Six Heads of Mayhem--The Hydra Campaign (Inactive)

Game Master Almonihah

A very unusual hydra sets out to prove that more heads may not be better than one.
Battle Map
Area Maps
HGP: 18 S: 36


251 to 300 of 1,003 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

But...the juices are the worst part. Why wouldn't you want food to be nice and dry?

Outside of soup, of course, because that's homogenous and so it's fine that it's wet.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

One hydra heads meat is the others poison. That's all I'm going to say on that.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

I ate some beef jerky today, that's the first time I've had meat since the 14th. It was so wet and juicy that I had to take real small bites. Odd.

In other news, the bit about flailing them was meant as reference to good old Genghis, not to the practice of whipping.


Battle Board Area Maps Hydra Deity Level 20 All Classes

So... it's mostly been Ziphora and Tomorbataar posting of late. Both Hungry and Blockhead have PM'd me and let me know about some real-life problems that have been eating up their time and attention, but what about Dru-head and Hothead? Are you still around? Have you just felt you've had nothing to contribute and I need to move things along? Or is real life eating you, too?


??? Hydrahead Flame Oracle/7 || HP 45/45 || AC 21 (Touch 15, FF 17) || Fort +4, Ref +9, Will +4
Spells Left:
1st: 4/8 2nd: 6/7 3rd: 5/5
Buffs:

Yeah, sorry about that. :/ I've had people visiting lately and simply haven't had the time to write anything up. I should be able to post normally from now on, touch wood.


Male Hydrahead, HP 88/88 (100/100), Rage 24/24, CM 9, CMD 19
Vitals:
AC: 18, T: 12, F: 17. Saves: F: 10(12), R: 4, W: 4(6), CMB +9(11), CMD +19(21) (+2 Sunder), Init +1, per -1
Skills:
Diplo +9, DD +2, Handle Animal +11, Intimidate +13, Perception -1, Sense Motive -1, Survival +10(14)

Hi guys, its me.
Medication changes, insomnia and depression have been kicking my butt lately, and getting much worse.
I have been having a blast with you guys, it has been very fun being stuck to you and the hijinks we got up to, but I am going to have to step aside for a while until this sorts itself out.
Ill miss you guys lots, I hope you will be able to continue the game without me for a long time :)

`Cameron out.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Sounds alright to me, Hothead, it's nice to get several different people arguing past each other.

Good luck Cameron, I hope you find some strength somewhere.


Battle Board Area Maps Hydra Deity Level 20 All Classes

Well... I suppose that means I need to contact a replacement. I think I'll only get one. Hmmm... I think Beachhead would probably still be willing to jump in, if I remember our last recruitment well...


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

All the best, Blockhead.

That just sounded wrong. *sighs*

Personally thought a cure for insomnia was to run yourself flat.


Battle Board Area Maps Hydra Deity Level 20 All Classes

To be clear, since that came out kind of callous-sounding, I had already bid farewell to him via PM.


1 person marked this as a favorite.
Ninja Head | Init: 8 | Perc: 10 | AC: 28 (t 17, ff 21) | F: 6, R: 16, W: 7 | ki points: 2/9 | HP: 63/63
GM_of_the_Heads wrote:
Well... I suppose that means I need to contact a replacement.

!!! You should pick Beachhead!

Quote:
I think I'll only get one.

Make sure it's Beachhead!

Quote:
Hmmm...

BEACHHEAD!

Quote:
I think Beachhead

*gasp!*

Quote:
would probably still be willing to jump in, if I remember our last recruitment well...

Yay!

Hi, all! Glad to join the campaign!


Battle Board Area Maps Hydra Deity Level 20 All Classes

Yay, Hungry! Good to 'see' you again! :D

Also, welcome, Beachhead! Hopefully we'll be getting back on track here instead of just having two heads doing all of the talking. But Real Life never ends its ceaseless war against Fantasy, so... well, hopefully nothing else will come up that will knock another head out of the game.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

About stealth and stuff? I don't think we're stealthing anywhere, not with a 20 ft huge @ss body...


Battle Board Area Maps Hydra Deity Level 20 All Classes

Oh, come now, being Huge only gives you a -8 to Stealth... and all of you heads could hide! Then the bugbears would be very confused!


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

Its just so wrong. Its about as bad as a rogue having an ioun stone on top of his head, trying to stealth, with a floating light bulb on top of him. How, even if he rolls high for stealth, can monsters fail to spot him when he's walking around with a spotlight?


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

It can work. Besides, maybe the light is there to distract the other guy.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

If I were GM, I would give him the invis bonus, but monsters know where he is, and roll 50% concealment chance to hit him. Geez. Stealth rules make no sense. Again, I dislike rogue class.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

The d20pfsrd ioun stone page doesn't actually mention light. But I'd say that you'd manage it by being a daring rogue. Or hydra, as the case may be.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

If you're using those ioun stones for light then yes its light. Or light spell..torch...whatever for all those rogues who don't have darkvision.

The Exchange

Complain about the new boards here!

If it comes to a firefight, I can hit them on the wall where they are. In a way, I RP Zip this way, because, yes, she can unleash hell if it comes to that, and power must always be restrained.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Well yeah, but you can have lights and still be sneaky. Real sneaky people rarely have darkvision.

If it comes to a fistfight, I can hit them, too. Sounds like something Dru would say.

What about unrestrained power?


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |
Tomorbataar wrote:


Real sneaky people rarely have darkvision.

I know a shadowdancer who would disagree with that statement.

Down the route of unrestrained power lies madness. With great power comes great insanity.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14
Tomorbataar wrote:

Well yeah, but you can have lights and still be sneaky. Real sneaky people rarely have darkvision.

If it comes to a fistfight, I can hit them, too. Sounds like something Dru would say.

What about unrestrained power?

Dru's not home right now, he's thinking about being Battlecat. Although fistfight is an interesting choice of words given our selection of PC's. Personally, Im happy to use my in game power to crush my enemies and see them driven before me.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

Sorry, Hungry, can't haste you since I can only catch 6 people, and I need to catch the body and I figure as a wizard, you probably won't be attacking...


Male Hydra Head Necromancer (Sin Magic Specialist) 7 | HP: 25/39(46) | 2 Con Dmg. | Init: +3 | AC: 19;23 (w/ Mage Armor) Touch: 14 FF: 16;20 (w/ Mage Armor) | CMD 18

It's alright. Hungry most definitely deserved it for some evil deed he did in the past.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Sorry, that may have been a bit unclear, what I meant was that actual humans who are sneaky, you know, like uh...professional theives, but they're human and really exist. They don't get darkvision, because it's not actually necissary much of the time. Like, whenever the moon's out one can pretty much see, although if it's cloudy I will admit that it's basically impossible to do anything without artificial lights.

Silly me...I meant to say uh...dogfight. There we go, happy, kitty? Liking the use of quotes to really uh, drive home the point.

I think the humans should be french because when you first think of them they're squishy and weak and pushovers, but then when you think for a bit more about the actual first world war you realize that they did lots and lots of work. Also I like that the lizards have to make tea now. Is the GM taking notes? :P


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Oh, lots of notes. >:D


Male Hydra Head Necromancer (Sin Magic Specialist) 7 | HP: 25/39(46) | 2 Con Dmg. | Init: +3 | AC: 19;23 (w/ Mage Armor) Touch: 14 FF: 16;20 (w/ Mage Armor) | CMD 18

I just noticed now and kinda find it funny that my Fireball literally one up'd Hothead's (My DC is one higher and it rolled one more damage).


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

Most dungeons don't have light =( As in total darkness.

I heard the British made tea even in the battlefield. They need a kettle!


??? Hydrahead Flame Oracle/7 || HP 45/45 || AC 21 (Touch 15, FF 17) || Fort +4, Ref +9, Will +4
Spells Left:
1st: 4/8 2nd: 6/7 3rd: 5/5
Buffs:
The Hungry One wrote:
I just noticed now and kinda find it funny that my Fireball literally one up'd Hothead's (My DC is one higher and it rolled one more damage).

Only because I was staggered and couldn't use Focused Spell. :(


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Yeah, that's absolutely true. I've found the rate of like, cave style dungeons is not terrifically high, however.

Totally need to carry kettles everywhere, and make like, swampwater tea or something.

Why is Hothead Staggered?


??? Hydrahead Flame Oracle/7 || HP 45/45 || AC 21 (Touch 15, FF 17) || Fort +4, Ref +9, Will +4
Spells Left:
1st: 4/8 2nd: 6/7 3rd: 5/5
Buffs:

It's from his Oracle's Curse, always staggered on first round of combat but get uncanny dodge and +4 initiative in return.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

Heh. Every dungeon I've been to has no light. And everything went up in flames =)


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Just like, spontaneously, or...? o_O


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

It had help =)


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0

Also, side question I've been confused on. I know Barkskin stacks with Dru-heads regular natural armor, but does the bonus from wildshape stack too? The way I'm reading it, I don't think it does because it says "you gain natural armor" not "your natural armor increases."


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Hmm...the spell is a polymorph spell, so it should follow those rules. Let's see:

http://www.d20pfsrd.com/magic#TOC-Transmutation-Polymorph

"Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead."

Looking a little deeper, I can see that there is at least some merit to multiple interpretations. Here are links to some posts from James Jacobs:

http://paizo.com/threads/rzs2l7ns&page=434?Ask-James-Jacobs-ALL-your-Qu estions-Here#21667

http://paizo.com/threads/rzs2l7ns&page=434?Ask-James-Jacobs-ALL-your-Qu estions-Here#21679


Battle Board Area Maps Hydra Deity Level 20 All Classes

Hmmm... having looked over the rules in question, I could see it either as "Your natural armor increases" or "This becomes your new natural armor". While I could see the argument that the second option is the 'correct' one from a verisimilitude perspective... this is magic we're talking about. Go ahead and add it on top.

Clearly they didn't make this more explicit because the rules are so unfairly humanoid-centric. You should go protest that.

...I now have the mental image of a six-headed hydra in front of the Paizo offices holding signs in its mouths like "Equal rules coverage for Magical Beasts!" or "Stop the humanoid tyranny!" XD


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

Id protest but for different reasons. Why is it ruled you need a hand for somatic coomponents for spellcasting? Can't tails, paws, wings, heads and other appendages work as well?

Somatic components wrote:

Somatic (S)

A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

*wears a 'Discrimination against non-humanoid spellcasters' placard, then bobs her head up and down*


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Shouldn't the leader be provoking AoOs when he crawls?

D20PFSRD.com Combat page wrote:
You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl. A crawling character is considered prone and must take a move action to stand up, provoking an attack of opportunity.

Maybe he has some obscure ability that negates that or something?


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

I suspect rogue crawl talent. But since its possible, I sure as heck am not going to question the GM on how NPCs are built.

Rogue Crawl wrote:


Benefit: While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.

And Here


Battle Board Area Maps Hydra Deity Level 20 All Classes

What happened is that I didn't look up the rules for moving while prone because I forgot they existed. He was very, very dead either way, so it didn't really matter in the end.


Ninja Head | Init: 8 | Perc: 10 | AC: 28 (t 17, ff 21) | F: 6, R: 16, W: 7 | ki points: 2/9 | HP: 63/63

It doesn't look like anyone has any magic items, is that correct?


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

I don't really care, we're on APB, and more or less nearly immortal. You can take those items if you want, that is if we even have slots to use them lolz...there's discrimination for non humanoids in terms of slots too.


Battle Board Area Maps Hydra Deity Level 20 All Classes

Yeah, pretty much all you can use are amulets, headbands, and other things that go on your head. Most helmets will rudely not be hydra-shaped, either.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

We got a few things going for us at least. And there's some extra rules about non-human item shapes and whatnot. Besides, shouldn't we get a neck slot? We're like, 80% neck, 15% teeth, and 5% other.


Ninja Head | Init: 8 | Perc: 10 | AC: 28 (t 17, ff 21) | F: 6, R: 16, W: 7 | ki points: 2/9 | HP: 63/63
Ziphora wrote:
You can take those items if you want

Whoa, I wasn't suggesting that. In fact, being the new guy, I was going to defer to anyone else who wanted them. I was just curious.

But your point about the relevant slots is well taken.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

I think amulet= neck slot. Problem is we have natural armor....ah the thought about calculating more nat armor maths if they stack or not is giving me a headache.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Shoulder slot then. Unless someone wants to argue with hydra capes.


Battle Board Area Maps Hydra Deity Level 20 All Classes
Ziphora wrote:
I think amulet= neck slot. Problem is we have natural armor....ah the thought about calculating more nat armor maths if they stack or not is giving me a headache.

Yeah, when I said amulet I meant neck. :D An Amulet of Natural Armor would stack with your natural armor--it gives an Enhancement Bonus to Natural Armor, so it increases existing natural armor. Wouldn't stack with Barkskin, though.

251 to 300 of 1,003 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Six Heads of Mayhem--The Hydra Campaign Discussion All Messageboards

Want to post a reply? Sign in.