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Gorm the Dissolver

A mighty, feared bounty hunter, Gorm the Dissolver is a true terror to behold. While not quite as well known or feared as Boba Fett, no one hears the name Gorm the Dissolver and does not immediately shiver. Originally created long ago by the Arkanian Renegades, this walking amalgam of organic and mechanical pieces stalks the galaxy for prizes, and demands considerable pay for his services. For more details, one might follow the link attached to the image below for details.

At 2.5 m in height, and with the external appearance he usually wears, it is obvious that most people fear Gorm the Dissolver, and with good reason. It is said by many that those Gorm hunts can measure their life expectancy in microseconds. He has a mostly robotic-looking body, with a trandoshan left arm, and other organic pieces smattered throughout. He keeps these organic pieces because they can actually heal, without the need to be replaced, and they also give him a strong enough connection to the Force that he can actually resist certain abilities other druids are automatically affected by.

Gorm the Dissolver: Unique Droid/Organic Cyborg (masculine programming) Soldier 10/Bounty Hunter 4; Init +2 (+2 Dex); Defense 19 (+7 class, +2 Dex); DR 5; Spd 10m; VP/WP 145/20; BAB +14; Atk +/+/+ melee () or +13/+13/+8/+3/-2 ranged (3d8/18-20, custom repeater-rifle [multifire]) or +11/+11/+11/+6/+1/-4 ranged (3d8/18-20, custom repeater-rifle [autofire]) or +17 ranged (2d6 10m(4m), incendiary slugthrower); SQ Fighter Bonus Feats x6 (Armor Proficiency (medium), Exotic Weapon Proficiency (monofilament garrote), Point Blank Shot, Precise Shot, Weapon Focus (blaster rifle), Weapon Focus (slugthrower rifle)), Sneak Attack +2d6, Target Bonus +2, droid qualities, “unkillable”, Fast Repair 3; SV Fort +14, Ref +7, Will +7; SZ M; FP 0; DSP 13; Rep +9; Str 21, Dex 14, Con 20, Int 16, Wis 14, Cha 12. Challenge Code F.

Special Features: As a unique organism, Gorm has several unique abilities. First, while he cannot spend Force Points, he does have a strong enough “connection” to the Force that he may take saves normally against Force powers, such as Drain Energy. His mix of organics and advanced cybernetics also possesses Fast Repair 3. In addition, for each round of inactivity, Gorm can regenerate 1 wound point. He can reattach a severed limb in a number of rounds equal to the Wound Point damage that was received, or, more likely, find a new component and replace a lost part. This ability is quite similar to the regenerative hibernation of the Gen’Dai. Gorm does not die if reduced to –10 Wounds. To kill him permanently, one must reduce him to slag (-30 Wounds). Nothing gives away his continued operation, however, so only a check (DC 30) would reveal that his body is, in fact, repairing itself, long after it should have been dead. Gorm can also replace damaged components with other scraps he finds.

Equipment: Custom repeater-rifle (customized, crtical threat 18-20), incendiary slugthrower (mounted in left shoulder), monofilament garrote (mounted in right wrist), ammo belt (incendiary shells)), environmental compensator (vacuum), heuristic processor, locked access, sensors (improved sensors, infrared sensors, motion sensors, telescopic), vocabulator, targeting range finder, durasteel plating (DR 5, MDB +2, ACP –5), electric dynamo.

Skills: (127 points) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair +20, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.

Feats: Armor Proficiency (medium), Exotic Weapon Proficiency (monofilament garrote), Far Shot, Infamy, Persuasive, Point Blank Shot, Precise Shot, Starship Operation (space transport), Track, Weapon Focus (blaster rifle), Weapon Focus (slugthrower rifle).

Standard Attack Method: While certainly not foolish, Gorm fears nothing so trifling as death; he has “lived” through many seemingly gruesome fates, and returned to continue his prerogatives. Still, he is intelligent enough to plan his actions, and won’t mindlessly lumber into combat. He will engage his enemies from a distance, withering them with shots from his repeating blaster, only moving in closer if necessary, and then dispatching foes with his monofilament garrote, or some similarly gruesome weapon.

Minions: None.


Gorm the Dissolver, found here.

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