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*List*
Another advantage that Sorcs may have is with couterspelling.
If they know the spell that is being cast and have an open slot, they can counterspell.
If they take Improved Counterspell they can counterspell as long as they know a higher level spell of the same school as the one that they are trying to counter ( and have the slot to cast it ).
How useful counterspelling actually is is debatable but that is a discussion for a different thread.

Demigorgon 8 My Baby |

Once this is understood, competition between the classes is moot. They differ in exactly the way they should — one derives its advantages from sedentary study and preparation, the other thrives in unpredictable situations, running on instinct. Beyond this, who cares?
From a player standpoint, I think you have a valid argument. From a DM perspective you want the classes to be balanced so that people who like playing one or the other don't feel cheated.
I played in a game where I played a sorcerer and one of the other players played a wizard. It was one of the most frustrating experiences I ever had in a RPG. We started at 3rd level, and for 4 levels he could do anything I could only better. He used crafted items to compensate for my greater number of spells, and I was pretty much the 2nd string caster until I hit 8th level and could spam Polymorph- this was in 3.5 BTW, and I do think PF made the sorcerer and wizard much closer in power level.
As a DM I'm just wondering, do I need to give the Sorcerer an extra feat, or a cookie to even things out, or did the game designers already do that with the bloodlines and allowing sorcerers to change out obsolete spells later.

Dire Mongoose |

Even compared to a specialist wizard a sorcerer gets on the average gets 1 additional spell per level. That's big. It's such an advantage that hardly no one ever plays universalist school wizards because specialist get one extra spell per level.
But, factor in:
1) Bonded Object, and
2) The half-a-spell-level-ahead advantage in that.
So, sure, the level 5 sorcerer has more 1st and 2nds than even a specialist wizard, but 3rd level spells are zero to 2 + 1 (bonded object) + bonus spells from casting stat. So there the wizard not only has some higher level spells available, but he also may well actually just flat out have more spells to cast each day.
For most levels, absolutely, the sorcerer ends up with more spells per day -- but there's enough where that's not the case (or can be not the case) that I think it deserves mention.
I think actually this is a negative, because wizards require more conservative spell resource management. If you like to play conservatively either class works, if you like to play aggressively sorcerer is the better option.
I disagree somewhat here -- because the sorcerer's working with a limited selection of spells, it's (mostly, or relative to the wizard) smart for him to use those spells as fast as there are situations in which they're of even decent use -- because it's possible that, later on, a situation will arise in which none of his spells is very helpful. In other words, he often best conserves the resources of the rest of the party by being aggressive/proactive.

Dire Mongoose |

As a DM I'm just wondering, do I need to give the Sorcerer an extra feat, or a cookie to even things out, or did the game designers already do that with the bloodlines and allowing sorcerers to change out obsolete spells later.
My gut feeling is, sorcerers still really need a spell progression that isn't a level behind. It's amazing all the little things that it throws a monkey wrench in -- for example, any of the spells that a monster with HD = X are immune to.
I love the bloodlines; not only are they a big boost to sorcerers, they also make sorcerers so much more interesting and it's hard to put a price on that.
But weighing against that in the "Did PF make sorcerers as good as wizards?" race are:
1) I know not everyone thinks so, but I think bonded object is crazy good. I feel confident that by the time we get around to the next edition of the game, whenever that is, it's going to be one of those generally accepted "why did we ever think this was balanced?" kind of things.
2) Wizard specialization benefits, while pretty uneven, are in some cases really, really good. Unsurprisingly, all of the wizards I've seen in play in PF pick one of the really good ones.
3) Barred schools are a lot less of a drawback in PF, and
4) Because the spells are overall balanced better, it's harder to pick out (for example) one single 4th level spell that's so universally solid you can make it good enough to be your only 4th level spell in every situation for all of level 8.

jhpace1 |

I think that my rope trick with a light spell is rather comfortable and well lit myself.
A bit of rabbit-trailing: have you been able to use Rope Trick with a rope that has Invisibility on it, to get around the PF version? What about a Wondrous Item invisible rope? Or go full-bore and make a Wondrous Item 18-hour Extended Rope Trick rope with command-word Invisibility?
Inquiring minds want to know before they hit 7th level and take Rope Trick and 9th level with Invisibility.

LilithsThrall |
As a DM I'm just wondering, do I need to give the Sorcerer an extra feat, or a cookie to even things out, or did the game designers already do that with the bloodlines and allowing sorcerers to change out obsolete spells later.
They're balanced as is. Rather than worrying about them, spend more time trying to figure out how to balance non-casters to casters.
For sheer enjoyment of playing the class, though, I'd give Sorcerers a few more skill points and I'd make it a point to give Wizards plenty of time to craft.

Demigorgon 8 My Baby |

But, factor in:
1) Bonded Object, and
2) The half-a-spell-level-ahead advantage in that.
So, sure, the level 5 sorcerer has more 1st and 2nds than even a specialist wizard, but 3rd level spells are zero to 2 + 1 (bonded object) + bonus spells from casting stat. So there the wizard not only has some higher level spells available, but he also may well actually just flat out have more spells to cast each day.
For most levels, absolutely, the sorcerer ends up with more spells per day -- but there's enough where that's not the case (or can be not the case) that I think it deserves mention.
1) You make some valid points, but Bonded Objects do have a drawback which would keep some players from selecting that option.
2) You're comparing them at an odd level, if you go one level up, the wizard w/ a bonded object has one extra 3rd level spell and the sorcerer has 3 more 1sts and 2 more 2nds.
So in the category of spells per day I still think you have to give it to the sorcerer.
I disagree somewhat here -- because the sorcerer's working with a limited selection of spells, it's (mostly, or relative to the wizard) smart for him to use those spells as fast as there are situations in which they're of even decent use -- because it's possible that, later on, a situation will arise in which none of his spells is very helpful. In other words, he often best conserves the resources of the rest of the party by being aggressive/proactive.
I think you are right in that it is to the sorcerer's advantage to use spells when he sees a need for them rather than conserving them. But it's not an advantage of the wizard that it:
Plays well with a more conservative (of spell resources) style.
It's actually negative. The wizard has to be conservative with spell use, because using a choice spell early in the adventuring day means that the wizard probably will not have that option later.

Demigorgon 8 My Baby |

My gut feeling is, sorcerers still really need a spell progression that isn't a level behind.
I think that would be a huge mistake, and make them far and away better than wizards. If that was a house rule in someone's game I would never play a wizard. The extra skill points and spells known couldn't possibly make up for the spell versatility and repetitive spell combination that the sorcerer has.

Demigorgon 8 My Baby |

They're balanced as is.
You might be right, but I still think the scales of play balance are tipping ever so slightly towards wizard.
Rather than worrying about them, spend more time trying to figure out how to balance non-casters to casters.
It's way easier to adjust the balance between two classes that very similar, than it is to adjust the balance between classes that are widely different like casters and non-casters.
I think that the balance between casters and non-casters is a bigger issue that requires a lot more thought (and a different thread).
For sheer enjoyment of playing the class, though, I'd give Sorcerers a few more skill points and I'd make it a point to give Wizards plenty of time to craft.
I would be hesitant to give any caster more skill points, because that is one area that non-casters have in there favor.

LilithsThrall |
I think it makes sense to examine what Charisma is - specifically, the examples of human maximum Charisma.
Jim Jones and David Khoresh were able to get people to die for them, but I don't think Jim Jones and David Khoresh had anything resembling human maximum charisma.
Stalin, Hitler, and JFK would have put them to shame. But even those three, I don't think, had anything resembling human maximum charisma.
Julius Ceaser, Mohammod, Jesus Christ, and Hellen of Troy - I think those four are good examples of human maximum charisma.
But, wait a minute, what is human maximum charisma? If the character were born with an 18 Charisma and put the human +2 bonus in it, he'd have a 20. Add 5 for level bonuses and you've got a 25.
The Sorcerer I presented has a Charisma 4 points higher than that. He has a Charisma so powerful that he can pretty effortlessly make powerful demons, devils, and members of the Celestial host bow down to him.
So, no, I don't think it's likely that a cohort is going to get upset by the fact that he's got a cushy job which keeps him from getting into danger.

Frozen Forever |

Largely because some GMs are trying pretty aggressively to screw the Sorcerer over even by breaking the rules.
It sounds more like the DM is breaking the rules to let your sorcerer be better than he should be. And just about everyone else in the thread agrees.
If you were in my game, I'd tell you to stop, once. If you didn't, you'd be gone.

LilithsThrall |
LilithsThrall wrote:
Largely because some GMs are trying pretty aggressively to screw the Sorcerer over even by breaking the rules.It sounds more like the DM is breaking the rules to let your sorcerer be better than he should be. And just about everyone else in the thread agrees.
If you were in my game, I'd tell you to stop, once. If you didn't, you'd be gone.
If you could possibly point out any rule (page number and quote) that my character build is breaking, I'd truly love to see it.
So far, the only legitimate criticism has been violation of a guideline.