Darthrancor |
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
GM_of_the_Heads |
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)
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?
Tomorbataar |
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:
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
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 Smashomancer |
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.
GM_of_the_Heads |
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.
Ziphora |
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?
GM_of_the_Heads |
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.
Reuleaux |
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.
GM_of_the_Heads |
First lv full Hp, FCB bonus too?
Yes and yes
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.
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.
Ziphora |
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.
GM_of_the_Heads |
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.
GM_of_the_Heads |
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.
Threeshades |
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.
Ziphora |
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?
Morheds |
This is Threeshades's head so far.
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.
GM_of_the_Heads |
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
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.
Large evolution can only be taken at summoner lv 8, even if you have evo points to do so.
Sadly, this is correct.
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.
Ziphora |
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.
Threeshades |
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.