|#1Super_ChrisMar 06, 2004 6:29:15||I'm wondering if anyone's got a good conversion of the Dabus into 3rd edition rules, or if one's been published to point out which book it's in so I know where to look.|
I'm sure that none of my players will be barmy enough to attack a Dabus, but I'm going to stage a fairly large fight in Sigil in my campaign, and I'm wondering how any Dabus caught in it would fare in the turn or two before the Lady flays the offender.
|#2zombiegleemaxMar 07, 2004 18:43:26||Well, this is by no means official, but I did a conversion of the Dabus to 3.5E a while back to test the 3.5E monster generation rules. You might find it handy; feedback or comments welcome! (Boy, outsiders sure do get a lot of skill points, don't they?)|
Hit Dice: 4d8 + 4 (22 hp)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 natural)
Base Attack/Grapple: +5/+5
Attack: Slam +5 melee (1d4 + 1), simple weapon +5 melee (1d6 + 1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Hover walk, Rebus speech
Saves: Fort +5, Ref +5, Will +8
Abilities: Str 13, Dex 12, Con 13, Int 14, Wis 18, Cha 12
Skills: Craft (masonry) +9, Craft (woodworking) +9, Diplomacy +8, Gather Information +8, Move Silently +8, Knowledge (architecture) +9, Knowledge (geography) +9, Knowledge (local) +9, Profession (builder) +14, Sense Motive +11
Feats: Iron Will, Skill Focus (Profession (builder))
Environment: City of Sigil
Organization: Solitary or work detail (2-12)
Challenge Rating: 2
Alignment: Always neutral
Advancement: 5-8 HD
Level Adjustment: --
Tall, slender, and enigmatic, the dabus are the silent servants of the Lady of Pain in Sigil. They can be seen just about everywhere in the city, fixing roads, cutting back razorvine, tearing down old buildings, and tending to other similar tasks which keep the city inhabitable. Due to their aloof manner and roundabout means of communication, Cagers tend to ignore them, which suits these industrious workers just fine.
Hover Walk (Su): The dabus never quite stand on the ground. They neither fly nor walk, but exist on the boundary between each, so they're immune to spells that affect the surface beneath them. A transmute rock to mud won't catch them, nor will a grease spell make them slip. At the same time, they are not really flying, either. Thus, spells that might be effective against flying creatures, such as gust of wind, will not send them spinning out of control.
Rebus Speech (Su): As far as anyone knows, dabus are unable to speak. Instead, they communicate by forming illusions of complex thought-pictures over their heads. A successful Intelligence check (DC 15) will reveal the general gist of a dabus' communication, with better check results giving a more accurate translation.
|#3zombiegleemaxMar 08, 2004 10:56:55||Hmm, I never did stat myself. I'll have to get around to that some time...|
|#4Super_ChrisMar 09, 2004 7:15:04||Cool, thanks! The combat stats may or may not come in handy, it'll be good to be prepared, but for some reason or another the idea of having them make an intelligence check to understand the rebuses didn't occur to me - that'll be really useful, since none of them understand Dabus. Thanks again!|
|#5zombiegleemaxMar 09, 2004 14:29:27|
Originally posted by Super Chris
It's a very simple way to handle communication with a Dabus when you don't want to slow down the game with actual rebuses or long descriptions of their thought-pictures. Just say "A series of images forms above the dabus' head", ask everyone for Intelligence checks, and then give each player increasingly more accurate translations of what he just said, in order of their rolls.