Are Human Sorcerers (with APG favored class variant) balanced with other races ?


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Diego Rossi wrote:
An armour is even worse (end if you are enhancing someone existing weapon or armour it will not be available while you are working on it).

There is no rule that states you cannot continue to use an item in between enchantment "appointments."

magnuskn wrote:
As for the crafting components, DM's should remove the sticks from their rectums before giving their players a hard time about those kind of details. Just assume that the crafting components a character buys are for the right items a player plans to craft.

Most definitely.


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I'm pretty sure that's not been proved, beyond maybe people's individuals games (where other people's games will find no 'shift' at all).

I wonder if the pfs has a large enough sample size to run stats on that.

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Why is the Sorcerer investing so heavily in the non-Class Diplomacy Skill? One would imagine that Bluff or Intimidate would be better.

Bluff and intimidate aren't nearly as versatile. The distinction between class and non class skills isn't nearly as relevant as it used to be. Thats a good thing, because a sorcerer's class list doesn't match their prime stat.

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Then there's Spellcraft, of course, Use Magic Device (with their Charisma, surely most Sorcerers take this?)

I don't see the need really. They don't need to cheat to use wands and scrolls: they can already do this without a roll.

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then at least Knowledge (Arcana), Craft if they want to make magic stuff

There is no point in using craft to make magic items. You can use spellcraft to make anything.

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1 hit point per level = toughness= 1 feat.

taking the extra spells= 1/2 of one feat. Taking the extra spells 20 times= 10 feats.

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So how many 'feats' is using a bloodline power 10x extra a day worth (elf)?

Not even 1. If you're using your bloodline power more often than that, especially as a sorcerer, you're doing something wrong.

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Or doing +10 fire spell damage (half-orc)?

2 or 3.

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The idea that all favoured Class options have to = a set amount of 'feat' equivalents is something of a false premise.

I'm not saying that they do. The question isn't "is it too good to exist" the question is it balanced with other race options. I think that comparing it to a feat is a good baseline for that comparison.

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And again, why just the Sorcerer? The human Alchemist, Bard, Inquisitor, Oracle, Witch, and Wizard all get the same option. Humans, as their 'flavour', get extra versitility, other races generally get extra raw power.

Its a horrible option for Alchemists, Witches, and wizards because these characters can add spells to their spellbooks by spending a small amount of gold.

Its just as good for oracles. Its good for inquisitors, but inquisitors aren't as reliant on their spells as sorcerers are. A sorcerer who says "my spells don't do anything" is hosed. An inquisitor who says "my spells don't do anything" is hosed, an inquisitor who says "my spells can't do anything" shrugs and bashes someone in the face.

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By the time the favoured class bonus lets you select from a specific spell level, you already have two spells known of that level anyway. Is it good to have one more? Sure - that's why it's a bonus. Is it overpowered? Well... I guess that's the debate...

It lets you pick up either some much needed utility, flavor, or spells that don't work on everyone. I wouldn't pick up "dominate person" as a sorcerer simply because there are so many encounters when i'm not fighting a person.

... But consider that by the time the Sorcerer can pick up an extra spell...

- I agree that the option itself does not make sorcerers overpowered, especially compared to wizards. I think it adds a much needed level of versatility to the class. The thing is that the option is so good compared to the other races bonuses that i can't see playing a NON human sorcerer, indicating that it may have gone too far.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
BigNorseWolf wrote:


[I don't see the need really. They don't need to cheat to use wands and scrolls: they can already do this without a roll.

Save for spells not on their class list. i.e. healing spells


LazarX wrote:
BigNorseWolf wrote:


[I don't see the need really. They don't need to cheat to use wands and scrolls: they can already do this without a roll.
Save for spells not on their class list. i.e. healing spells

That can be accomplished by the somatic component "Here cleric cleric cleric...."


BigNorseWolf wrote:
- I agree that the option itself does not make sorcerers overpowered, especially compared to wizards. I think it adds a much needed level of versatility to the class. The thing is that the option is so good compared to the other races bonuses that i can't see playing a NON human sorcerer, indicating that it may have gone too far.

Humans are often the default anyways in the games I play in. However, I think the half-orc will still be the go-to guy for fire sorcerers and gnomes will be the chosen race for enchantment/illusion based sorcerers regardless. With the racial ability substitutions I'd probably also take a halfling if I wanted to make a ray-based sniper.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Aiyoku wrote:

What we did, is houserule to give sorcs an ability to switch out one spell per level spontaneously. Like cast a spell they didn't know, basically.

Now my wizard vs sorc rant:

My problem with it is that if NERFS wizards. In comparison, NOBODY would EVER choose a wizzy over a sorc. Ever.

The one thing wizards always had over sorcs is utility. "Give me a day and I'll have the spell we need prepared"

They never had as many spells per day to cast, but they could cast anything they knew if it could be prepared.

Sorcs had more spells per day, but VERY limited in spells known. Like, WAY more restricted than a witch's list restricted.

That is how it should be. Period.

Nope.

Wizards get to use all spells one level earlier. They get to be the best item crafters. That are two tremendous advantages they have. The higher versatility is more of an added bonus, IMO.

Liberty's Edge

Diego Rossi wrote:
An armour is even worse (end if you are enhancing someone existing weapon or armour it will not be available while you are working on it).
Ravingdork wrote:


There is no rule that states you cannot continue to use an item in between enchantment "appointments."

I see you have misinterpreted what I wrote.

I was saying exactly what you did.

While I am working on the armour, i.e. when it is in my hand while enchanting during the morning preparation, the middle day pause and the evening camp preparation you can't have it on yourself.

That increase your window of vulnerability as your armour will be in my hands at least four hour every days.

If the spellcaster is doing guard duty and something attack the camp I would be using my backup weapons (if I have one) until I get to the spellcaster to have it back, hoping he hasn't dropped it somewhere to have his and free for using his items and spells and that no one has snatched it away.

magnuskn wrote:
As for the crafting components, DM's should remove the sticks from their rectums before giving their players a hard time about those kind of details. Just assume that the crafting components a character buys are for the right items a player plans to craft.

Really? I have been in the middle of the Mwangi Jungle for monts but "as I have the money" I miraculously have a masterwork full plate armour and needed components in my backpack?

I don't pretend that people say "I will take 3 cockatryice feather and ..." but at least "I will bring with me 10.000 GP in components to enchant armours and that those armour enchanting components weren't used to make a wand.


The issue with wiz vs. sorc is that GM's don't read this: http://paizo.com/pathfinderRPG/prd/mastery/settlements.html
When a GM ignores this, the wiz has access to more stuff than they ought to. It is very easy for GM's simply to run everything as if every town were a metropolis. That's because most people who play PF have only ever lived in what would qualify as a metropolis in PF. My high school had enough people to count as a large town. My university would count as a large city. In my area, a metropolis (25k people) in PF would be called a small town. Even then, in terms of availability of goods and stuff, that small town would feel like how a metropolis is supposed to feel. It is quite reasonable that most people don't have a good grasp on what a small town in PF is like. I know I don't.

So if people actually follow through with that guide, not only do we avoid the infamous Magic Mart problem, we also solve the issue with wizards having every spell in their spellbook.

Back on topic, I think that the difference between human and non-human is too large. 1/2 per level feels much more like a real decision. Of course this depends on how many spells you think a sorcerer ought to have. Sorcerers getting the 1/2 per level extra has felt about right for a baseline. I still get the feeling of "dang, I wish I had spell X" without ever feeling without options.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Diego Rossi wrote:

Really? I have been in the middle of the Mwangi Jungle for monts but "as I have the money" I miraculously have a masterwork full plate armour and needed components in my backpack?

I don't pretend that people say "I will take 3 cockatryice feather and ..." but at least "I will bring with me 10.000 GP in components to enchant armours and that those armour enchanting components weren't used to make a wand.

Yes, really. Of course you need a MW Full Plate, in case you want to enchant one. But that is not a "crafting component" in the sense of needing 2000 GP of materials to make it a +2 Full Plate. That's the item to be enchanted.

I just assume that it is diamond dust or something similar, because I'd feel more like an humorless accountant than a GM if I'd force my players to tell me weeks or months in advance what exact items they will want to enchant.

The Exchange

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... That's because most people who play PF have only ever lived in what would qualify as a metropolis in PF...

I call 'sweeping generalisation alert'! ;p

... but I get your point (even though I could count the number of houses in most villages round my way on the fingers of one hand...).

But generally higher-level Wizards, who need higher-level spells, will have easier access to higher population areas, if they want... and they're certainly going to get some time every few scenarios to shop for spells, unless it's an unusual campaign. If they don't, then the DM should be providing some 'spellbooks as treasure' compensation or somesuch... or just admit that they're purposefully trying to prevent the Wizard accessing one of his Class features...

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Back on topic, I think that the difference between human and non-human is too large. 1/2 per level feels much more like a real decision...

This is actually very limiting, unless you also remove the 'has to be at least one level lower' stipulation of the favoured Class bonus. Otherwise, at 1/2 a spell known per level the Sorcerer will be level 5 before he can get even a single extra level 1 spell, since the earliest he can get 'half a level 1 spell' is level 4 (when he first has access to level 2 spells).

Liberty's Edge

erik542 wrote:

The issue with wiz vs. sorc is that GM's don't read this: http://paizo.com/pathfinderRPG/prd/mastery/settlements.html

When a GM ignores this, the wiz has access to more stuff than they ought to. It is very easy for GM's simply to run everything as if every town were a metropolis. That's because most people who play PF have only ever lived in what would qualify as a metropolis in PF. My high school had enough people to count as a large town. My university would count as a large city. In my area, a metropolis (25k people) in PF would be called a small town. Even then, in terms of availability of goods and stuff, that small town would feel like how a metropolis is supposed to feel. It is quite reasonable that most people don't have a good grasp on what a small town in PF is like. I know I don't.

The problem is that the definition of "metropolis" in game is based on late middle age England but we have a game world that reflect the sum of Europe, Near Est and North Africa.

So a 25.000 habitants city is treated as a huge settlement but during late middle age most Italian Signoria had more than 100.000 habitants in the central city. Several German and French cities were well above that number and in the Near and Middle East there were cities way above that number.

During the XII century Constantinople had more than 400.000 habitants, Samarkand was around that value too and we could find several other cities with that kind of population in an area equivalent to the Inner Sea in Golarion.

But as the setting and the game has this "England middle age" population we get that too generous table for the availability of magic items and spells.

A better option would be to have several more large cities (above the 100K mark), mostly in the older counties and increase to x4 the definition of every level of the settlement.

With the current rules a Thorp (less than 20 peoples) has access to at least 1 level 1 spellcaster.

It is difficult to call them rare if 1 person every 20 can csast spells.


ProfPotts wrote:
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... That's because most people who play PF have only ever lived in what would qualify as a metropolis in PF...
I call 'sweeping generalisation alert'! ;p

Yes, true, but 13% of Americans live in cities with more than 500k people in them (as of July 2009), 18% live in cities with more than 250k, 24% live in cities with more than 100k. While 24% is a good ways from most, that's not counting cities between 25k and 100k. One could reasonably argue a positive correlation between PnPRPG's and city size (based off the need for a sufficiently large base to support a local shop).

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But generally higher-level Wizards, who need higher-level spells, will have easier access to higher population areas, if they want... and they're certainly going to get some time every few scenarios to shop for spells, unless it's an unusual campaign. If they don't, then the DM should be providing some 'spellbooks as treasure' compensation or somesuch... or just admit that they're purposefully trying to prevent the Wizard accessing one of his Class features...

Yes, they still need a solid enough description to uniquely identify the city or have been there for teleportation. Even then, if you follow the guide there's only 75% chance for each scroll and likely have to wait a week to try again. By time they're zipping around, they'll only really be looking at large towns and up, which should be fairly low in number since urbanization will only came into full swing after the industrial revolution.

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Back on topic, I think that the difference between human and non-human is too large. 1/2 per level feels much more like a real decision...
This is actually very limiting, unless you also remove the 'has to be at least one level lower' stipulation of the favoured Class bonus. Otherwise, at 1/2 a spell known per level the Sorcerer will be level 5 before he can get even a single extra level 1 spell, since the earliest he can get 'half a level 1 spell' is level 4 (when he first has access to level 2 spells).

It's not half of a 1st level spell, it's half of a spell. Consider the favored class bonus for human rogues. 1/6 of a talent, you pick the talent when you get that 6th level, that's when you check for qualifications. So the sorcerer will get his 1st level spell at level 4.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Aelryinth wrote:

I also notice how people instantly go for the specialist wizard, instead of the generalist. I think that conveys more then anything the relative lack of power of the generalist wizard. Poor Ezren.

Not everyone. folks posting here are hardly a reliable sample.


LazarX wrote:
Not everyone. folks posting here are hardly a reliable sample.

What alternate yet realistically pollable sample do you propose?

Liberty's Edge

LazarX wrote:


Not everyone. folks posting here are hardly a reliable sample.

Heck, even of the people in this thread, I'm currently playing in a recently started RotRL game with a Generalist Wizard (along with a Dwarf Inquisitor specializing in the crossbow, and my own Halfling melee Rogue).

Optimization is interesting and useful to discuss and implement (in the same game, I'm going to be grabbing Two-Weapon Fighting, we all have primary stats of 16-18, the Wizard uses Color Spray and our Ranger has Favored Enemy - Goblins), but it's hardly the only thing.

That doesn't mean it shouldn't be discussed, though.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Dire Mongoose wrote:
LazarX wrote:
Not everyone. folks posting here are hardly a reliable sample.
What alternate yet realistically pollable sample do you propose?

None outside of personal experience. I maintain a deep suspicion of polls and ratings, much like the one that said Star Trek wasn't a watched TV show during it's original runs. I'm acquainted to various degrees to about a couple of hundred gamers. I would say at most, 2-5 counting myself post on boards like this. Message board posters are of a particular personality subset which is demonstrably a very small subset of the gaming population. Character choices and preferences reflect in many way's a gamer's personality. So relying on messageboard responses is taking this subset of gamer personalities AS the average, which skews the data beyond usability.

From my personal experience I tend to see roughly about a 50/50 ratio between generalist and specialist wizards. With generalists more common among single-class wizards whereas multi-classers tend to specialise, in part to make up for their comparative reduced spell access.


My problem with the human sorcerer's alternate favored class bonus is not that its broken, is its lack of coherency with the rest of the alternate favored class bonus.

An elf barbarian gets fleet every 5 levels, a half-elf ranger gets critical focus every 4 levels, a dawrven orale gets martial or exotic weapon proficiency every 4, but a human sorcerer gets expanded arcana every two levels.

Humbly,
Yawar

Liberty's Edge

YawarFiesta wrote:

My problem with the human sorcerer's alternate favored class bonus is not that its broken, is its lack of coherency with the rest of the alternate favored class bonus.

An elf barbarian gets fleet every 5 levels, a half-elf ranger gets critical focus every 4 levels, a dawrven orale gets martial or exotic weapon proficiency every 4, but a human sorcerer gets expanded arcana every two levels.

Humbly,
Yawar

Yes, but all those are good feats, that people take. Have you ever seen someone take Expanded Arcana? Maybe the solution is not to bring down the Human Sorcerer ability, but to double the spells gained by Expanded Arcana (to 2 spells, 4 if they're below your max level). That'd even it out with the other Favored Class bonuses and give people something cool instead of taking it away.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

It makes sense that the population to landmass ratio is much wider in a fantasy setting than in real life. Much of said land is occupied by intelligent magical beasts, undead liches, and other horrific hazards that, for all intents and purposes, makes vast areas of land effectively uninhabitable (or at least not worth inhabiting).

What do we have in the real world? Wild animals hardly compare to dragons.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Diego Rossi wrote:

Really? I have been in the middle of the Mwangi Jungle for monts but "as I have the money" I miraculously have a masterwork full plate armour and needed components in my backpack?

I don't pretend that people say "I will take 3 cockatryice feather and ..." but at least "I will bring with me 10.000 GP in components to enchant armours and that those armour enchanting components weren't used to make a wand.

The game assumes such things happen ALL THE TIME. Take a look at the gunslinger's Secret Stash Deed or the Well-Prepared feats, for example.

Liberty's Edge

Ravingdork wrote:
Diego Rossi wrote:

Really? I have been in the middle of the Mwangi Jungle for monts but "as I have the money" I miraculously have a masterwork full plate armour and needed components in my backpack?

I don't pretend that people say "I will take 3 cockatryice feather and ..." but at least "I will bring with me 10.000 GP in components to enchant armours and that those armour enchanting components weren't used to make a wand.

The game assumes such things happen ALL THE TIME. Take a look at the gunslinger's Secret Stash Deed or the Well-Prepared feats, for example.

Well-Prepared

Somehow, you always seem to have the right tools or supplies close at hand.

Prerequisite: Halfling.

Benefit: Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item's cost in gold pieces to “happen” to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and “acquire” new items. You must pay for these items normally.

Special: At the GM's option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent.

---

Having a ball of string or rations for a day in your backpack don't fall in the same category as having 9.000 gp of diamond dust in your back-pocket.

The main limiting factor for enchanting items (beside the right feats) is that it cost money. Money that you need to pay in advance and risk losing if something go wrong.

I repeat, I don't think that specifying what the components are is necessary, but categorizing them as "2.000 gp in ink and paper for scrolls" (and you can use those to copy spells too), "5.000 gp for enchanting armour" and so on is necessary.

If not you allow a direct conversion of gp to magic items everywhere and anywhere. it is not even magic mart, it is internet purchasing and credit cards. (you even have to wait for delivery like an internet purchase)

The Exchange

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I repeat, I don't think that specifying what the components are is necessary, but categorizing them as "2.000 gp in ink and paper for scrolls" (and you can use those to copy spells too), "5.000 gp for enchanting armour" and so on is necessary.

Since the details of the required components for most item crafting and writing spells into spellbooks are deliberately left vague, 'arcane supplies' are essentially a type of 'trade good' - 1gp worth always equals 1gp worth. All your Wizard needs to do is exchange a bunch of gold for undefined 'arcane supplies' when he is in town, and he's got what he needs, up to the gp value he exchanged. The details aren't important: no eye of newt on hand? That's okay, just substitute a pinch of mummy dust and a half a wing of bat, that'll work just fine...

If you're enforcing greater detail than that, then you're using a house rule to penalise the Wizard (or other item Crafter). Even if you're just designating each Item Crafting feat as a different 'category' then you're specifically penalising the guy who took more than one Item Crafting feat. That's not necessarily a bad thing - a little extra in-game 'realism' can be a good thing for some groups and play styles, but it's not the way it's done in the Core book.

Some spells do have specific, expensive, material components listed, of course - which are an exception to the above, and spelled out as such. The DM also gets to dictate exactly what you can and can't Craft anyway - specifying you need a certain component which you can't just buy can be a great way to set up a side adventure, after all... but using that same DM rule to rob the Wizard of his Class Feature allowing him to add extra spells into his spellbook isn't quite the same thing (maybe for some rare and superpowerful spell, sure, but for the 'standard' spells listed in the book..?).


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Deadmanwalking wrote:
YawarFiesta wrote:

My problem with the human sorcerer's alternate favored class bonus is not that its broken, is its lack of coherency with the rest of the alternate favored class bonus.

An elf barbarian gets fleet every 5 levels, a half-elf ranger gets critical focus every 4 levels, a dawrven orale gets martial or exotic weapon proficiency every 4, but a human sorcerer gets expanded arcana every two levels.

Yes, but all those are good feats, that people take. Have you ever seen someone take Expanded Arcana?

Yes. Sometimes you want a certain selection of spells now, instead of having to wait a few levels (or never being able to get all of them). At 4th level, you only know three 1st-level spells (plus your bloodline bonus) and can only learn two more (at 5th and 7th level). What if you want to know 6-7 (and your bloodline bonus isn't one of them)? I can easily think of 6-7 1st-level spells that would be useful for a sorcerer to know.

Granted, it's not that common and it usually isn't taken more than once or twice. Then again, how many barbarians take Fleet, or oracles take Martial or Exotic Weapon Proficiency, more than once or twice (if that)? It's not like most barbarians are going to take Fleet four times so that they can have a base speed of 60 ft. An oracle who wants more than one martial weapon will probably select the Battle mystery and the Skill at Arms revelation (which gives proficiency with all martial weapons and heavy armor); as a dwarf, the dwarven urgosh and waraxe are considered martial weapons, so what other exotics do you need (repeating heavy crossbow, maybe)?. Critical Focus can only be taken once, so it's not apples to apples; also it's the elf ranger, they have to select a specific weapon, it's +1/2 per level (maximum +4; equal to Critical Focus in one weapon after eight levels), and it doesn't stack with the Critical Focus feat.

As to whether the bonus spells are a "must have," that's dependent on the player and the character concept, the same as any other option.

Liberty's Edge

Dire Mongoose wrote:
Diego Rossi wrote:

I know I am repetitive, but when people say "the wizard has a big advantage in the larger number of spell know" and then they say "increasing the number of the sell know for a sorcerer is not a big advantage" I find it a bit absurd.

The problem is that you're not fully understanding the weight of a theoretically infinite spell selection vs. one that's limited, if a little less limited.

I'll give you one easy example: crafting. Let's say my spellcaster thinks it would be handy to have a Handy Haversack and would like to craft it without taking the DC kick for skipping a requirement. That means he needs to know Secret Chest. A wizard is likely to be able to buy a scroll of it in a village of almost any size. For a sorcerer, even with a couple bonus spells of that level? Secret Chest still doesn't make the cut -- it just doesn't.

Free scribe scroll for wizards kicks this up a notch, incidentally. It's rare that I'm going to want to cast mount, but it could come up? I'll scribe myself a cheap scroll of it and thereafter skip preparing it. A sorcerer either has to go all-in on a spell or not have it at all.

I'll give you a second easy example: all the kinds of spells you never would randomly prep for adventuring, but situationally if forewarned can be excellent. In anything but a dedicated aquatic campaign, a sorcerer would be insane to burn a spell slot on Water Breathing. The wizard can just prep it whenever it seems like it'll be useful. If the next week the party's in the desert instead of fighting the sahuagin kings, the wizard simply rotates Water Breathing out of his prepared spells list and the sorcerer sighs a lot.

It's a good favored class feature, don't get me wrong -- but in terms of versatility it's largely putting platform shoes on a short man and trying to convince yourself that now he can play for the Lakers.

Yes, but what did they memorize that day and how many times did they memorize it.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
ciretose wrote:
Yes, but what did they memorize that day and how many times did they memorize it.

And what spells have been scribed as scrolls? Does the wizard have a familiar or did they Arcane Bond an object? If the wizard is 5th+ level, what wands did they craft for themself?

It's not as simple as "sorcerer spells known vs. wizard spells prepared" (except in Society play or a campaign set up to bone item crafting). Stop trying to make it so.


Diego Rossi wrote:


I repeat, I don't think that specifying what the components are is necessary, but categorizing them as "2.000 gp in ink and paper for scrolls" (and you can use those to copy spells too), "5.000 gp for enchanting armour" and so on is necessary.

To you. It seems necessary to you.

Just don't be surprised if 95% of people don't play that way. The rules certainly don't require it.


Dire Mongoose wrote:
Diego Rossi wrote:


I repeat, I don't think that specifying what the components are is necessary, but categorizing them as "2.000 gp in ink and paper for scrolls" (and you can use those to copy spells too), "5.000 gp for enchanting armour" and so on is necessary.

To you. It seems necessary to you.

Just don't be surprised if 95% of people don't play that way. The rules certainly don't require it.

+1

Greg

Liberty's Edge

Dragonchess Player wrote:
ciretose wrote:
Yes, but what did they memorize that day and how many times did they memorize it.

And what spells have been scribed as scrolls? Does the wizard have a familiar or did they Arcane Bond an object? If the wizard is 5th+ level, what wands did they craft for themself?

It's not as simple as "sorcerer spells known vs. wizard spells prepared" (except in Society play or a campaign set up to bone item crafting). Stop trying to make it so.

And the move action to recover that scroll, and losing your bonded item.

It's not as simple as "Free scrolls and Arcane Objects always being safe"

Stop trying to make it so.


My take?

The extra spells known let you be a spontaneous wizard.
That is something sorcerers have never been able to do effectively.

Char op has always advised against trying to cover all bases as a spec.
'Focus on Blasts or Enchantment orDebuffing' is the popular wisdom.

I love the Varient because it allows you to do a good job of being a Treantmonk style god wizard.

I made one. Besides the cantrips i took it at all levels. Arcane Bloodline with familiar. Took improved familiar, craft Wonderous, Arms/Armor, quicken, Persistant, craft wands. Scribe scroll with a Bloodline feat and expanded knowledge for the rest.
Awesome versatility


I love the extra spells known it was greatly needed even though I use human more than any race I would allow other races from getting this nice bonus. The only problem I have with the sorcerer class is there skill points for a class that is at many times forced to be a loner or survive in the wild. I mean no class should only have just 2(+int mod) skill points per level especially with a 15 p0int buy system. I do not see this unbalancing the game if every class had at least 4+int skill points per level. But anyway back to the subject at hand, If you think the "poor" wizard sufers for this "huge" bonus then give the wizard an extra spell slot per level or the ability to spontanously cast low level spells from there spell book.


Shar Tahl wrote:


The fact is, most players choose human for the bonus feat and because it's the safest and easiest to role play for most people since they are humans as well. I, for one, never choose human unless I need the feat very badly or the concept I have in mind fits human. I don't like being a slave to power mechanics and choosing the most mechanically superior combination of Race, Class, Feats and Skills every time I make a character.

The goal is to have fun. No one wins for having the best character.

I generally avoid playing human also. Mostly because I find them dull. I tend towards elves, because I wish I was one. ;-)

It's kind of the same reason I don't like dressing up as "military" for Halloween. Though I'm no longer in the military it's not pretend for me. Playing human isn't pretend for me and thus is less fun, but that's just my psychosis.


Ravingdork wrote:
BenignFacist wrote:
*shakes FIREBALL*
Shakes fireball? No, my friend. Fireball shakes YOU.

In Soviet Russia Fireball shake you.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
ciretose wrote:
Dragonchess Player wrote:
ciretose wrote:
Yes, but what did they memorize that day and how many times did they memorize it.

And what spells have been scribed as scrolls? Does the wizard have a familiar or did they Arcane Bond an object? If the wizard is 5th+ level, what wands did they craft for themself?

It's not as simple as "sorcerer spells known vs. wizard spells prepared" (except in Society play or a campaign set up to bone item crafting). Stop trying to make it so.

And the move action to recover that scroll, and losing your bonded item.

It's not as simple as "Free scrolls and Arcane Objects always being safe"

Stop trying to make it so.

Strawman.

Dragonchess Player wrote:

Sorcerers are very constrained as far as versatility goes, even when working off a thematic concept. This favored class option (as well as the Expanded Arcana feat) can help expand that versatility. Instead of being required to focus quite so much on a narrow concept, the sorcerer can be a bit more of a generalist caster.

Wizards are very versatile; the ability to prepare any spell in their spellbook(s) is only part of it. With the proper preparation (and a bit of expense in money and time, true), a wizard can pull off what the sorcerer brings to the table (casting certain spells multiple times) and still be more versatile. Wizards get Scribe Scroll for free at 1st level for a reason: so that they can scribe plenty of them for "back up" and "just in case" circumstances. To a lesser extent (levels 1-4), they can also be used for "cast the same spell multiple times" situations that sorcerers excell at; yes, there is a cost involved, but at spell level x caster level x 12.5 (maximum 100 gp per scroll at these levels), it's not that huge of one. At 5th level, the wizard gets a lot of benefit out of taking Craft Wand as their bonus feat; much more so than a sorcerer. For a 375 gp creation cost, the wizard can effectively treat a 1st level spell (such as, say, enlarge person for the party tank or endure elements for the entire party) as a cantrip; for a 1,125 gp creation cost, the wizard can have a wand of magic missiles (CL 3) to do 2d4+2 damage pretty much automatically (no attack roll or save, even affects incorporeal opponents); for a 2,250 gp creation cost (a bit steep at this level, but possible), the wizard can have a wand of acid arrow (long range vs. touch AC, no save, no SR), darkvision (no need for the party to carry a light source), resist energy (protect the whole party from energy damage), etc. This allows the wizard to focus their actual prepared spells on the ones that provide the most "bang for the buck."

I never said scrolls were free or arcane bonded objects were always safe.

If we want to talk about move actions to retrieve scrolls, how about taking a full round action to cast a spell using metamagic (except for the Arcane bloodline, and even then only a few times per day until hitting 20th level)? Six of one, half-dozen of the other; pick which you prefer.

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