Yimni

Zander Cogvalt's page

36 posts. Alias of Darkfire142.


Full Name

Zander Cogvolt

Race

Gnome (Gear)

Classes/Levels

Mechamage 2

Gender

Male

Size

Medium

Age

85

Special Abilities

1/day—arcane mark, comprehend languages, message, read magic, Mage Armor

Alignment

Lawful Neutral

Deity

Nivi Rhombodazzle

Location

Alkenstar

Languages

Common, Gnome, Draconic, Terran, Goblin

Occupation

Engineer

Strength 9
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 12
Charisma 12

About Zander Cogvalt

Combat Traits:
BAB: +1
CMD: 12
CMB: +1
Fort: +2
Ref: +2
Will: +4
Init: +2
Hit Points: 16
Armor Class: 13
Flat footed: 11
Speed: 20

Attacks
Rifle: 1d20+4 x3, 1d10
Pistol: 1d20+4 19-20/x2, 1d8
Dagger: 1d20+0, 1d3-1

Skills:
Appraise: 1 + 3 + 3 = 7
Craft Machinery: 1 + 3 + 3 = 7
Craft Gunsmith: 1 + 3 + 3 = 7
Craft Mechanical: 1 + 3 + 3 = 7
Disable Device: 1 + 3 + 2 + 1 = 7
Heal: 1 + 3 + 1 = 5
Knowledge Engineering: 1 + 3 + 3 + 3 = 10
Knowledge Arcana: 1 + 3 + 3 = 7
Knowledge History: 1 + 3 + 3 = 7
Spellcraft: 1 + 3 + 3 = 7
Profession Engineer: 1 + 3 + 1 = 5
Use Magical Device: 1 + 3 + 1 = 5

Racial Abilities:

Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.

Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces gnome magic and illusion resistance.

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

Type: Gnomes are Humanoid creatures with the gnome subtype.

Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on stealth checks.

Class Abilities:

Cantrips: Mechamages can prepare a number of cantrips, or
0-level spells, each day, as noted under “Spells per Day.” These
spells are cast like any other spell, but are not expended when cast
and may be used again. A mechamage may not learn or prepare
cantrips from the enchantment, evocation, or illusion schools. In
addition to the stated cantrips per day, a mechamage can always
cast everheat rune at will.

Golem Minion (Ex): The mechamage is a prodigy in the art
of golemancy. He receives a golem minion at level 1, despite
the fact that he does not yet have the Craft Construct feat. This
minion could represent a gift from the mechamage’s teacher, a
family protector, or a remarkably successful early creation by the
mechamage himself. This special construct is much different than
a normal golem, and is created using the Golem Minion rules
found later in this section.

Tinkering (Ex): As early as 1st level, mechamages are skilled
at repairing broken constructs and magical items. After spending
one uninterrupted hour working on a construct, vehicle, or magic
item, the mechamage removes the broken condition (if any) and
repairs 1d10 + his Int modifier hit points of damage. He cannot
repair broken items with charges or single use magic items.

A mechamage can use tinkering to craft manite implants
without use of the Craft Magic Arms and Armor feat. However,
the process takes twice the usual amount of time and gold cost
in materials. This drawback is negated when he receives Craft
Magic Arms and Armor for free at 3rd level.

To tinker, a mechamage must possess a wand infused with
manite dust worth at least 25 gp. This wand is not expended by
the tinkering process, and can be used as a focus for many of the
mechamage’s unique spells.

Writs: In addition to his spells, all mechamages are versed in a
variety of arcane transcriptions known as writs. A writ is a simple
piece of parchment, metal token, or small stone tablet inscribed
with powerful magical commands. When a mechamage inserts a
writ into his golem minion (usually into the mouth or chest), it
alters the golem’s abilities and behavior.

Traits
Folk Magic : Mage Armor 1/day and Mage Armor added to spellbook
Surgeon: +4 on heal checks for long term care and surgery

Feats
Scribe scroll

Spells
Level 0 (Memorized)
Everheat rune
Mending
Acid Splash
Detect Magic
Prestidigitation

Level 1
Mage Armor (from trait)
Shield
Grease
Enlarge Person
Protection From Evil
True Strike
Repair construct
Enrage construct
Golemspeak
Golem Guard
Repair Vehicle

Spells per day:
0th Level: 4
1st level: 2 + 1

Equipment:

Spellbook, backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, Scroll case with 10 scrolls, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), waterskin, 2 daggers, Rifle, Pistol, 2 sets of clothing, Engineer's kit, Pistol, Rifle, 20 Heavy Shot, 40 Standard Shot, 50 Foot Rope, Manite Laced Wand (150 GP Value), Manite Laced Wand (25 GP value), 1 healing potion, Pair of Goggles, 75 Gold Pieces

Golem Minion Stats

Image: Golem Image
Golem Type: Metal Golem
Golem Name: Copperbottom

Size Medium;
Loyalty: 3
Speed 15 ft; (25 Currently)
AC 15;
FF: 15
Touch: 10
Hit Points: 26
BAB: +2
CMB: +4
CMD: 14
Attack: 2 slams 1d6;
Ability Scores Str 14, Dex 10, Con -, Int -, Wis 11, Cha 1;
Saves: +0

Special Abilities: DR 1/adamantine (this DR stacks
with any other DR granted by writs). Construct Traits, Link, Shared Spells.

Installed Writs

Steadfast (Ex)
Description: The golem is difficult to permanently destroy.
Benefits (Su): The golem does not die unless it is reduced to
less than -20 hit points. A golem with 0 hit points or less will
become inert and helpless, but will become functional again once
repaired to 1 hit point or more.

Steed (Ex)
Description: The golem serves its mechamage as a mount (or
serves another rider, at the mechamage’s command).
Benefit: The golem’s back expands to provide a small saddle
or howdah. Any creature of at least one size category smaller than
the mechamage may mount the golem as a move action and ride
along with it. Riding on the golem provides partial cover. Ride
checks are not necessary to remain in the saddle or control the
golem in combat.

Swift (Ex)
Description: The golem is built for speed, with powerful legs
and a lithe frame.
Benefits: The golem adds 10 to its base speed.

background:

Zander Cogvolt was born the son of two gnome sorcerers. His parents earned a sizeable amount of money as adventuers, delving the depths of the ruins of lost Thesselon, and selling magical items found there. Zander while having the innate spell casting of his race, did not possesses the raw force of will to channel more powerful sorcerery. What he did have was a keen mind and an interest in books, scrolls and crafting. His parents seeing his talents enrolled Zander in a wizard school in Magnamar to train in the wizard arts. There Zander was a good student but also learned more things about the wide world. Interested in spells of animation, he studied golems and decided that one day he would make one of his own. Hearing about the strange land of alkenstar and the mana wastes, he became intrigued and after graduation he worked hard and eventually after a number of years earned enough money to travel there. Zander went on a scavenging trip into the wastes, eventually discovering the remains of a destroyed golem. Taking the parts back and using a sizeable amount of copper he reformed the golem into a creature of copper and bronze and managed to bring the Golem to life. Now Zander and his trusty companion Copperbottom seek to find more secrects that lie in Aklenstar.