Cheiton

Cogs Gundarson's page

47 posts. Alias of Wolfwaker (RPG Superstar 2013 Top 8).


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Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Hmmm, I am still pondering. I'm having trouble keeping up with commitments. I'd probably be more inclined if there were going to be some monsters involved.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

I'm around but just dropped from one game due to overcommitment. Maybe after this week I will feel more up to it.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs frowns as he sees the prisoner. Doesn't look like I'll get to try out this grenade launcher soon. He draws his revolver and takes a clockwork sphere from his belt. He waits for the bandits to react to Relik.

decoy module


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Definitely interested but I am having a little trouble keeping up with all my games at the moment.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs tries to find a similar vantage point from which to fire his grenade launcher, but lugging around all his contraptions makes it a difficult job.

stealth: 1d20 - 1 ⇒ (3) - 1 = 2


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

"You see bandits? We should set an ambush." Cogs looks around for a likely spot.

perception: 1d20 + 7 ⇒ (3) + 7 = 10


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Survival: 1d20 + 2 ⇒ (6) + 2 = 8


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

"Definitely seems like a good plan."


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

To break the silence, Cogs speaks up. "Mr. Toli, how long have you been in the Silver Stars?"


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Outside, Cogs notes the animals. "I'll claim that donkey--slow and steady like me. And not quite so high off the ground as the horses. He gives an apple from his pouch.

Inside, Cogs greets the young woman. "Good to see you looking well, Miss Naya." He looks over the warrant, satisfied to know they have clear authority here to capture or kill if necessary.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs shows up and orders a big mug of black coffee. "What do you think, sneak around and surprise 'em? Or try to lure 'em out? I wonder if they've heard of us yet."


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Not me.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

After seeing that Vera is safely asleep, Cogs queries Grace about the wrong feeling she experienced. He makes a trip to the hardware store to pick up some spare parts for his gear, keeping an eye out for things that were out of place.

perception: 1d20 + 7 ⇒ (1) + 7 = 8


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs goes to the bartender and orders the strongest coffee he can get and brings it to Vera. "This isn't proper dwarven coffee, but it ought to help you." Then he goes to check on Relik and make sure he doesn't run into trouble in town, stopping only once to make a quick sketch of an idea for a lasso modification to his wrist-mounted grappleshot.

I'd like to claim the dead bandit's revolver and bullets. I never got one originally but it would be good to have a ranged option that is one-handed.

RPG Superstar 2013 Top 8

GM Warhawk wrote:

The Divinity Church did not cleanse "gifted" children, and the Church didn't conscript it's followers. Stop trying to make the Divinity Church into some evil religious fanaticism.

The Black Abbott, an excommunicated and disavowed rogue member of the Church, brought with him a few hundred loyal (at legitimately crazy/evil) fanatics with him and is the one whom "cleansed" the gifted. He did so to sow confusion and anger, as he disguised his followers and actions so they looked like legitimate Church followers to instigate a war. The Divinity Church denied all accusations in these crimes (and rightfully so as they truly were innocent), but the Society, still influenced with the stigma of the Old Country wars, believed with every fiber of their being that the Church was truly to blame, thus a war started.

The Black Abbot, a devout follower of The Destroyer, wanted this war as it created confusion, sorrow, and destruction--all in the name of The Destroyer.

The war, having torn apart the eastern Territories (some conflict spilled into the West), was practically a stalemate the three years of the entire war. No true winner would emerge from it. In the first year, both sides gained early victories, but eventually the war did stalemate. It was the Order of the Silver Star, a large group of devout warriors of The Lawbringer (an often overlooked neutral deity and judge of mortals and souls), who brokered peace between the two factions.

This is helpful, thanks.

Going to try to catch up now. Extremely busy weekend.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7
Vera Lyngriff wrote:

"Mees Grace, I agree with you killing zee ozer one when 'e ran, so I will speak your language 'ere. I do not accept zat your Templar's regulations allow you to conduct your brands of 'law' in zis place, and I see no evidence zat zis man 'as done anything to 'urt you OR zee members of your creepy cult. Brainwashing eez worse zan death, and I weel not stand by and let you subject 'im to eet. 'owever, neither weel I untie 'im."

Vera turns to look Grace in the eye and speaks in as stern a voice as she can muster. "In ozerwords, Mees Grace, no. Not unless you can point to zee spots in your Pact zat say you can do zis. And not unless Relik can agree with you. 'e eez zee only one ere 'o's law I will respect."

Hope no-one minds in character conflict here.

Sorry so slow, busy week(end).

Cogs speaks up in support of Vera. "Miss Grace, you may be an agent of the Occult Society, but we were hired as deputies of the sheriff, and as such our duty is to him. The prisoner has not been involved with magical activity, so falls outside the jurisdiction and authority of the Society."


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Seeing the bandit trip, Cogs reckons hauling himself at high speed by rope might not be the best idea here. He runs after the fleeing bandit as fast as his legs can carry him.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Time for me to use some of my steampunk gear!

Cogs looks up at the fleeing bandit. His legs are two short to catch the bandit, but he has a trick or two up his sleeve. In this case, literally. He points his arm and fires a bolt from his wrist-mounted grappleshot, targeting as far into the forest as he can see.

ranged: 1d20 + 3 ⇒ (1) + 3 = 4

Cogs' aim, however, is astoundingly bad, and he cannot hit a tree for the forest. He winds up the cable as fast as he can.

Seriously, just had to hit AC 5!

Grappleshot:
Grappleshot
Thunderscape p. 74

The steamwright can fire a grappling hook from a pressurized
cylinder on her wrist – and then winch herself to its location with
incredible speed.
Level Requirement: none
Type: 1-handed
Action: Standard (ranged attack) - to fire; move - to winch
Uses Per Day: 3 + Intelligence modifier
Duration: instantaneous
Weight: 2 lbs.
Description: The steamwright can fire her grappleshot as
a ranged attack, as per the normal rules for using a grappling
hook (usually an attack roll vs. AC 5 if there are ample places
for the hook to find purchase). She can target any square up to
60 feet away. The grappleshot can be winched as a move action,
rewinding the rope and reloading the hook. If the grappleshot is
winched while set into an object, the steamwright immediately
moves into the original targeted square. The grappleshot must be
winched before it can be used again.
If the grappleshot’s hook is lost or its rope is cut, the invention
cannot be used again that day unless the steamwright can provide
a replacement rope or grappling hook and spends one minute
repairing the invention.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

What certainty the young sometimes have, Cogs thinks. He steps in to side with Vera. "We were hired as agents of the law, and we haven't seen 'em actually break the law, certainly not enough to be executed. I say we take 'em to the sheriff and let him deal with 'em."


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Not trying to dictate what we do but RP'ing from a Lawful perspective. Cogs won't try to stop her though, especially considering the way they were talking about her.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs, who is probably the oldest of the group, tries to act grandfatherly. "You boys seem to be mixed up with a bad crowd. If you really have just joined them, the best thing for you to do is to help us get rid of their kind. I hear the law is pretty forgiving if you can help catch a bigger fish."

diplomacy: 1d20 - 1 ⇒ (11) - 1 = 10

Seeing as how we didn't catch them in the act of doing anything, I'd feel better turning over their items to the sheriff rather than just stealing all their stuff.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs, never having arrested anyone, stands aside while the prisoners are searched. Would have been better if we'd caught them doin' something, he thinks. When Brandon begins to read the letter, he listens intently. Maybe this will tell us what they're up to.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs pats his vest, trying to remember if he has any type of restraining device. He gives up and assists with tying up the prisoners, using Brandon's rope. While Grace interrogates them, his mind wanders to thoughts of the best kind of metal to use to make handcuffs, and what type of forging process would be required, and how to create the locking mechanism...


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

DMD:

Cogs stood behind a boulder watching the approaching bandits, trying to calm his nerves. He had been in plenty of strange situations, but never armed combat with humans. He would at the time rather be back in his lab, but he had friends to protect, and he did not like armed gangs harming innocent people. He looked around at Grace, making her intimidating demands. He certainly seemed to be in capable company, so he swallowed his fear, picked up his specially-designed grenade launcher, and stepped around where the bandits could see him, pumping the weapon in what he hoped was an impressive display.

Intimidate, aid: 1d20 - 1 ⇒ (13) - 1 = 12


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Are we all here now?

Dead Man's Dare:

Cogs did not have time to put on armor after the visit to the casino. He did stop in and get a gear bag containing his gearspanner and grenade cannon, and he was already carrying his decoy module. He tries to remain hidden, but in firing range, as he approaches.

stealth: 1d20 + 2 ⇒ (7) + 2 = 9

status:

AC=12 (10+2 dex)


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Ready when you are.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Vera and GM:
Cogs does not have to act much to seem uncomfortable with Vera's plan. "I think you are right, we should go.". He tries to look like a nervous merchant and not menacing at all.

bluff: 1d20 - 1 ⇒ (11) - 1 = 10


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs changes into his best duds and leaves most of his weaponry back in his rented room. He somehow even manages to not be totally covered in grease. Happy to have made the company of a woman who doesn't tower over him, he enjoys the role he is playing, blushing only slightly at Vera's fake kiss.

He playfully rebukes her, "Just a few games and drinks. No need to spend all our money here." (thinking, I hope I'm not expected to flash too much money).

He sits down at the blackjack table and plays a few hands with the gang members, keeping quiet to hear if they say anything.

Bluff: 1d20 - 1 ⇒ (16) - 1 = 15
Prof gambler: 1d20 + 2 ⇒ (8) + 2 = 10 can I do that skill untrained?
perception: 1d20 + 7 ⇒ (18) + 7 = 25


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Yep, or at least see what we can overhear.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Earlier post got eaten.

"I think Vera and I should go down to the gamblin' hall and see what we can overhear. Maybe we won't have to challenge anybody to a duel. With all due respect miss, I think you can handle yourself, but I'd hate to see the whole James Gang after you."

Thinking we are the least likely to attract notice from bandits.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

"That's the thing, mister. Somebody needs to stand up to these bullies, and we're willing to do it. Of course the reward doesn't hurt, but it's not right for this gang to be beatin' up and robbin' people."
Diplomacy aid another: 1d20 - 1 ⇒ (7) - 1 = 6


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

"Maybe that barkeep knows somethin'. He seems like a law abidin' fella."

I'm up for asking around, although Cogs doesn't have many useful skills in that department.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

"You have my...wrench!" Cogs hoists his hefty gearspanner.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

"I can't speak for everyone, but I am a law-abiding citizen and will help bring these outlaws to justice."


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs frowns at the announcement about guns. "Does that include scientific research?"

He tries to wipe the dust off his face with a sooty glove, leaving it dirtier than it started.
"I'll take yer offer. I don't like these ruffians preyin' on honest folks. Are there any certain spots they like to hit? We could go fer a ride and see if they show themselves."


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs shrugs conciliatorily, "OK, suit yourself." He looks with interest at the gathering group and figures they look like people with an array of skills. "Seein' as how my gold detector still has some kinks in it, I could use a job or two."


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs smiles at the halfling. "Howdy miss, people call me Cogs. Cogs Gundarson. I'm looking for a bit of work myself. As for the piano, you just need a power source, standard boiler should do, mechanical couplings for all the keys, and a brass cylinder with the notes punched into it." He does a bit of mental calculation. "Of course, it's probably cheaper to just pay that guy."

Cogs turns his attention to the lawman and gives his name. "Why not, it's worth a listen."

RPG Superstar 2013 Top 8

Cogs ties his horse off at a watering trough and enters the saloon. He frowns at the sign, deciding that the oversized iron wrench at his side was a tool, not a weapon, and his other mechanical contrivances were esoteric enough not to cause alarm.

He nods at the other patrons and greets the bartender in Orcish, ordering a black coffee, his drink of choice, and a big bowl of stew. He muses, "I saw a piano that could play itself in Emberstone. I could probably fix that up to do something similar." He starts mentally making a list of parts he might need, absently talking to himself.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7
GM Warhawk wrote:
No I'm changing that sheet. It came with the site template.

Is there a template website for Pathfinder campaigns somewhere?


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7
GM Warhawk wrote:


As for languages, the website has a list under Linguistics on the Skills & Feats page.

Looks like it stops at Heal.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

OK if I take the Tinkerer feat from Thunderscape, giving me an extra secondary invention and an extra mod (rather than Breadth of Experience)?


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

As the resident smartypants, I get to pick several languages. What are my options?

Cogs has of lately been in town working on his inventions. He's probably recognized by most people as an eccentric but affable dwarf. He would be quick to volunteer his skills if there was some kind of mystery or monster.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

I should have time tonight to finish up my profile and equipment.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Thanks for the selection, Warhawk! Excited to be here.


Here's a bunch of ideas I came up with, unpolished. If there are certain things you like I can put them in a more finished form.

Spoiler:

Gazetteer

Skywall
A long cliff that separates the high plains from the lowlands. A large open elevator has been constructed by a band of dwarves, and may be used for a fee.

Cloud Mesa
This towering rock can be reached by a long spiral staircase winding around the mesa, of unknown origin.

The Deadlands
This parched valley is avoid by natives and settlers alike, although parts of it are used by bandit gangs as hideouts. Travelers' tales report sightings of both skeletal creatures and ghostly spirits. It is said that those who die here will return as restless spirits.

Westhaven
This elven settlement is a fertile mist-filled valley, thanks to a combination of geography and elven magic. Visiting outsiders are welcome in small groups, but parties are searched. Corn and vegetables are grown here in abundance.

Canon Grande (Canyon of Tears)
This is the largest canyon in the territories, if not the world. The floor is as much as a mile below the surface, and it is rumored to be populated by monstrous animals. Due to the low elevation, the climate is much cooler and it is densely forested. Access is available by a few twisting tracks, but many prospectors and explorers have become lost trying to get in and out.

Organizations
Mining Consortium

Plainswatch
These elven rangers patrol the elves' ancestral lands to prevent incursion by settlers.

Special Materials
Brimstone. Alchemical component. Make tracer bullets, or adds fire/acid damage?

Moonsilver. Glows in moonlight. Counts as alchemical silver.

something that stops bullets
Quicksilver
Firecloth, a material made from a fibrous mineral that can be woven into a cloth, and is completely fireproof. [Actually asbestos.]

Copper
Used in galvanic inventions.

Shocklizard hide
Conducts electricity along the surface but insulates the inner surface. Can be used to fashion armor, as leather, but gives -1 ACP and +5 electric resistance. Gloves fashioned of this material give +5 electric resistance to electricity-based traps that target the hands.

Bestiary

Spirit animals
Some animals in the territories come in a pure white coloration. These are sacred to the plains elves and other natives. Some hunters among the settlers, however, see these as trophy animals. Killing one is seen as a hostile act by most natives.
White/ghost template...
Same as celestial, also, seeing one grants a +1 to one skill check that day (after the result is revealed) to good/neutral characters.
Neutral/evil characters can get a benefit from killing one, or from their hide?

Antelopes
These animals are hunted for food and are herded by the elgatos.

Biggorns
These large mountain-dwelling sheep are sure-footed and are favored as mounts by prospecting dwarves.

Mules
These animals are commonly used as mounts and beasts of burden. While slow, they are sure-footed.

Screecher Bird
This Small vulture preys on dead or dying creatures. When feeding, they will use their sonic attack to defend against other creatures.
Bite 1d4
Screech: sonic attack 1d8 sonic damage, 15' cone.
Special: The screecher bird threatens a 10' area with its screech.

Tangleweed
A thorny bramble that often trips

Shiverfruit tree
This scrubby tree grows in densely packed stands. It produces a nourishing fruit resembling a knobby lemon. During the spring and summer, when the tree is brushed by a creature, it releases a cloud of pollen. Effect. 1d2 Con damage. Sneezing for 1d6 rounds (staggered). Fort save DC 12 negates.

Deaththorn cactus (?)
Spines of this cactus carry the blackthorn poison. They can be used to tip arrows (DC X check) or the poison can be harvested and used for other purposes (DC X). Failing the DC does 1d4 damage plus poison. It loses potency after 24 hours.
Poison. Effect . 1d2 Dex damage. Duration 2 rounds. Cure DC 14 Fort.

Equipment
X Gloves. These tough but supple leather gloves give a +2 bonus to harvesting blackthorn poison and provide +2 protection (save or ac?) vs. traps that target the hands.

Faith
Coyote. A legendary trickster figure of the elves and kitsune. CN. Domains: artifice, fire, trickery, travel, weather.

Saint Rabiah
A human settler who lived among the elves for several years, teaching them about the Creator. Though only a few were converted, she was admired by the elves for her humble spirit.


Definitely in. Had to leave some of the numbers (like saves) unfinished, without access to Will purchase the necessary books if I am selected. Not sure about the mount yet, I *LOVE* the idea of the riding bird but I'm not sure it fits the cantankerous dwarf prospector/inventor, so I might just get a mule. Although I could play up the eccentric angle.

An alternative would be if you let me take some type of giant (Large) bighorn sheep that the local dwarves have started using.


Dwarf Steamwright in progress. This class is too cool!