
GM_of_the_Heads |

Every now and again, a hydra loses a head. Usually this is no cause for concern, but in the case of one very unusual hydra, that sometimes means a head with a whole new personality grows in. This is such a case.
The long and the short of it is, one of the players in my hydra campaign has to bow out, so we have an opening for a new head! Requirements for building a head can be found in the old recruitment thread, with further information in the Campaign Info tab. Your head will sprout out with his or her full faculties, utterly convinced you've been here all along even though you can't remember a thing you were just doing.
Those whose heads didn't make the cut first time are welcome to re-submit! If you have any questions, don't hesitate to ask.

thunderbeard |

Yusssss...
Hmm, I'm going to see if I can play a head that can turn incorporeal somehow... bbl with some shenanigans.
EDIT: How do you feel about templates? Like, say, a Ghost (CR +2) head haunting the other heads who let him die? Since ghosts can never actually leave the thing they're haunting... this would be mostly for the humor and cool ghost abilities.

thunderbeard |

Oh, and let's roll this.
4d6 ⇒ (2, 3, 5, 1) = 11 10
4d6 ⇒ (3, 3, 6, 6) = 18 15
4d6 ⇒ (3, 6, 5, 4) = 18 15
4d6 ⇒ (2, 4, 4, 4) = 14 12
4d6 ⇒ (2, 6, 1, 2) = 11 10
4d6 ⇒ (5, 6, 4, 2) = 17 15
Well, that's certainly an interesting set. Potentially a formless adept psychic, or some sort of spooky ghost head.

Andostre |

Your head will sprout out with his or her full faculties, utterly convinced you've been here all along even though you can't remember a thing you were just doing.
You may not be aware of this, but Beachhead the deadly ninja head actually has been there all along. He's really good at hiding. Just FYI.
4d6 ⇒ (2, 4, 2, 6) = 14 12
4d6 ⇒ (4, 6, 3, 5) = 18 15
4d6 ⇒ (4, 1, 4, 1) = 10 9
4d6 ⇒ (5, 2, 2, 2) = 11 9
4d6 ⇒ (1, 1, 3, 4) = 9 8
4d6 ⇒ (4, 1, 6, 5) = 16 15
Ha ha! Oh, man, that's terrible! That's a 12 point buy!
Anyway, I'll get to work on this deadliest of assassins ASAP.

Andostre |

Apologies, I'd forgotten I hadn't replied to this. One of the rulings that got buried in the old recruitment thread was that, if you had no rolls that were at least 16, you could bump up one of your highest rolls to be a 16. So that will help you a little bit there.
No worries. I read through the thread and saw that. I also saw that you later decided to add Traits, so I've also grabbed a couple of those.
I've completed Beachhead except for the Personality/Description section, which I hope to finish tonight. I'll let you know when he's finally done, of course.

EmissaryOfTheNorth |

First thing first... would you allow the head to "wield" a sword if I have a nice scabbardscarf to keep it stored?
I ask because I may or may not be thinking about playing Sir Hydr Alisk, paladin of ManyHead Honcho god of Multiheaded Justice and Goodness.
Anyway, time to roll some stats!
Stat: 4d6 ⇒ (5, 2, 5, 6) = 18 -2 = 16
Stat: 4d6 ⇒ (2, 5, 6, 3) = 16 -2 = 14
Stat: 4d6 ⇒ (4, 1, 1, 3) = 9 -1 = 8
Stat: 4d6 ⇒ (4, 4, 5, 2) = 15 -2 = 13
Stat: 4d6 ⇒ (2, 4, 3, 2) = 11 -2 = 9
Stat: 4d6 ⇒ (5, 1, 6, 3) = 15 -1 = 14
Okey, this is actually pretty workable with built-in INT and WIS dumpstats for extra righteousness and naivity... naivety? How the hell is that word written?
Oh, and in case you are crazy enough to consider my proposition of sword using Hydra head I may even suggest a pun named feat as a "penalty" to be able: Handy Head.
P.s.- is anybody is wondering "but Emissary, where was the sword stored when Sir Hydr Alisk sprouted?". Well, he ate it before that. Next question.

Blockheadd |

Ohh! Ohh! Can I apply? No? Why not? So what if I am already in, what does that have to... Oh fine :(
P.s.- is anybody is wondering "but Emissary, where was the sword stored when Sir Hydr Alisk sprouted?". Well, he ate it before that. Next question.
Someone else tried to start with a sword before, and this was the general response.
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.
wrote:I also have a few questions: Are we unable to use weapons?I suppose you could try to hold a weapon in your mouth and swing it around. You wouldn't start with one, and you'd take a -4 penalty unless you can get a weapon made for a hydra somehow, but you could use it.
However, he was willing to work with a gunslinger who had his gun stuck in his throat... >_>
Everyone:
The player that has left was a Summoner whos Eidolon was More Heads. A good entry hook might be that one of the Eidolon heads develops a personality, and becomes its own entity we WILL bite the upstart head off. On principle. As an example. Of course...
Also, done forget the free +2 bonus to one ability and the +5 Natural Armor :)
Edit: just found this :)
wrote:How do unarmed strikes work?Well, you could always beat things to death by repeatedly bashing your head into them. It's not like your brain is in there, after all.
Its a good thing I never listened to this advice @_@

Old Mammoth |
I read through this whole thing so far, and it looks way too fun not to give it a shot.
4d6 ⇒ (3, 6, 2, 6) = 17 - 2 = 15
4d6 ⇒ (1, 4, 2, 5) = 12 - 1 = 11
4d6 ⇒ (1, 5, 1, 1) = 8 - 1 = 7
4d6 ⇒ (4, 5, 4, 2) = 15 - 2 = 13
4d6 ⇒ (1, 5, 6, 6) = 18 - 1 = 17
4d6 ⇒ (3, 5, 1, 5) = 14 - 1 = 13
I got really excited for a second until I remembered to drop the lowest roll. :D Oh well, it's still pretty good. I'll see what I can come up with.

Almonihah |

Hmm, had very little internet access this week. Deadline for creation?
I'd like to get it done before the hydra goes to sleep for the night, which I'm guessing will be soon. However, if I know you're going to be submitting sometime early next week, I'm willing to extend it out.
Grassclaw, now that the hydra has a humanoid minion, would you mind switching to an archetype without the homunculous? You won't need him for carrying things any more, and I'd prefer to keep the focus on the hydra instead of on pets.

Old Mammoth |
HP: 6d8 + 5 ⇒ (8, 3, 7, 7, 3, 5) + 5 = 38
Say hi to Hothead, the Flame Oracle Hydrahead who really hates fire!
Hothead
Hydrahead (Flame Oracle 6)
N Medium Magical Beast Init +7 Senses: Perception -2, low-light vision, darkvision 60 ft
-Defense-
AC 20, Touch 14 FF 17 (+1 armor, +1 deflection, +3 Dex, +5 Natural)
HP38 (6d8+5)
Fort +4, Ref +8, Will +4;
Immune cold;
Weaknesses vulnerability to fire;
Special Defenses uncanny dodge
-Offense-
Speed Depends on body.
Melee bite +5 (1d8+1)
Ranged unsubstantiated threats +7 (0)
Special Attacks Breath Attack (3d6 cold, Ref 14 for half)
Oracle Spells Known (CL 6th; concentration +11)
3rd (4/day, DC 18) - cure serious wounds, deeper darkness, fireball
2nd (6/day, DC 17) - cure moderate wounds, ironskin, resist energy, silence
1st (8/day, DC 16) - burning hands, command, doom, cure light wounds, sanctuary, shadow trap,
0th (at will, DC 15) - create water, detect magic, detect poison, enchanced diplomacy, guidance, purify food and drink, stabilize
-Statistics-
Str 11, Dex 17, Con 13, Int 13, Wis 7, Cha 20
BaB +4, CMB +4, CMD +7
-Feats-
(racial bonus) Cyrohead You are immune to cold, take 50% extra damage from fire, and have a breath weapon. This breath weapon is a 15-foot cone (starting from any point within your reach) that deals 3d6 points of cold damage (Reflex 10 + 1/2 level + Con modifier for half). It is usable once every 1d4 rounds.
(1st) Spell Penetration You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
(3rd) Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
(5th) Focused Spell (Metamagic) When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature’s saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell.
-Traits-
Magical Lineage (fireball)
Ambitious You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.
-Revelations-
(1st) Gaze of Flames (Su) 6 rounds/day You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally.
(3rd) Fire Breath(Su) 2/day As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage.
-Skills-
FCB to skill points every level
skill = points + ability + misc
Diplomacy = 6 + 5 + 3 = 14
Knowledge (history) = 1 + 1 + 3 = 5
Knowledge (planes) = 3 + 1 + 3 = 7
Knowledge (religion) = 3 + 1 + 3 = 7
Linguistics = 5 + 1 + 0 = 6
Intimidate = 6 + 5 + 3 = 14
Perform (Sing) = 6 + 5 + 3 = 14
Spellcraft = 6 + 1 + 3 = 10
Languages: Common, Aquan, Ignan, Abyssal, Celestial, Infernal, Draconic
-Other Stuff-
Automatic Bonus Progression: Resistance + 1, Armor (scales) & Weapon (bite) attunement +1, Deflection +1, Mental prowess (Cha) +2
Oracle's Curse (Powerless Prophecy) Can't act on surprise rounds, staggered the first round if there's no surprise round.
Sometimes, for whatever reason, the gods feel like granting a puny mortal the amazing power to engulf everything around them in an inferno of divine fire in exchange of having to deal with a tiny little curse. Most of the aforementioned puny mortals find the deal pretty neat. Hothead, on the other hand, doesn't. Being a Cyrolisk, he's extremely afraid of fire, and for a good reason. Most people merely burn if they happen to be a bit too close to a flame. Hothead? He melts. Needless to say, he doesn't feel very positive about either his powers or the gods who saddled him with them.
Given that his most effective ways of dealing violent death are also disproportionally dangerous to himself, Hothead greatly prefers defusing volatile situations with his silver tongue over resorting to violence. He's generally an even-keeled person (Hydra? Head? Magical beast?), if a little bit inattentive. This changes when confronted with his greatest fear, fire, which can turn him into anything between a whimpering wreck of a head and a raging beast.
I'll make an alias and copy the stuff there if selected. Good luck to all who applied! :)

Blockheadd |

Uh oh :)
We may or may not have had a Head that at one point burnt the rest of us with a fireball... I was on the "Face-half-Burnt" side of things :p (so it wasnt me ^_^) You have been warned >:)
Still, I like the idea of the Cryo-Head with flame abilities :)
The Cyro/Pyro feats are really neat, and if we ever level I could see Blockhead getting a head cold that never ends. It would be funny ^_^

Blockheadd |
2 people marked this as a favorite. |

Blockheadd wrote:Hey, not my fault if people neglet their Reflex saves. :DUh oh :)
We may or may not have had a Head that at one point burnt the rest of us with a fireball... I was on the "Face-half-Burnt" side of things :p (so it wasnt me ^_^) You have been warned >:)
Very good answer! Its always the victims fault!
I mean, why were we even there in the first place??? We could have been floating ANYWHERE else and we would have been FINE!
Old Mammoth |
1 person marked this as a favorite. |
Old Mammoth wrote:Blockheadd wrote:Hey, not my fault if people neglet their Reflex saves. :DUh oh :)
We may or may not have had a Head that at one point burnt the rest of us with a fireball... I was on the "Face-half-Burnt" side of things :p (so it wasnt me ^_^) You have been warned >:)
Very good answer! Its always the victims fault!
I mean, why were we even there in the first place??? We could have been floating ANYWHERE else and we would have been FINE!
If you can't detach your head from the rest of your body at will you are simply not trying hard enough.