Kevvan Tarmikos

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The corrupt leader of the Mudsitters District Barracks of the City Guard.

Overview

Warden Kevvan Tarmikos is the corrupt leader of the Mudsitters District Barracks of the City Guard. He views the barracks as his own private fiefdom, and the district as his hunting grounds. He cares little for the suffering of the people or about catching and punishing criminals; his primary motivation is getting his fingers into as many pies as possible.

It's rumored that a number of the criminal endeavors in the Mudsitters District are his, or that at the very least gangs and other criminals pay him a form a protection money, but no one has ever been able to pin anything illegal on him.

Tarmikos is a canny individual who prides himself on being able to know the measure of a man; few are able to pull one over on him, and he has a remarkable -- and feared -- knack for knowing when someone is being dishonest with him. Tarmikos is not the kind of individual who wants to rule the district with an iron fist, but he does want to know everything that's happening in it so that he can get his piece of any action.

He implicitly trusts his right-hand man, John Gorman leader of the barrack's street patrol, and relies on him to carry out his will within the district.

Statblock

Kevvan Tarmikos: Male Human Ftr4/Rog5; CR 9; Medium Humanoid (Human); HD 5d6+4d10+27; hp 91; Init +2; Spd 30 ft/x4; AC 20 (+6 armor, +2 dex, +2 deflection), touch 14, flat-footed 20; Base Atk/Grapple +7/+9; Full Atk +12/+7 Merciful +1d6 subdual, Human Bane, +2d6 damage (1d10+7;20/x2, Greatclub +2), Full Atk vs human +14/+9 Merciful, HumanBane (1d10+9 +2d6;20/x2, Greatclub +4 (vs human)); SA&SQ Uncanny Dodge(Ex), Trap Sense(Ex), Evasion(Ex), Sneak Attack, Trapfinding(Ex); AL NE; SV Fort +8, Ref +7, Will +2; Str 14(+2), Dex 14(+2), Con 16(+3), Int 12(+1), Wis 10(+0), Cha 14(+2); Skills: Appraise¹ +5, Balance¹ +3, Bluff¹ +12, Climb¹ +6, Decipher Script +2, Diplomacy¹ +11, Disable Device +3, Disguise¹ +7, Escape Artist¹ +4, Gather Information¹ +12, Hide¹ +16, Intimidate¹ +18, Knowledge (local) +11, Listen¹ +6, Move Silently¹ +6, Ride¹ +4, Search¹ +13, Sense Motive¹ +11, Spot¹ +12, Swim¹ +4, Use Rope¹ +6. Feats: Alertness, Investigator, Leadership, Persuasive, Toughness x2, Weapon Focus (Greatclub), Weapon Specialization (Greatclub).