Kadir Ghatib
Kadir Ghatib
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Favored EnemyLevel 1
Kadir has marked one type of creature as a favored enemy, gaining advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. His favored enemy is humanoids, specifically members of criminal organizations and corrupt authorities.
- Natural ExplorerLevel 1
Kadir is particularly familiar with one type of natural environment. He gains benefits when traveling and tracking in urban ruins and crowded settlements, treating difficult terrain as normal, gaining advantages against getting lost, remaining alert while performing other activities, and improving his ability to track and forage. This choice is represented as favored terrain: urban and ruined settlements.
- Ability Score IncreaseHuman+1 to all ability scores
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century
- AlignmentHumanHumans tend toward no particular alignment
- SizeHumanMedium
- SpeedHuman30 ft.
- LanguagesHumanCommon and one additional language
- Criminal ContactCriminal
Kadir has a reliable and discreet contact within the criminal underworld who can provide information, pass messages, or arrange introductions, though the contact will not risk their life for him.
Gear
10 itemsWeapons
- 2×ShortswordA light, balanced martial blade suitable for close combat.
- LongbowA ranged martial weapon used with arrows.
Armor
- Scale mailMetal scales sewn onto leather backing. Wearing it imposes disadvantage on Dexterity (Stealth) checks.
Tools
- CrowbarA sturdy iron bar useful for prying and leverage.
- Thieves' toolsA compact set of picks, probes, and tension tools for opening locks and disabling traps.
Gear
- 20×ArrowsA quiver containing ammunition for the longbow.
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Dark common clothesA set of dark common clothes, including a hooded outer garment.
- Gaming setA marked set of bone gaming pieces used for gambling and coded messages.
Purse
- 15×Gold piecesA small pouch containing fifteen gold pieces.
Appearance
Kadir Ghatib is a lean, medium-height human man with olive-brown skin, close-cropped black hair, and a narrow beard kept deliberately short. His eyes are dark and constantly alert, measuring doors, windows, hands, and exits before he settles anywhere. He wears battered scale mail over a charcoal tunic, with a green scarf wrapped loosely at his neck. Within a minute of meeting him, most people notice the faint smell of cedar oil, bow wax, and bitter coffee. He repeatedly checks the small brass clasp on his belt pouch without realizing he is doing it.
Mannerisms
He checks the brass clasp on his belt pouch whenever a conversation turns uncertain. Before entering a room, he silently counts the visible exits and windows. When thinking, he rubs cedar oil into the fingers of his drawing hand.
Personality
Kadir is watchful, dryly humorous, and quicker to notice a bad escape route than a kind gesture. He dislikes grand speeches and people who use duty as an excuse for cruelty. He can be unexpectedly gentle with frightened animals, children, and anyone being bullied by someone stronger.
Ideals
Freedom. No magistrate, gang boss, priest, or noble has the right to decide who gets to walk away.
Bonds
The families who received the stolen medicine still send word through hidden channels. Kadir will risk almost anything to protect them from the gang he betrayed.
Flaws
Kadir assumes every favor has a hidden price and often creates enemies by refusing help before it can be offered. When cornered, he lies reflexively, even when a simple truth would serve him better.
Quirks
Background
Kadir Ghatib grew up in a crowded riverside quarter where honest work existed, but rarely paid quickly enough. His mother repaired nets and harnesses, while his older cousins taught him how to move through alleys without being noticed. Kadir became a courier for a small smuggling ring, first carrying sealed packets and later guiding people through marsh trails around customs posts. He learned the habits of guards, the value of a quiet camp, and the difference between a desperate thief and a cruel one. He preferred the former, but did not always have the luxury of choosing his employers. His last job went wrong when a shipment of medicine was diverted by the gang's leader and sold back to the very district that needed it. Kadir stole the remaining crates and delivered them to the sick families, leaving behind enough evidence to make the gang believe a rival crew was responsible. The deception worked, briefly. Now the gang wants him found, while several families quietly consider him a savior. Kadir has taken to the wild roads as a ranger, using his knowledge of routes, pursuit, and concealment to survive. He claims he is only looking for work, but he keeps listening for news of the gang's victims and watches for chances to break the ring that made him useful.
“His mother repaired nets and harnesses, while his older cousins taught him how to move through alleys without being noticed.”
- Background
- Criminal
Connections
Species
Human
Media
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