Taffimai
2008-11-25, 07:51 AM
In an upcoming campaign I'll be playing a 9th level druid/sorcerer gestalt character. I would like to hear some suggestions about the familiar and animal companion I'll be having. Besides that, I'd be very grateful if somebody could remind me of the item that increases a sorceror's known spells.
Rules information: anything from outside the PHBI/DMGI/MMI is severely restricted (though I can get my hands on as good as all official rule books). One or two feats/items that are well-documented or a simple creature from another MM will probably not be a problem, but if something ends up significantly more powerful than what can be done with the original rules, it won't fly. We also have a houserule that limits druids to one specific theme for their Wild Shape/Animal Companion/Summoning, and my sorcerer side will have to abide by that too. Examples from past games: desert animals, reptiles. Given that I'll definitely be taking natural spell and really like quickened spell, there are only two-three feats to play around with.
Two ideas that I've been thinking about:
1) Take the same base animal for both and build the theme around that (two cats - felines, two wolves - canines, two spiders - vermin). I particularly like the idea of casting a touch spell and sicking both at the target so they could flank for each other. The fact that some animals feature on one list but not the other won't be much of an issue, as long as there's not too much of a power discrepancy we treat those lists as suggestions rather than rule anyway. Worst case scenario I could use the mechanics (stats) of a 'listed' creature and just say that it looks like the one I want.
2) Make one creature count for both. I know the familiar rules explicitly say a druid/sorceror can't use their animal companion as a familiar, but swapping the animal companion for the improved familiar feat might work. Actually, given the power of animal companions, I might be able to get more than just improved familiar. Perhaps something could be done with a theme built around magical beasts with a certain elemental damage type, like shocker lizards and then build my spell lists around electricity too.
Fire away.
Rules information: anything from outside the PHBI/DMGI/MMI is severely restricted (though I can get my hands on as good as all official rule books). One or two feats/items that are well-documented or a simple creature from another MM will probably not be a problem, but if something ends up significantly more powerful than what can be done with the original rules, it won't fly. We also have a houserule that limits druids to one specific theme for their Wild Shape/Animal Companion/Summoning, and my sorcerer side will have to abide by that too. Examples from past games: desert animals, reptiles. Given that I'll definitely be taking natural spell and really like quickened spell, there are only two-three feats to play around with.
Two ideas that I've been thinking about:
1) Take the same base animal for both and build the theme around that (two cats - felines, two wolves - canines, two spiders - vermin). I particularly like the idea of casting a touch spell and sicking both at the target so they could flank for each other. The fact that some animals feature on one list but not the other won't be much of an issue, as long as there's not too much of a power discrepancy we treat those lists as suggestions rather than rule anyway. Worst case scenario I could use the mechanics (stats) of a 'listed' creature and just say that it looks like the one I want.
2) Make one creature count for both. I know the familiar rules explicitly say a druid/sorceror can't use their animal companion as a familiar, but swapping the animal companion for the improved familiar feat might work. Actually, given the power of animal companions, I might be able to get more than just improved familiar. Perhaps something could be done with a theme built around magical beasts with a certain elemental damage type, like shocker lizards and then build my spell lists around electricity too.
Fire away.