
Billy Blork |

Wizards have a lot of options, but they must make those choices far in advance. Sorcerers, arguably, have fewer options**, but they can make their choices at the last possible moment.
Sorcerers make their choice when they level, much further in advance than Wizards.
*Despite what you might think a divination can do, what it actually -can- do is often very limited. The most commonly regarded divination is scrying which isn't even available to a Wizard or Sorcerer until level 7th level and is far from fool proof
True dat. And if you use one of the more versatile ones you are likely to surprise your DM and get poor info.

LilithsThrall |
Sorcerers make their choice when they level, much further in advance than Wizards.
Sorcerers make their choice in the round that they cast their spell - assuming they selected their spells intelligently so as to have spells which are usable in the widest number of situations (for example, silent image is a very versatile spell which can achieve a large number of effects - from redirecting enemy fire to getting the enemy to move - but wizards may have only one slot spent on memorizing that spell and, so, are constrained. Sorcerers don't have to worry about "do I cast it now or save it for later".)

james maissen |
Sorcerers make their choice in the round that they cast their spell - assuming they selected their spells intelligently so as to have spells which are usable in the widest number of situations
Okay your sorcerer needs to do some damage... how?
Your sorcerer is facing something immune to mind effecting spells and needs to do something useful in combat.. what?
Neither of these seems to far out of line.
And that's before we get to the 79% of the time when you try to save a PC that fails as opposed to the bard always being able to activate a wand of cure light wounds.
-James

LilithsThrall |
LilithsThrall wrote:
Sorcerers make their choice in the round that they cast their spell - assuming they selected their spells intelligently so as to have spells which are usable in the widest number of situationsOkay your sorcerer needs to do some damage... how?
Your sorcerer is facing something immune to mind effecting spells and needs to do something useful in combat.. what?
Neither of these seems to far out of line.
And that's before we get to the 79% of the time when you try to save a PC that fails as opposed to the bard always being able to activate a wand of cure light wounds.
-James
Why does the sorcerer need to do damage? Normally an Arcane caster shouldn't be doing damage, so this character wasn't designed to do it. But if he needs to, give him a wand of magic missile.
Immune to mind affecting spells? Need to do something offensive? Grease and blindness can both be spammed.

meatrace |

james maissen wrote:LilithsThrall wrote:
Sorcerers make their choice in the round that they cast their spell - assuming they selected their spells intelligently so as to have spells which are usable in the widest number of situationsOkay your sorcerer needs to do some damage... how?
Your sorcerer is facing something immune to mind effecting spells and needs to do something useful in combat.. what?
Neither of these seems to far out of line.
And that's before we get to the 79% of the time when you try to save a PC that fails as opposed to the bard always being able to activate a wand of cure light wounds.
-James
Why does the sorcerer need to do damage? Normally an Arcane caster shouldn't be doing damage, so this character wasn't designed to do it. But if he needs to, give him a wand of magic missile.
Immune to mind affecting spells? Need to do something offensive? Grease and blindness can both be spammed.
You said spells for a variety of situations. Being able to throw out a damaging spell is ONE SITUATION. You can't cover it. It comes up often. Therefore you fail hardf!&$ingcore.
Oh, you get a wand of magic missile? (which btw is crap for the price, since a CL1 wand will only do 1d4+1, its one much more effective to cast as a spell) then the wizard gets a wand of Silent Image. now he can do it 50 times a day if he needs to. My god, you keep giving horrible examples of where a sorcerer might be good EXCEPT EVERY EXAMPLE IS SOMETHING A WIZARD CAN DO!
You fail to prove any of your assertions, and you fail at your comprehension of the rules to which you claim to abide. Which you don't, because you're still working on far out assumptions and player created content. Assumptions, might I add, like having a bard in the party which completely obviate the need for your sorcerer.
Your sorcerer is an utter waste of space, and would be better replaced by a bard or a wizard or, heck, a commoner with Skill Focus (UMD) and a good charisma!

LilithsThrall |
james maissen wrote:LilithsThrall wrote:
Sorcerers make their choice in the round that they cast their spell - assuming they selected their spells intelligently so as to have spells which are usable in the widest number of situationsOkay your sorcerer needs to do some damage... how?
Your sorcerer is facing something immune to mind effecting spells and needs to do something useful in combat.. what?
Neither of these seems to far out of line.
And that's before we get to the 79% of the time when you try to save a PC that fails as opposed to the bard always being able to activate a wand of cure light wounds.
-James
Why does the sorcerer need to do damage? Normally an Arcane caster shouldn't be doing damage, so this character wasn't designed to do it. But if he needs to, give him a wand of magic missile.
Immune to mind affecting spells? Need to do something offensive? Grease and blindness can both be spammed.
It's important to keep in mind that "doing damage" is not a strategy. It is an action - possibly a means to an end, but you should identify that end first. What is your goal in doing damage? This is a pretty relevant question - especially given that arcane casters, as a rule, should not be doing damage. If you are breaking that rule, you should know why.
Is it to remove a variable from play? To disrupt the enemy's position on the battlefield? To redlrect an enemy's forces (such as by making them think that some third party killed their ally)? That is, what is the strategy you are trying to play? Now, once you've identified that strategy, how many options might the sorcerer have to play that strategy?
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My current DM likes to throw hordes of much lower level enemies at us at one time, and if my character hadn't banned evocation (3.5 game, i'm a diviner), I'd be chucking fireballs like there's no tomorrow, as that would be the most efficient way of dealing with them.
However, my party is appreciating me for the fact that I can turn most of our enemies into allies. Though, when we have to deal with a horde of constructs, then my character is almost useless. And in our game, it happens often.
The only spell that i can think of, that i do use, is vampiric touch. Though, I use that for the temp hp. That's always nice =)
My point is, even in certain situations, a direct damage spell would be useful. I certainly would enjoy being able to cast a fireball or two.

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This thread may as well be about politics or religion... or abortion so you can combine the two. No one is convincing anyone and no one will.
There are situations when you'd rather have a Sorcerer in the party. There are situations when you'd rather have a Wizard. Which situation is more common is entirely up to the game's GM so it is entirely not worth debating.
Now go out and enjoy your day.

LilithsThrall |
This thread may as well be about politics or religion... or abortion so you can combine the two. No one is convincing anyone and no one will.
There are situations when you'd rather have a Sorcerer in the party. There are situations when you'd rather have a Wizard. Which situation is more common is entirely up to the game's GM so it is entirely not worth debating.
Now go out and enjoy your day.
My hope in this thread was for it to be a place where we could discuss ideas on the relative merits of the two classes and, hence, comparative strategies of running each class. To some extent, the thread has been informative and worthwhile. As is common on the Internet, there are trolls in this thread who are less interested in discussing the topic and more interested in discussing other posters, but I've been making a point of ignoring them. I think the thread would be better if we all made a point of ignoring them.

LilithsThrall |
My current DM likes to throw hordes of much lower level enemies at us at one time, and if my character hadn't banned evocation (3.5 game, i'm a diviner), I'd be chucking fireballs like there's no tomorrow, as that would be the most efficient way of dealing with them.
However, my party is appreciating me for the fact that I can turn most of our enemies into allies. Though, when we have to deal with a horde of constructs, then my character is almost useless. And in our game, it happens often.
The only spell that i can think of, that i do use, is vampiric touch. Though, I use that for the temp hp. That's always nice =)
My point is, even in certain situations, a direct damage spell would be useful. I certainly would enjoy being able to cast a fireball or two.
A good sorcerer build is, to some extent, campaign specific. Given your GM's tendency to send hordes of weenies towards your party in nice fireball sized packs, I'm sure it does make sense to take fireball. It's more realistic, though, that the weenie army would learn to stop rushing towards you in nice fireball sized packs.

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My hope in this thread was for it to be a place where we could discuss ideas on the relative merits of the two classes and, hence, comparative strategies of running each class. To some extent, the thread has been informative and worthwhile. As is common on the Internet, there are trolls in this thread who are less interested in discussing the topic and more interested in discussing other posters, but I've been making a point of ignoring them. I think the thread would be better if we all made a point of ignoring them.
Which is why I usually just lurk. I've been here since Beta (with a different account... Hard drive failure + switching ISP's and, thus, email addys + relying on my browser to remember my password = DOH!) and I've posted less than 10 times... maybe less than 5, even.
I've picked out the trolls (which, if nothing else, made the thread useful). Even if they weren't here, I don't think anyone is making any progress convincing anyone that either class is any better or worse than they had assumed when the thread started. Everyone's opinion is based very much on what they experience in their games.
I've been DM'ing since 1978. I've had the same group of players since 1986. They know I love using undead. I, personally, find them to be the scariest, creepiest foes. My players will, as a result, have a different opinion as to what are the most useful abilities than someone who plays in a game with a DM that loves using demons or devils.

HalfOrcHeavyMetal |

Agreed, the ability to take off the gloves and go "OH, F you buddy!" and pull a nuke out of your loincloth and throw it at the enemy can be a great tide-turner.
May I suggest, in regards to the constructs, trading in a spell or getting yourself a Rod of Boomshakalakaboomboom (CN Saurian-Wizard's Rod of Lightning Bolts), or something similar? Alternatively, Rock to Mud can be great for downing nominally 'unstoppable' enemies, either turning the ground under their feet into a instant bog to slow them down or causing the ceiling to collapse and either bury them (if medium size or bigger) or treat the terrain as difficult (if large size or bigger).
That, I think, is another 'weakness' (as such) in the Sorcerer in that a limited spell selection can make them completely ineffective against specific enemies and/or encounters. And I use the term 'weakness' with trepidation as any Player Character without access to the right spell, feat or item could be in the same boat, the Sorcerer just seems ... more so when compared to the Wizard. Again, it's a minor, niggling difference but it can grow to a big obstacle if the Sorcerer doesn't choose the right spell or have the wit to use their spells in ways that can overcome targets.
Using J.Beardsley problems, say the party is faced with an Iron Golemn, and the Sorcerer has access to Rock to Mud and Mud to Rock spells. Sorcerer can cast Rock to Mud, bury the Golemn in a few tonnes of clay and mud, then cast Mud to Rock and trap the Golemn in Sandstone, not exactly a permanent solution but by the time the Golemn makes enough Strength-Checks to break out enough mud to fill a 30-foot square prison of stone encasing it completely, the PCs can have looted the Wizard's tower, stolen all his stuff, stuck his toothbrush down the lavatory before putting it back in place and be a few miles away.
Simply 'blasting' away at the Golemn wouldn't achieve very much, and the Sorcerer might simply waste his spell-slots, although hammering it with a simple lightning spell would slow it down long enough for the Sorcerer in question to use the above tactic, but at the same point the Sorcerer would also need a Knowledge (Arcana) check to know some of the Golemn's weaknesses or she's just going to stand there screaming profanities and throwing fireballs to no affect as the Golemn just ignores nearly every spell she throws at it.

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HalfOrc, to respond to your scenario, a weakness in the Wizard is the limited spell selection that they have when an encounter actually happens. In your scenario, you are assuming that the Wizard will both have spells to deal with the Golum in his spellbook, and have them prepared when they enter the evil Wizard's tower. If you say that he knows because of divinations, than that just shows that the evil Wizard is pretty ridiculously unprepared, to have not warded the tower against divinations.
Oh, and by the way....
Smurf
Smurf
Smurf
Smurf
Smurf
Smurf
Smurf

LilithsThrall |
While few things are more cathartic to a player than rolling a handful of d6s, it's almost never the optimal action. Haste will almost always out damage fireball and you don't have to worry about friendly fire. In fact, the only place I can think of where fireball might be better is against weenie armies where the weenie's are so weenie that one fireball is highly likely to take them out and where the caster doesn't have to worry about friendly fire and where the weenies don't learn and adapt.

LilithsThrall |
A poor blast is still more useful than 65% chances of healing 1d8+1 HP while killing the familiar with a wand of clw...
"While killing the familiar"
Considering that we're talking about a flying familiar entering an ally's area, how exactly is killing ensured?And we're not talking about 1d8+1HP as much as we're talking about getting a cleric who is down and bleeding back up on their feet so that they can heal themselves.

HalfOrcHeavyMetal |

HalfOrc, to respond to your scenario, a weakness in the Wizard is the limited spell selection that they have when an encounter actually happens. In your scenario, you are assuming that the Wizard will both have spells to deal with the Golum in his spellbook, and have them prepared when they enter the evil Wizard's tower. If you say that he knows because of divinations, than that just shows that the evil Wizard is pretty ridiculously unprepared, to have not warded the tower against divinations.
*picks up the Smurf and tosses it into a wire-mesh-reinforced cage* Gargamel's still kicking, right?
And yes, the Wizard is just as screwed (Please note I did mention this in the post you quoted, m'kay?), if not more so by his lack of weapon proficiencies, low BAB and Hit-Points and lack of 'Spam' abilities, as any other PC in that situation, just it's more likely the Wizard will have both the Spells Known and the Knowledge Skills to overcome the challenges. That said, a Sorcerer who can think outside the box in challenging ways can stump an unwitting DM who does not do the same, and just because a Sorcerer might have only one or two ranks in Knowledge (Arcana) doesn't mean a lucky roll won't net him the results anyways, or he'll just use common sense and a smidge of strategy. Fireball not doing much against the Golemn? Disintergrate the ground from under it and watch a several hundred pounds of animated iron go crashing through the floor(s) and take falling damage, possibly crippling it if not outright killing it. They do have Nil Intelligence, after all, we're not talking some strategy genius. They're effectively 'walk up and slam you in the face until I can breath poison on your party' enemies.
A Wizard, on the other hand, is rewarded by scribing as many different scrolls as they can, so in theory and with a little investment of time and resources, the Wizard can effectively pull out any number of magic-spell combos, wherein a Sorcerer going along this route must pay full price, again, another small, niggling difference that can build up over time. As has been mentioned before, the ability to basically have just about every spell on your spell list at your fingertips is a powerful tool, and the inbuilt feat to craft your own scrolls means that a Wizard who can set aside some gold and some time when at camp can easily keep his supply of 'insurance' scrolls from depleting too quickly, and the lack of TPK because of an ill-thought Spell Selection that morning is 20,000 gold in diamonds the Party's henchman won't have to stump up to ressurect everybody.
edit: AAAAAAAAAAAAAAAAAAAAAAAAAUUUUUUUUUUUUUUUUUUUUUUUUGGGGGGGGGGGGGGGGGGHHHHHHHH HHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!! I've been smurfed! Smurfetted! Noooooo! Give me back my dignity! *sobs quietly in the corner*

james maissen |
A poor blast is still more useful than 65% chances of healing 1d8+1 HP while killing the familiar with a wand of clw...
Or a 21% chance if he has to use a scroll.
Sometimes things come up, and a sorcerer's only strength is swapping his slots around a few number of spells known. If the sorcerer has nothing in that number to deal with many situations then he's not much help.
Sorcerers need to be carefully crafted and grown up bit by bit with a deal of care. The one that we've seen thrown together is just that, thrown together. That it is, in essence a poor bard is just a testament to that and perhaps the creator's poor understanding of rules and spells.
People on the net tend to say that a sorcerer is easier than a wizard because you need to know fewer spells. I think that the opposite is true. First because you have to choose those few spells from all the spells. Second because you have to know how to use those spells in a myriad of ways. And finally because you need to know how to augment that with items and feats.
A decently done sorcerer is like a decently done fighter-type, they can exceed what is perceived to a great extent.
That said, a sorcerer doesn't mesh into most parties as well as a wizard, which makes the later the 'stronger' class as that's how people play.
The sorcerer is weak when it comes to situational spells like water breathing and the like that a wizard can dip into for a day but not have to commit to for life. Likewise the sorcerer suffers from once a day every day spells that a wizard can do with the investment of a single slot while a sorcerer can only do with the investment of a spell known in addition. The later effectively cripples his list for that level.
-James

LilithsThrall |
Stéphane Le Roux wrote:A poor blast is still more useful than 65% chances of healing 1d8+1 HP while killing the familiar with a wand of clw...
Or a 21% chance if he has to use a scroll.
Sometimes things come up, and a sorcerer's only strength is swapping his slots around a few number of spells known. If the sorcerer has nothing in that number to deal with many situations then he's not much help.
Sorcerers need to be carefully crafted and grown up bit by bit with a deal of care. The one that we've seen thrown together is just that, thrown together. That it is, in essence a poor bard is just a testament to that and perhaps the creator's poor understanding of rules and spells.
People on the net tend to say that a sorcerer is easier than a wizard because you need to know fewer spells. I think that the opposite is true. First because you have to choose those few spells from all the spells. Second because you have to know how to use those spells in a myriad of ways. And finally because you need to know how to augment that with items and feats.
A decently done sorcerer is like a decently done fighter-type, they can exceed what is perceived to a great extent.
That said, a sorcerer doesn't mesh into most parties as well as a wizard, which makes the later the 'stronger' class as that's how people play.
The sorcerer is weak when it comes to situational spells like water breathing and the like that a wizard can dip into for a day but not have to commit to for life. Likewise the sorcerer suffers from once a day every day spells that a wizard can do with the investment of a single slot while a sorcerer can only do with the investment of a spell known in addition. The later effectively cripples his list for that level.
-James
Instead of argung over whether it's a poor build of a Sorcerer or not, show me what you think a well written Sorcerer should look like. Then, we'll have something solid on which to debate.

james maissen |
Instead of argung over whether it's a poor build of a Sorcerer or not, show me what you think a well written Sorcerer should look like. Then, we'll have something solid on which to debate.
I didn't think that we were arguing that it was a poor build.. I thought that was agreed upon by one and all.
As to taking the time to make a decent one.. without a given party to augment? I don't have that kind of time to do your work for you. Sorcerers take a lot of effort to build decently. Just look at what you put forth and see what you get when you don't put a lot of effort into it.
Or do you honestly think that what you put forth was a 'kick-ass' sorcerer build? I can't imagine that's the case, is it?
-James

Stéphane Le Roux |
Considering that we're talking about a flying familiar entering an ally's area, how exactly is killing ensured?
Because the familiar with 12 HP/15 AC stays one round on the area of an ally who is suffering some severe punishment. The familiar's death isn't ensured if and only if the ally's death is ensured: you spend your action to you lose either the familiar, either the ally. It can as well be both, if the ennemy has more than 1 attack, or more than 5-feet reach, or some nasty capacity like grab+constrict.
And we're not talking about 1d8+1HP as much as we're talking about getting a cleric who is down and bleeding back up on their feet so that they can heal themselves.
OK... And the fact that the cleric can heal himself isn't tied to the fact that you heal him up to 0 HP or more. Which isn't tied to the raw quantity of HP you heal. That makes sense.
Anyway, if the cleric can heal himself more than his opponent can hurt him, why is he down ?
Well, let's say you're fighting some otyugh (CR 4, against an APL 5, should be an easy fight; let's say there are two otyughs, that's why the party has some difficulties), you make your UMD check (65% of success), your familiar approach the dying cleric, provokes an AO (15 feets reach, if the cleric is 5 feet away from the otyugh, the familiar must provoke), if the otyugh hits (45%), he use grab (95%), constrict, the familiar dies before delivering the spell, and the otyugh eats the cleric. If he doesn't hit, if the cleric doesn't gains enough HP, the otyugh kills the familiar and then eats the cleric. If the cleric gains enough HP, he heals himself, and the otyugh kills the familiar and then resume the cleric's punishment.
Let's say you're fighting some ogre (CR 3... they are even weaker): essentially the same, except the AO is more likely to hit (and he doesn't need the constrict damages to kill the familiar with one blow).
Let's say you're fighting some tigers (CR 4): tigers don't have any reach : the cleric heals himslef if he success the concentration check, and then provoke an AO when he stand up. Then the tiger easily kills the familiar and resumes the punishment of the cleric in the same round (two attacks with +10 to hit, one more with +9 ; +15 grapple, they can even attempt the check with the -20 penalty against your familiar with 11 CMD - if the familiar doesn't die with one bite), or the contrary (he kills the cleric and then the familiar).
Hydra (CR 4): the familiar provoke, but survive. The cleric provoke while standing up (since the hydra has combat reflexe), then the hydra kills the familiar and punish the cleric - or kills the cleric and punish the familiar, who will provoke again when fleeing from the hydra.
Do I have to take all CR 4 creature and explain why your familiar die against almost all of them ? And the cleric shouldn't be dying against those creatures: your familiar will be facing nastier creatures, and you really hope that he have any chance ?... If your trigger for "sending the familiar" weren't "the cleric is dying", or if the effect weren't "I heal 1d8+1 HP", it would be possible, but here, it's not a plausible possibility. Maybe against a very weak opponent who scored a critical hit against the cleric ?... But in general, the best result you can hope is "the familiar is dead, the cleric is almost dead".

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Meatrace, ColdNapalm, I understand, but please stop the baiting, we're finally getting some decent debating going on, don't stoke the flames again, please.
Oh that was mild...LT basically called all the CO of the US armed corp idiots...so I am very rightly pissed right now. Hell one of my airborne ranger buddies saw that post and I had to hold him back from ruining my monitor...that is how offesnive that message was to anyone who has gone through CO training. LT completely missed the point of that quote.

LilithsThrall |
LilithsThrall wrote:
Instead of argung over whether it's a poor build of a Sorcerer or not, show me what you think a well written Sorcerer should look like. Then, we'll have something solid on which to debate.I didn't think that we were arguing that it was a poor build.. I thought that was agreed upon by one and all.
As to taking the time to make a decent one.. without a given party to augment? I don't have that kind of time to do your work for you. Sorcerers take a lot of effort to build decently. Just look at what you put forth and see what you get when you don't put a lot of effort into it.
Or do you honestly think that what you put forth was a 'kick-ass' sorcerer build? I can't imagine that's the case, is it?
-James
Seeing as how you've got nothing productive to add to this thread, I'll treat you the same as Cold Napalm and Meatrace.
The fact is that several people like the build and it has been called "scary effective". Your problem with it has more to do with the fact that you keep confusing Pathfinder for 4e (and are, thus, hung up on the fact that it doesn't fill a well defined role).
HalfOrcHeavyMetal |

I get you, I really do, but LT has responded to each and every post, polite or otherwise, with what could basically be described as 'hostile intent' when challenged on his (her?) position.
All you'll get from beating your head against that Wall of Iron is a concussion. Stop trying, he'll (she'll?) just keep feeding off the flames. Besides, every time LT tries to make a point he (she?) simply point out another fallacy within the Sorcerer Class and helps move the thread along towards helping with balance issues and how not to build a Sorcerer.

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LilithsThrall wrote:
Instead of argung over whether it's a poor build of a Sorcerer or not, show me what you think a well written Sorcerer should look like. Then, we'll have something solid on which to debate.I didn't think that we were arguing that it was a poor build.. I thought that was agreed upon by one and all.
Or do you honestly think that what you put forth was a 'kick-ass' sorcerer build? I can't imagine that's the case, is it?
-James
Oh I think LT thought his sorcerer was kick ass...note the comment about people calling it scary effective?
Your right though, building a good sorcerer needs WAY more system mastery then a wizard. Same thing with fighter. Many people say fighters are newbie friendly...that is SO wrong. Fighters need quite a bit of system mastery to make good ones as well...and the bad ones BAD...just like sorcerers :) .
And something else you mentioned was the variance in GM style and GM difficulty. That is also true. You can have the GM make wizards nigh useless. That doesn't mean the wizard is a weak class. However since we can't account for all that variance we need to use a default...and that default is a party of 4 in an AP run as written. And once again with that parameter, LT's sorcerer is increadable poorly made with shoving a lot of the needed skills to other party members...and he's not even a full on face in exhange for that shafting of the other party members.

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This thread may as well be about politics or religion... or abortion so you can combine the two. No one is convincing anyone and no one will.
There are situations when you'd rather have a Sorcerer in the party. There are situations when you'd rather have a Wizard. Which situation is more common is entirely up to the game's GM so it is entirely not worth debating.
Now go out and enjoy your day.
Oh, and SMURF

james maissen |
However since we can't account for all that variance we need to use a default...and that default is a party of 4 in an AP run as written.
A decently built sorcerer is an effective character.
Likewise is a decently built wizard.
Given either though, in general for a small party the wizard is going to be the better fit.
Most other character classes cannot bring the knowledges to the table that a wizard can. A bard can do a reasonable facsimile in pathfinder, but that's about it.
A sorcerer's moderate face ability via skills however is readily duplicated, most soundly by the aforementioned bard, but other classes handle face skills as well or better than the sorcerer.
Between the two the wizard delivers better once a day utility and buffing casting that a sorcerer simply cannot afford to do via spells known.
The modicum of flexibility that spontaneous casting allows over the breadth of prepared casting does not begin to circumvent these issues, if anything it's already a wash. Throw in things like arcane bond, leaving slots open, and then venture into feats & items outside of core and the sorcerer is left behind in the dust.
That's not to say that a sorcerer cannot be done very well and be very effective. It is to say that a wizard fills his place in the party more smoothly and in more needed areas.
-James

Stéphane Le Roux |
Instead of argung over whether it's a poor build of a Sorcerer or not, show me what you think a well written Sorcerer should look like. Then, we'll have something solid on which to debate.
No.
If I had to sort the 3 arcanists (wizard, bard and sorcerer), from the one I build the more easily to the one I've the most difficulties:
1/ Wizard. I can't do any great mistake with a wizard. The greatest mistakes are corrected the next day; the only really cumbersome mistakes is possibly the feats selection, but it's the same for any class (except a wizard has more feats than other arcanists). The character is never perfect, but can't have design flaws. Wizard is one of the more straightforward class.
2/ Bard. Even if I must carefully choose the spells (and the "versatile performance planning" : "does the free bluff and intimidate at level 10 worth the lack of bluff before level 10 ?"), I know that I have many possibilities outside of spells: skills, bardic performances, a little bit of combat capability (depending on the build). Even if my spell list isn't perfect, I should have something to do and I know I will contribute in a way or another.
3/ Sorcerer. Choosing spells is a pain in the ass for bards, and for sorcerers, it's worst: if my selection isn't good, I can't do anything... And they don't have many more spell known than bard (in the 3e, bards had only a few slots, the fact that they knew more spells weren't an issue: bards weren't very good spellcasters; but in Pathfinder...).
That's why I won't create a sorcerer build. I know it's possible, because I've seen some good sorcerers, but it's hard and time-consuming; and it's not really rewarding, because a well-conceived sorcerer isn't better than a wizard.

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Cold Napalm wrote:However since we can't account for all that variance we need to use a default...and that default is a party of 4 in an AP run as written.A decently built sorcerer is an effective character.
Likewise is a decently built wizard.
Given either though, in general for a small party the wizard is going to be the better fit.
Most other character classes cannot bring the knowledges to the table that a wizard can. A bard can do a reasonable facsimile in pathfinder, but that's about it.
A sorcerer's moderate face ability via skills however is readily duplicated, most soundly by the aforementioned bard, but other classes handle face skills as well or better than the sorcerer.
Between the two the wizard delivers better once a day utility and buffing casting that a sorcerer simply cannot afford to do via spells known.
The modicum of flexibility that spontaneous casting allows over the breadth of prepared casting does not begin to circumvent these issues, if anything it's already a wash. Throw in things like arcane bond, leaving slots open, and then venture into feats & items outside of core and the sorcerer is left behind in the dust.
That's not to say that a sorcerer cannot be done very well and be very effective. It is to say that a wizard fills his place in the party more smoothly and in more needed areas.
-James
And I completely agree with you :) .

LilithsThrall |
LilithsThrall wrote:Instead of argung over whether it's a poor build of a Sorcerer or not, show me what you think a well written Sorcerer should look like. Then, we'll have something solid on which to debate.No.
If I had to sort the 3 arcanists (wizard, bard and sorcerer), from the one I build the more easily to the one I've the most difficulties:
1/ Wizard. I can't do any great mistake with a wizard. The greatest mistakes are corrected the next day; the only really cumbersome mistakes is possibly the feats selection, but it's the same for any class (except a wizard has more feats than other arcanists). The character is never perfect, but can't have design flaws. Wizard is one of the more straightforward class.
2/ Bard. Even if I must carefully choose the spells (and the "versatile performance planning" : "does the free bluff and intimidate at level 10 worth the lack of bluff before level 10 ?"), I know that I have many possibilities outside of spells: skills, bardic performances, a little bit of combat capability (depending on the build). Even if my spell list isn't perfect, I should have something to do and I know I will contribute in a way or another.
3/ Sorcerer. Choosing spells is a pain in the ass for bards, and for sorcerers, it's worst: if my selection isn't good, I can't do anything... And they don't have many more spell known than bard (in the 3e, bards had only a few slots, the fact that they knew more spells weren't an issue: bards weren't very good spellcasters; but in Pathfinder...).
That's why I won't create a sorcerer build. I know it's possible, because I've seen some good sorcerers, but it's hard and time-consuming; and it's not really rewarding, because a well-conceived sorcerer isn't better than a wizard.
This is one thing I will agree with. Building a good sorcerer is a pain in the ass.
However, if you take any 5th level character of any class, you are going to find weaknesses. It doesn't matter what class it is.
So, to simply point out weaknesses of a fifth level character is meaningless. It's also unconstructive.
That's why, to have your criticism be worthwhile, you need to prove that an alternative sorcerer or wizard or bard build is superior. NOONE has done that. They, therefore, have offered no constructive criticism.
I do note that, when asked to build an alternative sorcerer, it was argued that a better one could not be built without knowing what other characters are in the party. Yet, without knowing what other characters are in the part, the very same people who weaseled out of defending their criticism, are convinced that the sorcerer build I presented is subpar. I wouldn't call that hypocritical, per se, but certainly it has a big enough logic hole to drive a Mac truck through.

LilithsThrall |

I offered an alternative sorcerer build to yours way back at the beginning of the thread. You dismissed it because you said it was too combat focused.
Oh, and smurf!
I didn't dismiss it. I said it's value was dependent on what type of campaign you play.
If you play a game which is all "knock down door, kill, loot corpses", your sorcerer is probably superior. I don't play in such games though.

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I do note that, when asked to build an alternative sorcerer, it was argued that a better one could not be built without knowing what other characters are in the party. Yet, without knowing what other characters are in the part, the very same people who weaseled out of defending their criticism, are convinced that the sorcerer build I presented is subpar. I wouldn't call that hypocritical, per se, but certainly it has a big enough logic hole to drive a Mac truck through.
Nobody is weasling out of anything...your asking for people who disagree with you to argue your point...which is pretty dumb as they don't agree with you in the first place. So basically keep ignoring people who disagree with you...you'll just end up losing this thread as you ignore everyone one by one.

The Wraith |

Well, this is a Sorcerer I made up with a 'tactical' build in mind - please note that although I vastly prefer 'Boomstick Sorcerers', I tried to make one that could cover many areas without being helpless toward others. The result is a 'jack-of-all-trades' Sorcerer who I believe could be interesting to play and effective in many situations.
...of course, for how much any 5th-level character could be able to face many different situations.
Human Sorcerer 5° Fey Bloodline (15 points)
Str 8
Dex 14
Con 13
Int 12
Wis 10
Cha 18 (20 with Headband)
Initiative +6, Perception +0 (+10 while drinking Elixir, see below)
Feats (4 + bonus feat)
Imp. Initiative
Skill Focus (Use Magic Device)
Iron Will
Combat Casting
* Eschew Materials
Skills (20 ranks + 5 ranks Favored Class) *if using APG, (20 ranks + 3 ranks Favored Class)
Spellcraft (5) +9
Knowledge (arcana) (2) +6
Knowledge (nature) (2) +6
Bluff (5) +13
Diplomacy (3) +8
Intimidate (3) +11 *if using APG, Intimidate (1) +9
Use Magic Device (5) +16
hp 5d6 + 5 (average (6 + 3.5 x4 + Con x5) 25 )
Languages: Common, Sylvan
Fort +2 Ref +3 Will +6
BaB +2 CMB +1 CMD 13
AC 12, T 12, FF 10 (Shield and Mage Armor *and if using APG Protection from Evil not included)
Special:
Bloodline Power (+2 DC on Compulsion subschool spells, already included)
Laughing Touch (8/day, melee touch +1, no save)
Woodland Stride
Spells/day: at will/8/5
Spells Known:
0: Acid Splash, Daze (DC 17), Detect Magic, Dancing Lights, Ghost Sound, Mage Hand
1: * Entangle (DC 16), Color Spray (DC 16), Charm Person (DC 18), Magic Missile, Ray of Enfeeblement (DC 16) *if using APG add Grease (DC 16), Prot. Evil
2: * Hideous Laughter (DC 19), Glitterdust (DC 17), Mirror Image
Possessions:
Headband Cha +2 (4000)
Cloak Protection +1 (1000)
Hat of Disguise (1800)
Wand Mage Armor (750)
Wand Cure Light Wounds (750) [roll 4+ on d20 to use]
Wand Shield (750)
Wand Obscuring Mist (750)
Elixir of Vision (250)
Potion Invisibility (300)
3 Potions Cure Light Wounds (50 x 3)
Some considerations:
1) I build the Sorcerer both with Core only and with the preview of the upcoming APG in mind; in the latter case, I switched 2 Skill points gained from Favored class with 2 extra 1st-level spells.
2) As I already said, I am not particularily fond of some spells (Illusion is not my preferred school especially the various XXX Image spells), and I vastly prefer to learn some damage spells somehow (just to 'feel the dice'), however for these Sorcerer I decided to stick on a balanced approach (some mind-affecting spells, some defence spells, some debuff spells, and the canonic Magic Missile spell). For defence, I used magic items - a Wand of Mage Armor gives +4 AC for 1 hour with a single charge; Shield is more for avoiding Magic Missile spells, since it lasts only 1 minute if cast by a Wand, but in case of a tough fight, Mirror Image and Shield on top of Mage Armor (and eventually Protection from Evil) would bump up the defence quite a bit (AC 20 or 22 plus 1d4+1 images).
3) Although splitting skill points is not always the best idea, I pumped up a couple of skills and decided to give some skill points to the basic Knowledge skills of the Sorcerer (arcana and the Bloodline nature skill) just to reflect a basic knowledge of exotic topics. I raised Spellcraft more because I believe that any full-casting class should know the tools of the trade at least above average. Obviously some people would disagree with this. Even with the minimal invest of 1 skill point (if using the APG preview rules), Intimidate can rise to a +9 thanks to the Class Skill bonus and the high Charisma. And I pumped UMD as much as I could, just to minimize the fumble effects.

LilithsThrall |
Well, this is a Sorcerer I made up with a 'tactical' build in mind - please note that although I vastly prefer 'Boomstick Sorcerers', I tried to make one that could cover many areas without being helpless toward others. The result is a 'jack-of-all-trades' Sorcerer who I believe could be interesting to play and effective in many situations.
...of course, for how much any 5th-level character could be able to face many different situations.
** spoiler omitted **...
Thank you, Wraith. Now, we've got something meaningful to actually compare/contrast as oppossed to a bunch of worthless comments by critics on the side lines.
Differences I note..
You've factored in a Headband of Charisma +2. I considered doing that, myself, but hadn't reached a final decision on what magic items to take. I like your magic item selection by the way.
I notice you took Skill Focus in UMD. I was debating what feat to take to replace Cosmopolitan. Skill Focus UMD is a good choice.
I think the big difference in our builds is our different bloodlines. My big gain was the Familiar (and the enhanced Sense Motive, Perception, and other associated abilities). You chose Fey. Was that primarily for the +2 DC to Compulsion?
I note that you chose Spellcraft and Knowledge (arcana) as skills. I see little value in doing so and a huge opportunity cost for doing so, but it's a difference of opinion. At the end of the day, though, it's going to come down to who the other party members are and what kind of campaign the GM is running.
You took Diplomacy. In my opinion, that's double dipping (I see little value in taking both Intimidate and Diplomacy) and at the expense of taking skills I consider more valuable (Perception and/or Sense Motive).
The action economy of the Shield spell has never really impressed me.

The Wraith |

I think the big difference in our builds is our different bloodlines. My big gain was the Familiar (and the enhanced Sense Motive, Perception, and other associated abilities). You chose Fey. Was that primarily for the +2 DC to Compulsion?
Fey is one of the Bloodlines I appreciate the most, for a lot of factors: the Bloodline power (+2 to compulsion is a huge boost; on top of that, if you really have to cast a Charm spell in combat - which gives a +5 to the Save of the victim - this evens it out a bit), some bonus spells (especially Hideous Laughter, Mislead, Irresistible Dance, and Shapechange), Laughing Touch (no save), Fleeting Glance (Greater Invisibility for Sorcerer level/rounds per day) and Fey Magic (being able to reroll for SR is good). However I admit that Arcane Bloodline is really potent (especially Metamagic Adept and New Arcana).
I note that you chose Spellcraft and Knowledge (arcana) as skills. I see little value in doing so and a huge opportunity cost for doing so, but it's a difference of opinion. At the end of the day, though, it's going to come down to who the other party members are and what kind of campaign the GM is running.
I always try to make my characters 'self-sufficient' as much as possible - being able to know the tools of the trade (albeit not in a scholarly way like a Wizard) is always useful. Spellcraft for identifying magic items (via Detect Magic or higher spells) and spells being cast (to formulate better tactics on the fly). However, I recently noticed that the Knowledge Arcana skill has become more important in Pathfinder, especially to identify lingering effects of spells being already cast and whose effects are already in place (in 3.5 this was folded in the Spellcraft skill). So maybe I should spread the skill points among those two skills a little.
You took Diplomacy. In my opinion, that's double dipping (I see little value in taking both Intimidate and Diplomacy) and at the expense of taking skills I consider more valuable (Perception and/or Sense Motive).
You are right, but as you can see I minimized the impact on the Intimidate skill (1 skill rank only, just to benefit from the +3 Class bonus, if taking the extra spells as Favored Class bonuses). It's true however that a character specialized in a single field can be really more effective. And yes, Sense Motive and Perception were high on my list for very long - but sadly I had to forfeit something. However, the more I think about it, the more I believe that I should remove one of this skills and give at least some ranks to Perception (just to avoid being ambushed - the Elixir lasts only 1 hour, after all). As much as I would like to build a self-sufficient character, some skills are best left to more specialized characters (Sense Motive for Divine, for example, being Wis based). I bluff the enemy, my partners determine if the enemy is trying to bluff me.
The action economy of the Shield spell has never really impressed me.
Shield is better as a known spell, since the duration is higher, on this I agree with you. On the other hand, once known, its usefulness stays for the whole career (Mage Armor can be bested by Bracers of Armor, at higher levels - a Shield bonus however is always good, AND the spell also absorbs Magic Missiles).

kenmckinney |
Wraith, I like your sorcerer.
Minor points:
1) you get +2 to activate wands you have used before. That means you only need to roll a 2 , not a 4, once you've blown a charge.
I would actually take the shield spell rather than a wand. Shield in a wand isn't that useful; it only lasts a minute at level 1 and you have to retrieve the wand, so you blown a whole round getting a bonus that only lasts 10 rounds. Pluse, it will be super easy to dispel.
Ken

The Wraith |

Wraith, I like your sorcerer.
Minor points:
1) you get +2 to activate wands you have used before. That means you only need to roll a 2 , not a 4, once you've blown a charge.
I would actually take the shield spell rather than a wand. Shield in a wand isn't that useful; it only lasts a minute at level 1 and you have to retrieve the wand, so you blown a whole round getting a bonus that only lasts 10 rounds. Pluse, it will be super easy to dispel.
Ken
I think the +2 you are referring to is only for Activating Blindly - the UMD skill doesn't mention any +2 on Wands used more than once, but it says 'You get a +2 bonus on your UMD check if you've activated the item in question at least once before' referring to Activate Blindly (which has normally a higher DC, 25 instead of 20 for Wands).
Shield would be definitely the last 1st-level spell this Sorcerer would take at 7th-level - sadly, as a Sorcerer, I had to renounce to something (well, 'last' if we don't consider the mysterious feat Jason Bulmahn mentioned here speaking of the APG...).
The Wraith wrote:And for people who say that the Sorcerer favored class bonus is equivalent to 20 feats (Extra spell), I would like to point out that the feat was not 3.5 Core but from a splatbook. Some people could know it, some people would allow it, but for those without the book (or with a GM who would not allow it), the ability is not worth 20 feats - since there are NO such feats.Unless I put a similar feat into this book.. one that was better than the relatively poor Extra Spell feat. Not saying anything.. just moving along...

LilithsThrall |
I always try to make my characters 'self-sufficient' as much as possible - being able to know the tools of the trade (albeit not in a scholarly way like a Wizard) is always useful.
As much as I would like to build a self-sufficient character, some skills are best left to more specialized characters (Sense Motive for Divine, for example, being Wis based).
er??
Spellcraft and Knowledge(arcana) are both Int based. You seem to be saying that you took them because you want your character to be self-sufficient. Sense Motive is Wis based. You say you chose not to be self-sufficient because it is Wis based.
That's not computing.
Shield is better as a known spell, since the duration is higher, on this I agree with you.
That's not what I said. What I said is that Shield doesn't impress me because of the action economy. Let me put it this way, if you find yourself in combat, what spell would you rather cast on round one? Shield? Or something that will throw the enemy off balance/at a disadvantage (forex. Grease or Silent Image)? If you're fighting solo and you enter combat at range, Shield might make sense. But Shield isn't a party effect, so it loses major points when the party is in the encounter.

wraithstrike |

Charender wrote:
...action to attack someone if they cast a spell, and I cannot perceive that they are casting a spell, then I will continue waiting.+1
Thiiisssss
-1. I already handled a situation like this on the previous page from an example LT gave.
PS: I have not had internet access for a few days.

wraithstrike |

wraithstrike wrote:They dont fit because the game by RAW assumes you know when someone is casting, but not when they are evil, or laying.This is a circular arguement.
By RAW, no tangible evidence that a condition has been met is required for a readied action to go off.
Therefore, by RAW, you can ready an attack for when a person lies or when the person thinks something evil - just like you can, by RAW, attack someone who does something else which you have no tangible evidence for (such as casting a spell which you can't see, hear, sense any material components of, and aren't being targetted by).Realistically, though, using a readied action to detect lies, detect evil, or detect spell casting isn't going to be acceptable by most GMs.
How is it a circular argument? If this has been brought up in my absence feel free to ignore this question.

wraithstrike |

LilithsThrall wrote:wraithstrike wrote:They dont fit because the game by RAW assumes you know when someone is casting, but not when they are evil, or laying.This is a circular arguement.
By RAW, no tangible evidence that a condition has been met is required for a readied action to go off.
Therefore, by RAW, you can ready an attack for when a person lies or when the person thinks something evil - just like you can, by RAW, attack someone who does something else which you have no tangible evidence for (such as casting a spell which you can't see, hear, sense any material components of, and aren't being targetted by).Realistically, though, using a readied action to detect lies, detect evil, or detect spell casting isn't going to be acceptable by most GMs.
Again, please point to the rule, as written saying that a stilled silenced spell does not set off the readied action of "He's casting a spell." I can find no such rule, but I can site the 3.5 ruling that actions can be readied against psionic powers which by default are stilled and silenced.
Anything else, is RAMT.
I was just about to point that out, thanks.

wraithstrike |

Regardless, as I said, it's not even core.
The FAQ which I quoted earlier(and you agreed with) list SLA's, psionics abilities, and stilled silenced spells all as purely mental actions. If you can ready against psionics by the rules then you can ready against the other two. Psionics not being core does not discredit that fact that it is an official rule, and fits hand in hand with the argument. There is also no rule against readying against SLA's which there would be if mental actions were an exception to the rule.
Why should you get an additional benefit because you took both feats? Maybe the designers thought it was not balanced to have them give you an extra benefit?

wraithstrike |

For the record, as per the SRD,
"Identify Spell Being Cast: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors."
Note that the wording is "must be able to clearly see the spell as it is being cast", -not- "must be able to clearly see the spell caster as the spell is being cast".
It raises the question as to whether a spell which has nothing to see (still), nothing to hear (silent), and no components (eschewed), can be seen at all.
Identifying a spell, and knowing one is being cast are not the same thing.