Full Name |
Corgan "Cogs" Gundarson |
Race |
Dwarf |
Classes/Levels |
Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7 |
Alignment |
NG |
Languages |
Dwarven, Common, Elven, Elgato, Terran, Orcish |
Strength |
13 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
16 |
Wisdom |
12 |
Charisma |
8 |
About Cogs Gundarson
Corgan "Cogs" Gundarson
NG Medium Male (Brey) Dwarf Steamwright 2
Init +2; Perception +7 (darkvision)
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 dex, +2 armor (+2 vs firearms))
HP 17 (2d8+4)
Fort +2, Ref +3, Will +4
Fort 0 +2 Con=2
Ref 0 + 2 Dex + 1 trait=3
Will 3 + 1 Wis=4
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OFFENSE
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Speed 20 ft.
Melee =2
Mwk Gearspanner +3 (d10, trip, x3, 5 lbs)
Ranged +3
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Engineering: +1 Disable Device and Kn. Eng. (lev/2)
Firepower +1d8 (invention extra damage; max 1/round; not multiplied)
Handy: Use Knowledge (engineering) bonus in place of one craft or profession skill (Craft-gunsmithing).
Jury-Rig: no penalty for using improvised tools to Craft.
Inventions: 1 primary, 3 secondary, 4 total mods (1/2/3, +0/1/1 from feat)
Primary: Decoy Module
(deploy 30' range: small allied construct. AC 23 (10, 9 armor, 1 size, 3 deflection) HP: 2 (level). Fort 0 Ref 0 Will 3. Darkvision. Can do AoO only, also counts for flanking. Attack +5 (BAB 1, size 1, 3 Int), damage 1d6 slashing (19-20/x2))
deactivate as std. action.
Mod: Ambulatory. Command to move 30' as a move action.
Mod: Armor. +4 armor AC
Secondary: Power Tool
equivalent to a gearspanner (d10) with firepower damage (+d8)
Mod: Adjustable (transform into another steamwright weapon as standard action)
Secondary: Grenade cannon (2h, 7 lbs, 6/day, 60' range, dmg d10+Int (fire/piercing, Reflex for half).
Extra invention from feat.........
Secondary: Grappleshot
1 hand, 2 lbs. 6/day.
Ranged attack as grappling hook (typically vs AC 5), 60'
Winch as move action to move me.
mod: steel cable (hardness 10)
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STATISTICS
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Str 13, Dex 14, Con 14, Int 16, Wis 12, Cha 8
Base Atk +1; CMB +2 (class +1 Str +1); CMD 14 (class +1 Str +1 Dex +2)
Traits:
Displaced Soldier - +1 and class skill for Demolitions
Grounded - +1 Reflex saves, +2 acrobatics for balance
Never Stop Shooting - at HP<=0, can still draw, reload, or attack with firearms
Feats:
Tinkerer (Thunderscape p. 106): +1 secondary invention, +1 mod.)
Skills (16):
Appraise +7 (1 rank, 3 class, 3 Int)
Climb +2 (1 rank, 3 class, 2 Dex, -3 ACP)
Craft (alchemy)+7 (1 , 3 class, 3 Int)
Craft (clockworks) +7 (1+3 class +3 Int)
Craft (gunsmithing) +11 [uses Kn. (Eng.)]
Craft (mechanics) +7 (1+3 class +3 Int)
Craft (weapons) +7 (1+3 class +3 Int)
Demolition +4 (1, 3 class, +1 trait, +2 Dex, -3 ACP)
Disable Device +5 (2+3 class +2 Dex +1 steamwright, -3 ACP)
Kn. Engineering +11 (2+3 class +3 Int +1 steamwright +2 kit)
Linguistics +7 (1 +3 Int +3 class)
Perception +7 (2+3 class +2 Wis)
Prof (miner) +6 (1+2 Wis +3 class)
Ride +2 (1 +2 Dex +2 boots, -3 ACP)
Favored Class: Steamwright
Racial Modifiers:
20' speed, not slowed by armor/encumbrance
Relentless: +2 CMB to bull rush/overrun (on ground; replaces defensive training [Pure Steam]
Hardy: +2 saves vs poison, spells, spell-like abilities
Stability: +4 CMD vs bull-rush or trip (on ground)
Craftsman: +2 craft/profession related to metal/stone (replaces Greed)
Sprinter: +10' speed using charge, run, or withdraw. [Pure Steam; replaces Stonecunning]
Darkvision 60'
Hatred: +1 attack vs humanoid (orc, goblinoid)
Weapon Familiarity: battleaxes, heavy picks, warhammers.
Languages: Common, Dwarven, Elven,+3
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GEAR/POSSESSIONS
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Location: On Persons
Mwk Power Tool (gearspanner)
--includes mwk engineer kit
Grenade Cannon
Decoy Module
Grappleshot
Bulletproof Vest
Utility Belt
Drifter Boots
Tinted Goggles
Folding Knife
Mwk thieves' tools
lighter
Carrying Capacity Light: 50 lbs. Medium: 100 lbs. Heavy: 150 lbs.
Money: 100 GP 5 SP CP
Total Weight: 59.5 lbs. carried
Other gear (not carried)
Pathfinder Kit
Portable Alchemist Lab
Light horse
Price and Weight Calculations at LINK
Inventory notes:
Mwk power tool (gearspanner) includes mwk engineer's toolkit (gives +2 on kn. eng. and craft mach.)
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Background
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Corgan thought he had seen everything in the territories. After the war, he tried prospectin', but his claim didn't peter out, so he spent some time playin' cards, washin' dishes, doin' whatever odd jobs he could find. That's when he met Doc Morton, an eccentric old human with a laboratory full of strange and wondrous mechanical, pneumatic, and thaumaturgic devices. Corgan took a job cleanin' the lab, and before long he was tinkerin' with the gadgets, tryin' to figure out what made 'em work. Turns out, he had a natural gift for it, so ever since he's been workin' on his own designs. Now they call him Cogs, for all the little mechanical gizmos he builds. He doesn't stay in one place too long though, so before long he'll probably be headed back to the mines using one of his new gadgets to help explore it.