Rival Explorer

Kragmaw "Gus" Gutsticker's page

20 posts. Alias of Wandering Wastrel.


Full Name

Kragmaw "Gus" Gutsticker

Race

Half-orc

Gender

Male

About Kragmaw "Gus" Gutsticker

Background:

Kragmaw Gutsticker ("call me Gus") arrived in Korvosa - the cesspool into which the flotsam of Varisia inevitably drains - some ten years ago. Born to an unfortunate Shoanti who had been taken captive by the Gutsticker tribe, Gus was fleeing from the prospect of an apprenticeship to their shaman: a viciously scarred she-orc by the name of Shirishka. Orc shamans are renowned for their cruelty, and Shirishka had a reputation for flaying alive any apprentice that displeased her. Gus didn't wait to find out if the rumours were true. His only regret is that he wasn't able to rescue his mother (Elithera of the Squar-Klah) as well. He doesn't know to this day if she lives or no.

The Gutsticker tribe eked out their living on the edges of the Storval Plateau, so the simplest way of escape was down. Gus had picked up enough mage-craft by that time that he was able to make his way without too much in the way of mishap. It helped that early in his wanderings he met an enlightened paladin of Iomedae named Ruslan. Sensing no evil in the young half-orc, as well as the potential for considerable good, Ruslan befriended the outcast and the two spent around six months together, journeying across Varisia. But somehow, Gus knew that his ultimate destination was Korvosa.

The great city is renowned for many things, but chief among these is the Academae, with its halls of power and centres of learning. It admits only the very, very, best; but many more flock to the city because of it, like flies around a honey-pot: hedge magicians, flim flam enchanters, gimmick conjurers - and even a few genuine wizards. It was to one of these, a man named Durthu, that Ruslan directed the young half-orc.

Durthu had (or so he claimed) been an instructor at the Academae, and he was certainly an able teacher - when he was sober. It was never clear whether the drinking was linked with his departure from the Academae, since the story changed every time it was told. Gus's arrival briefly halted the downward slide and the old man took him under his wing and did his best to teach Gus the basics of magic, although Gus had to fill in some of the details himself. The style of magic he has developed is considerably more martial-focused than what is taught at the Academae, but it serves Gus better as he blends his fighting heritage with his intellect. Durthu also taught him the rudiments of alchemy, although the fine art of brewing potions was beyond them both.

Two years ago, however, Durthu's addiction took a more sinister turn as he switched from alcohol to narcotics. Shiver is the worst of the worst, made from spider goo and cut by the street dealers with anything they have to hand. For all his growing power, Gus was helpless to intervene and could only watch in frustration as his mentor self-destructed: the man was dead inside of six months.

In the time since, Gus has made a modest living as an alchemist/herbalist, selling various concoctions to the poor who cannot afford the services of the Abadarian priests. In his spare time, he has been investigating the drugs scene, hoping to find the dealer who sold the fatal batch that killed his mentor. All he has so far for his endeavours is a name: Gaedren Lamm.

He has also come to the attention of the Korvosan Guard, generally in a positive way: he provides helpful advice when they are confronted with arcane matters. The Guard appreciate that, as well as the fact that Gus is far less arrogant than the mages they usually have to consult - and considerably better in a fight. He jokes occasionally that he is thinking of changing his business card to read "consulting detective."

Description:

Gus stands just over six feet tall and is broad-shouldered with long arms. He is rarely found without his staff, which both serves to mark him as a magic-user and as a weapon. People will let you take a staff in places they would not permit a sword, and carrying a staff is a lot less threatening than carrying a naked blade. He has also found that it pays to advertise - people have certain expectations of a mage or alchemist - and consequently dresses in a flamboyant manner, with a sky-blue embroidered cloak and matching floppy hat (which also keeps the sun out of his eyes). Between the occasional consultant work with the Guard and his alchemy and herbalism, he makes a reasonable living without being well off (he frequently provides his services at a discount to those who are desperately in need, which doesn't help his balance sheet). His clothing reflects this, being clean and respectable but also well worn.

Gus has seen and experienced first hand what cruelty looks and feels like. He has also, thanks to his paladin friend, experienced goodness and kindness - and he knows damn well which he prefers. Having lived for ten years in Korvosa he has also seen the indifference of a legal system which doesn't distinguish between right and wrong. As a result he tends to see the law as an obstacle rather than a help, particularly the way in which wrongdoers can hide behind the law for protection. Given the choice between following the law and doing what is right - well, it's not really a choice as far as Gus is concerned. Anyone hiding behind the law in order to do evil has already made an enemy of Gus. (He keeps these thoughts to himself when working with the Guard.)

Although he is part-Shoanti through his mother and he speaks the language, he is aware that he knows nothing of Shoanti ways. He would be interested to learn more of that side of his heritage, although he is well aware that most people only see the orc in him. In an effort to downplay this, he speaks softly and has adopted a 'folksy' Taldane manner of speech, which puts people at their ease and can lead to them underestimating him. His affable manner keeps him out of trouble and means that the Guard will often consult with him rather than a more arrogant wizard. When you're a half-orc you need whatever breaks you can create.

Gus has also found that being a herbalist/apothecary is slightly like being a barkeep, in that people are looking for someone to talk with as much as they are looking for a remedy for their ills. He has become very good at it, and (once they get beyond the tusks and green skin) people are often surprised to find a sympathetic listener who can offer good advice, when asked for it

But behind the affable sympathy and the friendly voice is a mind like a steel trap. Anyone who takes him for a fool, or tries to take advantage of his good nature, is in for a world of trouble - he didn't escape from the Gutsticker tribe with a nice smile, after all. He doesn't seek violence but is well able to deal with it if it's required. Only a fool would deliberately try and make him angry.

He is not strictly religious but he acknowledges the god Nethys, who he sees as being split between a destructive and a benevolent side.

NPCs:

Ruslan (male Varisian human Paladin): Gus's first friend and the one most responsible for bringing him to the side of good. Ruslan travels widely and it is several years since Gus last saw him. He is keenly aware of the debt he owes Ruslan and would go a long way out of his way to help his friend. It was from Ruslan that Gus learned to speak Varisian.

Shirishka (female orc shaman): Gus is 'the one that got away' which is a huge embarrassment to the old witch. She suffered a considerable loss of face when he escaped - she is tied to her tribe, but if Gus were to cross her path again she would seek revenge.

Sergeant Louis Travitz (male Chelish human fighter): Sgt Travitz is in the Korvosan Guard and first met Gus a year ago, when they were both on the trail of an unlicensed alchemist who was dealing in drugs. Travitz originally suspected the half-orc, but Gus was able to prove his innocence and assist with finding the true culprit. He also provided some magical firepower when Travitz and his team made the arrest. The sergeant now consults regularly with Gus and they are slowly moving from erstwhile colleagues to friends.

Male Half-Orc Magus (staff magus) 2 CG Medium Humanoid (human, orc)
Age 25; Height 6 ft. 2 in. Weight 200 lbs.
Languages Common; Goblin; Orc; Shoanti; Varisian
Init +2; Senses Perception +0; Darkvision 60 ft.
Favoured class Magus

Lvl 1: +1 hit point
Lvl 2: +1 hit point

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DEFENCE
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AC 16, touch 12, flat-footed 14
hp 18
Fort +3, Ref +2, Will +3

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OFFENCE
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Speed 30 ft.
Melee Quarterstaff +4 (d6+3)

Ranged Dagger +3 (d4+3)

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STATISTICS
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Str 16, Dex 14, Con 10, Int 16, Wis 10, Cha 10
BAB +1; CMB +4; CMD 16
SQ; overlooked mastermind: +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. This replaces intimidating, orc ferocity and weapon familiarity.

Quarterstaff Master (Ex): At 1st level, the staff magus gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

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FEATS
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Quarterstaff Master (free) - By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.

Combat Casting (lvl 1) - You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

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TRAITS
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Affable - You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Drug addicted friend - Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +2 bonus on Knowledge (local) checks

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SKILLS
(5 points/lvl)
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Adventuring Skills

Diplomacy: 2 (7) or 9 vs humanoids

Knowledge (arcana): 2 (8)

Knowledge (local): 2 (10)

Spellcraft: 2 (8)

Use magic device: 2 (5)

Background Skills

Craft (alchemy): 2 (8)

Profession (herbalist): 2 (5)

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SPELLCASTING
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SPELLBOOK

Cantrips

All

Level 1

Blade lash

Colour spray

Corrosive touch

Enlarge person

Magic missile

Shield

Shocking grasp

Unseen servant

PREPARED SPELLS

Cantrips

Acid splash
Detect magic
Prestidigitation

Level 1

Shield
Shocking grasp
Shocking grasp

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GEAR
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WEAPONS

Dagger x 3
Quarterstaff

ARMOUR

Chain shirt (+4 AC, Armour check penalty -2)

EQUIPMENT

Backpack
Belt pouch
50' Hemp rope
1 bar soap
5 sacks
Travellers' outfit
Cloak
Hat
2 Canteens
Shaving kit
Ink pen
2 vials ink
12 sheets parchment
Scroll case
10 sticks chalk
Spell component pouch

2 flasks acid
2 flasks alchemist's fire
2 potions cure light wounds

Alchemist's Laboratory