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Whiskers the Half Heard - AI-generated fantasy Character

Whiskers the Half Heard

Tabaxi · Ranger · Level 1 · Criminal

Whiskers the Half Heard

Quietly observant and difficult to surprise, Whiskers prefers to stand near walls, windows, and escape routes.
AC16
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 12 · 30 ft.
AlignmentTrue NeutralGenderMaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' Tools

Languages

Common,
Tabaxi,
Undercommon,
Thieves' Cant

Features

10 features

Bonus action

  • Hunter's Mark

    When Bonus Action, after choosing a creature you can see within range

    For the duration, you deal an extra 1d6 damage to the target whenever you hit it with an attack, and you have Advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 Hit Points, you can move the mark to a new creature as a Bonus Action.

Always on

  • 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. Wisdom is your spellcasting ability for this spell.

  • Weapon MasteryLevel 1

    You can use the Mastery properties of two kinds of weapons with which you are proficient. You have chosen the shortsword, which has the Nick property, and the longbow, which has the Vex property.

  • Deft ExplorerLevel 1

    You gain Expertise in one skill with which you are proficient. You have chosen Stealth. You also learn two languages of your choice, Undercommon and Thieves' Cant.

  • SpellcastingLevel 1

    You can cast prepared Ranger spells using Wisdom as your spellcasting ability. You have two level 1 spell slots and can prepare two level 1 Ranger spells after a Long Rest.

  • DarkvisionTabaxiYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Cat's ClawsTabaxiYour claws deal slashing damage and give you a climbing speed equal to your walking speed when you are not wearing heavy armor.
  • Cat's TalentTabaxiYou have proficiency in the Perception and Stealth skills.
  • Feline AgilityTabaxiWhen you move on your turn in combat, you can double your speed until the end of that turn. You cannot use this trait again until you move 0 feet on one of your turns.
  • Criminal Contact and AlertCriminal

    You know how to find and communicate with criminals, smugglers, and other underworld contacts. Such contacts can provide information, introductions, or discreet assistance, though they are not automatically loyal to you. Your Criminal background also grants the Alert Origin feat. You add your Proficiency Bonus to Initiative, and at the start of combat you can swap your Initiative with a willing ally in the same combat.

Spells

2 spells

Spellcasting. Whiskers the Half Heard casts with Wisdom (spell save DC 10, to hit with spell attacks).

Cantrips (at will):

1st level (2 slots):

Gear

11 items

Weapons

  • 2×
    Shortsword
    A light, finesse melee weapon with a 1d6 piercing damage die.
  • Longbow
    A martial ranged weapon with a 1d8 piercing damage die and a normal range of 150 feet.
  • 2×
    Dagger
    A simple blade suitable for concealment and close work.

Armor

  • Scale Mail
    Medium armor made from overlapping metal plates, worn over padded clothing. It imposes disadvantage on Dexterity (Stealth) checks.

Tools

  • Thieves' Tools
    Tools used to open locks and disable traps.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Dungeoneer's Pack
    Contains equipment useful for underground exploration, including a backpack, candles, tinderbox, rations, rope, and similar supplies.
  • Crowbar
    A compact iron bar useful for prying open doors, crates, and shutters.
  • 2×
    Pouch
    Small belt pouches for coins, tools, and stolen goods.
  • Traveler's Clothes
    Plain, durable clothing intended for travel and inconspicuous movement.

Purse

  • 16×
    Gold Pieces
    Starting currency remaining after selecting the background and class equipment package.

Appearance

Whiskers is a rangy male tabaxi with tawny-gray fur, darker charcoal stripes along his forearms and tail, and a narrow, weathered muzzle. His upper canines show prominently whenever he eats, speaks too quickly, or laughs, giving his grin an unexpectedly predatory look. Sun and wind have roughened the skin around his nose and paw pads from years spent traveling rooftops, alleys, and scrubland trails. He wears patched scale mail beneath a hooded travel cloak, keeps two shortswords balanced at his hips, and carries a longbow wrapped in faded oilcloth.

Mannerisms

Whiskers angles his ears toward every sound while pretending not to listen. He tests unfamiliar floors with the ball of one foot, counts exits under his breath, and pauses before answering questions as though checking whether the speaker has left something unsaid.

Personality

Quietly observant and difficult to surprise, Whiskers prefers to stand near walls, windows, and escape routes. He is dryly funny once comfortable, intensely practical under pressure, and more compassionate than he wants anyone to notice. He collects small sounds and small facts, believing that both become valuable when properly remembered.

Ideals

Freedom. No one owns another person's footsteps, secrets, or future. Rules deserve respect only when they protect the vulnerable.

Bonds

I will recover the lost ledger that proves my former crew was betrayed, even if doing so means returning to the city that made me a criminal.

Flaws

He assumes every offer of help conceals a price, and he sometimes ruins genuine alliances by searching for the betrayal that has not happened yet.

Quirks

He gives names to particularly distinctive sounds, such as Lantern Creak or Third-Step Drip.
He keeps one stolen button, coin, or buckle from every dangerous job as a reminder to stay observant.
He sleeps with one hand resting on his bowstring and wakes at the slightest change in nearby breathing.

Background

Whiskers grew up in the back lanes of a sprawling river city, where tabaxi curiosity was treated as both a useful talent and an invitation to trouble. He became a runner for a burglary crew before he understood what the word criminal meant, carrying coded messages through crowded markets and memorizing which rooftops creaked under moonlight. His reputation came from an unusual gift for noticing what other people failed to hear, the soft click of a lifted latch, the pause in a guard's breathing, or the faint scrape of a boot behind a wall. His crew called him Half Heard, first as a joke and later as a warning. A burglary went wrong when the crew's leader sold them out to a noble household. Whiskers escaped across the rooftops, but several companions were arrested, and the stolen ledger that could have exposed the betrayal vanished into the city's canals. Rather than return to the same underworld, he took work as a wilderness guide and tracker, discovering that following a trail through rain or broken grass required the same patience as following a suspect through a crowded street. He now travels as a ranger, hunting threats that prey on isolated settlements while quietly searching for the missing ledger. He claims he wants only the truth, but he has never decided what he will do with it once he finds it.

“His crew called him Half Heard, first as a joke and later as a warning.”
From their backstory
Background
Criminal

Connections

Species

Tabaxi

Media

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