LilithsThrall said:
LilithsThrall, this has been pointed out before, but I'll do it again. The name of the class is "Scholar".
That's overly pedantic and no particular contribution to the discussion. Do you have something meaningful to add or do you wish to merely pick nits?
He did, you just did cut off his actual point:
It is NOT a DnD Wizard, with no important contribution to party success other than it's magic. The class has a list of handy class features, and a butt load of skill points, rivalled only by the thief. The spell casting is an optional class feature. It is perfectly possible to build a scholar with no magic at all.
You were asking why "sorceror" was presented at the beginning of the book with other core classes and not at the end of the book with npc:s/monsters (like NPC-class commoner).
As far as i can see you have handled Scholar just as a barbarian or soldier with downgraded fighting potential and couple of spells... but scholars first and foremost duty in a team isn't as a front-line fighter killing the enemies side by side with barbarians and soldiers. Scholar is a class with either as many skill points as a thief (when beefed up with spellcasting abilities) or most skilled character in party (non-spellcasting scholar, trading sorcery styles on skill-boosting feats and advanced spells on extra skill points). Unless the games you are playing in are mostly hack'n slash á la old-school D&D with most of the focus on fighting against next monster DM throws against you and little focus on events outside of combat, scholar is a character who shines (together with noble who shines in social skills) mostly outside the combat encounters. Scholar has also alchemy and herbal skills as his class skills with lots of skill points to use on them so he is able to create those nasty (or helpful) poisons and potions. If that is the main focus of the scholar, why should he -also- be "balanced" to be equal in combat with other characters.
If you -really- want to create a scholar who can collect as many killing trophies as that axe-swinging barbarian next to him you should get Argos&Zingara sourcebook and create a non-sorcereous scholar character with Knowledge: Zingaran fencing, Skill focus on that knowledge skill, and feats Knowledgeable and Driven to win (which allows you to use your base Will -save instead of your str or dex -bonus in fighting).
If you are creating a sorcerous scholar your character will still have tons of skill points and there are lots of useful spells (at least in Atlantan Edition, doesn't have 2nd edition yet). Ritual sacrifice and opportunistic sacrifice are mandatory for succesfull spellcasting sorcerer, with ritual sacrifice you can quicly get x2 to x5 of your normal PP:s and with opportunistic sacrifice (combined with Rule of Success) your scholar will propably have no worries about PP:s
Counterspells (exspecially greater warding) can really save your groups butt if you are facing enemy spellcasters and have some time to cast protecting spells beforehands. And hey, it uses magic attack roll so it's effectiveness -will- improve when you are leveling up. Expecially if there is slightest chance that evil sorcerer has some high level necromancer spells or curses it is nice to have at least some kind of extra protection against them.
Incantation of the Amalric's witchman could first look like one-trick pony but concidering that in Conan RPG there are very little or none of magical weapons ability to remove supernatural opponent's DR and special immunities can really save your day.
Hypnotism and Gelid Bones have been handled several times and even you had said tat they are useful abilities to have... Gelid bones isn't only good for making your opponents easy targets to kill, it is also great for capturing someone alive.
Divination spells can be useful or waste of time but it all depends on your GM. If your campaings are mostly railroaded combat encounters those spells are propably waste of time, on the other hand if knowledge about what you will be facing and gathering information have any function at all in your campaing they are really useful. Exspecially Mind reading is great as a lie-detector (if someone is knowlingly trying to lie to you in a conversation, hide some information or is planning to betray you these things are propably his surface thoughts on that moment).
Animal summoning spells in Nature Magic can be useful even in combat, excpecially animal ally (which upgrades with levels, you can have lion, bear or sabre-tooth tiger with boosted abilities on a lower mid-levels) and greater summoning (allows summoning of large animals).
Necromancery and demonology are mostly waste of time while you are on a lower levels, but as pointed out before Raise Corpse (which is just a basic spell) can give even low-level sorcerer undead minions which are ultimately loyal (unlike slaves) and force terror checks on opponents, and demonic pact (demonology basic spell) will allow you to barter with your demonic ally for some extra help (even fighting against your opponents).
Telkinesis and greater telekinesis spells can really make your sorcerer an human catapult (literally), if you run out of your alchemical chemicals and poisons you can start hurling boulders against your opponents. At least in AE there are no weight limit on how heavy items you can toss with greater telekinesis and lesser one lets you throw anything in your hands which means if you can rise it from the ground you can also throw it with your telekinesis.