Ahmadar
Ahmadar Catcatcher
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Race: Shield Dwarf, Class: Wizard (Necromancer) 4th level Background: Ex-Waterdeep City Watch, Alignment: Lawful Neutral Patron Deity: Vergadain Factions: {{{Factions}}} |
Ability Scores
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Strength 11 (0), Dexterity 14 (+2), Constitution 15 (+2); Intelligence 20 (+5), Wisdom 12 (+1), Charisma 8 (-1) |
Proficiencies
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Bonus: +3 Saving Throws: Intelligence & Wisdom Skills: Arcane (int), Investigation (int), Perception (wis), Stealth (dex) Tools: Brewer Tools, Vehicles (land) Languages: Common, Dethek, Chondathan, Undercommon, Auld Wyrmish, Espruar, Illuskan, Orc Armor: Light, Medium Weapons: battleaxe, handaxe, throwing hammer, warhammer, dagger, darts, sling, quarterstaff, light crossbow |
Traits
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Darkvision 60', Dwarven Resilience, Stonecunning, City Watch Rank, Arcane Recovery, Necromancy Savant, Grim Harvest, Undead Thralls, *Ring of Evasion |
Feats
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{{{Feats}}} |
Combat
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Attacks: {{{Attacks}}} Armor Class: 15, Initiative: +2, Speed: 25 Hit Points: 44, Hit Dice: 6d6 |
Social
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Personality Traits: {{{Personality}}} Ideals: law & justice are married concepts that should support each other Bonds: family & friends, stability & order Flaws: afraid of cats, racist, trusts too little or else too much |
"Civilization begins with order, grows with liberty and dies with chaos." - Will Durant
Contents
Origin
Ahmadar Catcatcher is an established thief taker frequently commissioned by various merchants and the City Watch (which he used to work for). He is often found in the Castle Ward, most commonly at Blackstaff Tower or at the Crawling Spider tavern.
Ahmadar is the son of Teshura, a fancy lady employed at the Crawling Spider tavern in the Castle Ward of Waterdeep. His mother is the daughter of Beldas, once a minor noble of Clan Darkfell, who had been exiled after his father Uldred Darkfell had been executed for treason and conspiracy against the King of Citadel Adbar. While not a legacy to be proud of, it far outshines that of who his father is, infamous agent of both the Eye and the Iron Ring in Skullport, Ahmaergo the Horned Dwarf. His mother had worked the grounds of Gyudd's Distillery before Ahmadar was born and claims with absolute certainty that Ahmaergo was his father. She left Skullport for Waterdeep and began working at the Crawling Spider shortly after his birth. Ahmadar, having no use for either side of his shady family history or their possible legacy, had disowned anything beyond his mother.
Ahmadar had no idea he had a gift for magic. It's generally unheard of and an unsavory and suspicious trait when found amongst dwarves. The Blackstaff discovered him because of a mishap following a successful job where he had apprehended Demisante, a young half-elf girl who had been using magic to burglarize homes in the Castle Ward.
As part of his reward for turning the thief in, he had been allowed to keep her possessions. Among them was a very strange book. Ahmadar was fascinated by the inscriptions, designs and symbols in the book. He had started using some of these symbols as doodles and decorations and on one occasion when he was tracing one of the symbols from the book, the page flared with a blue-white light and filled his arm with such a terrible chill that it left his hand stiff and numb. Fearing that he had released some sort of terrible curse from the book, he took it and ran to the House of Wonder in search of guidance and healing. Once he had explained the circumstances to a priest, and then another, and then to about six others, all of them puzzling over his tale and the book he had brought them, they finally healed his hand and sat him in a little conference room with a cup of warm tea. He sipped his tea, confused by their keen interest in him until the Blackstaff showed up in the doorway. The Archmage stared at the tiny, tiny dwarf...so tiny. The towering wizard entered the room, closed the door and sat across from poor, doomed Ahmadar. It was as if that icy numbness from the cursed book had returned, but instead of just his hand, it filled him from head to toe and all he could think about was what in the realms had he gotten himself into?
Appearance
Ahmadar is 5' tall and 220 pounds of stocky dwarf. He has brown hair with a hint of ginger, which he maintains as a short, neat mohawk and a moderate length of beard with no ornamentation. Since beginning his apprenticeship, he has taken to wearing a heavy red robe that his mother made for him. When outside the tower, he generally wears and long brimmed red hat and a chainmail shirt over the robes, giving the ensemble the appearance of armor with a protruding red skirt. Ahmadar has unusually large feet and generally dislikes boots and shoes, preferring to be barefoot or wearing sandals. He carries a short, thick staff of blackened wood covered with arcane engravings with a blue crystal affixed within the head.
Horoscope
Age 33 in 1354; Born 24 Uktar, 1321 DR (Year of Chains)
Born under the Sign of the Butterfly, with Selûne (first quarter) under the sign of the Trident
Those born under the sign of the Butterfly are restless, sociable and good natured. Cheerful, expansive and magnetic, they win friends easily and dislike offending others. Although often indecisive, they are not weak willed and tackle difficult tasks with infectious optimism.
Those born with Selûne under the sign of the Trident are quick witted, spontaneous and gregarious. They have a lively curiosity and are intelligent, persuasive speakers, enthusiastic, inquisitive and communicative. They love discussing new ideas and projects.
Spells
- Cantrips: 4
- Maximum # of Prepared Spells: 9
- Spells per Day: 4/3/3
- Magic Ability: Intelligence
- Saving Throw DC Total: 16
- (Base DC (8+mod): 13 + Spellcasting Bonus: 3)
Resources
Moneys: 268gp, 8sp, 4cp
Carried Equipment: robes, hat, chainmail shirt, Delver's Medallion, Ring of Evasion, staff (focus), backpack, healers kit, mess kit, tinderbox, 10x day ration, waterskin, 50' hemp rope, 3x manacles, 10x chalk, 5x flask, scroll case, handaxe, Citadel game set, Demisante's spellbook, small bundle of wanted posters, dagger, 2x potion of healing,
Stored Equipment: a lamp, a fluffy mattress, dress clothes, The Thaak Taalomar, The Three Spell Folio, spell-scroll: Snilloc's Snowball, Tales of the Melairkyn Dwarves (Tome: History DC20), box of research notes regarding dwarven mages & "thunder-twins" that he copied from the Vault of Sages,
Lifestyle: Freeloader, 0/month.
- Ahmadar enjoys a very, very small apprentice cell in Blackstaff Tower, where he somehow manages to fit a bed, nightstand, chest and mounted shelves.
Spell Books
- The Thaak Taalomar: A spellbook given to Ahmadar by Lady Alustriel of Silverymoon.
- The Three Spell Folio: A slim spellbook with the three spells discovered while researching at the Vault of Sages.
Demisante's Spellbook This small spellbook is a collection of scraps and whole pages bound with leather twine between two small wooden boards. The front and back covers are crudely engraved with elven symbols and a crude forest scene with a stick figure and what is likely supposed to be a unicorn. The interior is a mess of runes and symbols with every bit of available space around them crammed with tiny written notes and instructions in Espruar. Ahmadar has added new pages to the back of the book that contain his own neat and organized notes.
Cantrips
- Minor Illusion (Illusion)
- Prestidigitation (Transmutation)
- Ray of Frost (Evocation)
- Chill Touch (Necromancy)
- Mage Hand
- Shocking Grasp
- True Strike
Level One Spells
- Disguise Self (Illusion)
- Find Familiar (Conjuration)
- Magic Missile (Evocation)
- False Life (Necromancy)
- Ray of Sickness (Necromancy)
- Charm Person (Enchantment)
- Sleep (Enchantment)
- Comprehend Languages (Divination)
- Gust of Wind
Level Two Spells
- Ray of Enfeeblement (Necromancy)
- Scorching Ray (Evocation)
- Invisibility (Illusion)
- Rope Trick
- Mirror Image (Illusion)
- Suggestion (Enchantment)
Level Three Spells
- Animate Dead (Necromancy)
- Leomund's Tiny Hut (Evocation) (R)
- Bestow Curse (Necromancy)
- Haste (Transmutation)
- Counterspell (Abjuration)
Scout
Scout is the name of Ahmadar's obese bat familiar (though he has spent most of his existence as a rat, which seems to have left a bit of a mark on his personality). He lives a very sedentary lifestyle in either Ahmadar's pocket or on his bed and is generally only motivated to actually exert any effort to move when his master commands him to or there is cheese involved. Especially if there is cheese involved. Most cats seem terrified of Scout, much to Ahmadar's delight given that the foul beasts from Hell terrify him.
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AC 12, HP 1, Speed 5', Fly 30'
Str -4, Dex +2, Con -1, Int -4, Wis +1, Cha -3
Blindsight 60', Passive Perception 11
- Echolocation (no sound = no blindsight)
- Keen Hearing (advantage on Wis/Perception checks that rely on hearing)
Other Important Individuals
Ahmadar's mother, a fancy lady employed at the Crawling Spider tavern in the Castle Ward. A lady of grace, charm and enticing smiles, Ahmadar knows that behind the facade is a woman haunted by a life she refuses to accept that she has finally escaped from. | |
A member of the Waterdeep City Watch that Ahmadar used to work with when he was in the Watch. Dalan now acts as Ahmadar's primary contact amongst the Guard. | |
Durn, a short brick wall of a gold dwarf, is part time bouncer at the Crawling Spider and part time harbor worker. He is also Ahmadar's occasional lover. Durn prefers to keep the relationship on the down-low and thus refuses to commit to anything serious, but it does not stop him from angry or sulking bouts of possessive jealousy. | |
A regular drinking buddy of Ahmadar. Fenwin is a gnome and generally the source of most of Ahmadar's ridicule for the gnomish race. Fenwin is a minor member of the League of Basketmakers & Wickerworkers guild, hates his job, hates his wife and generally drinks to forget all of the above. | |
Another regular drinking buddy, Asha works at the waterfront. She knows about Durn and Ahmadar's secret relationship and teases Durn through use of innuendo, much to Durn's frustration. As a child, Asha was an orphan and a thief on the streets. She was apprehended by Ahmadar after he caught her stealing food. She touched upon something in his heart and he chose not to turn her in to the Guard, instead choosing to take her home. He and his mother, who eventually grew fond of her, cleaned her up and got Durn to find her work at the docks. She's grown up to be a terrifyingly tall human woman and refers to Ahmadar and Durn as her uncles. | |
A half-orc and regular at the Crawling Spider. He is a professional rival, though Ahmadar is convinced that he is a thief and a liar and uses the authority and recognition given to him as a hunter to commit crimes that he pins on the thieves hunts. He is as smug as he is ugly and is always accompanied by his thuggish brother and sister, Targ and Varra. | |
Ahmadar's twin brother and a slaver from Skullport. Ahmadar was unaware that he had any siblings, much less a twin, until said brother attempted to have him stalked with the intention of kidnapping him. Their parties fought against each other when they first met, which didn't allow for any significant conversation, but Ahmadar seeks to establish some sort of contact now, wishing to know more of this long lost brother.
Ahkhalan, who works as a slaver for their father in Skullport, and Ahmadar have met numerous times since their first encounter and have established a relationship. Ahkhalan wants to learn magic and Ahmadar has been attempting to teach him with no luck thus far. |
Projects, Goals and/or Downtime
- Keep on earning money! Magic is expensive! And his mom needs nicer things.
- Learn, study, excel in his apprenticeship. In addition to the arcane arts giving him the means of accomplishing other goals, he has come to crave recognition and praise from the ever detached Khelben.
- Eventually buy a home for he and his mom, giving her the option to retire. Maybe even convince Durn to move in.
- Find Asha a good husband. Terrify those who he deems as unqualified.
- Prove Krusk to be the criminal he really is. He's so smarmy! That lawless greenskin and his kin are obviously plotting all sorts of no good schemes, you can see it in their black piggy eyes.
- Continue Ahkhalan's private lessons & hope for a breakthrough.
- While he's vary wary about it, he wants to spend some time with his father. He is family after all and family is important.
Experience Points
Earned: 3170 xp
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