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Cinder Saffron - AI-generated fantasy Character

Cinder Saffron

Tabaxi · Rogue · Level 1 · Criminal

Cinder Saffron

Sharp-witted, dryly amused, and extremely self-possessed, Cinder treats every room like a puzzle box and every conversation like a lock that might open if he finds the right angle.
AC14
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 9 · 30 ft., climb 20 ft.
AlignmentTrue NeutralGenderMaleAge24
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves' Tools

Languages

Common,
Thieves' Cant,
Undercommon

Features

10 features

Always on

  • ExpertiseLevel 1

    You have learned to be especially capable with two skills or tools you are trained in. Choose two proficiencies and double your proficiency bonus for ability checks using them.

  • Sneak AttackLevel 1

    Once per turn, you can deal extra damage when you hit with an attack roll using a Finesse or Ranged weapon if you have Advantage on the roll, or if an ally is within 5 feet of the target and you do not have Disadvantage. The extra damage is 1d6 and is the same type as the weapon’s damage.

  • Thieves’ CantLevel 1

    You know Thieves’ Cant and one additional language of your choice.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two weapons you are proficient with. You can change the chosen weapons after a Long Rest.

  • TraitTabaxiDarkvision, 60 feet.
  • TraitTabaxiCat's Talent, you have proficiency in the Perception and Stealth skills.
  • TraitTabaxiCat's Claws, your claws are natural weapons that deal 1d4 slashing damage on a hit.
  • TraitTabaxiFeline Agility, when you move on your turn you can double your speed until the end of that turn. You cannot use this again until you move 0 feet on one of your turns.
  • TraitTabaxiClimbing Speed, 20 feet.
  • AlertCriminal

    Alert. You are difficult to surprise, and you remain aware of danger even when trouble starts quietly.

Gear

12 items

Weapons

  • 4×
    Dagger
    A piercing melee weapon, finesse.
  • Shortsword
    A versatile finesse melee weapon.
  • Shortbow
    A ranged weapon with the ammunition property.

Armor

  • Leather Armor
    Light armor with AC 11 + Dexterity modifier while worn.

Tools

  • Thieves' Tools
    Allows you to open locks and disarm traps.

Gear

  • 20×
    Arrows
    Projectile ammunition for the shortbow.
  • Quiver
    Container for carrying arrows.
  • Burglar's Pack
    A set of tools and supplies for sneaking, climbing, and living on the road.
  • Crowbar
    A sturdy length of wood useful for prying open doors or crates.
  • 2×
    Pouch
    Small containers for holding coins, trinkets, or pilfered valuables.
  • Traveler's Clothes
    Travel-ready clothing suitable for moving unnoticed.

Purse

  • 24×
    Gold Pieces
    Coin carried from the start of adventuring, combined from class and background starting funds.

Appearance

An intensely orange tabaxi with a sun-bright coat, amber eyes that constantly narrow against glare, and a lean, agile frame built for rooftops and narrow ledges. He keeps his fur meticulously groomed, with a faintly smug, self-possessed look, as if he has already judged the room and found a better escape route.

Mannerisms

He squints dramatically whenever he steps into bright light, and he habitually angles himself toward shade even when standing still. While listening, he flicks one ear backward and taps a claw against his wrist like he is counting exits.

Personality

Sharp-witted, dryly amused, and extremely self-possessed, Cinder treats every room like a puzzle box and every conversation like a lock that might open if he finds the right angle. He is cautious rather than timid, loyal in a measured way, and happiest when he has room to improvise.

Ideals

Freedom. No gate, guild, noble, or law should own a life that can think and choose for itself. He steals, lies, and slips through cracks, but only to keep his own path open and to make sure the strong do not get to decide everyone else’s.

Bonds

He still keeps one bent brass key on a cord around his neck, a relic from the first lock he ever beat without a stolen tool. He sends coin and quiet favors to one old fence who once hid him from the city watch, and he would cross a continent to repay that debt.

Flaws

He cannot resist taking the hardest route if it lets him avoid walking into bright sunlight, and his preference for the shadows can turn into needless caution. When someone challenges his pride, he sometimes smiles first and thinks later, which has landed him in more trouble than any honest mistake ever did.

Quirks

He always chooses the shadiest seat in any room.
He briefly closes one eye when sunlight hits him, like he is glaring back at it.
He unconsciously cleans his claws on his sleeve after every tense conversation.

Background

He was born in the hot, crowded edges of a trade district where alleyways offered more shade than the plazas ever did. From an early age he learned two things, first, that the world had plenty of locks, and second, that direct sunlight was a personal insult. While other kittens chased bright things in open courtyards, he preferred the cool relief of doorways, under-eaves, and back lanes, watching the city breathe through its hidden seams. His brilliant orange coat made him impossible to miss in daylight, so he became a master of vanishing before anyone could get a proper look, slipping through kitchens, counting houses, and sealed storerooms with a grin and a set of quick paws. He fell in with a criminal crew not because he loved cruelty, but because the underworld understood practical people. He was a courier, a pickpocket, a lock-scout, and, when needed, a very persuasive distraction. He never stayed loyal to any gang long enough to become owned by it, which suited him just fine. Eventually the work grew bigger than petty theft, and the consequences grew sharper than a shopkeeper’s anger, pushing him out of the familiar lanes and into a wider life as a rogue. Now he travels for opportunity, profit, and the simple pleasure of never being told where to stand, especially if where to stand happens to be in full sun.

“From an early age he learned two things, first, that the world had plenty of locks, and second, that direct sunlight was a personal insult.”
From their backstory
Background
Criminal

Connections

Species

Tabaxi

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