John Gorman
The sadistic city guardsman who leads up the street patrols in the Mudsitters District.
Overview
- Class(es): Fighter 4 / Rogue 1
- Sex: Male
- Race: Human
- God: Unknown
- Alignment: Neutral Evil
- Status: Alive
- City: Obsidian Bay
- Country: Domain of Obsidian Bay
Organizations
Statblock
John Gorman: Male Human Ftr4/Rog1; CR 5; Medium Humanoid (human); HD 1d6+4d10+5; hp 37; Init +0; Spd 20 ft/x4; AC 17 (+6 armor, +1 shield), touch 10, flat-footed 17; Base Atk/Grapple +4/+7; Full Atk +8 One-handed (1d8+4;19-20/x2, +1 Longsword), +7 One-handed (1d6+3;20/x2, Club), +4 Two-handed (1d8;19-20/x2, Light Crossbow); SA&SQ Sneak Attack, Trapfinding(Ex); SR 0; AL LG; SV Fort +6, Ref +4, Will +3; Str 17(+3), Dex 10(+0), Con 12(+1), Int 10(+0), Wis 12(+1), Cha 12(+1); Skills: Bluff +3, Climb -1, Diplomacy +3, Forgery +1, Gather Information +7, Intimidate +5, Jump -6, Knowledge (local) +4, Listen +5, Search +5, Sense Motive +5, Sleight of Hand -3, Spot +7, Use Rope +1. Feats: Alertness (PH 89), Blind-Fight (PH 89), Investigator (PH 96), Power Attack (PH 98), Improved Bull Rush (PH 95), Quick Draw (PH 98).
Class Abilities: Sneak Attack: Any time someone you attack is denied their Dexterity bonus to AC, or you are flanking them, you inflict an extra 1d6 damage. Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment; Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.
Equipment: Longsword +1, club, lt. crossbow, chainmail +1, buckler, potion of endurance, potion of cure light wounds (x2), 3d6 gp, 6d6 sp, 3d4 cp. NukeHavoc 09:50, 31 January 2008 (PST)