That part is fun to read out loud.
Concerning special snowflakes: I allow it if you're ok with getting very familiar with mobs of pitchfork and torch wielding townsfolk. In other words, your specialness only magnifies people's fear of the strange, and you will have to work extra hard to earn trust, which is a big theme in my world.
Any bans I have imposed are strictly due to story and setting. If you have some third party thing you want and it fits with a creative story to match, I'll generally allow it as long as it fits the setting.
I would recommend using an Adventure Path. Skull and Shackles is a pirate-theme AP that is a lot of fun for both the players and GM (I'm doing both at the moment via Play by Post). That way you only need to know what may come up, not absolutely Everything.
If you can't do that, don't think you have to know everything to GM. I'm going to be starting my first live-table GM experience in a couple months, and I am far from knowing everything. There is a lot of good advice on these boards from experienced GM's if you want to give it a search. If you can't find an answer, I've never found these boards lacking when new GM's call for help (myself included).
Adamantine Dragon wrote:
Actually, it helps to cover my mistakes that I reskin so many creatures and use so many custom monsters. If I have a custom monster and forget to utilize a feat, who knows? If I use a wrong feat, who knows? I just have to be consistent. I can't tell you the number of times I've made an error, and that error became the new reality. :)
I will probably be doing this a lot.
(+Leo)My point is that if your mistake goes unnoticed by your players and has negligible impact on the encounter, one should not break up the flow of the dice just because of a technicality. Yes, +2 for soft cover is wrong, and +5 is a big deal. However, a new GM (like I'm about to be) will make these mistakes, and unless they have a rules lawyer at their table to keep it straight (of which I have at least two), the story and the immersion, and the excitement of the encounter take precedence over inconsequential errors.
On the other hand, I will readily advocate Retconing something you forgot that DID matter. Especially in the party's favor. Double especially if it is a last-ditch move.
Oh, I forgot that bad guy gets +5 to maintain a grapple...Soft cover gives -2 to hit...
Oh, wait, forgot that was difficult terrain you just charged through..
All three of these are worthy of a shrug, an "oh well, we'll know that for next time", and move on. If you're confident on your numbers, the players may not even notice these little slip-ups. This becomes even more true as levels get higher and little bonuses make less and less difference. (IMHO)
Ladies and Gentlemen: Abrasax the Statblock!
Breadth of Knowledge
TRAITS AND LANGUAGES:
Looks like a decent start. Just two notes right off:
- Hijacking itself was stated at 6rp, if I remember right. That's your key ability. :)
- What do you envision this guy's weakness is outside a host? Right now he's sitting at an AC near 20 with nearly +20 to his stealth (after a rank is spent) and +3hp/cr with his con. That may not be a problem in and of itself. Sneaky gliding stalker of death is great for a physical stat concept. However, before jumping to conclusions, I'd like to hear more about your concept. Why does he want a host? Is food his only motivation?
The thought is simple: How would you build the One Ring from The Lord of the Rings in the Race Builder from the ARG? Lets say 20ish race points. Is it even possible?
So, how would you Builder wizards do it, if it, in fact, can be done.
Also: I'd like to share an idea I had while pondering the mobile brain in jar thing.
A beast focusing on Physical stats that has an openable skull. In order to process high-level cognitive stuff, he must obtain and insert brains into his own head. His method of doing so is catching some poor critter, smashing its lower body to bloody bits, cracking the skull like a walnut, and extracting the brain. He then places his new mind into his own head. How long it lasts varies. Bonus time/intellegence/residual knowledge if he kills and stashes a full tribe/village/city in his head.
I honestly posted that before I checked its position on the Talent tree. I would never try that at lvl 1. That's a minimum CR 10 thing.Believe me when I say I'm not trying for OPness here. Just asking if we could take rogue talents/rage powers/other class stuff if your hijacker has the appropriate type/theme.
I'll be perfectly honest that it is possible to fudge rolls, but not easy. You have to somehow add rolls above the one you want to change or something. I'm not sure exactly how it works.
You can even label the rolls: 1d20 + 5 ⇒ (4) + 5 = 9
I'm really interested in what hero lab has to say about my little precious. :)