Elder-Basilisk said:How many hit points over forty? Unless it's 45, your math is off. With a 20 AC, he'll be unconscious after the hydra's second action. (15 (AoO)+15 (normal attack) +15 (normal attack)=45).
Each time I have said the same thing, but I'll say it again. I counted the marshal ability even from the first. Sure, maybe it isnt completely fair, but it is so hard to seperate group from nongroup. Plus, it has been such an integral part of keeping people alive that I just cant help but add it in, it saved many npc's lives, and kept several party members from being poisoned to death.
Elder-Basilisk said:In any event, it appears that your "modified" standard array is pretty dramatically modified if your party fighter has significantly more than 40 hit points and a 19 strength.
Lets see, even without con bonus we are looking at 10 + 3d10, rolling 'pretty well' in this instance put him at 34, 14 con puts him at 42. 42 is 40+ strangely. With the marshal ability that gets extended by 'at least' 3 points. Enough to keep him going.
Elder-Basilisk said:*more stuff about hp*
It is standard array with some very slight modifications. Effectively it has wound up so far by being an extra +1 point of stat to place.
I could list the whole stats for the guy, but it isnt very important. He is effectively just a tank character for the party, he doesnt have the skills or ability to do anything else. That is ok though, he enjoys his job.
Elder-Basilisk said:*more about damage*
Good analysis, I suppose the specifics of the character would help out a bit, but I wouldnt want to derail the thread more. For some reason the fast healing kept escaping me. With fast healing 5 there is no problem, with fast healing 15 he will need some help.
With an AC of 20 (can be higher easily actually, but we are still low level so the buffs are spread around a bit more) and 40+ hp he can stand up there and take quite a bit (counting on DR).
But then, chances are also very good he'll be useing a few tactics here and there, and his actual average damage per round against ac 15 would be something like 22 or so (depending on power attack, it fluctuates) but that is without taking into account crits.
Elder-Basilisk said:The barkskin would help as would Aid but Shield of Faith would help more than Aid.
Sure, it might, but I was only going by what people normally have prepared. They dont always go for the most powerful options available.
Elder-Basilisk said:Um. No it doesn't. The hydra's still going to be there by round 3 whether or not the rogue hits. If the fighter does 20 points of damage per hit and hits in rounds one and 2, by the end of round 2, the hydra will still have 45 hit points left (fast healing 15 is nice). If the rogue does 20 points of damage, the hydra will still be able to take another hit from the fighter. And if the fighter misses, he'll basically have to start back from the beginning.
Once we bring the full party into it then things just go wacky

But still, the extra +2 to hit for the melee brute gives him a nice little boost for damage. The rogue can take a nice chunk out of the beast (twf is nice for the rogue), doing 20 is a nice round number though.
So the melee brute gets his full attack in, the rogue gets his in, and between the two of them, assuming no crits at all, the hydra is nearly dead (22 + 20 = 42, 55 - 42 = 13). It then fast heals up quite a bit (assuming that the druid, and cleric do nothing) bringing it back up to 28, either takes a chunk out of the fighter or the rogue, and then pretty much no matter how you look at it the hydra is now dead.
Hydra, in this case, got in at best 2 sets of 5 attacks. Did some decent damage, and this is pretty much a worst case scenario for the actual party. If we had an arcane caster then ray of enfeeblement would have neutered the hydra. If the druid had cast entangle and the rest of the party had lobbed flaming death it would've been even meaner for the hydra.
In any event, he is a mean beasty no doubts! But it really seems like the big aoo barage is merely his combat trick. After all, how many times would the large number of aoo's come in handy otherwise? I have never seen more than 2 provoked for any particular opponent in one round, ever.
So, with the straight melee brute in the party (taking into account the much higher fast healing than I had looked over for some reason) he will need some major luck, or some fairly minor buffing to be able to pull it off (a bulls str + a couple of other low level spells will make the hydra only hit on a 20, and the brutes damage will go over 30 in a given round). We havent ever buffed him like that before.. maybe I should suggest this to the dm, it would be an interesting experience

As for ruling in party favor, definately. They have more people, more actions, and more options. They can do a number of things which will effectively neuter this beast, even at such a low level as we are talking. The brute in the party is an unfortunate example of course, but then I didnt expect to take any heat over it. He is just a normal guy with some interesting choices, and listing it as an example just shouldnt be that big of a deal. Especially low in the 'idiotic reprisal' camp that one person thought.
If a 4th level party cant figure out some way to take out this guy without losing someone then they deserve what they get. Some parties (such as the one I am in) will probably wind up using up some hp from the brute, a couple of first level spells, and a couple of rounds of manuevering (I just love that entangle! It takes him 2 rounds just to get out..lol.. assuming that as long as 'any' part of him is in he is effected.