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
John Gorman is a sadistic bastard, and does his best to make sure that the common folk of the Mudsitters District are aware of that fact. As the commander of the city guard's street patrols in the district, Gorman is charged with walking a beat, arresting criminals, and maintaining the peace. In truth, he rarely does any of these things, and is far more likely to strike a Mudsitter for a perceived (or simply manufactured) slight then to actually arrest or chase a criminal.
He is the right-hand man of Warden Kevvan Tarmikos, the leader of the Mudsitters District Barracks, and often carries out his will in the district. This includes everything from negotiating with criminal gangs for a slice of their action in the district to dealing with upstart heroes to occasionally dealing with threats too great for even Tarmikos and his lackeys to ignore
Gorman despises the Blackrazor Guild, but knows better than to go against them. Instead, he takes out his hatred of would-be heroes on other targets, such as Prug the Thrice-Risen, a half-orc monk and folk hero of sorts in the Mudsitters District. More recently he and his men have had run-ins with the Maidens of the Shield a new group of female vigilantes that have taken up the challenge of defending womenfolk in the district.
Gorman's chauvinist impulses initially caused him to dismiss their efforts and combat abilities, but the fact that his men have been bested by them on two occasions had caused him to redirect his spite toward them.
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)