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.
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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

Oooh...hydra capes sound cool. Would have to make them short so that they don't drag on the ground and get dirty, but other than that...hydra capes. What about like one big cape that goes around the whole body?


Battle Board Area Maps Hydra Deity Level 20 All Classes

You'll just have to go somewhere you could get someone to make you one. :D


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 like a plan to me, but it must be black, on account of black is the best color.


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 |

There's no accounting for taste. Sky Blue! Matches the colour of my head!


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

https://www.youtube.com/watch?v=a7skttR3P5g


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Battle Board Area Maps Hydra Deity Level 20 All Classes

Due to the holiday today, I'll be waiting until Saturday to advance things. Happy Thanksgiving all!


Battle Board Area Maps Hydra Deity Level 20 All Classes

As a, ahem, heads up, you'll be gaining a level soon. However, in addition to the normal level-up gains, you'll also be getting an extra 'mutant hydra growth' bonus. As usual, this is something you get to vote on, so here are your options:

Sheer size (strength)
Toughness
Longer Legs
New Head
Head mutation -- basically, you'll give me permission to come up with something crazy for each individual head. No promise it will be useful.
Body mutation -- likewise, but for your body instead of the heads.
Other (suggest an option)

In the case of a tie vote, I will randomly pick from the top options.

Go ahead and start voting now, but you may want to put off leveling up for just a little longer.


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:
As a, ahem, heads up, you'll be gaining a level soon.

I feel Beachhead really deserves this. In the one month and four days he's really done a lot of hydraing that's been really beneficial, maybe.

Quote:

However, in addition to the normal level-up gains, you'll also be getting an extra 'mutant hydra growth' bonus. As usual, this is something you get to vote on, so here are your options:

Sheer size (strength)
Toughness
Longer Legs
New Head
Head mutation -- basically, you'll give me permission to come up with something crazy for each individual head. No promise it will be useful.
Body mutation -- likewise, but for your body instead of the heads.
Other (suggest an option)

Definitely a head mutation. But I'd also be okay with a body mutation.


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'd really like some toughness...I rolled not great stats and I didn't want to play a simpleton, so I ended up with a 10 in constitution when one of the things I do is take hits for people. My AC is also not good, although that's mostly because I'm not wearing any armor, which will hopefully change when we eventually get back to the humans.

I suppose I'd be mostly okay with a head mutation as well, as long as they're cool, which I'm sure they will 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 open to it, I'd like to get an SLA at will prestidigitation, just to keep Tom happy so he doesn't have to keep giving himself baths, and us as well at the same time.

Its also great for scrawling charcoal words, sleepyhead, on Hydraheads who don't wake up on time in the morning.


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
Ziphora wrote:

If you're open to it, I'd like to get an SLA at will prestidigitation, just to keep Tom happy so he doesn't have to keep giving himself baths, and us as well at the same time.

Its also great for scrawling charcoal words, sleepyhead, on Hydraheads who don't wake up on time in the morning.

This sounds way too convenient.

As such, I vote for body mutation: At-will SLA: Fireball no HD cap, centered on self.


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 think I'm trying to game the system, then its fairly simple. I'll just take a bard level when I level up(it'll do my knowledge checks good), and none of the mutations will really interest me much. Pick one, pick any.

Other was left open to suggestion. So I suggested.


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

Wut? I was making a joke. I hope you don't also think my suggestion of making us explode at-will was also serious.


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. I apologise for my overreaction. I thought you were being sarcastic and trying to chide me for power gaming.

If it helps, I've been accused of that several times before(or cheesing too much) and I'm not in the best of moods today(probably something I ate).

In all honesty, I do optimise, since character building is an art, but I don't find that I've gone over the top. Again, who ever does.


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

Is cool. I can tell you aren't power gaming. Reason 1. you choose Kineticist. Reason 2. You also didn't ask for Pants.


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 |

Thats funny. But honestly I'd rather have a sock. You know the stuff you snip the toes off so you can pull over the head? Then I'd be wearing a half sock!

They might even come in hoodies. Can you imagine a hydra hoodie?


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

Wow...there's a pants spell. How cool.

I think...I'm changing my vote to at will explosions.

No, wait, I've thought about it more. That'd be unhelpful. Carry on then.


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 vote for head/body power, or failing all else at-will explosions could be cool too!


Battle Board Area Maps Hydra Deity Level 20 All Classes

Okay, I believe the votes thus far are:

Beachhead: Head or body mutation, head preference
Tomorbataar: Toughness or head mutation, toughness preference
Ziphora: Suggested a head mutation
Dru-Head: I don't know if you're voting for a body mutation and being facetious with the suggestion, or if you haven't voted at all.
Hungry: Head or body mutation

So, we're missing Hothead, but it looks like head mutation is the most popular choice thus far. Assuming no one changes their vote before you gain a level, and that Hothead doesn't vote for a body mutation (the runner-up), that's what we'll go with.

You're really trusting me to come up with something interesting. Hopefully I won't disappoint. I do have some ideas, though...


??? 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:

Hey guys, sorry for disappearing. :( I was stuck with a ton of studying and deadlines. Will hopefully be done with them in a few days.

Also, I'll be voting for longer legs just to be unique. :P


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Battle Board Area Maps Hydra Deity Level 20 All Classes

Yeah, it is that time of year, isn't it?

/me is very glad to have finished his Master's Degree in May

I guess it's going to be head mutations, so I'd better get on designing those...


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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 |

You asked, oh great GM ;)


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Battle Board Area Maps Hydra Deity Level 20 All Classes

And now I'm grinning, so I think I'm glad I asked. :D


Battle Board Area Maps Hydra Deity Level 20 All Classes

I thought you might be getting a little tired of just going from one "kill something for a meal" quest to another, so here's a chance to chose something else!

There is something I want to discuss, though--what are you going to do about flying enemies? In the module I'm (very) loosely basing this off of, the next section has a number of flying enemies. The problem as I see it is that it would exacerbate the problem we already have with the heads with ranged attacks killing half of the enemies before the melee heads have a chance to do anything, by making it so *only* the ranged heads could do anything. So here are some thoughts on what we could do:

* Just run it as-is and have you deal with flying enemies from the ground. This sounds painful and unsatisfying to me, but if you really like being stuck in situations you're not suited for...

* Replace the flying enemies with ground-based threats. This kind of messes with one event in the module, but... I'm already changing half of them anyway, so it wouldn't be a big deal. But never having a flying threat in a fantasy world would seem odd.

* Hungry could learn to cast Fly. I don't remember if it's one of his opposition schools, so I don't know if this is possible or not.

* I could rule that when Dru-Head wild shapes into something that flies, your body gets wings. This is probably my favorite option just because my mental image for it makes me laugh, but I don't know if it's the best option.

So, thoughts? Other options? Opinions on these options?

Also, go ahead and gain a level. It's evening, and I generally say level-ups happen overnight, so by the time everyone's done leveling up it will probably be tomorrow in-game.


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

You could house rule something like "mobility effects of transmutation spells and spell-like abilities affect the entire hydra." Fly and polymorph are both from the transmutation school, and this house rule could potentially spread out the burden of being the hydra's magical mount to any head that has an ability along those lines.

Or you could give us all prehensile tongues with a 50 foot reach. That seems reasonable.


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

Transmutation isn't one of my forbidden schools so I can learn it. I'm fine with learning it, my only real concern is that I only have 1 4th level spell at my disposal (and sets back getting Animate Dead ;~;) but I can work around this.


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 |

Fly is level 3.

*shakes head and sighs...*

Airwalk is a thing, but will do jack if the flier in question has a 200 fly speed(yes it happens). I'll see if any of my blasts can entangle creatures like tanglefoot bags but not too likely thats the case.


??? 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:

Actually, the Flame mystery has a revelation that gives wings for minute/level each day. (don't need to be consecutive) I could take that and save Hungry a spell slot. It's pretty much the best revelation for me this level anyway. :D


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 gives yourself wings. Can't be shared at all. Air kineticist also has a chain that lets you fly(self only), but since we're all stuck 15 ft from our body, I didn't bother about it.


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 |

There is, but I need 2 strikes at 30 ft, and there's a save to negate.

Entangling infusion

Element(s) earth or water; Type substance infusion; Level 2; Burn 2
Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm
Saving Throw Reflex negates

Your kinetic blast surrounds your foes in elemental matter.

Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0).

If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Unfortunately since I didn't build for it, I can't take it at level 7.


??? 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:
Ziphora wrote:
It gives yourself wings. Can't be shared at all. Air kineticist also has a chain that lets you fly(self only), but since we're all stuck 15 ft from our body, I didn't bother about it.

Eh, if the Fly spell would work I see no reason why it would not, since Fly also only works on one creature at a time.


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 |

Fly can be casted on others. Revelations/wild talents are self only.

Wings of Fire (Su): As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1 minute increments. You must be at least 7th level before selecting this revelation.

Wings of air:

Element(s) air; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) air cushion or air's leap the air bends to your will, allowing you to soar to great heights.

You are constantly under the effects of fly. If this effect is dispelled, You can call it forth again as a standard action.

Fly spell:

Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

Its not self only.


Battle Board Area Maps Hydra Deity Level 20 All Classes

I'd permit the 'you' for Fly revelations/abilities to be 'your hydra body', since 1) Otherwise those are useless and 2) I want to solve this problem. Also 3) It amuses me. So either of those would be viable solutions.


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

Fly isn't on the druid list. Sure, that makes sense. Go ahead and give it to the bloodrager.

I vote the wildshape option. Mostly so I can do something worthwhile with Wildshape besides pounce kitty. I cant use Earth elemental to scout, or Air, but I could at least Fly me to the Moon.

It's funny, I was thinking about asking to have my head mutation be this exact thing, but I figured it would be more of a body thing.


??? 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:
GM_of_the_Heads wrote:
I'd permit the 'you' for Fly revelations/abilities to be 'your hydra body', since 1) Otherwise those are useless and 2) I want to solve this problem. Also 3) It amuses me. So either of those would be viable solutions.

Thanks, the Flame mystery is pretty short on anything that isn't "Burn Everything" as is. <.<


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 have a question about my character. I'm thinking about taking a few levels in Ranger or Slayer and am wondering if you would be willing to let me two weapon fight. As it stands I think it'd be reasonable, as a human monk can two weapon fight with just one hand, but I'd like to make sure. I'm also not certain that'd even be a worthwhile investment damage wise, but I've not really looked into that just yet.


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. I thought you were a brawler and could FOB with your head.


Battle Board Area Maps Hydra Deity Level 20 All Classes

Hmmm... that's right, Master of Many Styles trades away Flurry of Blows. Hmmm... I'll give it some thought. I'm inclined to allow it, but I don't want it to feel like suddenly all of the melee heads have to have it to keep up. So I'll have to mull it over a bit.

(Ironically, you could take a level of Brawler to get Flurry of Blows...)


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 |

Brawlers flurry only comes at level 2, I think.


Battle Board Area Maps Hydra Deity Level 20 All Classes

Ah, you're right.

Oh, by the way, there's no reason you can't do all three of these 'side quests', though there might be interruptions.


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

Brawler's flurry and access to the Ranger combat styles both come only at level two in their respective classes, I was planning ahead. I did a bunch of number crunching and determined that, in fact, twf would increase my damage output. If you're worried about the power level, I can send you some average damages with and without twf against various armor classes.

In the meantime, however, I think I'm going to take Slayer. I don't know how long the campaign is going to go, but I'd like to avoid Ranger because

1. In another campaign I'm playing a straight Ranger
2. I don't want Tomorbataar to cast spells, and I don't think the archetypes which trade them away give adequate compensation
3. I want to avoid the animal companion

I also don't want to take Brawler. I'm trying to avoid that class since I want to prove to myself it's not necissary. I like the old monk. It'd be really good to be able to substitute trip attempts for attacks in a full attack at will, though.


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 |

Technically whats wrong with Two weapon fighting with unarmed strike? Its a light weapon...

And Master of many styles gives you improved unarmed strike.

I actually did that with a wilowisp unchained rogue with a monk dip. Rogue finesse on unarmed strike. I thought the visual was funny as hell as a tiny little ball of light beats the living daylights out of you.

You can't twf using your bite though.


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 just have one limb, and I don't actually have the flurry class feature. The FAQ, which I linked below, tells us that a monk can use just one limb to flurry, but it doesn't say anything about using just one limb for a monk who's traded away their ability to flurry, like a Master of many Styles does. So technically I think that I can't actually twf with just one limb.

I'm now imagining a hydra headbutting something and then, using the same head, hitting the same thing with part of the neck. I'm not sure it would be the most effective combat style.

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9pyx


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 |

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

http://paizo.com/threads/rzs2qc8y?Unarmed-Attacks-Vs-Unarmed-Strikes#1

Also see theses...no rules saying your unarmed strikes can't be headbutts...it doesn't matter if you have flurry or not.

Unarmed Attacks

Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon...


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've been thinking about what to do with my feat for leveling up. I could just take Dragon Ferocity to boost my damage output slightly, but I'm wondering if we couldn't do better.

We all get a feat just for becoming seventh level, and some of us could take teamwork feats. Broken Wing Gambit could be quite good, and combined with Archon Style could force enemies to take AoOs no matter who they attack. There are also a number of reasonable feats which make flanking more attractive, although those are less good.

So, what do we think?


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 that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

We'd all have to take that feat I think.

I was thinking of doing Extra wild talent, for elemental whispers to get a dove familiar ;) Just use the stats of a thrush, GM.

Because, "Let there be peace on earth" Is best done with a dove and an olive branch.

I'm melee half the time so I'm not sure if I want to invest into a teamwork feat(Kinetic blade cannot be used for AOOs since it dissappears too fast, so the only AOO action I could take that might be useful would be trip)...besides if I don't want to melee I can always spend my round hasting you guys, which everyone loves.

I'm deliberately not optimizing, as I said since we already get all kinds of cool perks.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

After mulling it over, I'll go ahead and allow you to use Two-Weapon Fighting with your unarmed strike.

I find the idea of Ziphora with a dove on her head amusing. :D


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 |

Full details:

You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.

And of course...if someone actually harms her little imaginary friend, Ziphora will get enraged and lightning bolts will fly...


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've been looking into Dragon Ferocity, apparently there's a debate over whether it works with power attack to provide a -1/+3 ratio on attacks. I was under the impression that it didn't work because of the wording of the addition of the half strength bonus from Dragon Ferocity, but I think that the wording may have changed or something, because it looks like I maybe do get the good power attack ratio.

I don't think I really would need that to output a good amount of damage, but I'm interested to know what you think.

For reference:
http://www.d20pfsrd.com/feats/combat-feats/dragon-ferocity-combat

http://www.d20pfsrd.com/feats/combat-feats/dragon-style-combat

http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final


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 |

Power attack will not give -1/+3 for unarmed strike. Unarmed strike, to begin with, is not a natural weapon. It is only treated both as a natural weapon and manufactured weapon for the purposes of determining which buffs affect it(if you be monk).

Making an attack with a one handed weapon two handed does not apply to unarmed strike.

Dragon ferocity only works for unarmed strike.

Unarmed strike is actually a manufactured light weapon

Mind you I generally don't like to get into melee feat rule debates to begin with, because I'm a caster at heart...

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