Whiskers the Half Heard
Whiskers the Half Heard
Sheet
AC 14 · HP 12 · 30 ft., climb 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Mark the Quarry
When When he needs to focus on a dangerous target.
Whiskers casts Hunter's Mark on a creature he can see, marking it as his quarry and gaining the spell's benefits.
- Feline Agility
When When a sudden dash, retreat, or repositioning is necessary.
Whiskers uses his tabaxi burst of speed to double his speed until the end of his turn. He cannot use this trait again until he moves 0 feet on one of his turns.
- Favored EnemyLevel 1
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses when you finish a Long Rest.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of weapons with which you have proficiency. Whiskers has chosen Longbows and Shortswords.
- SpellcastingLevel 1
You have learned to cast spells using Wisdom as your spellcasting ability. You prepare two Ranger spells, in addition to Hunter's Mark from Favored Enemy. You can change one prepared Ranger spell when you finish a Long Rest.
- Creature TypeTabaxiHumanoid.
- SizeTabaxiMedium or Small. Whiskers is Medium.
- SpeedTabaxi30 feet walking speed and a climbing speed equal to his walking speed.
- DarkvisionTabaxiHe can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only shades of gray.
- Cat's ClawsTabaxiHis claws can make unarmed strikes that deal 1d6 plus Strength modifier slashing damage instead of normal unarmed strike damage.
- Cat's TalentTabaxiHe has proficiency in the Perception and Stealth skills.
- Feline AgilityTabaxiWhen he moves on his turn, he can double his speed until the end of that turn. After using this trait, he cannot use it again until he moves 0 feet on one of his turns.
- AlertCriminal
You add your Proficiency Bonus to Initiative rolls. When you roll Initiative, you can switch your Initiative with the Initiative of one willing ally in the same combat. You cannot make the switch if you or the ally is Incapacitated.
Spells
3 spellsSpellcasting. Whiskers the Half Heard casts with Wisdom (spell save DC 10, to hit with spell attacks).
1st level (2 slots): , ,
Gear
12 itemsWeapons
- ScimitarA light, finesse weapon that deals 1d6 piercing damage. Weapon mastery: Nick.
- ShortswordA light, finesse weapon that deals 1d6 piercing damage. Weapon mastery: Vex.
- LongbowA martial ranged weapon that deals 1d8 piercing damage and has the Ammunition, Heavy, Range, and Two-Handed properties. Weapon mastery: Slow.
- 2×DaggerA pair of balanced daggers, each dealing 1d4 piercing damage and having the Finesse, Light, and Thrown properties.
Armor
- Studded Leather ArmorProtective leather armor reinforced with metal studs. Armor Class 12 plus Dexterity modifier, subject to the medium armor maximum.
Tools
- Thieves' ToolsTools used to pick locks and disarm traps.
Gear
- 20×ArrowsAmmunition for the longbow.
- Dungeoneer's PackA pack containing equipment useful for underground exploration, including a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, waterskin, and rope.
- CrowbarA sturdy iron bar useful for forcing doors, prying crates, and creating leverage.
- 2×PouchSmall belt pouches for holding coins, tools, or stolen objects.
- Traveler's ClothesSimple clothing suitable for travel and blending into city crowds.
Purse
- 16×Gold PiecesUnspent starting currency from the Criminal background.
Appearance
Whiskers is a lean, broad-shouldered male tabaxi with russet-and-cream fur, dark chocolate stripes, a long expressive tail, and amber eyes that constantly measure exits, distances, and hands. He wears well-fitted studded leather beneath a weather-darkened green cloak, with a longbow and quiver across his back and two daggers hidden where a casual search will not find them. Before he speaks, he pauses and draws a slow breath through his nose, as if listening to a sound no one else can hear. When startled, that measured breath becomes a soft, rapid chuff, and his words emerge in clipped bursts.
Mannerisms
He pauses before answering, inhales through his nose, and tilts his head toward whoever is speaking. He rarely looks directly at a door until he has already identified its hinges, lock, and likely escape route. When irritated, he smooths the fur along his forearms in precise strokes. When frightened, his breath quickens into audible chuffs, though he continues speaking as if nothing is wrong.
Personality
Whiskers is observant, dryly humorous, and difficult to surprise. He treats conversation like a puzzle, collecting pauses, gestures, and inconsistencies before deciding what someone truly means. He is curious about mechanisms, maps, old ruins, and any object with a story, but he dislikes grand speeches and people who confuse authority with competence. Beneath his suspicious exterior is a practical compassion for overlooked people, especially servants, street children, and anyone being pressured by a more powerful group.
Ideals
Freedom. No guild, lord, law, or prophecy owns a person. Everyone should have the right to choose their own path, even if those choices are inconvenient or dangerous.
Bonds
He carries a brass key from his former crew, not because it opens any known lock, but because it was found beside the name of the person who ordered the plague-ward theft. He will protect innocent people from being used as tools, even when doing so costs him a safe escape.
Flaws
He assumes every offer has a hidden cost and every locked door conceals something worth taking. When anxious, he becomes fascinated by small valuables and may pocket them without realizing it. He also has trouble abandoning a mystery, even when the sensible choice is to leave it alone.
Quirks
Background
Whiskers earned his name because he could hear a lock’s tumblers settle before anyone else noticed the mechanism move. Raised among dockside warehouses and crowded caravan yards, he learned early that a tabaxi’s curiosity could be turned into a profession. He began as a lookout, then became a runner, burglar, and occasional smuggler for a small crew that prized quiet entrances and quieter exits. His talent for moving through rafters and alley shadows made him useful, but his habit of asking what was inside every stolen box made him difficult to control. The crew finally crossed a line when they accepted a contract to steal medicine from a plague ward. Whiskers sabotaged the job, warned the wardens, and disappeared with the payment ledger instead. The ledger implicated powerful merchants, but also named several former companions who now want him dead. He has since taken work as a ranger, using wilderness routes to move between settlements while tracking the people who betrayed him. He insists he is not seeking redemption or revenge. He is only following the trail until he understands where it ends.
“Raised among dockside warehouses and crowded caravan yards, he learned early that a tabaxi’s curiosity could be turned into a profession.”
- Background
- Criminal
Connections
Species
Tabaxi
Media
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