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<blockquote data-quote="Knightfall" data-source="post: 2087594" data-attributes="member: 2012"><p><strong>Converted from Gamma World - Alternity version</strong></p><p></p><p><span style="color: DarkOrange"><span style="font-size: 12px"><strong>Dabber</strong></span></span></p><p><strong>Dabber, 1st-Level Warrior</strong></p><p><strong>Small Humanoid (Dabber)</strong></p><p><strong>Hit Dice:</strong> 1d8+1 (5 hp)</p><p><strong>Initiative:</strong> +1 (Dex)</p><p><strong>Speed:</strong> 20 ft. (4 squares)</p><p><strong>AC:</strong> 13 (+1 size, +1 Dex, +1 silent suit)</p><p><strong>Base Attack/Grapple:</strong> +1/+1</p><p><strong>Attack:</strong> +2 melee (1d4, combat knife) or +3 ranged (3d6, charge pistol)</p><p><strong>Full Attack:</strong> +2 melee (1d4, combat knife) or +3 ranged (3d6, charge pistol)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> None</p><p><strong>Special Qualities:</strong> Telekinetic hand</p><p><strong>Saves:</strong> Fort +3, Ref +1, Will -1</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 12 (+1), Wis 9 (-1), Cha 6 (-2)</p><p><strong>Skills:</strong> Climb +2, Hide +5, Jump +2, Listen +1, Move Silently +11, Repair +5, Spot +1, Use Device +5.</p><p><strong>Feats:</strong> Alertness, Technical Proficiency [sup]B[/sup]</p><p></p><p><strong>Climate/Terrain:</strong> Anywhere in known space; any land</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Often chaotic good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +0</p><p></p><p>Dabbers are a race of raccoon-like humanoids that have a natural inquisitive nature. They are friendly to most they meet but will turn on other races if they perceive that a prized possession is at risk of being stolen. Most dabbers learn to control this suspicious tendency as they get older but they never get rid of it completely.</p><p></p><p>Dabbers tend to get into everything but rarely finish what they start. They are strange tinkers that love technology a little too much. They will set-off technical security measures just to find out how they work. They aren't stupid, just curious. Most dabbers know when not to cross the line but every once in a while they get caught up in something and usually cause all sorts of mischief. Unlike with tinker gnomes, a dabber is careful not to get hurt or hurt anyone else either.</p><p></p><p>Dabbers get along with gnomes and halflings and really like hanging out with humans because they are always inventing cool, new gadgets. They don't like dwarves or elves and would rather be shoved out an airlock then socialize with a drow. They aren't sure how to view half-dragons, half-elves and half-orcs – they are always so different from one individual to the next. Dabbers absolutely love getting to know a soulmech. They realize that the soulmech might not want to know them so they are always extremely polite until the soulmech considers them a friend. A lot of the more ancient races sort of leave the dabber in awe (i.e. fraal).</p><p></p><p>Dabbers speak Common.</p><p></p><p><strong>Combat</strong></p><p>Dabbers prefer not to get into a fight, if it can be helped. However, they aren’t cowardly, know how to use technological weapons, and prefer such weapons to more archaic weapons. Dabber mechanists often use robots to fight for them.</p><p></p><p><em>Telekinetic Hand</em> (Su): Dabber can manipulate small objects at a distance of 100 feet using only their minds. This ability works like the <em>far hand</em> psionic power in the <em>D&D Expanded Psionics Handbook</em> (page 106) except that it's range is always 100 feet and it is an innate, supernatural ability. A dabber may use this ability a number of times per day equal to half his Constitution score, rounded down (6/day for this 1st-level warrior).</p><p></p><p><em>Skills</em>: Dabbers gain a +2 racial bonus on all Repair and Use Device checks. As Small creatures, dabbers receive a +4 racial bonus on all Hide checks.</p><p></p><p><strong>Dabber Society</strong></p><p>Some stellar scholars believe that dabbers were created by the fraal xeno-geneticist Iscin but no real proof of this has ever been found. Those that scoff at such claims back up their view by noting that dabbers don't all originate from the same world. In fact, no one can find any reference to a dabber home world and most make a small prayer to the Twelve when anyone suggests such a thing.</p><p></p><p><strong>Dabbers as Characters</strong></p><p>Dabbers favor the mechanist class. It's not surprising that dabbers make excellent mechanists but they have been known to become rogues and pilots as well. Very few dabbers would consider being a fighter, paladin, or ranger. And they are even less likely to be bards, sorcerers or clerics. Dabbers love wizardry and the only thing that scares some individuals more than dabber mechanist is a dabber mechanist/wizard.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2087594, member: 2012"] [b]Converted from Gamma World - Alternity version[/b] [COLOR=DarkOrange][SIZE=3][B]Dabber[/B][/SIZE][/COLOR] [B]Dabber, 1st-Level Warrior[/B] [B]Small Humanoid (Dabber)[/B] [B]Hit Dice:[/B] 1d8+1 (5 hp) [B]Initiative:[/B] +1 (Dex) [B]Speed:[/B] 20 ft. (4 squares) [B]AC:[/B] 13 (+1 size, +1 Dex, +1 silent suit) [B]Base Attack/Grapple:[/B] +1/+1 [B]Attack:[/B] +2 melee (1d4, combat knife) or +3 ranged (3d6, charge pistol) [B]Full Attack:[/B] +2 melee (1d4, combat knife) or +3 ranged (3d6, charge pistol) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] None [B]Special Qualities:[/B] Telekinetic hand [B]Saves:[/B] Fort +3, Ref +1, Will -1 [B]Abilities:[/B] Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 12 (+1), Wis 9 (-1), Cha 6 (-2) [B]Skills:[/B] Climb +2, Hide +5, Jump +2, Listen +1, Move Silently +11, Repair +5, Spot +1, Use Device +5. [B]Feats:[/B] Alertness, Technical Proficiency [sup]B[/sup] [B]Climate/Terrain:[/B] Anywhere in known space; any land [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 1 [B]Treasure:[/B] Standard [B]Alignment:[/B] Often chaotic good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +0 Dabbers are a race of raccoon-like humanoids that have a natural inquisitive nature. They are friendly to most they meet but will turn on other races if they perceive that a prized possession is at risk of being stolen. Most dabbers learn to control this suspicious tendency as they get older but they never get rid of it completely. Dabbers tend to get into everything but rarely finish what they start. They are strange tinkers that love technology a little too much. They will set-off technical security measures just to find out how they work. They aren't stupid, just curious. Most dabbers know when not to cross the line but every once in a while they get caught up in something and usually cause all sorts of mischief. Unlike with tinker gnomes, a dabber is careful not to get hurt or hurt anyone else either. Dabbers get along with gnomes and halflings and really like hanging out with humans because they are always inventing cool, new gadgets. They don't like dwarves or elves and would rather be shoved out an airlock then socialize with a drow. They aren't sure how to view half-dragons, half-elves and half-orcs – they are always so different from one individual to the next. Dabbers absolutely love getting to know a soulmech. They realize that the soulmech might not want to know them so they are always extremely polite until the soulmech considers them a friend. A lot of the more ancient races sort of leave the dabber in awe (i.e. fraal). Dabbers speak Common. [B]Combat[/B] Dabbers prefer not to get into a fight, if it can be helped. However, they aren’t cowardly, know how to use technological weapons, and prefer such weapons to more archaic weapons. Dabber mechanists often use robots to fight for them. [I]Telekinetic Hand[/I] (Su): Dabber can manipulate small objects at a distance of 100 feet using only their minds. This ability works like the [I]far hand[/I] psionic power in the [I]D&D Expanded Psionics Handbook[/I] (page 106) except that it's range is always 100 feet and it is an innate, supernatural ability. A dabber may use this ability a number of times per day equal to half his Constitution score, rounded down (6/day for this 1st-level warrior). [I]Skills[/I]: Dabbers gain a +2 racial bonus on all Repair and Use Device checks. As Small creatures, dabbers receive a +4 racial bonus on all Hide checks. [B]Dabber Society[/B] Some stellar scholars believe that dabbers were created by the fraal xeno-geneticist Iscin but no real proof of this has ever been found. Those that scoff at such claims back up their view by noting that dabbers don't all originate from the same world. In fact, no one can find any reference to a dabber home world and most make a small prayer to the Twelve when anyone suggests such a thing. [B]Dabbers as Characters[/B] Dabbers favor the mechanist class. It's not surprising that dabbers make excellent mechanists but they have been known to become rogues and pilots as well. Very few dabbers would consider being a fighter, paladin, or ranger. And they are even less likely to be bards, sorcerers or clerics. Dabbers love wizardry and the only thing that scares some individuals more than dabber mechanist is a dabber mechanist/wizard. [/QUOTE]
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