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Aberrant Mind or Chronurgy Wiz? (CoS Campaign)
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<blockquote data-quote="jgsugden" data-source="post: 8546097" data-attributes="member: 2629"><p>There are no wrong choices here. </p><p></p><p>If you like the mechanics of the Chronurgy Wizard, but don't want to play one because you want diplomacy skills - get diplomacy skills. Half-elven chronurgy wizard can have 6 skills, which is more than enough to add in persuasion and insight. You can augment these with magic to make yourself very effective in discussion and negotiation.</p><p></p><p>If you like the Aberrant Mind Sorcerer mechanics, it is a great option - especially if your DM and you work the dark elements of it into the game. I am playing one right now in an adventure path where the DM is ignoring the fluff of the class, and I'm still having fun. </p><p></p><p>The differences you'll note between an aberrant mind sorcerer and a wizard are:</p><p></p><p>1.) No ritual casting. This is something that adds up over time. In my opinion, selecting ritual caster (wizard) as a feat is a decent choice for a sorcerer, especially for a human variant or other class that gets a feat at level 1.</p><p></p><p>2.) You'd think that the limited spells known would be a limitation, but you're actually amongst the most versatile classes. At 1st level a wizard will generally prepare 4, and you'll know 4. At 5th you'll know 12, while the wizard may prepare 9. At 9th you'll know 20, while the wizard will have 14 prepared. It won't generally be until 20th level that they catch up and can prepare as many spells as you know. Yes, they can swap out spells, but you can swap spells too - just not as easily or quickly. </p><p></p><p>My aberrant mind sorcerer has been the most versatile spellcaster I've played. (My psionic spells are: Mind Sliver, Silvery Barbs (used to be sleep), Dissonant Whispers, Suggestion, Detect Thoughts, Enemies Abount, Sending, Charm Monster, Summon Aberration, Hold Monster and Modify Memory) - My non-psionic spells are: Absorb Elements, Shield, Silent Image*, Invisibility*, Misty Step, Phantasmal Force, Vortex Warp, Counterspell, Fireball, Raulothim's Psychic Lance, Polymorph, Bigby's Hand, Disintegrate, Plane Shift, Teleport, Dominate Monster, Wish [* = Shadow Touched Feat - not necessary, but it fit a thematic storyline when I selected it)]. I also have a Staff of Thunder and Lightning. </p><p></p><p>3.) Sorcerers tend to not have a lot of knowledge of arcana, history, etc... I feel the absence of great knowledge skills in our party in that game. </p><p></p><p>4.) Sorcerers get a lot of cantrips - which gives you a lot of versatility if you want it.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8546097, member: 2629"] There are no wrong choices here. If you like the mechanics of the Chronurgy Wizard, but don't want to play one because you want diplomacy skills - get diplomacy skills. Half-elven chronurgy wizard can have 6 skills, which is more than enough to add in persuasion and insight. You can augment these with magic to make yourself very effective in discussion and negotiation. If you like the Aberrant Mind Sorcerer mechanics, it is a great option - especially if your DM and you work the dark elements of it into the game. I am playing one right now in an adventure path where the DM is ignoring the fluff of the class, and I'm still having fun. The differences you'll note between an aberrant mind sorcerer and a wizard are: 1.) No ritual casting. This is something that adds up over time. In my opinion, selecting ritual caster (wizard) as a feat is a decent choice for a sorcerer, especially for a human variant or other class that gets a feat at level 1. 2.) You'd think that the limited spells known would be a limitation, but you're actually amongst the most versatile classes. At 1st level a wizard will generally prepare 4, and you'll know 4. At 5th you'll know 12, while the wizard may prepare 9. At 9th you'll know 20, while the wizard will have 14 prepared. It won't generally be until 20th level that they catch up and can prepare as many spells as you know. Yes, they can swap out spells, but you can swap spells too - just not as easily or quickly. My aberrant mind sorcerer has been the most versatile spellcaster I've played. (My psionic spells are: Mind Sliver, Silvery Barbs (used to be sleep), Dissonant Whispers, Suggestion, Detect Thoughts, Enemies Abount, Sending, Charm Monster, Summon Aberration, Hold Monster and Modify Memory) - My non-psionic spells are: Absorb Elements, Shield, Silent Image*, Invisibility*, Misty Step, Phantasmal Force, Vortex Warp, Counterspell, Fireball, Raulothim's Psychic Lance, Polymorph, Bigby's Hand, Disintegrate, Plane Shift, Teleport, Dominate Monster, Wish [* = Shadow Touched Feat - not necessary, but it fit a thematic storyline when I selected it)]. I also have a Staff of Thunder and Lightning. 3.) Sorcerers tend to not have a lot of knowledge of arcana, history, etc... I feel the absence of great knowledge skills in our party in that game. 4.) Sorcerers get a lot of cantrips - which gives you a lot of versatility if you want it. [/QUOTE]
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