Six Heads of Mayhem--The Hydra Campaign Recruitment


Recruitment

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You've always been an unusual hydra. Well, at least you think so. And you think your other heads think so, though you've never asked. At least, when you ran into that other hydra in the swamp, it didn't really seem much like you. It didn't talk, for one thing. It did taste good, though.

But swamps get boring after a while, and you're convinced there must be something more interesting out there somewhere. And so, after considerable debate, you've walked out of the swamp. After wandering around for a while in a drier forest, you can hear some odd sounds in the distance. In fact... you think they're voices!

This is going to be a fairly light-hearted campaign, where each player plays an individual head on a very unusual hydra. I'm expecting lots of arguing heads, quite a bit of you being thrown into situations you're entirely unsuited for, and probably quite a bit of you getting lopped off only to grow back later. I've got the rules for making your character over in the Campaign Info, so please take a look there.

I'm looking for six heads to graft onto this beast, but given the interest I've already gotten I think I'll get a lot more submissions. Top picks will be heads that sound like they'll clash with one another entertainingly while still being able to get something done eventually.

I don't expect this to be a particularly long campaign, but I'll run it as long as people are interested in it. It's quite possible we'll cycle through some heads, so if you don't get picked initially, keep an eye out for slots later.

This is my first time running a PbP campaign with complete strangers, so I apologize if I'm missing something. Please ask any questions you'll have and I'll make something up off the top of my head that sounds good.

I'm debating on whether or not to use maps for battles. I'll probably just use a Google Doc.


Most definitely interested. Not sure where I'll be going with this.


Dotting. I think I want to try a druid with these rules. I like the idea of a snake familiar. More serpent heads!

Stat: 4d6 ⇒ (2, 3, 1, 6) = 12

Stat: 4d6 ⇒ (4, 3, 1, 3) = 11

Stat: 4d6 ⇒ (1, 3, 1, 1) = 6

Stat: 4d6 ⇒ (4, 1, 4, 1) = 10

Stat: 4d6 ⇒ (6, 1, 5, 2) = 14

Stat: 4d6 ⇒ (3, 6, 2, 6) = 17


Rolling. Planning on making a bard head with a jaw harp. His name may or may not be Herschel.

Stat:: 4d6 ⇒ (2, 6, 1, 2) = 11

Stat:: 4d6 ⇒ (5, 1, 4, 4) = 14

Stat:: 4d6 ⇒ (4, 5, 4, 3) = 16

Stat:: 4d6 ⇒ (1, 1, 6, 4) = 12

Stat:: 4d6 ⇒ (2, 1, 2, 4) = 9

Stat:: 4d6 ⇒ (3, 6, 3, 3) = 15


4d6 ⇒ (4, 4, 5, 5) = 18 - 4 = 14
4d6 ⇒ (4, 6, 4, 5) = 19 - 4 = 15
4d6 ⇒ (1, 3, 6, 4) = 14 - 1 = 13
4d6 ⇒ (2, 1, 3, 5) = 11 - 1 = 10
4d6 ⇒ (4, 5, 2, 4) = 15 - 2 = 13
4d6 ⇒ (6, 5, 4, 3) = 18 - 3 = 15

Character Premise:

STR - 10
DEX - 15
CON - 13
INT - 14
WIS - 13
CHA - 15 + 2 Racial + 1 Level 4th = 18

Thinking of Oracle 1 / Bard 5. Oracle curse will be Melancholy. Mystery will be perhaps Dark Tapestry or Bones.

The character would be something between Marvin the Paranoid Android and a goth teenager. Basically "inspiring" others by reading them really bad poetry, and otherwise just being hilariously unpleasant.


4d6 ⇒ (1, 5, 1, 4) = 11 = 10
4d6 ⇒ (6, 1, 1, 4) = 12 = 11
4d6 ⇒ (6, 4, 2, 6) = 18 = 16
4d6 ⇒ (1, 2, 6, 4) = 13 = 12
4d6 ⇒ (3, 4, 1, 6) = 14 = 13
4d6 ⇒ (1, 4, 4, 1) = 10 = 9

Kleptomaniac head, rogue (cutpurse). Changing 'Sleight of Hand' to 'Sleight of Mouth'.


So, like I said in the interest check, not interested in playing this because I don't think I'd be able to do it justice, but I will be watching and laughing along.

Hail Hydra.

Silver Crusade

I've got a ranger concept. Give me a bit to put it together

4d6 ⇒ (6, 1, 1, 4) = 12-1 = 11
4d6 ⇒ (4, 2, 4, 1) = 11-1 = 10
4d6 ⇒ (4, 4, 5, 1) = 14-1 = 13
4d6 ⇒ (2, 4, 6, 6) = 18-2 = 16
4d6 ⇒ (5, 3, 2, 5) = 15-2 = 13
4d6 ⇒ (6, 3, 1, 6) = 16-1 = 15


Sounds interesting! I guess that if I play this, I am going to have to go as Hydra Bob :)
Alright. I am defiantly thinking of creating a wizard, the first thing I am trying to decide if I need to take a level of sorcerer first to get some very crucial spells without a spellbook (like mage hand cause, you know, no hands) or if I can achieve it with a spell mastery feat or two.

... or... try and create up something that makes use of your swift regrowth feat...
Back to the drawing board!
4d6 - 2 ⇒ (3, 5, 3, 2) - 2 = 11
4d6 - 1 ⇒ (4, 1, 3, 6) - 1 = 13
4d6 - 3 ⇒ (1, 6, 3, 6) - 3 = 13
4d6 - 3 ⇒ (4, 6, 3, 5) - 3 = 15
4d6 - 3 ⇒ (3, 3, 5, 6) - 3 = 14
4d6 - 1 ⇒ (1, 3, 3, 6) - 1 = 12
Uggg.... Not really good wizard stats :p
I hope you arnt expecting anything too strong ^_^


Honestly, I'm expecting you to be simultaneously hilariously inept and terrifyingly dangerous. Inept because you have six bickering heads that may be working at cross-purposes and are using classes meant for arms... terrifying because you're nearly unkillable and you have six heads full of very sharp teeth.

That said, all low stats is kind of boring, so I'll say that if you have no rolls of 16 or above, you can raise one of your highest rolls to a 16.


4d6: 4d6 ⇒ (3, 6, 6, 4) = 19 16
4d6: 4d6 ⇒ (5, 1, 4, 3) = 13 12
4d6: 4d6 ⇒ (2, 2, 2, 3) = 9 7
4d6: 4d6 ⇒ (2, 1, 6, 3) = 12 11
4d6: 4d6 ⇒ (1, 3, 1, 1) = 6 5
4d6: 4d6 ⇒ (1, 4, 6, 5) = 16 15
Alchemist(homunculist). The intelligent but weak kid. Who's also a cry baby. His only friend is his companion, who doesn't like him.
Can alchemists also have a summon/dismiss formulae book cantrip?


legoguy4492 wrote:


Can alchemists also have a summon/dismiss formulae book cantrip?

Edited it into the campaign description. I'd be interested in how you're going to mix and carry your extracts and such. I'm sure it'll be a fun description to read.


Green Smashomancer wrote:

Dotting. I think I want to try a druid with these rules. I like the idea of a snake familiar. More serpent heads!

I'm debating which way of interpreting Wild Shape would be more ridiculous. I'm leaning towards either "Your entire body and your head changes, but the other heads are unchanged" or "Your head becomes the forequarters of the animal you chose".


I'll do the Promethean alchemist. It gets a cool humanoid homunculus.


Gonna start putting my dru-head together tonight after work. I might just throw that 5 I got in Int and roleplay the stat dump hard. I've actually wanted to make a character like that for a while.


4d6 ⇒ (2, 3, 6, 6) = 17 15
4d6 ⇒ (1, 4, 5, 3) = 13 10
4d6 ⇒ (2, 2, 4, 2) = 10 8
4d6 ⇒ (1, 1, 3, 1) = 6 5
4d6 ⇒ (5, 5, 5, 1) = 16 15
4d6 ⇒ (6, 4, 1, 6) = 17 16

Not bad, not bad at all.


Green Smashomancer wrote:
Gonna start putting my dru-head together tonight after work. I might just throw that 5 I got in Int and roleplay the stat dump hard. I've actually wanted to make a character like that for a while.

You'll still be smarter than the av-er-age hydra!


Interesting, let's roll up stats and see what happens.

Stat: 4d6 ⇒ (2, 1, 5, 1) = 9 8
Stat: 4d6 ⇒ (3, 1, 1, 2) = 7 6
Stat: 4d6 ⇒ (2, 2, 5, 4) = 13 11
Stat: 4d6 ⇒ (1, 4, 2, 3) = 10 9
Stat: 4d6 ⇒ (5, 1, 5, 1) = 12 11>>16
Stat: 4d6 ⇒ (5, 1, 3, 2) = 11 10

I also have a few questions: Are we unable to use weapons? Can heads flank with one another? Can we swim? Overrun things? How will martial classes keep up with magical ones without iterative attacks? How do unarmed strikes work? Not that any of these are particularly important, since this looks fun based on other things, like six heads arguing in the middle of combat, or one head constantly getting into trouble.

Hmm...not great stats...I was thinking of making a monk, but maybe not...we'll see.


Nergüi the Wanderer wrote:

Interesting, let's roll up stats and see what happens.

[dice=Stat]4d6 8
[dice=Stat]4d6 6
[dice=Stat]4d6 11
[dice=Stat]4d6 9
[dice=Stat]4d6 11>>16
[dice=Stat]4d6 10

Ouch! No scores with a positive modifier before the boost? I think I'll let you re-roll that.

Nergüi the Wanderer 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.

Nergüi the Wanderer wrote:

Can heads flank with one another?

Good question... I hadn't been planning on keeping track of the 'position' of a head on the map, which would make that fairly difficult. However, I don't want to completely deny flanking, so... how about, whenever you attack an enemy that has been attacked by at least two other heads this round, you count as flanking it? It's a bit weird of a hack, but I think an enemy would be sufficiently distracted by the first two heads to have trouble defending against a third.

Nergüi the Wanderer wrote:
Can we swim? Overrun things?

Yes and yes, I'll add this to the campaign info.

Nergüi the Wanderer wrote:
How will martial classes keep up with magical ones without iterative attacks?

By biting them off when they get too smug about it.

In seriousness, I'm only anticipating running this for a level or two, during which time this problem shouldn't be *too* extreme. I'll keep an eye on it, though, and if it seems like the magic heads are dominating too much I'll see about compensating somehow.

Or, you know, you could get some extra attacks by getting the 'Split Regrowth' feat and having your sibling heads bite your neck off a couple times before battle. As you mentioned, balance isn't really the point of this.

Nergüi the Wanderer 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.


Dotting for my pacifist head. Haven't read over creation rules yet, but I'm thinking either a healer or grappler. Will work on something this weekend.


Homunuculus HP: 5d10 ⇒ (4, 9, 7, 4, 3) = 27


Brilliant, I'll go ahead and reroll those stats then.

Stat: 4d6 ⇒ (2, 1, 5, 3) = 11 10
Stat: 4d6 ⇒ (3, 4, 1, 1) = 9 8
Stat: 4d6 ⇒ (5, 4, 4, 6) = 19 15>>16
Stat: 4d6 ⇒ (3, 4, 3, 2) = 12 10
Stat: 4d6 ⇒ (5, 6, 1, 1) = 13 12
Stat: 4d6 ⇒ (3, 3, 4, 1) = 11 10

I can probably make a monk using these stats with a +2 racial bonus to the 12 or the 16. The fact that we naturally have no equipment means that a monk's problems are somewhat alleviated, because monks are pretty good at not wearing armor. Who would've guessed they're good at anything?

Anyhow, I could be super lawful and get into lots of fun conflicts with the other heads, perhaps even take a few vows. I wonder how a hydra head would manage vow of cleanliness?

I'll probably have more questions, but I can't think of any terribly important ones right now.


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Finally found it!
Who wants to be this guy


That's pretty funny Cam James.


Cam James wrote:

Finally found it!

Who wants to be this guy

That might become a problem if you all take Split Regrowth. ;)


legoguy4492 here!
Promethean alchemist, who created Mr Homy (it's name) for a friend, but, it's a construct, and can't have friends.
character sheet link in profile.


All rolls at once!: 24d6 ⇒ (1, 6, 5, 3, 6, 4, 1, 1, 2, 5, 3, 5, 6, 1, 2, 4, 1, 1, 2, 1, 2, 5, 1, 5) = 73
14/16; 11; 13; 12; 4; 12.
Would you allow a gunslinger hydra who has a gun lodged down his throat?


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

4d6 ⇒ (6, 1, 3, 6) = 16
4d6 ⇒ (6, 1, 1, 1) = 9
4d6 ⇒ (6, 1, 6, 4) = 17
4d6 ⇒ (1, 4, 6, 2) = 13
4d6 ⇒ (1, 4, 6, 1) = 12
4d6 ⇒ (6, 6, 6, 4) = 22

Since someone else is wishing to do wizard I will go Sorc.

Strength looks like the obvious 8.

Very much a "dragon" and loves to horde things! Often trying to bring every item she could think is useful.


Captain collateral damage wrote:


Would you allow a gunslinger hydra who has a gun lodged down his throat?

That sounds absolutely ridiculous, which makes me want to allow it. How would you reload it? How would you avoid being burned by the hot barrel ?


Well obviously he'd reload it with his tongue, I take it you've never seen the fearsome black powder hydra?

I have another rules question, I'm wondering how crane wing/riposte would work. Would I be able to deflect an attack aimed at any of the heads, or just the monk head? I would think it can just deflect attacks at the monk head, because they have separate AC values, but they are also all part of the same body, so I'm not sure.


I also have basically the same question about panther style, if we move and provoke an AoO, can I only retaliate if it's targeting me?

And what about free hands, such as for archon style? Does a free tooth count?


I'm treating you as separate characters for most purposes, so yes, those styles would only trigger if the attacks were aimed at you.

As long as you're not holding something in your mouth, you can count as having a free hand.


Just to be clear we are not applying any racial templates/traits other than the +2 to ability score and nat armor +5?

Also if you are wondering how a kleptomaniac head can carry all his spoils, wonder no more.


Forgot the +5 nat armor!


mishima wrote:

Just to be clear we are not applying any racial templates/traits other than the +2 to ability score and nat armor +5?

And a bonus feat at first level.


Cool, also average hp or roll?


Got the bearest of bones on Dru-head here. I'll have the actual mechanics and backstory ready by tomorrow.

The short of it:
Dru-head is gonna be a Druid, wild-shaping for whatever advantage that provides. He has no style, he has no grace. This head has a funny face. He can spellcast when he needs to, and stick his neck out, just for you.


And how would a kineticist gather power?


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.


Almonihah wrote:
Captain collateral damage wrote:


Would you allow a gunslinger hydra who has a gun lodged down his throat?
That sounds absolutely ridiculous, which makes me want to allow it. How would you reload it? How would you avoid being burned by the hot barrel ?

He could have a head that transforms into a gun!


bigrig107 wrote:
And how would a kineticist gather power?

Given that the closest thing you have to a 'prehensile appendage' is your head, you'd just have to open your mouth wide and suck some power in. :D

You can either roll your hit dice or take the average value, your choice.

Oh, and since interest is high, I should specify now that Recruitment will close on Monday June 20th. So you have a little over a week to get your heads in! Given how many possible heads we seem to have, it will probably take me a couple days after that to decide on the funniest combination, but I'd like to have a final list of applicants by then.


Rolling then:

5d8 + 8 ⇒ (7, 3, 8, 3, 5) + 8 = 34


@MannyGoblin- or just take the Pyrohydra feat. You'll be immune to fire, so.

@GM- sounds good! I think I'll roll up a Pyrohydra Pyrokineticist.


Ooh! Can I play? Thinking off playing a reanimated medium, who got into a fight with another head (where both of them died), tried to posses his dead head/body, but failed and possessed another head!


What exactly does woodland stride do for us?

EDIT: Man, using a druid's gonna be weird.


I'd take the pyrohead feat to avoid getting burned.
As for reloading... Um...


Captain collateral damage wrote:

I'd take the pyrohead feat to avoid getting burned.

As for reloading... Um...

2 alchemist levels. Tentacle discovery. Use it for a prehensile tongue?


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

4d6 ⇒ (4, 5, 4, 6) = 19-4=15
4d6 ⇒ (5, 6, 5, 1) = 17-1=16=>15
4d6 ⇒ (6, 1, 4, 3) = 14-1=13
4d6 ⇒ (6, 1, 3, 4) = 14-1=13
4d6 ⇒ (4, 6, 5, 6) = 21-4=17=>16
4d6 ⇒ (6, 3, 6, 4) = 19-3=16=>15

I don't know which of my many ideas is most ridiculous but I'll workshop some of them and get my submission up soon.


HP: 6d8 + 12 ⇒ (7, 8, 7, 7, 1, 6) + 12 = 48

Not bad.


Dru-head is all set now, save for equipment. I'll be making adjustments here and there until the deadline, but as has been pointed out, picking equipment is hard when you have no limbs. Any ideas anybody?

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