
Hidious Phidias |

My group is about to the Legacy of Fire and I was thinking of trying my hand at the mage. But, the question is Wizard or Sorcerer? I was thinking that it would be fun to have a familiar like and Imp. In fact I was thinking of getting more that one. I was thinking of going in to the Diabolist prestige class that gives you an Imp and then using improved familiar for the other. But I am not sure how to build the character with and arcane bloodline sorcerer or just use the good old wizard. Which is the better class for the adventure path? I was wondering if I could get some advice on spell selection form someone who played the mage through the adventure path. Or, at least some advice on a what school is the most useful. I was thinking of just being a human but the buzz on the forum about goblins has me thinking about playing one. I just love the way they are pictured in Pathfinder, all teeth.

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Wizard = Less experienced players becous you can cange your spells as need be.
Sorcerer = Experienced plyaers becous you know what spells you will need to cast, and can scroll the ones you need to.
Please dont feed people this crap. This is your opinion and has absolutely no bearing on what the OP wanted to know.
I could eailly write:
Sorcerer = less experienced player because you can cast more spells per level and dont have to worry about memorizing.
Wizard = More experienced players because it takes brains to plan your day with spells that are more than a lightning bolt up someone's butt.
Jeffrey, I have played more mages than I can count, as well as a sorcerer or two. I prefer Wizards due to versatility in spell selection, but more importantly, I usually have character concepts that require the wizard class because they make no sense as a sorcerer.
If you like imps, that is great and can easilly fit in this campaign setting. However, if you are open to some arabian flavor, check out the qadira companion book which has a prestige class similar to the diabolist, but you get an improved familiar genie (if it is the familiar that you really want).
The prestige class is called "The Daivrat" on page 20-21.
Spell selection should start with endure elements if your GM plays up the hot environment (which I do). A sorcerer will be able to cast more of these spells at first level and be able to cover an entire 4 person group quickly, but you will get the scribe scroll feat at 1st level wizard so you can create the important (non-combat) spells.
And when you ask for what school is more useful, a utility mage in this campaign is just as important as a evoker that throws ice and lightning around. Please be more specific on what you want your mage to do. Cause damage? or protect your group? Summon elementals? Destroy defenses?
Thanks, CC

AdAstraGames |

I'm playing a Human Fey bloodline Sorcerer in LoF. 18 point build.
STR 10 DEX 14 (5) CON 11 (1) WIS 10 INT 12 (2) CHA 16+2 (10)
Traits: Missionary (Sense Motive), Reactive
Feats: Improved Initiative, Spell Focus (Ench)
Spells:
0: Dancing Lights, Mage Hand, Detect Magic, Acid Splash
1: Sleep (DC 18), Burning Hands (DC 15)
Skills (2+1 INT, +1 Human, +1 Favored Class):
UMD - 1 Rank
Spellcraft - 1 Rank
Bluff - 1 Rank
Sense Motive - 1 Rank
Knowledge Nature - 1 Rank
2nd Level
Spells:
0: Mend (useful for restoring torn up books...)
Skills (2+1 INT, +1 Human, +1 Favored Class):
UMD - 1 Rank (2 total)
Spellcraft - 1 Rank (2 total)
Bluff - 1 Rank (2 total)
Intimidate - 1 Rank
Knowledge Arcana - 1 Rank
3rd Level:
Feat: Toughness
Spells:
0: Ghost Sound
1: Unseen Servant
Skills (2+1 INT, +1 Human, +1 Favored Class):
UMD - 1 Rank (3 total)
Spellcraft - 1 Rank (3 total)
Bluff - 1 Rank (3 total)
Sense Motive - 1 Rank (2 total)
Knowledge Nature - 1 Rank (2 total)
Pretty much the skill lists will alternate as above for odd-even. Depending on how the party druid stacks her skill points, I may slide out of Knowledge Nature and put Appraise or Fly in there.

Dragonchess Player |

My group is about to the Legacy of Fire and I was thinking of trying my hand at the mage. But, the question is Wizard or Sorcerer? I was thinking that it would be fun to have a familiar like and Imp.
A sorcerer with an Elemental bloodline fits in very well. Other bloodlines that work well within this AP: Aberrant (tainted by Rovagug), Arcane, Celestial (favored by Sarenrae), Destined, and possibly Draconic. Only the Arcane bloodline has Arcane Bond for a familiar, though.
A wizard with a specialization in Conjuration spells also works very well. Other possible schools that work well are Divination, Enchantment, Evocation (focus on elemental effects), and possibly Necromancy.
Some possible additional options (talk with your GM): Pesh Magic (Pathfinder Chronicles: Dark Markets, A Guide to Katapesh pg. 56-57), Pathfinder Companion: Legacy of Fire Player's Guide traits (pg. 6-11) and achievement feats (pg. 28-29), and the genie binder prestige class (PF 22: The End of Eternity pg 52-53).
I was thinking of just being a human but the buzz on the forum about goblins has me thinking about playing one. I just love the way they are pictured in Pathfinder, all teeth.
Goblins fear/hate writing, so wizard is out; also, they have racial ability adjustments of +4 Dex, -2 Str, -2 Cha so they don't make very good sorcerers either. Half-orcs no longer take penalties to Int and Cha (in fact, they gain a +2 bonus to one ability score of choice) in Pathfinder RPG rules, so they can actually do well as arcane casters. Other good races for arcane casters are elf (+2 Dex, +2 Int, -2 Con), gnome (+2 Con, +2 Cha, -2 Str), half-elf (+2 any one ability score), and halfling (+2 Dex, +2 Cha, -2 Str).

Dragonchess Player |

Now I'm thinking about a half-orc sorcerer with the Aberrant bloodline, the traits Finding Haleen and Pesh Addict, and trying for the Gifted Mesmerist achievement feat and Sahir-Afiyun (Pesh Magic feat)...

Dragonchess Player |

Hariq, CG(N) Half-Orc Sorcerer 1
13 Str, 14 Dex, 12 Con, 12 Int, 8 Wis, 16 Cha (14 +2 race); 15-point buy
Racial Traits: +2 to any one ability score (Cha), Medium Size, Speed 30 ft, Darkvision 60 ft, Intimidating (+2 Intimidate checks), Orc Blood, Orc Ferocity, Weapon Familiarity (proficient with falchion, greataxe; "orc" weapons are martial)
Class Features: Bloodline- Aberrant (Knowledge (Dungeoneering) is class skill; Arcana- duration of polymorph spells are +50%, does not stack with Extend Spell; Powers- Acidic Dart (1d6, 30 ft) 6x/day), Cantrips, Eschew Materials
Skills: Appraise 1 (+5), Craft (Alchemy) 1 (+5), Knowledge (Arcana) 1 (+5), Knowledge (Local) 1 (+6), Spellcraft 1 (+5)
Traits: Finding Haleen (choose a class (sorcerer); gain an additional +1 hp or +1 Skill Rank for each level in this class, on top of normal favored class bonus if applicable), Legacy of Sand* (Half-Orc only; +1 Will save), Pesh Addict (only 50% normal Starting Wealth; +1 Bluff, Knowledge (Local), Sense Motive; one of these (Knowledge (Local)) is a class skill), Resilient* (+1 Fort save)
Feats: Eschew Materials, Extra Traits (gain 2 traits, marked with *)
Spells: 1st-4
Spells Known: detect magic, detect poison, lullaby, prestidigitation; endure elements, sleep
Gear: TBD, 35 gp worth
Planning on taking Spell Focus (Enchantment) at 3rd and Sahir-Afiyun at 5th. Since both lullaby and sleep are Enchantment (Compulsion) spells, it shouldn't take too long to meet the 25 creature requirement for Gifted Mesmerist.
Gifted Mesmerist
Your magic knows the pathways of the mind, and you have become so skilled at casting a certain mind-affecting spell that you can cast it as a spell-like ability.
Requirement: Successfully affect 25 different targets with charm or compulsion spells.
Benefit: Choose any one charm or compulsion spell you can cast. You can use this spell once per day as a spell-like ability. Your caster level and DC for this spell-like ability is the same as if you wer casting the spell. Each time you gain a level in a spellcasting class, you may replace your current charm or compulsion spell-like ability with a new one.