Dungeonfrog: Well, pure spellcasters feel weak at the start because they are. Spellcasters do gain power faster around mid-game (level 8-12) when melee classes start to taper off. Early game full spellcasters (with exceptions like druids and clerics) have a more limited choice when you pick aback-up weapon. all things considered a light crossbow is not such a bad weapon until you gain more spell slots; be sure to have an ok Dexterity score though. If you wish to gain more spellslots (and earlier) it is best to get your primary spellcasting ability score as high as possible (16, 18, 20) to get Bonus Spell slots.
That said, if you want some agency as a sorcerer in the early levels it is best to pick some spells that are more about utility such as 'grease' and spells that help or your party to survive like 'shield'. Damage spell should be picked only after considering what your up against. This means you want to pick spells that deal damage of an exoti type such as force ( 'magic missiles'). This is especially important in a game where you fight many creatures with energy resistance (like demons).
In Pathfinder vanilla rogues do not get spells unless you mean rogue talents that grant minor spells or through the use of items like scrolls.
Hybrids like bards, paladins and rangers (etc, etc) do get spells but those spells have a fairly narrow focus and full spellcaster can cast more of such spell, earlier and get more powerful versions as they level up. A paldin's 'cure serious wounds' at level 14 ability is all fine and dandy but in a big fight i'd prefer a cleric that can cast 'mass cure serious wounds' at level 14. A cleric can already cast 'cure serious wounds' at level 7 btw so full spellcaster will outscale hybrids fast if you look for spell power in your party.
If you want to play a full caster but want to have a bigger impact in the beginning you could play a druid or a herald caller (cleric); these can either summon pets or get an animal companion and can even do okay as a second line fighter.
Also, full casters like clerics and druids have some good hit points, saves, armor, and weapon choices so they last longer in a melee fight themselves.
Abishia: Woljif (Rogue) level 4 have access Level 0 Cantrips including ray of frost
level 1 and level 2 spells that include Magic missile, Snowball, Burning hands, Shocking grasp
so you saying?.
people play a sorcerer or mage to cast spells damned not fire a shit crossbow or stab someone with a freaking spear.
I wonder why even beta test this game? it's total nonsense
It is because this game uses the Pathfinder roleplaying system (which in turn is based on D&D 3.5). It is a roleplaying system has a lot aof variety, including a lot of classes and opponents. Different opponents have different resistances and immunities. This game (Pathfinder WOR) is based on a single adventure path (basically a series of connected adventures) and thus is much more focused in scope. The basic theme of the adventure path is a crusade against a bunch of demons. Demons are therefore a commonly seen enemy. Demons share certain traits including energy resistances and immunities (immunity to electricity and about 10 points of resistance against many energy types such as cold and fire).
Using a roleplaying system that has a wide variety of options has benefits and weasknesses; its great to have a lot of pre-designed options (classes, spells, a game setting, etc), but because you base your game on a single adventure path (which is the best way of building a game based on a roleplaying system next to designing a story yourself, but tthat is even more time intensive) is somewhat problematic. Most adventure paths have a theme and a type of opponent that are important to the story (such as drow, demons, giants, etc). THe problem with this game (and your problem with the game) is that it focuses on a creature type that is resistance to many damage types that spellcasters use to deal damage (fireball, lightning bolt, etc).
It sucks , but that is the way the RPG system is balanced around. The game and the roleplaying system have team work in mind; classes compensate the weaknesses of other classes to a certain extend. Luckily spellcasters are versatile enough to not be completeley countered by such resistances. You will still come across plenty of opponents that do not have such resistances (or different ones) and with some leveling up you can deal enough damage to overcome resistances.
About Woljif: he is not a vanilla rogue; rather he is an archetype called Eldritch Scoundrel. Archetype combine abilities of multiple classes with some added unique abilities. In the case of Woljif he benefits from limited spellcasting options.
Btw if you want to know there are a few class types in this game:
Base classes: basic classes going from level 1 to 20 such as rogues and fighters.
Hybrid classes: classes (1-20) that comine abilities of two classes such as the blood rager (barbarian and sorcerer) and slayer (ranger and rogue)
Prestige classes: 10 level specialist that you can spec into when you meet the classes prerequisites.
Mythic paths: not classes per se but as you gain ranks in a path it allows you to pick abilities based on the path you chose.
As far as I know in this game you cannot pick the Archmage mythic path. Which, in my opinion is something that should've been included; that path would allow spellcaster to change the energy their spells deal and would be more beneficial in an a game with a lot of opponents that have reistances and immunities than, for example, a lich or worm that walks, though those two paths do earn some 'cool points'.