H4H: Red Hand of Doom (full)

From the SRD:

Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.

So, my magic missiles are only good against the body.
 

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I'm all for attempting to kill this thing by attacking the body...we should be able to do enough damage that even with its healing it will go down in a couple of rounds. With that said, neither Duroin or Jonathon will remain standing very long if its number of attacks fo up. I say Kirrg casts produce flame to take out the one head that is already down, and then he and Virashil turn their attention to the body with more flames and magic missiles.

If Duroin can get into flanking position, we should be able to take it down quick. But that doesn't look likely.
 

ethandrew said:
Rhun: I actually grew up in Auburn and live the next town over. Had I have known you were going to be in my area, I would've invited to you my game! And yeah, I heard that per capita, the Seattle area has the worst traffic in the country. But I know all the backroads ;)

I wish I would have known! That would have been a good time. Maybe next time I make it up to the area! :D
 

Here's to hoping Kirrg's ranged touched attacks work. He's not the most dexterous of 6'8" 300 pounders in the world. I think I'll just have him stand between Duroin and Jonathan, healing them when needed and lobbing the flames.
 

Rhun said:
Hey H2H...how would you rule on tumbling past a hydra w/o provoking AoOs? It says add +2 to the DC for each foe after the first...but does each head count as an additional foe?

Since each head gets an individual attack of opportunity, and you are in a bog....

DC would be 28, also you would have to tumble at half speed (10' for Duroin) in a terrain where your movement is costs twice as much, so literally, for a whole movement action you could move one square. Two squares as a full round action while tumbling.
 

Rhun - I noticed on your character sheet you still had your masterwork Studded leather listed -- I believe we sold that in town with the marauder gear?
 

hero4hire said:
Since each head gets an individual attack of opportunity, and you are in a bog....

DC would be 28, also you would have to tumble at half speed (10' for Duroin) in a terrain where your movement is costs twice as much, so literally, for a whole movement action you could move one square. Two squares as a full round action while tumbling.


Alright, so no bog-tumbling past the hydra. Got it! :)
 

s@squ@tch said:
Rhun - I noticed on your character sheet you still had your masterwork Studded leather listed -- I believe we sold that in town with the marauder gear?


Opps...I'll get that fixed!
 

Looking at the combat map, it looks like this thing was going to attack regardless of what we did -- i can't decide if it would have been better to have been attacked on the causeway...

regardless, we need to get some damage output going quickly to take it down. Now that thing has 7 heads -- does it possess all the characteristics of a 7 headed hydra, or keep the original base 6 headed stats??
 

s@squ@tch said:
regardless, we need to get some damage output going quickly to take it down. Now that thing has 7 heads -- does it possess all the characteristics of a 7 headed hydra, or keep the original base 6 headed stats??


Well, I believe we've done somewhere in the neighborhood of about 20 actual points of damage to it, after the fast healing is taken into account. We just need to continue outdamaging its fast healing to take the thing down.

As far as the stats go, that is a question for H2H. I've always played hydras as the base stats don't increase, just the number of heads/attacks.
 

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