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LazarX wrote:Tacticslion wrote:That's really GM interpretation. Getting instant spell knowledge may be one of the things I might not allow as a DM. It's a question that's been submitted for FAQ, but no answer has come up yet.Meh. Half-Elf Sorcerers of 6th lvl and higher are pretty boss, if they know what's coming. Even if they don't, spending an action and spell slot to get literally any spell you want isn't a bad deal, over-all.
EDIT: for the curious, Paragon Surge (the linked spell) grants a +2 to DEX and any one feat. The feat Expanded Arcana lets you learn any one spell of your highest spell level or any two spells of less than your highest spell level.
I mean, sure, it's up to GM interpretation... but so is anything.
As-written it's really straightforward.
Still, some might consider it cheese. That's up to each individual game. I certainly don't, as sorcerers often need all the help they can get.
The feat itself IS straight forward.. it's the collateral result that's the problem. I really don't think the designers took Extra Arcana into account.

Tacticslion |

Probably not. But going against it is House Rule territory... which there's nothing wrong with. I just want to make sure, however, to note that it is entirely legal, and really not all that cheezy. Great? Absolutely. And it expands the utility of a sorcerer greatly. As awesome as a wizard? ... meh, I'm not so sure, because of all the costs.
I still don't see quite how terrific Witches are. I just rolled one up last night (we were making characters by random dice rolls for fun), and I'm not feeling the uber-power that some on here are claiming (though I'm pretty awesome at social encounters... thanks to my traits).
Incidentally, though this is probably a different thread: man, changelings kind of suck at being witches.

Orthos |

I still don't see quite how terrific Witches are. I just rolled one up last night (we were making characters by random dice rolls for fun), and I'm not feeling the uber-power that some on here are claiming (though I'm pretty awesome at social encounters... thanks to my traits).
Hexes, man. It's all in the hexes. Misfortune, Evil Eye (you can apply multiple Evil Eyes to a single target, so long as each different one applies to a different penalty [AC, Saves, Attack, etc.]), Cackle. Slumber if your GM doesn't ban it outright. Granted not nearly as useful in a many-enemies encounter, but against a single opponent or a pair, a Witch can cripple enemies easily.
Incidentally, though this is probably a different thread: man, changelings kind of suck at being witches.
There have been MANY threads on this very subject.

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Probably not. But going against it is House Rule territory... which there's nothing wrong with.
Actually even allowing it is House Rule territory. That's a GM's job, you have to interpret the unspoken and collateral effects of mechanics and by definition, that's house ruling.
So maybe it's time to stop invoking those two words?

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House Rules are the GM's tools for keeping the game in balance. They are what veto things like Swords of True Strike, Staff of Free Wishes, etc. They are the recognition of the basic fact that many sections of the game mechanics since they are frequently written in isolation by different people in different books don't always take into account the permutations of an open ended spell.
There is no such thing as a rpg that can be run entirely by RAW unless it's a board game as deterministic as Chess.

Tacticslion |
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Are you arguing the for the validity of house rules (something I entirely agree with) or that by simply going by RAW one is house ruling (which... doesn't make sense)?
Because I entirely approve of house rules in a general way, however it's still important to note when something is a house rule so that others can rule differently more freely.
EDIT: anyway, if we continue this, it should probably be elsewhere.

Whale_Cancer |
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House Rules are the GM's tools for keeping the game in balance. They are what veto things like Swords of True Strike, Staff of Free Wishes, etc.
Eh, the custom magic item rules are guidelines and whenever you deal with them you are in GM fiat territory.
Not allowing a legal combination because it is broken or unbalanced is a house rule. I can't see any reason to not allow the paragon surge + expanded arcana trick by RAW, so not allowing it would be definition be a house rule.

voska66 |

A first level Wizard can cast 4 spells per day as well, they just need to specialize and take arcane bond and with an object.
The Sorcerer gets a blood line Arcana and 1st level Blood Line power. The Wizard gets a bonus feat (Scribe Scroll or Spell Focus if PFS) and a 1st level School power.
So I think the Sorcerer actually comes off weaker at low levels compared to the Wizard. Look at the Wizard, they can get 3 spells plus their intelligence modifier. They have to memorize 3 spells and can use the bonded item to cast any spell in their spellbook.
Once you get higher level things kind of balance out though. Just at 1st the Sorcerer is at a slight disadvantage compared to some Wizard builds. Not really a big deal.

firefly the great |
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Tacticslion wrote:Probably not. But going against it is House Rule territory... which there's nothing wrong with.Actually even allowing it is House Rule territory. That's a GM's job, you have to interpret the unspoken and collateral effects of mechanics and by definition, that's house ruling.
So maybe it's time to stop invoking those two words?
Following exactly what the rules say is, by definition, not a houserule. You may not like what the rules say, but in this case they are hardly unclear.

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At 1st level, assuming exact same ability scores (with the exception that Charisma and Intelligence are reversed between the two, as in, if the Wizard has a 16 Int and an 11 Cha, the Sorcerer would have 16 Cha and 11 Int), I suppose the sorcerer could last longer. But strength is an entirely subjective term. A sorcerer's purpose is basically to cast a few versatile or explosive spells often and violently. A wizard's job is to be able to, with proper planning, create solutions to complex problems with magic. In other words, a sorcerer is the sword that cuts the knot, while the wizard is the man who is clever enough to untie it. At the end of the day, the knot is still untied (and for the purpose of this metaphor, lets assume no one ever has to use that rope again...), but how it was done is very different. For instance, I feel no problems loading my sorcerer up with evocation and potent transmutation spells, since if he fails to kill something with the first fireball, he can keep trying again and again and again. Since a wizard can't afford trail-and-error, they have to use subtler spells that, while less flashy, have higher chances to succeed outright (such as spells that can incapacitate, like grease and black tentacles), so even if the spell fails, it still has some beneficial effect. Also, I personally like viewing a sorcerer as a different kind of team player. A sorcerer obliterates enemies with powerful spells that a wizard couldn't afford to prepare too often, while the wizard (who can only do so much, so often) makes use of spells that make it super easy for others to do that job for them.

Funky Badger |
Funky Badger wrote:I can think of a lot of PFS Scenarios where you don't have 15 minutes to screw around once things get going.Sitri wrote:Pages of spell knowledge can help the sorcerer with number of spells known, and in PFS play where most of the time you don't really have a lot of advance notice about what spells to prepare for the day, I think the extra spells and casting on the fly worth getting spells a level late. If you are playing a continuous campaign where you have more knowledge of what the day is going to bring and you keep your scribe feat I think I would give the edge to the wizard.It takes 15 minutes to fill fallow spell slots during the a day.
You normally have at least 10 minutes while Dreng is trying to work out the way back to his study.
(Seriously - I think every scenario I've played has included a "gethering information and last minute shopping phase")

Funky Badger |
A first level Wizard can cast 4 spells per day as well, they just need to specialize and take arcane bond and with an object.
The Sorcerer gets a blood line Arcana and 1st level Blood Line power. The Wizard gets a bonus feat (Scribe Scroll or Spell Focus if PFS) and a 1st level School power.
So I think the Sorcerer actually comes off weaker at low levels compared to the Wizard. Look at the Wizard, they can get 3 spells plus their intelligence modifier. They have to memorize 3 spells and can use the bonded item to cast any spell in their spellbook.
Once you get higher level things kind of balance out though. Just at 1st the Sorcerer is at a slight disadvantage compared to some Wizard builds. Not really a big deal.
To my mind sorcerors are at a large disadvantage at 3rd, 5th, 7th, 9th, 11th, 13th, 15th and 17th level.

Apocalypso |

In a previous post I tried to make too many points at once.
Instead I'll focus exclusively on Race Options, which directly impacts the OP's question about Level 1 arcane casters. My point being that there are a number of races that give bonuses to Charisma *and* bonus spells and spell like abilities.
There are some, but not nearly as many tasty spellcasting races that give bonuses to Intelligence.
Let's take a look at a core race like the gnome. Gets a nice +2 to Cha, a +2 to Con is never bad, and the -2 to str... well sorcerers shouldn't need to be strong. But look at how the extra spells quickly add up:
RAW
20 point build
18 cha (the rest 10's, 12's, and 14's)
Fire Elementalist
expanded arcana feat
eschew materials given feat
pyromaniac alternate racial trait
trickster trait (+1 CL with illusion spells)
wealthy dabbler trait (2 1xday non combat 0-level spells)
And here's the Spell & SLA List at Level 1:
0-level:
Acid Splash (Fire splash)
Detect Magic
Disrupt Undead
Resistance
Dancing Lights (1x)
Flare (1x)
Prestidigitation (1x)
Read Magic (1x)
Message (1x)
1-level (4/day)
Shocking Grasp (Burning Hands)
Enlarge Person
Mage Armor
Produce Flame (1x)
SLA-
Elemental Ray, Fire 1d6+1 (7x)
On our first day of setting off to adventure our little gnome has 9 cantrips, 5 1st-level spells, and 7 uses of a 1d6 elemental ray. I tried to quickly choose an assortment of offense, buff, illusion, and utility (there are others that could make a better job of it, I'm sure). With this many varied spells at her instant disposal, not to mention her charming and influential nature, our little gnome is quite the swiss army knife.
If we expand out to featured and uncommon races, there are even more wonderful variations to play with.
And there just aren't as many for the wizard. Yes, races that give bonuses to intelligence... but how about bonuses to intelligence *and* Extra Spells/ SLAs?

leem |

I mostly play either a sorcerer or a wizard. I did get a witch up to level 8. Currently I am playing a level 10 divination wizard.
I totally love the sorcerer the best. Every other feat level I usually alternate between a feat to add more spells to my spells known and a metamagic feat. If you are a human you can also exchange the hit point for a new spell. Shadow spells (conjuration and evocation) open up plenty of spells in those two respective schools.
That is plenty of spells for any situation. Extreme cases call for a wand or scroll.
Altho the wizard has some pretty cool bonuses (don't underestimate prescience when used with dispel magic and overcoming SR), and they rock with versatility, I find in my games the sorcerer rules supreme.
First off, I don't like sorcerers because of the amount of spells they can cast. Wizards get a fair amount of spells and the bonded item gives them that "oh crap" moment spell. Our sessions usually are only 4- 6 hours, and I have yet to run out of wizard spells. Spell number only worked to my advantage when I faced a wizard while dispelling magic--with the exception of that one blasting spell my sorcerer usually chooses.
The versatility of being able to choose metamagic feats can't be over stated. The arcane sorcerer can take on any wizard. With a few feats you truly only need one or two blasty spells (or any spell of each type), and you can modify it on the fly.
Intensified Spell feat is a must. Suddenly level 1 and 2 spells can act almost as good as 3rd and 4th level spells!
Having a high charisma with UMD as a skill can't be overstated. It doesn't take long before a sorcerer can cast divine wands with ease. I have even pulled off some awesome scrolls and staffs with my sorcerers.
At higher levels you can get a staff with both divine and arcane spells, then you can easily recharge your divine slots.
Sorcerers have bloodlines that let you use enchantments on animals, magical beasts, and monstrous humanoids or use mind affecting spells on undead.
Sorcerers rock at high level summoning and enchantment spells because their charisma lets them more easily win opposed charisma checks.
I have never made a blaster, but sorcerers rule there too.
Sorcerers can match or surpass the wizard on versatility with careful spell and feat selection, minimal money spent on scrolls, wands of all types of magic, and being able to cast any spell on the fly.
Don't get me wrong. I love me some wizard. I have played many and am currently playing one I have had for a while...and he rocks! But I have to side with sorcerers being superior.

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LazarX wrote:Sorcerors: the barbarians of the arcane world ;-PFunky Badger wrote:Acceptable prices of being all around awesome.Metamagic = full round casting :-(
Being a level late getting the new toys :-(
Where's AM SORCERER when you need her?

leem |

Metamagic = full round casting :-(
Being a level late getting the new toys :-(
Full Round casting is a cheap price for the ability to use them anytime you want. The Arcane Bloodline also lets you use feats as a STA eventually.
Sorcerers are only behind less then 50% of the time. And what they gain is over the top worth it. :P

Whakapapa |
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While I prefer the wizards (simply due to the flavor of them), I find their versatility in able to know more spells than the sorcerer a gimmick at best. Its rare that you need those spells you don't normally pick up, and in those scenarios, you usually have a different workaround than an arcane spell. Adding on to that the human sorcerer class level - 1 extra spell known per level (1 spell lower than the highest you can cast) - gives a tonne of flexibility to the sorcerer and in practice makes them almost as versatile, or even more so, than a wizard since they don't need to prepare those special spells ahead of time.
Finally once you rack up enough gold, you can try and purchase some scrolls, wands and staffs that have those unique/rare spells and most people will never even know you're not a wizard - they might actually prefer you not to be a wizard since you are now way more flexible than most spell casters (and better looking/smelling).

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Beyond 3rd level its is absolutely 50% of the time. FIne is you don't mind being *sniff* sub-optimal :-)
You're only sub-optimal as a sorcerer when you try to run them as wizards. Despite the similarities in their spell lists, sorcerers aren't wizards, and should not be thought of in those terms.

leem |

Beyond 3rd level its is absolutely 50% of the time. FIne is you don't mind being *sniff* sub-optimal :-)
You mean 50% of the time between level 3 and 17. In 12 out of 20 levels they can cast the same level of spells as the wizard. They are only behind for 8 of the levels.
I am playing, do play, and love wizards. I just find sorcerers to be more versatile. In practice I have never seen a wizard more versatile then one of my sorcerers. The only advantage I have seen is in that higher spell they can usually only cast once or twice a day at one of those 8 levels.
Really, the sorcerers power surpasses that in my experience.

leem |

Funky Badger wrote:Beyond 3rd level its is absolutely 50% of the time. FIne is you don't mind being *sniff* sub-optimal :-)You mean 50% of the time between level 3 and 17. In 12 out of 20 levels they can cast the same level of spells as the wizard. They are only behind for 8 of the levels.
I am playing, do play, and love wizards. I just find sorcerers to be more versatile. In practice I have never seen a wizard more versatile then one of my sorcerers. The only advantage I have seen is in that higher spell they can usually only cast once or twice a day at one of those 8 levels.
Really, the sorcerers power surpasses that in my experience.
I couldn't find the EDIT button.
I feel I should clarify what I mean by "more versatile" then wizards.
1: Most wizards I've seen don't use most of their spells, but they do avoid their opposition school. With no opposition schools, sorcerers tend to have a better blend of spells at their disposal.
2: Sorcerers can take feats to increase their spells known or be a human and get one extra spell per level. Careful selection with metamagic feats in mind almost completely open up any spell you need when you need it. Scrolls and wands are cheap to fill in potential gaps.
3: Use magic devices opens up all magic to the sorcerer.
4: Bloodline Arcanas can be chosen to increase who your spell affects and the spell's utility. Think of Serpentine Bloodline and Undead Bloodline.
Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
With so many monster types, it is easy for wizards to prepare for one type of monster and be severely limited if a surprise shows up. They have no equivalent to open new monsters to the affects of their spells.
5: You do not need to plan for the future to use your feats, nor do you need to use up a spell slot to prepare your "escape" spells or "oh crap" moments.
I categorically dismiss the notion wizards are more versatile. On paper it works, but in encounters they tend to be pigeon holed by what they prepared and sacrifice too much for having that couple uses of a higher spell for the 8 levels they are ahead of a sorcerer.

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I categorically dismiss the notion wizards are more versatile.
It's different types of versatility. Wizard are more versatile in what they can PREPARE for. Sorcerers on the other hand are more versatile in making decisions in on the spot casting.
Both are good, it's a matter of choosing which you want.

leem |

leem wrote:I categorically dismiss the notion wizards are more versatile.It's different types of versatility. Wizard are more versatile in what they can PREPARE for. Sorcerers on the other hand are more versatile in making decisions in on the spot casting.
Both are good, it's a matter of choosing which you want.
True that.

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LazarX wrote:Funky Badger wrote:I can think of a lot of PFS Scenarios where you don't have 15 minutes to screw around once things get going.Sitri wrote:Pages of spell knowledge can help the sorcerer with number of spells known, and in PFS play where most of the time you don't really have a lot of advance notice about what spells to prepare for the day, I think the extra spells and casting on the fly worth getting spells a level late. If you are playing a continuous campaign where you have more knowledge of what the day is going to bring and you keep your scribe feat I think I would give the edge to the wizard.It takes 15 minutes to fill fallow spell slots during the a day.You normally have at least 10 minutes while Dreng is trying to work out the way back to his study.
(Seriously - I think every scenario I've played has included a "gethering information and last minute shopping phase")
I'm not talking about beginnings of modules. I'm referring to when you get into the hot and heavy buisness of infiltration, or battlefield interactives.

Adamantine Dragon |

leem wrote:I categorically dismiss the notion wizards are more versatile.It's different types of versatility. Wizard are more versatile in what they can PREPARE for. Sorcerers on the other hand are more versatile in making decisions in on the spot casting.
Both are good, it's a matter of choosing which you want.
These may indeed be different kinds of versatility. However, it seems pretty clear to me that the vast array of options available to a wizard in which spells they can learn and prepare on any given day is a much, much more powerful sort of "versatility" than a sorcerer being able to choose which spell from a very limited set of spells, they want to cast at a particular time.
Having said that, I like both classes. But I really like the comment that sorcerers are the barbarians of the arcane world. That's a pretty insightful comment.

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LazarX wrote:leem wrote:I categorically dismiss the notion wizards are more versatile.It's different types of versatility. Wizard are more versatile in what they can PREPARE for. Sorcerers on the other hand are more versatile in making decisions in on the spot casting.
Both are good, it's a matter of choosing which you want.
These may indeed be different kinds of versatility. However, it seems pretty clear to me that the vast array of options available to a wizard in which spells they can learn and prepare on any given day is a much, much more powerful sort of "versatility" than a sorcerer being able to choose which spell from a very limited set of spells, they want to cast at a particular time.
Having said that, I like both classes. But I really like the comment that sorcerers are the barbarians of the arcane world. That's a pretty insightful comment.
To a point, but that's more of a certain type of sorcerer. It really would not fit my Rouge/Sorcerer/Arcane Trickster.

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LazarX wrote:LOL, true Lazar, but I would say that a "rogue/sorcerer/arcane trickster" isn't actually a "sorcerer" any more than a "barbarian/druid/wizard" is a "wizard".To a point, but that's more of a certain type of sorcerer. It really would not fit my Rouge/Sorcerer/Arcane Trickster.
I beg to differ. the latter example is just three classes with no synergy thrown together, where as the PrC in the former is a melding of two paths making a unified whole.

Funky Badger |
Funky Badger wrote:I'm not talking about beginnings of modules. I'm referring to when you get into the hot and heavy buisness of infiltration, or battlefield interactives.LazarX wrote:Funky Badger wrote:I can think of a lot of PFS Scenarios where you don't have 15 minutes to screw around once things get going.Sitri wrote:Pages of spell knowledge can help the sorcerer with number of spells known, and in PFS play where most of the time you don't really have a lot of advance notice about what spells to prepare for the day, I think the extra spells and casting on the fly worth getting spells a level late. If you are playing a continuous campaign where you have more knowledge of what the day is going to bring and you keep your scribe feat I think I would give the edge to the wizard.It takes 15 minutes to fill fallow spell slots during the a day.You normally have at least 10 minutes while Dreng is trying to work out the way back to his study.
(Seriously - I think every scenario I've played has included a "gethering information and last minute shopping phase")
True enough, but you tend to get "Yeah, you're going to an osirion tomb" or "Taldan Opera House" etc.
Also, as someone else pointed out, by 5th level you can reduce your memorisation time to 1 minute.
So... encounter 1 with something you didn't expect, while everyone else is healing/looting afterwards, you refine your spell selection (which takes 15 minutes if you don't take Fast Memorisation or whatever its called)
A wizard is a precision tool, and takes fine manipulation to get the best out of :-)