Six Heads of Mayhem--The Hydra Campaign Recruitment


Recruitment

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Pathfinder Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'll go with a Sin Magic Specialist Necromancer Hydra Head.

2nd Lv HP: 1d6 + 2 ⇒ (6) + 2 = 8
3rd Lv HP: 1d6 + 2 ⇒ (3) + 2 = 5
4th Lv HP: 1d6 + 2 ⇒ (4) + 2 = 6
5th Lv HP: 1d6 + 2 ⇒ (6) + 2 = 8
6th Lv HP: 1d6 + 2 ⇒ (4) + 2 = 6


Abilities:
Strength: 4d6 ⇒ (5, 2, 3, 1) = 11=10
Constitution: 4d6 ⇒ (6, 6, 1, 5) = 18=17
Dexterity: 4d6 ⇒ (6, 3, 4, 2) = 15=13
Intelligence: 4d6 ⇒ (1, 2, 6, 4) = 13=12
Wisdom: 4d6 ⇒ (2, 5, 3, 2) = 12=10
Charisma: 4d6 ⇒ (5, 6, 6, 4) = 21=17


Pathfinder Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Do we gain the ABP abilities of our level or higher due to lack of equipment?


2nd lvl hp: 1d8 + 3 ⇒ (8) + 3 = 11
3rd lvl hp: 1d8 + 3 ⇒ (3) + 3 = 6
4th lvl hp: 1d8 + 3 ⇒ (5) + 3 = 8
5th lvl hp: 1d8 + 3 ⇒ (8) + 3 = 11
6th lvl hp: 1d8 + 3 ⇒ (1) + 3 = 4


I forgot APB, doing it now!


Darthrancor wrote:
Do we gain the ABP abilities of our level or higher due to lack of equipment?

Just of your level. I'm, ah, not going for perfect balance here. (So Dru-Head, remember that you don't get equipment)

Dru-Head wrote:
What exactly does woodland stride do for us?

You won't have any trouble with thorns or such. Given that your body is doing the walking, though...

Oh, and I have decided that Wild Shape will turn your head and neck into the forequarters of the chosen animal. Because that mental image is just ridiculous.

I was realizing I hadn't mentioned before, I'd like to have a little info on the personality/motivations of your head. For example, if you meet a human are you more likely to greet them or eat them?


I'm interested, is there still spacetime to make an entry?


You have until the 20th.


Hoorah!

4d6 ⇒ (1, 4, 2, 6) = 13 12
4d6 ⇒ (3, 4, 4, 3) = 14 11
4d6 ⇒ (5, 3, 3, 3) = 14 11
4d6 ⇒ (4, 2, 4, 3) = 13 11
4d6 ⇒ (6, 1, 3, 1) = 11 10
4d6 ⇒ (3, 5, 4, 5) = 17 14

This is so average, I'd almost want that 14 to be less just so it fits the theme.


I'm sorry, withdrawing my interest :(


Alright, one monk here, ready to protect his allies and get them out of the swamps. Crunch and personality notes are in the profile page, and here as well:

Crunch:

Init +0; Perception +10

Defense

AC 18; Touch 12; Flat-Footed 18; (+5 Natural; +1 Deflection; +1 Enchantment; +1 Monk)
HP (4d10+2d8+10=45)
Fort +8; Ref +5; Will +6
Defensive Abilities Bravery +1; Evasion

Offense

Speed 20ft
Space 15 ft; Reach 15 ft
Melee +12 Unarmed Strike (1d6+10); +10 Power Attack (1d6+16)
Special Attacks
3/day Stunning Fist (DC 14)

Statistics

Str 18, Dex 10, Con 10, Int 13, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 20 (+2 Tripping; +1 Bullrush, Drag and Reposition)
Feats Weapon Focus; Power Attack (Fighter Bonus; Toughness (Fighter Bonus); Improved Unarmed Strike (Monk Bonus); Stunning Fist (Monk Bonus); Archon Style (Master of Many Styles Bonus); Dragon Style; Archon Justice (Master of Many Styles Bonus); Combat Expertise (Fighter Bonus); Archon Diversion; Improved Trip (Fighter Bonus)
Skills Perception +10; Sense Motive +10; Intimidate +6; Survival +6; Knowledge (Dungeoneering) +8
Languages Common; Something?

Class Features:
Unarmed Strike: Higher unarmed damage, Unarmed Strike as a bonus feat, natural and manufactured weapon, no offhand
Stunning Fist: Stunning Fist as a bonus feat
AC Bonus: Wisdom to AC, touch and flat as well, and CMD, as long as wearing no armor
Evasion: Take no damage from a successful reflex save, functions in light armor
Master of Many Styles Bonus Feats: Two bonus style feats with no prerequisites
Bravery +1: +1 bonus to Will saves against fear
Bonus Feats: Three bonus combat feats
Close Control: +1 to CMB and CMD for Bullrush, Drag and Reposition
Close Combatant: +1 to attack and +3 to damage with close weapons

Personality:

Tomorbataar is inflexible, stubborn, and, in a word, lawful. He doesn't care so much for good and evil, and morality isn't important in comparison to following the rules others set out. He's quite intelligent, and he's also perceptive and mindful, he's simply weak willed and differs to authority. He's taken vows of cleanliness and celibacy, and may have some difficulty maintaining them, as he lived in a swamp attached to several other beings his whole life, but he does his best and certainly does attempt to stick to their spirit. Occasionally he will attempt to enforce his vows on those who are particularly out of line, being genuinely worried about them. Add undead for extra fun.


GM_of_the_Heads wrote:
Dru-head wrote:
What exactly does woodland stride do for us?

You won't have any trouble with thorns or such. Given that your body is doing the walking, though...

Oh, and I have decided that Wild Shape will turn your head and neck into the forequarters of the chosen animal. Because that mental image is just ridiculous.

(So Dru-Head, remember that you don't get equipment)

So, no Battle hat (+1 wooden heavy shield)? Sad, but do we still get the armor bonus from ABP? I want to make sure I'm "doing it right" so to speak.


Yes, you do still get the ABP bonus (you attune to your scales).

Now, if you befriend (or enslave) some humans instead of eating them you might get them to make some ridiculous accouterments for you... ;)


Oh, I missed the unchained variant automatic bonus progression, I thought you meant something else at first. Correcting.


Ugg, got sick over the weekend. Between that and last minute work stuff, I don't think I have time to create/play in another game. Have fun everybody!

The Exchange

Going to give it a shot...

4d6: 4d6 ⇒ (6, 3, 1, 6) = 16

4d6: 4d6 ⇒ (1, 2, 6, 5) = 14

4d6: 4d6 ⇒ (1, 5, 3, 2) = 11

4d6: 4d6 ⇒ (5, 1, 5, 1) = 12

4d6: 4d6 ⇒ (3, 1, 2, 3) = 9

4d6: 4d6 ⇒ (4, 3, 5, 6) = 18

15, 13, 10, 11, 8, 15.

Oooh looks interesting.


Snortsnout wrote:

Kleptomaniac and Master of Disguise Head.

All crunch done except for hp and wasn't sure about traits either. I'll work on a personality/appearance as well.

Oh, sorry I missed this earlier! You can take two traits, though, ah... you'll have to come up with your own excuse for how they fit into your background. :D

Also, the picture of your head disguising itself as a chimera's leonine head for some bizarre reason is now making me grin to myself.


Hello.

One more hydra head reporting in.

I rearranged the stats - added + 2 bonus and +1 from lv 4 to the results. Also requesting permission to retrain 5th level feat into a wild talent.

Kinetic Whip
I'll grow horns as my manifestation.

At 7 I'll probably dip 1 level in lorewarden to get all knowledge as class skills...

How much of WBL do we have?


No, sorry, I'm not going to allow re-training. Unless you go out there and enslave/befriend someone who will help you with it. Everything else looks good, though.

You have absolutely 0 wealth or equipment to start with (Spellbooks/formula books excepted--make up a good story for how you got it!). Well, I suppose if you took the Rich Parents trait you could have 900, but... you'd have to come up with a really crazy explanation for how you had the stuff and none of the other heads have taken it from you.

Oh, and if I hadn't made it clear before, feel free to specify the appearance of your head and neck. You can all be different colors and scale textures and shapes, just as long as you all have 15' reach and a bite attack.


Okie, np. Ill have a cool blue head, like my avatar that will grow lightning horns when I manifest kinetic whip :)

Hp: 5d8 + 10 ⇒ (3, 1, 4, 4, 4) + 10 = 26

First lv full Hp, FCB bonus too?

Also, do us heads get regeneration, and if we get lopped off and come back, we start at 1 hp?


Grassclaw - how are you qualifying for power attack with 7 str?


Added to sheet

Traits:::::
Magical Talent - 0th level SLA 1/day (arcane mark for drawing Hydra genitals on other head's foreheads)
Power of Suggestion - bluff to make observer believe item in possession is different item (ex glaive to quarterstaff)

Concept:::::
Gods once believed only the most slimy, scumbag, swindlers were human...then Snortsnout manifested. His only redeeming quality a knack for fashion, Snortsnout pilfers without shame. An air of sophistication follows this emaciated head, his eye for curios is without equal in the world of magical beasts. A single curved horn encircles his brow like a visor, hiding his gaze from discerning observers...

Also a question, I know you said no items, but could I have a worthless, non-magical ring stuck on one of my canines? Like perhaps it got stuck there before the tooth was fully developed, just as an extra appearance quirk.


Ziphora wrote:


First lv full Hp, FCB bonus too?

Yes and yes

Ziphora wrote:


Also, do us heads get regeneration, and if we get lopped off and come back, we start at 1 hp?

You don't have regeneration, but you do regrow after 1d4 minutes at full health. I guess I didn't make the full health part clear.

Snortsnout wrote:


Also a question, I know you said no items, but could I have a worthless, non-magical ring stuck on one of my canines? Like perhaps it got stuck there before the tooth was fully developed, just as an extra appearance quirk.

Sure, just explain how it ended up there and is still there.


Alrighty, finishing touches on Dru-head mechanically are done. Don't worry Tomorbataar, you can have Greater Magic Fang.

I'll add a bit for the back story and appearance after work tonight.


Snortsnout wrote:


Magical Talent - 0th level SLA 1/day (arcane mark for drawing Hydra genitals on other head's foreheads)

Ah, personal preference, could we avoid mention of genitalia and related subjects? Thank you.


Quote:
Thank you.

Certainly, can replace with some innocent name calling. And that leads to another question...languages?


As with many of your other skills and knowledges, you can know any language you feel like as your bonus languages from high intelligence. You were just born that way, as far as you remember. Why? Is that weird?


Greater Magic Fang? Sounds good to me.

I've updated my profile page to include traits and some background, which I'll probably add more to later.


Does automatic progression bonus for weapon attunement get overruled by greater magic fang? Both enhancement bonuses and a monks unarmed strike counts as both a natural and manufactured weapon for buff spells that affect it. Technically you could weapon attune your unarmed strike with Automatic Progression.


Ziphora wrote:
Does automatic progression bonus for weapon attunement get overruled by greater magic fang? Both enhancement bonuses and a monks unarmed strike counts as both a natural and manufactured weapon for buff spells that affect it. Technically you could weapon attune your unarmed strike with Automatic Progression.

Greater Magic Fang doesn't stack with an Amulet of Mighty Fists, so it won't stack with ABP. You'd get whichever is the largest bonus.


Just double-checking to make sure I haven't missed anyone, but I believe this is all of the completed submissions I have so far:

Grassclaw the Alchemist Head
Dru-Head the, well, Druid Head
SnortSnout the Kleptomaniac Head
Tomorbataar the Monk Head
Ziphora the Kineticist Head

There are several other heads-in-progress, as well, from what I can gather.

Remember, you have until the 20th to submit a head! I will not accept new submissions after that time. I think it will probably be Thursday the 23rd before I make my decision on who plays, however, so you have a little bit of wiggle room for making adjustments to your submission after the due date. Just make sure to draw my attention to them or I might miss them! If all goes well, we will then start playing on Friday the 24th of June.


It seems like this hydra could use a necromancy head. I think that'll be what I'll go with.

How would I handle material components that cannot be covered by eschew materials? I need onyx gems to create undead minions with.


Here is the start of Darthrancor's submission.


I see I've just been beaten to the punch.

How about a synthesist summoner hydra-head who envelops itself in just a bigger hydra head? Or a regular summoner who instead of summoning an individual eidolon summons an additional head onto the hydra.


Why stop there? Why not envelop itself in an entire second hydra? XD


so a full six headed hydra on a six-headed hydra. Sounds good, not sure if the class allows for that many head evolutions.


I don't recall. You probably won't have enough points for it at first, anyway. Just see how close you can get, and it should be ridiculous enough.


Well I can start with three heads. Now the question is, should I go with a regular summoner and make the eidolon three extra heads on the hydra, or a synthesist and make the eidolon an extra hydra replacing one head.

Both of these seem pretty neat.

The more I think about it making the eidolon an extra three heads on the hydra is better, it could could have its own opinion independent of the summoner, adding yet another dissenter (or three) to the group.


Here's a question, what size are we? Both each head individually and the hydra as a whole?

It's important for CMB/CMD, attack bonus and reach on our bites.


Your body as a whole is Huge, but you each count as Medium for purposes of AC, CMB/CMD, etc.


I may not be at full activity on 24th and for few days after since its my nephew's chalet-cum-birthday party.


Okay, so we're medium, but if like...uh...I was going to say enlarge person, but that probably wouldn't work. But let's say like...animal growth or...something else causes us to grow larger, do we then have 20 ft of reach?


That is an appropriately ridiculous image. :D And yes.


Not sure if animal growth would work, since its for animals, however if under house rules, its extended to magical beasts(which we technically are), then it works.

Oh, if you find me annoying, its working as intended, since I'm meant to be extremely noisy :)

Reach weapons - since they double your natural reach, so it becomes 15ft x2 = 30 ft?


This is Threeshades's head so far.

and This is his eidolon

My idea now is that when morheds summons his eidolon it manifests as three extra heads, and if that's okay with you GM, I would like to flavor it so that the Eidolon not being a real part of the hydra doesn't have a vote on where to go but it has a bit of control over the hydra tail and being able to make its tail slap (which comes from the base form) with the hydra's actual tail.


Large evolution can only be taken at summoner lv 8, even if you have evo points to do so.

*Sighs*


Ziphora wrote:


Reach weapons - since they double your natural reach, so it becomes 15ft x2 = 30 ft?

Correct, should you manage to get your teeth on one. :D

Morheds wrote:


I would like to flavor it so that the Eidolon not being a real part of the hydra doesn't have a vote on where to go but it has a bit of control over the hydra tail and being able to make its tail slap (which comes from the base form) with the hydra's actual tail.

That would be fine.

Ziphora wrote:


Large evolution can only be taken at summoner lv 8, even if you have evo points to do so.

Sadly, this is correct.

Ziphora wrote:
Not sure if animal growth would work, since its for animals, however if under house rules, its extended to magical beasts(which we technically are), then it works.

I think I'd allow a home-made "Enlarge Head" spell that's second-level for druids and wizards, that can only target hydra heads but is otherwise identical to Enlarge Person.


right I missed the requirements because they're buried somewhere in the middle of the description, then I'll just substitute it with a strength boost and some reach evolutions


The mistake people tend to make about reach evolutions is that it applies only to that 1 attack. I.e if you have 2 claws, uou take reach evo(claw), you have to choose which claw gets reach. And for evolutions, general rule is you can take them only ince unless the evolution stated it can be taken multiple times(I.e resistance evolution). Reach is under the general rule of evolutions.

I'm somewhat of a pocket summoner, since I play as a summoner when I test run PFS scenarios that I'm supposed to GM. Even though I've never rolled a summoner before. That being said, summoners are a fun class, even if my general preference is for casters that can cast the full 9 levels of spells.


Ziphora wrote:

And for evolutions, general rule is you can take them only ince unless the evolution stated it can be taken multiple times(I.e resistance evolution). Reach is under the general rule of evolutions.

Ugh you're right. This never occurred to me, it just seems so obvious that you could get this evolution multiple times to apply to a different attack each time.

My whole heidralon plan just isn't working out.

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