Can a Half-Elf Sorcerer be better than a Wizard?


Advice

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Kurald Galain wrote:


For context, this is what we're talking about. Casting from all lists is much better in theory than in practice.

Exactly... the 100% reality of being an "effective caster" means remembering that you are in a party of 3 or 4 others PCs for starters.

Second, every single caster I have played has a "go to" selection of spells at each level that gets used pretty consistently and effectively. Its not about having the perfect spell for every situation because that's not possible and also many times during the adventuring day you will need that same spell several times. A spell that is only 80% perfect for several different scenarios is overall much better than a spell that is 95% perfect for one specific scenario.

Thirdly, physical survivability is very important. This comes from your fellow PCs having your back and having the saves/AC/hp to cope. When I GM, I DO NOT EVER do the cheesy, crappy DM style of "let the casters stand at the back and cast uncontested." My bosses are not stupid....

I will send hails of arrows at you, I will have Rogues and Ninjas stalking you, I will target your familiar, I will try and steal your spellbook while you sleep, I will get my own casters to target you, I do have in my employment Dwarven APs and Barbarians that serve as my bodyguards and my assassins.

Casters are very dangerous, so as a BBEG I will 100% prioritise attacking you.

The basic advantages that prepared have over spontaneous are:

1) Getting spells one level earlier
2) Being able to change out their spells every day much easier

Everything else is 100% up in the air in terms of builds!!


If your goal is a Sorcerer with access, through items, to spells on other lists, I feel like you're heading towards a pretty niche campaign in practice. Think about it: the advantage of this build is that certain unique buffs, heals, restorative/preventative magics are avail for your PC to cast through items. This means you need a campaign where 1. no one else in the party is already casting these spells while also maintaining a healthy enough PC that they can cast them consistently, 2. PCs have steady access to a settlement or settlements where the items can be made/bought, and 3. the NPCs selling access to these items always have what the character needs, either in stock or ready to add in Item Crafting.

Again, in THEORY it sounds terrific that your False/Razmirian Priest PC can cast any spell, Divine or Arcane, through items. In PRACTICE, does the need for this type of PC along with the utility of it and the NPCs required come up all that often?

Wizard however has another WBL edge over sorcerer, at least at the vanilla level: bonus feats. A Wizard PC that doesn't take an archetype that trades these away has the option to take 4 bonus Item Crafting feats, along with exploiting their Bonded Item for this as well. They also begin with Scribe Scroll, again, unless this is traded away.

Taking it to even greater extremes, there's the Universalist/Arcane Crafter Wizard. Specializing in this school means that you gain an additional Bonus Feat at 3rd level that can again be used for Item Crafting feats so long as you meet the pre-reqs. Said PC, by 3rd level, can have Brew Potions, Craft Wondrous Items, and Scribe Scroll by only spending 1 of their standard level feats.

This means, with enough time (which we have to assume we have in theory if we also want to assume no issues with taking the False/Razmirian Priest archetype Sorcerer) by L3 we've got the Wizard PC crafting cheap scrolls for themselves, plus potions and wondrous items for the entire party. A portion of that WBL benefit doesn't even just improve the Wizard but all the PCs.


Kurald Galain wrote:
MrCharisma wrote:
BLESS, COMMAND, DIVINE FAVOR, FORBID ACTION, FUNERAL WEAPON, HIDE FROM UNDEAD, KNOW THE ENEMY, MURDEROUS COMMAND, REMOVE SICKNESS, SANCTUARY, SHIELD OF FAITH, WEAPONS AGAINST EVIL.
I don't know why you're shouting now, but I find that pretty rude.

Lol ;)

Yeah I always put links in caps to make them easier to see in a wall of text, vut it was probably unnecessary here =P

Kurald Galain wrote:
Obviously we are not looking for a list of all cleric spells that are not on the wizard list. Rather, only those that would be an effective use of one of the (few) standard combat actions for a 9th- or higher level caster.

I wasn't giving a list of all cleric spells not on the Sorcerer's list, I was giving a list of all cleric spells that the Sorcerer couldn't emulate and would be worth casting.

Bless isn't going to hold up against Haste, but it's a huge area buff for a 1st level caster.

Command/Forbid-Action/Murderous-Command are phenomenal low-level spells. You probably only need 1 of them, but pick your flavour and this is a strong option at low levels (I prefer Command for it's versatility).

Hide From Undead is Invibility on steroids. It affects 1 creature per level, has 10 times the duration and is 1 level lower - oh and also acts as silence (but without any of the potential penalties of Silence). If that doesn't fit your criteria I don't know what does.

Now there were some limitations with my list.

1) I was only looking at spells that I already knew, so there are probably some good ones I missed.

2) I was trying to think of Sorcerer spells, but I could have missed some of them as well. So there's a possibility a Sorcerer Can emulate some of these.

3) I was only looking at the Cleric list.

The point is that I found ~10 first level spells worth having with a very cursory look at the options available.


Kurald Galain wrote:
IluzryMage wrote:
Well the benefit of razimiran priest is that you can cast ANY Divine spell, not just like 10 you pick up. I would still say priest is WAY better just on the sheer variety of access you get which is insane.

So the important question is, what actual spells would you use this with, that aren't already on the sorc list and don't have a sorc equivalent? Because the only examples we've had so far are Heal and Raise Dead, and maybe the CLW line.

Unless people can give actual examples of good spells for a Razmiran priest, it strikes me that the archetype is much better on paper than in practice.

Depending on how far you want to wander into cheese territory here, there are lots of them if you go looking. A filidh bard casts divine spells and can get Overwhelming Presence as a 6th level spell, which the Raz Priest will cast with a 7th level slot, which is 2 levels lower than the 9th level slot it would normally cost him. Irresistible Dance only saves you 1 level net (8th in a 7th) A Reliquarian Occultist allows similar games played with Scribe's Binding (9th in a 7th slot), Symbol of Death (29/7), Create Demiplane (8/7), Greater Possession (8/7) and Prediction of Failure(8/7). Involutionist Spiritualist does the same with the spiritualist spell list. Paladin gives you Chains of Light (6/5). Ranger gives you Greater Named Bullet (6/5)...

Not to mention it means you can have a ton of utility spells that you don't want every day but are hugely beneficial in downtime (say the whole planar binding set up) and have them in your back pocket.

Then there are the things that the wizard list simply doesn't have - like freedom of movement and healing/ressurection magic.


MrCharisma wrote:


I wasn't giving a list of all cleric spells not on the Sorcerer's list, I was giving a list of all cleric spells that the Sorcerer couldn't emulate and would be worth casting.

Just a reminder, a Razmiran Priest can only emulate a Divine Caster starting at level 9, so by that point some spells will no longer be relevant


Minigiant wrote:


Just a reminder, a Razmiran Priest can only emulate a Divine Caster starting at level 9, so by that point some spells will no longer be relevant

9th Level RP

"Look at me! I've given up some bloodline spells and powers, bought a scroll and made a couple of UMD checks, and now I can cast a 3rd level divine spell!"

9th level Wiz

"Errrm... great, have an Icy Prison (5th level spell) for your troubles."


Mysterious Stranger wrote:

If a wizard is only buying 10 extra spells, then he is not that much ahead of the sorcerer. As I pointed out there are ways for a sorcerer to gain more spells known. The 10th level human sorcerer can have 12 0 level spells, 10 1st level spells, 9 2nd level spells, 5 4th level spells, and 1 5th level spell known. To do this requires a human sorcerer with the arcane bloodline putting the FCB into extra spells known and taking expanded Arcana 3 times. This also gives the sorcerer Arcane Bond as well. This means that is the wizard wants to have a real advantage on spells known he need to purchase a lot more than 10 spells known.

Since a wizard has to memorize each spell, he wants to cast they have to either memorize multiple of the same spell which cuts down on their versatility. The 10th level wizard who wants to be able to cast 3 magic missiles has used up half his 1st level spell slots. The way around this is to purchase Pearls of power. This gives the wizard some of the flexibility of the sorcerer because he can use it to cast any spell of the appropriate level he has already cast.

The sorcerer can already cast any of his spells known so there is less need for him to spend money to gain extra spell slots. The sorcerer’s does not need the ability to cast spells he already cast, what he needs is the ability to cast a wider variety of spells. So, instead of buying Runestones of power he should be buying Pages of spell knowledge. This by the way cost the exact same thing as a pearl of power. So, for each pearl of power the wizard has the sorcerer can get another spell known. There are also other magic items like Mnemonic vestments and Rings of spell knowledge that can further expand sorcerers' spells known.

The thing to keep in mind is that a sorcerer is not a wizard. They have their own strengths and weaknesses and if you trying to build a sorcerer like a wizard it is not going to be that good. Trying to build a sorcerer that works like a wizard is foolish. What you need to do is...

wizard tends to have a massive advantage in top-level spells and low level spells.

Compared to your Sorcerer’s 1 5th level spell and 10 1st level spells, a 10th level Wizard automatically gets 4 5th level spells and could put an extra 50 1st level spells in his book for the price of a Wand of Cure Light Wounds. Second level spells are also essentially free to add.

In between, the gap is a lot closer. Wizard would get 4 4th level from class feature by then, but Sorc might have 4-6 as well between normal progression and FCB (but losing that HP is also a big hit on a d6 class), + bloodline. Wizard can beat that, but those higher level spells cost real money.

At least until he crafts his first Book, at which point everything is cheap to add.


Minigiant wrote:
Just a reminder, a Razmiran Priest can only emulate a Divine Caster starting at level 9, so by that point some spells will no longer be relevant

Oh right. I didn't actually read the archetype, I was just going off what's been said in this thread. That probably makes some of them a bit less useful =P


MrCharisma wrote:
That probably makes some of them a bit less useful =P

Following on with that train of thought, a Razmirian Priest is arguably then a lot more beneficial in a game that starts at level 9 where they can say 'they have healing covered', a game starting at level 1 would struggle to get that far without a healer


This is just in theory, and probably not relevant to any campaign, but I do think a sorcerer is better if we consider caster beyond level 20. I say that because the sorcerer has a much better primary attribute for multiclassing with divine casters. Between a level 40 wizard and a level 20 sorcerer / 10 oracle / 10 mystic theurge, I would have to take the latter.

----

Mysterious Stranger wrote:


Since a wizard has to memorize each spell, he wants to cast they have to either memorize multiple of the same spell which cuts down on their versatility.

It's worth noting that a wizard does have ways around this. Feats like preferred spell and greater spell specialization let a wizard cast spontaneously. A pact wizard can cast their patron spells spontaneously. Now, whether or not the feat investment is worthwhile is a different matter, but the opportunity is there for those who want to spontaneously cast a few crucial spells as a wizard.

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pad300 wrote:
you can have a ton of utility spells that you don't want every day but are hugely beneficial in downtime (say the whole planar binding set up) and have them in your back pocket.

Sure, but any prepared caster can do that by default.

Quote:
there are the things that the wizard list simply doesn't have - like freedom of movement and healing/ressurection magic.

Yes, this is what we're actually looking for, and it turns out there really aren't so many of these that are better than what's on the wizard list. Freedom of Movement is a good example though.

But since this thread is about how to make a sorcerer better than a wizard, well, a sorcerer that can cast Freedom of Movement and Raise Dead is nice to have, but it's clearly not "better than a wizard", nor "tier zero" or other such superlatives. And as Mark Hoover notes, this ability is largely unnecessary in any party that already has a divine caster.

Blackmill wrote:
Between a level 40 wizard and a level 20 sorcerer / 10 oracle / 10 mystic theurge, I would have to take the latter.

How about Seducer Witch / Feyspeaker Druid / Mystic Theurge?


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At low levels, a couple things on the "pro" side for Sorcerers is that they can wield a Reach weapon and get Intimidate as a Class skill. As a Cha based caster, that means the Sorcerer has a de-buff with a good chance of success from 30' by only spending skill ranks. With a longspear in their hands, they may trigger an AoO or two.

It's not MUCH, but its something.

Frankly, I'm not seeing anything strictly "superior" between the two classes. SOME Wizard builds have arguably amazing utility and versatility. SOME Sorcerer builds can be devastating blasters or even make the basis of a tough natural weapons combatant. I keep seeing 6 of one, half a dozen of another.

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You should just stick with a Sage Sorcerer (the Arcane Bloodline variant).

You get Intelligence as your prime Stat, so you're not low on Skill Points.

You get an Arcane Bond, so you can enchant your own Ring immediately to the effect you want.

You get the extra spells at higher levels.

Spend your Favored Class points on Extra Spell Known. Do NOT spend your Feats on those without REALLY good reasons. Take the Human Feat for extra Favored Class points for more HP to up your toughness.

Most importantly, get Pages of Spell Knowledge for minor spells you don't use a lot. They cost exactly the same as a Pearl of Power.

While it's called a Ring of Wizardry, the text says 'arcane spellcasters'. Doubling your spells Castable per day is pretty sweet. It does not say 'prepared arcane casters!'

Lastly, there are some specific items you should use:

Versatile Spontaneity (Feat)

You made a good name for yourself in the Pathfinder Society in part because you knew how to prepare for the challenges before you, even if your natural magical abilities lend themselves less to preparation and more to spontaneity.

Prerequisites: Int 13 or Wis 13 (see Special), ability to spontaneously cast 2nd-level spells.

Benefit: When you regain spell slots at the start of the day, you may opt to prepare one spell you don’t know in place of a daily spell slot 1 level higher than the prepared spell’s level. To do so, you must have access to the selected spell on a scroll or in a spellbook, and the spell must be on your spell list (even if it is not one of your spells known). This process takes 10 minutes per spell level of the selected spell. You can cast the selected spell a single time, expending the spell slot as though it were a known spell being cast by you. Preparing a spell in this manner expends a scroll but not a spellbook. A spell prepared in this way is considered its actual level rather than the level of the spell slot expended. You can apply metamagic feats to the spell as normal, as long as the spell’s actual level plus the increases from metamagic feats is 1 level lower than the highest-level spell you can cast. For example, a 12th-level sorcerer with this feat, a scroll of fireball, and the Empower Spell metamagic feat could prepare an empowered fireball spell in her 6th-level spell slot.

Special: If you spontaneously cast arcane spells, you must have an Intelligence score of at least 13 to take this feat. If you spontaneously cast divine spells, you must have a Wisdom score of at least 13 to take this feat. If you have both arcane and divine spellcasting classes, you can use this feat to prepare a spell using a given class’s spell slot as long as you meet the associated ability score prerequisite.

(Summary: Sorcs can get spellbooks and prep spells for all that wizardly downtime flexibility).

------------

+ Mnemonic Vestment
Vestment, Mnemonic

Aura strong transmutation; CL 17th
Slot body; Price 5,000 gp; Weight 1 lb.

DESCRIPTION
The surface of this delicate-looking blue silk robe is adorned with tiny embossed runes across its entire surface.

If the wearer is a spontaneous caster, once per day she may use a spell slot to cast a spell from a written source (such as a scroll or spellbook) as if she knew that spell. The spell must be on her spell list, the same spell level or lower than the expended spell slot, and the same type of spell (arcane or divine) as the spell slot expended.

The caster must also understand the written source (such as using Decipher Script (Editor’s Note: This should probably be Spellcraft.) read magic) and be carrying it. Activating the robe is not an action, but casting the spell otherwise works as normal, including casting time, providing components or foci, and so on. Using a mnemonic vestment’s properties does not consume the written source.

(summary: you turn your scroll or spellbook collection into an instantly-accessible resource for key spells... just like a Wizard).

----------------

Robe of Arcane Heritage

Aura moderate necromancy; CL 9th
Slot body; Price 16,000 gp; Weight 1 lb.

Description
These elegant, dark purple robes are usually decorated with gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Construction Requirements
Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp

(For the Arcane Bloodline, that means you access those extra Spells Known quicker, among other things).

==========
And the best of them all...

Ring of Spell Knowledge

Aura moderate or strong (no school); CL 7th
Slot ring; Price 1,500 gp (Type I), 6,000 gp (Type II), 13,500 gp (Type III), 24,000 gp (Type IV); Weight —

Description
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters.

Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.

A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.

Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting).

Construction Requirements
Forge Ring, creator must be able to cast spells of the spell level to be granted; Cost 750 gp (Type I), 3,000 gp (Type II), 6,750 (Type III), 12,000 gp (Type IV).

Summary: Let me point out a couple things: One, You can see someone cast a spell you don't know and LEARN IT. Then copy it to a spellbook. You're a spell thief!
Two, You can learn Arcane SPells. So, Witch Healing spells are on the menu, as are Witch List spells. End of the day and you've got level three spells left? Bardic Cure Moderate wounds all around. You can eventually access most of the low-level Healing spells through the Witch List, and cherry-pick the Bard list.
Three, there's no limit on how many times a day you can use it. So you can swap between spells within literally seconds, something no wizard can do. You have instant access to your entire low-level spell library AND tons of spell slots to cast them with! Your only limit is your Spellcraft check!

===========
Synergies:

Once you have Versatile Spontaneity, you're a Prepared Caster. Even if a Ring of Wizardry or Pearl of Power won't work for you normally... it will for those Prepared Spells! Stock up, just like a wizard!

Literally nobody will be able to tell you aren't a Wizard, as with literally seconds of study you can learn any arcane spell of the appropriate level, Cast it, then 'learn' another one, via the Ring of Spell Knowledge.

As a prepared Caster, your entire spellbook is your spells known for the Mnemonic Vest and the 1/day 'cast spell' power of your Arcane Bond.

The Mnemonic Vest and Arcane Bond power are essentially the same thing, except now you get two per day, twice that of a Wizard.

Lastly, Extra Spell Known, the Feat, should only be 'my Next Bloodline spell.' This should automatically get you your Bloodline Spell as soon as you can Cast spells of that level (levels 3,5,7, etc), which means you get at least one spell at the same time as a Wizard. Since you always get them two levels late normally, the Feat should update to the next spell at the appropriate time.

Clear it with your DM, but it should be a viable use of the Feat, ie. you get the Feat back once you get the spell normally, and just use it for the same purpose. Bloodline spells aren't the best, but you'll have SOMETHING to cast from that level.


Aelryinth wrote:

You should just stick with a Sage Sorcerer (the Arcane Bloodline variant).

You get Intelligence as your prime Stat, so you're not low on Skill Points.

You get an Arcane Bond, so you can enchant your own Ring immediately to the effect you want.

Unfortunately no. Arcane bond is replaced by arcane bolt for the Sage sorcerer.

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OmniMage wrote:
Aelryinth wrote:

You should just stick with a Sage Sorcerer (the Arcane Bloodline variant).

You get Intelligence as your prime Stat, so you're not low on Skill Points.

You get an Arcane Bond, so you can enchant your own Ring immediately to the effect you want.

Unfortunately no. Arcane bond is replaced by arcane bolt for the Sage sorcerer.

Whoops, that's right.

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