Having played and GMd more than a few scholars, and since theres a crapload of scholar threads on the forums, I thought I'd share some ideas with those of you intelligent enough to put down your swords and use your intellect. And thats the key: you have to plan ahead (use your head!) when playing scholars.
First off, at first level, you're not eligible for any sorcery feats, so try taking some that will help you survive: Toughness, Defensive Martial Arts, etc., anytthing that makes it harder for you to be hit. If you insist on playing a scholar who is going to be diving into combat, then, barring taking a leverl or two of a more martial class. Soldier is great for this; you get all armour proficiencies, shield prof, two weapon fighting, and a bonus feat. I realize that wearing armour is going to hinder spellcasting, but so what? you're not going to be a spell machine at low levels anyway, and if you're dead, you can't level can you?
Taking ranged feats at first level may not be a bad idea either: point blank shot, perhaps even rapid shot will let you Stygians pincushion your foes art a distance, and let the barbs/soldiers get stuck in. If they want to get cut, let em. Keep you Heal skill high, and your meatshields will find a reason to keep you alive for those post-combat sewing-your-wounds fests.
Sorcery style/spell selection is a little tricky. More than any other class, you have to plan ahead for your magical progression. Remember, you are going to be limited by your Magic Attack Bonus and/or relevant skills when choosing styles for your low level sorcerer, and some styles dead-end rather quickly. e.g., grabbing Necromancy at lvl.4 might look attractive but you can't learn Death Touch until your lvl. 10. Plan so you don't 'run out' of advanced spells to learn! Counterspells is another one; you would think at first level its a smart choice, but its going to be awhile before you qualify for greater warding.
Personally, I like taking Prestidigitation early as all the spells are low PP cost and useful; greater telekinesis is a spell that you less subtle sorcerers should be scrambling to grab early; hurling two globes of Kothic demon-fire at third level is nothing to scoff at (thats 10d6, people...massive damage anyone?) and alchemical preparations aren't the only thing that telekinesis can project; weapons (i.e. arrows, spears, hatchets, daggers, etc) can be hurled as well at their standard damage. Who needs a Stygian bow when you can hurl stygian arrows with no range penalties, two at a time? Thats what Im talking about! Burst barrier affects 'objects' not just barriers; Conjuring likewise is very flexible for very low PP costs, and has many not-so-obvious applications; read over the spell description again, and think about it....
Hypnotism is also a great low-level style. Its PP friendly, and encourages really entertaining roleplaying. Can't afford all those nice expensive alchemical items? Take Hypnotism, and your problems are on their way out the door. E.g., try making a hypnotic suggestion that your fellow dice/card players take a break and go for a relaxing walk while you stay behind to watch everyone's things. MwaHaHa!
First off, at first level, you're not eligible for any sorcery feats, so try taking some that will help you survive: Toughness, Defensive Martial Arts, etc., anytthing that makes it harder for you to be hit. If you insist on playing a scholar who is going to be diving into combat, then, barring taking a leverl or two of a more martial class. Soldier is great for this; you get all armour proficiencies, shield prof, two weapon fighting, and a bonus feat. I realize that wearing armour is going to hinder spellcasting, but so what? you're not going to be a spell machine at low levels anyway, and if you're dead, you can't level can you?
Taking ranged feats at first level may not be a bad idea either: point blank shot, perhaps even rapid shot will let you Stygians pincushion your foes art a distance, and let the barbs/soldiers get stuck in. If they want to get cut, let em. Keep you Heal skill high, and your meatshields will find a reason to keep you alive for those post-combat sewing-your-wounds fests.
Sorcery style/spell selection is a little tricky. More than any other class, you have to plan ahead for your magical progression. Remember, you are going to be limited by your Magic Attack Bonus and/or relevant skills when choosing styles for your low level sorcerer, and some styles dead-end rather quickly. e.g., grabbing Necromancy at lvl.4 might look attractive but you can't learn Death Touch until your lvl. 10. Plan so you don't 'run out' of advanced spells to learn! Counterspells is another one; you would think at first level its a smart choice, but its going to be awhile before you qualify for greater warding.
Personally, I like taking Prestidigitation early as all the spells are low PP cost and useful; greater telekinesis is a spell that you less subtle sorcerers should be scrambling to grab early; hurling two globes of Kothic demon-fire at third level is nothing to scoff at (thats 10d6, people...massive damage anyone?) and alchemical preparations aren't the only thing that telekinesis can project; weapons (i.e. arrows, spears, hatchets, daggers, etc) can be hurled as well at their standard damage. Who needs a Stygian bow when you can hurl stygian arrows with no range penalties, two at a time? Thats what Im talking about! Burst barrier affects 'objects' not just barriers; Conjuring likewise is very flexible for very low PP costs, and has many not-so-obvious applications; read over the spell description again, and think about it....
Hypnotism is also a great low-level style. Its PP friendly, and encourages really entertaining roleplaying. Can't afford all those nice expensive alchemical items? Take Hypnotism, and your problems are on their way out the door. E.g., try making a hypnotic suggestion that your fellow dice/card players take a break and go for a relaxing walk while you stay behind to watch everyone's things. MwaHaHa!