Starting Coglayer Suggestions?

Medieval fantasy mechs powered by steam, magic, or the labor of a thousand slaves.

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BradfordFerguson
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Starting Coglayer Suggestions?

Post by BradfordFerguson »

I'm moving away from my gaming group and running Shardsfall Quest as a four-session one-shot adventure as a "goodbye tour" for some people I've gamed with for years. I'm making the characters, but I'm a little torn on the fighter and the coglayer. The group:

Constructor Specialist Wizard
Halfling Stalker
Human Mech Jockey

The guy playing the fighter wants to be able to use two-weapons, but wouldn't a weapon & shield or two-handed weapon and power attack be better? (Also, a ranger has to wait to get the style abilities and only starts with light armor, but has survival which would fit the group story better)

For the coglayer, I'm thinking of doing a flamethrower (or coldthrower) and am wondering what I could do with 5 to 6 steam powers. Thank you.
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Bradford Ferguson
Reese
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Post by Reese »

eh, two weapons vs. sword & board vs. two ahnded

it's preference, really:

two weapons gives lots of attacks at a reduced hit rate, which gives mre regular damage (you're not hitting as hard, but you should be hitting more often and more regularly, especially with the 2 weapon feats)

sword and shield sacrifices damage potential for defence, you'll do less damage over time, but you won't get hit as often

2 handed gives huge damage, but not regularly, and also allows for increased mobility without wasting damage (ie: you can take move actions to move and standard action to attack instead of full round actions to attack, and you don't give up as much damage potential as you would with two weapons; sword and shield also provids this, except that you already lose damage potential by using a shield)

as it's more a matter of style and taste, i would say let him use what you think he'll be happiest using...

two handed weapons and sword and shield reduce the number of dice rolled each round, however, so you might want to take that into consideration if you don't want to roll more than four attacks per round with that character

BTW, you can get a reasonable flame thrower for four steam powers or so, i don't know about a cold thrower, though, becasue i can't recall any cold power in the core book, and i havn't got any of the other books
Namfoodle "Sparklediver" Raulnor
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MagusRogue
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Post by MagusRogue »

a cold generator wouldn't be hard to make. basically just model it after the pilot light. Stat-wise, it wouldn't be any different, other than the fact it won't illuminate.

as for the sword-and-shield vs two-sword vs two-handed-sword, sword-and-shield becomes obsolete in defense if you have two-sword and the Two-Weapon Defense feat, giving you a +2 shield bonus with your off-hand weapon. plus, you can still attack. *G*
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Reese
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Post by Reese »

MagusRogue wrote:sword-and-shield becomes obsolete in defense if you have two-sword and the Two-Weapon Defense feat, giving you a +2 shield bonus with your off-hand weapon. plus, you can still attack. *G*
ah, but the magical bonus on a shield stacks with that on armor, so it's still superior if you sink money into a magic shield

(yes, there is still the option of getting a defending weapon, but that cuts into your accuracy when you activate it)
Namfoodle "Sparklediver" Raulnor
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MagusRogue
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Post by MagusRogue »

true, true. *grins* and a shield doesn't need a twf feat to use (though you still need shield proficiency...)
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Sword Guy
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Post by Sword Guy »

'Course, I've just used one of my characters to cut out the middle step between using a shield and using two swords. The PHB says that you can enchant a shield like you would enchant a weapon, dealing extra damage with each strike. So, enchant the shield as both a weapon and a shield, take the Improved Shield Bash feat . . .

Voila, perfect offensive and defensive power in the same weapon. And because you're only using one weapon, I don't think it's going to count as off-hand attacks, which means the accuracy is still good.

I'm pretty sure that all works the way I think it does. Tell me if I'm wrong, please.
DragonMech DM soon, with any luck.

Owner of all DragonMech books, Etherscope core book, and DCC 12.5: Iron Crypt of the Heretics.
MagusRogue
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Post by MagusRogue »

the thing about enchanting shields as weapons is you need to buy the defense and offensive bonuses seperately. A shield with a +1 shield bash won't grant you a +1 enhancement bonus to your ac. Enchanting a shield to add both to offense and defense is expensive.

sides, it's better to enchant shield spikes. *Grins* or a tortoise blade (Complete Warrior)
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Sword Guy
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Post by Sword Guy »

I know the enchantments are seperate, and it's a pain. However, the enchantments for either defense or offense are not any more expensive that just enchanting a sword and shield.

I personally don't like shield spikes. My characters don't like to have spikes, because spikes are representative of evilness.

But, to each their own.
DragonMech DM soon, with any luck.

Owner of all DragonMech books, Etherscope core book, and DCC 12.5: Iron Crypt of the Heretics.
BradfordFerguson
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Post by BradfordFerguson »

I ended up going with a spark generator with 3 amplifiers (4d4 electrical, melee touch attack). When the coglayer (a gnome) gains 3rd level then I may suggest something different as he will be able to combine two components into one weight (ahhh the beginnings of miniaturization!).
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