Expert Diver

Govannon Gittins's page

650 posts. Alias of Euan.


Full Name

Govannon Gittins

Race

Human

Size

5'6", 180#

Age

42

Alignment

Neutral Good

Strength 16
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 10
Charisma 8

About Govannon Gittins

Govannon Gittins
Male Human (Varisian) Magus (Hex Crafter) (1)
CG Medium humanoid (human), Age 42
Init +1; Senses Perception +0

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Defense
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AC 15 (+1buckler), touch 11 (+1dex), flat-footed 13 (+3armor)
HP 11 (1d8 + 2 Con + 1 Favored Class)
Fort +4 (2class + 2con), Ref +1 (1dex), Will +3 (2class +1feat)

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Offense
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Speed 30 ft.
Melee: Scimitar +3 (1d6+3, 18-20/x2)
Ranged: Sling +1 (1d4, 50’, 20/x2)

Spells (Caster Level 1, Concentration +4 (+4 defensively))
Cantrip (12): Detect Magic, Dispel Undead, Ray of Frost
First (13): Frostbite, Magic Missile

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Statistics
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Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 8
(20pt buy +2str (human))
Base Atk +0; CMB +3; CMD 14

Human (Varisian)
+2 to One Ability Score: Human characters get a +2 bonus to one score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Traits
Magical Lineage (Frostbite) (-1 adjusted level with metamagic feats)(magic)

Feats
Country Born (Campaign)
Combat Casting (Human)
Rime Spell (entangle w/ cold spell) (First level)

Skills (2 + 3 Int +1 human)(2 background skills†)
Acrobatics = +1*
Appraise = +3
Bluff = -1
Climb = +7* (1rank +3class +3str)
Craft, carpentry† = +7 (1rank +3class +3int)
Diplomacy = -1
Disguise = -1
Fly = +1*
Heal = +0
Intimidate = -1
Knowledge Arcana = +7 (1rank +3class +3int)
Knowledge Local = +4 (1rank +3int)
Perception = +0
Profession Farmer† = +4 (1 rank +3class)
Ride = +5* (1rank +3class +1dex)
Sense Motive = +0
Spellcraft = +7 (1rank +3class +3int)
Stealth = +0*
Survival = +0
Swim = +7* (1rank +3class +3str)
*Armor Check Penalty -1

Languages Common (Taldan), Goblin, Halfling, Undercommon, Varisian

Gear
Carried Gear (43#, 91gp)
- Comfortable clothing
- Studded Leather (+3AC, 20#, 25gp)
- Buckler (+1AC, -1ACP, 5#, 5gp)
- Scimitar (4#, 15gp)
- Morning Star (6#, 8gp)
- Dagger (1#, 2gp)
- Sling w/10 bullets (5#)
- Spell Component Pouch (2#, 5gp)
- Tobacco pouch and packet of cigarette paper (1gp)
- Silver Hip Flask w/ a little brandy (30gp)

Sling Bag (11#, 104gp)
- Alchemist’s Fire (1#, 20gp)
- Bedroll & winter blanket (2#, 1gp)
- Candle x5
- Chalk x5
- Charcoal x5
- Steel flagon and wooden bowl (1#, 1gp)
- Flint & steel (1gp)
- Potion of Cure Light Wounds (50gp)
- Rations x4 (1#, 1gp)
- Spellbook (3#)
- Spell Component Pouch (2#, 5gp)
- Tindertwigs x25 (25gp)

Cash: 45gp
Weight: 54# (medium load >100#, heavy load >200#)

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Special Abilities
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Arcane Pool (Su) (3) (1/2 magus level + Intelligence modifier) Expend 1 point from the arcane pool as a swift action to grant any weapon held a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus (+1). These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Can add dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal at their usual cost.

Spell Combat (Ex): 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 (+3), 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.

Spellbook
Zero: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
First: Burning Hands, Frostbite, Grease, Magic Missile, Shocking Grasp

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Appearance:
Govannon Gittins is a bit rough, short, heavy, and scrappy. He’s a little unshaven, his hair is sometimes unkempt, and there’s dirt under his fingernails - one of which is chipped far down into the finger. He wears comfortable studded leather, showing its age and wear, along with a scimitar and morning star at his belt. A sling bag over his shoulder and back contain his other worldly possessions, which are few but bulky.

His fingers seem to have a life of their own, and seem to be always doing something. Either he’s whittling some random object with his knife, or he’s rolling, badly, a cigarette. Though he does it with some frequency, he seems to not have any skill at fashioning his smokes, often fumbling tobacco to the floor or table, and ending up with lopsided results with strange bulges. Still, he chomps on the tobacco as much as he smokes it and he often has a misshapen cigarette sticking out of his mouth - lit or not.
- - -

Govannon Gittins, though he doesn’t look it, comes from money. Not nobility mind you, but his parents made a pretty fortune on trade, providing all manner of crafted wood objects in a skirmish with the Shoanti in a small village near Kaer Maga on the plateau. Everything from barrels to wagons - even weapons, were sold, some say to both sides. Whatever happened, the Gittins family made out like bandits. Afterward though the family came under some scrutiny for war profiteering and they were forced to move from their small town and they chose to head to Magnimar where their wealth would be accepted.

They didn’t make it there however, as a band of Shoanti (perhaps also incensed at the profiteering) raided the small caravan they were a part of and both of Govannon’s parents were killed in the skirmish. Govannon, now a wealthy boy of 10, was left to his own devices - but at least he had a small fortune to ensure his future.

He figured it would be best to lay low, both to protect his funds and to avoid any attention from angry folk. For a princely sum (he had no idea) he convinced a farming family near Nybor to take him in as their adopted son. Well, farm hand really. It worked out well, Govannon had a place to live and they had the services of a strong boy, who paid them far more than what it cost them to feed and board the boy.

He stayed on well into his twenties, sliding into a comfortable rut of safety and calm. Still, spurred on by, well, something, he decided to head west - perhaps to continue on to Magnimar as his parents had once tried to do. It was, perhaps, the faint beginnings of unease with his comfortable life. Or that he was finally growing into manhood, albeit a little late.

He travelled south, and took a leisurely riverboat to Magnimar, though he was quite frightened at one point by some goblins on one bank, throwing stones and shooting arrows at the barge. There was no real risk, but Govannon came to realize the world was a dangerous place, and he needed a skill if he was to survive it.

Magnimar! Oh what a city! Sure, he had grown up near Kaer Maga, but as with most children he had never actually visited it. So Magnimar was the first true city that he experienced. It was overwhelming! Without much wisdom, he embraced the city, and opened his purse to all the things a young man might find there.

In time, he remembered his need to make something of himself - though that was somewhat difficult though the haze of inebriation that seemed to comfort him during these days. One bleary eyed morning he decided to take up arms and see what usefulness he might show in the town militia. As it happens, they were not interested in the man grown soft with a few years of city life.

But he did attract the eye of a tutor, who thought that, perhaps, Govannon might be suitable for something else. And of course the tutor admired Govannon’s purse - so a deal was struck. Morris, the tutor, would teach Govannon what he knew of fighting and magic, and Govannon would pay, and pay dearly.

For years Govannon worked for Morris, doing whatever odd jobs he requested, and being trained in sword and sorcery. Govannon, always a quick wit, took to the training readily and found he enjoyed the power that his training brought him. Amazing!

When his training was complete (ie when the money ran out) Govannon ‘graduated’ and he and Morris went their separate ways. Govannon, knowing a bit about himself, felt that a smaller town would be more conducive to his health than the big city, travelled along the Lost Coat Road north, ending up in Sandpoint.

It was then that family found him. A great aunt, on his mothers side, recognized him at once, with his big ears flapping in the wind - a family trait. Family! Kisaiya Chillcott by name, she had heard that all were killed on the Gittins side of the family, and had no idea a child had survived. She immediately took him in, like some wandering cat (of which she has plenty as well) and put a roof over his head.

He lives in a somewhat spacious attic space, above his great aunt - who won’t see him leave ”until he’s properly wed.” She seems to like the idea of marrying him off, but no woman yet has met her high standards, and for his part, he’s quite fine with being a bachelor - as he’s a little self conscious about his looks.

Now he’s looking for a way to make his mark on the world, preferably in a positive light, and ideally in a way that replenishes his depleted funds.
- - - [/spoiler]

Qualities:
Positive Qualities
- Like a good dog, Govannon is incredibly loyal to his team, even after a relatively short period of time. To him, your mates are the ones you’re with - especially if you’re bleeding together for a common cause. Why not show the proper respect, and then some. After all, who are you waiting for?
- He’s an intelligent fighter, taking advantage of flank when he can, using debuffs to help confound the enemy, and trying to take advantage of terrain to narrow the opponents into a killing field (rather than rushing in headlong to every battle). He’s a good ‘support fighter’ on the front line, but not the main sword-swinger, and he knows it.

Negative Qualities
- Well, smoking/chewing tobacco isn’t exactly a positive quality, but perhaps a better one would be Govannon’s tendency to open his big mouth. He’s a touch ugly (and yes, I know Charisma doesn’t mean that, but it overlaps in his case), and a bit abrasive at times. He will, given the chance, ruin a good diplomatic discussion with his loud mouthed ways. Naturally I do NOT intend to ruin every diplomatic opportunity the party faces, but his poor diplomacy, and my tendency to post early and often, may cause a little mayhem on occasion - but it won’t be burdensome.
- He’s way too focused on wealth. It consumes him to a degree - the desire to make sure everyone is getting their fare share. He’s not greedy, necessarily, and can be benevolent with his cash, but he’ll be the first in line when it’s handed out. He has plans for himself, and those plans require substantial currency. Further, he’s always just had money. So he really doesn’t appreciate its value.