Difference between revisions of "Ahmadar"

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* [[Daily Dwarf Common in the Realms|Common Dwarven Slang]]

Revision as of 02:58, 26 March 2014

Ahmadar.jpg

"Civilization begins with order, grows with liberty and dies with chaos." - Will Durant

Origin

Ahmadar Catcatcher is an established thief taker frequently commissioned by various merchants and the City Watch. 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 studded leather 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.

Character Record

Lawful neutral male shield dwarf bounty hunter & mage (3) of Vergadain. DoB: 24th day of Uktar in the year 1321.

  • Ability Scores: Strength 11 (0), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 18 (+4), Wisdom 12 (+1), Charisma 8 (-1)
  • Saving Throws: Intelligence & Wisdom

Proficiencies

  • Skills: Arcana (int), Perception (wis), Search (int), Stealth (dex)
  • Tools: Mount (land)
  • Armor: light, medium
  • Weapon: mage, dwarf

Traits & Languages

  • Traits: Speed 25 (not reduced by proficient armor or for heavy load), Darkvision 60', Dwarven Resilience, Dwarven Weapon Training, Stonecunning, Armor Mastery, Bounty Board
  • Languages: Common, Dethek, Chondathan, Undercommon, Auld Wyrmish, Espruar, Illuskan, Orc, <open>

Interactions

  • Ideals: believes that law and justice are married concepts & that each should always support and nurture the other
  • Flaws: terrified of cats, a wee bit racist (mainly against orcs (monsters), and a little towards elves (conceited egotists)...and gnomes (insane)...and halflings (shifty devils)...that's mostly it), doesn't trust easily, but when he does, he trusts too much
  • Bonds: Mom, his friends, stability & order

Horoscope

Age 32 in 1353; 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, inquisitve and communicative. They love discussing new ideas and projects.

Combat

  • Armor Class: 16
    • (Armor: 13 + Dex Mod: 2 + Shield: 0 + Other: 1)
    • Armor: studded leather, AC: 13, Weight: xx
  • Hit Points: 24, Hit Dice: 3d6
  • Initiative: 2, Speed: 25
  • Attacks
    • Staff: Bonus: xx, Damage & Effects: xx, Weight: xx
    • Dagger: Bonus: xx, Damage & Effects: xx, Weight: xx
    • Ray of Frost: Bonus: xx, Damage & Effects: xx, Weight: n/a

Spells

  • Maxinum # of Prepared Spells: 4
  • Spells per Day: 4/2
  • Magic Ability: Intelligence
  • Saving Throw DC Total: 14,
    • (Base DC (8+mod): 12 + Spellcasting Bonus: 2)

Prepared Spells

  • Magic Missile(1)
  • Empty
  • Scorching Ray (2)
  • Phantasmal Force (2)

Resources

Moneys: 12gp, 8sp, 4cp

Carried Equipment: robes, studded leather armor, staff (focus), backpack, healers kit, mess kit, tinderbox, 10x torches, 10x day ration, waterskin, 50' hemp rope, 2x manacles, 10x chalk, 5x flask, scroll case, Demisante's spellbook, small bundle of wanted posters, dagger, 2x potion of healing,

Stored Equipment: a lamp, a fluffy mattress, dress clothes, Demisante's Other Spellbook, Demisante's pack (2x tacky unicorn wand, locked wooden coffer, gaudy clothes, spell components), The Thaak Taalomar, The Three Spell Folio, spell-scroll: Snilloc's Snowball, Tales of the Melairkyn Dwarves (Tome: History DC20)

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

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)
  • Read Magic (Divination)

Level One Spells

  • Cause Fear (Illusion)
  • Disguise Self (Illusion)
  • Find Familiar (Conjuration)
  • Magic Missile (Evocation)
  • Color Spray (Illusion)
  • Charm Person (Enchantment)
  • Sleep (Enchantment)
  • Comprehend Languages (Divination)

Level Two Spells

  • Phantasmal Force (Illusion)
  • Scorching Ray (Evocation)
  • Invisibility (Illusion)

Demisante's Other Spellbook This is a small black leather bound travel spellbook containing 100 pages.

Cantrips

  • Dancing Lights (Illusion) - 2pg
  • Shocking Grasp (Evocation) - 3pg

Level One Spells

  • Charm Person (Enchantment) - 4pg
  • Detect Magic (Divination) - 4pg
  • Longstrider (Transmutation) - 4pg
  • Mage Armor (Abjuration) - 10pg
  • Sleep (Enchantment) - 8pg

Level Two Spells

  • Darkvision (x) - 8pg
  • Invisibility (Illusion) - 10pg


Scout

Scout.jpg

Scout is the name of Ahmadar's obese rat familiar. 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.

_______________________
AC 12, 10hp, Speed 20 Str 2, Dex 12, Con 6, Int 2, Wis 10, Cha 2 +5 Strength (Climb), +5 Dexterity (Stealth)




Other Important Individuals

Teshura
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.
Dalan the Vigilant
A member of the Waterdeep City Watch that Ahmadar has taken a liking to. Dalan now acts as Ahmadar's primary contact amongst the Guard.
Durn One-Eye
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.
Fenwin
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.
Asha
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.
Krusk
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.
Ahkhalan
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.





Projects, Goals and/or Downtime

  • Earn money! It's the keystone to...well, nearly everything.
  • 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.

Experience Points

Earned: 532xp

  • Chargen: Point-buy + bonus feat (+2 intelligence)
  • Session 1.20.14: 20xp
  • Session 1.27.14: 115xp
  • Session 2.3.14: 150xp (Level 2)
  • Session 2.17.14: 40xp
  • Session 2.24.14: 207xp