Mosi Kethari
Mosi Kethari
Sheet
AC 13 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
7 featuresBonus action
- Bardic InspirationLevel 1
When Bonus Action
As a Bonus Action, inspire another creature within 60 feet that can see or hear you. That creature gains a d6 Bardic Inspiration die for use on a failed D20 Test within the next hour.
Always on
- SpellcastingLevel 1
You can cast Bard spells using Charisma as your spellcasting ability. You know two cantrips and have four prepared level 1 Bard spells. You have two level 1 spell slots, which are restored when you finish a Long Rest.
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice. Mosi chose Investigation.
- VersatileHumanYou gain one Origin feat of your choice. Mosi chose Skilled.
- SkilledHumanYou gain proficiency in any combination of three skills or tools of your choice. Mosi chose Perception, Deception, and Persuasion.
- Criminal ContactCriminal
You know how to find and exploit weaknesses in urban communities, criminal networks, and places where people gather. You can usually identify a discreet contact, locate a place to hide or lie low, and obtain information through underworld connections, though such contacts may expect a favor in return.
Spells
6 spellsSpellcasting. Mosi Kethari casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
9 itemsWeapons
- 2×DaggerA balanced blade with a narrow, slightly curved edge, useful for fighting and concealment.
Armor
- Leather armorA fitted suit of light armor made from dark, supple leather.
Tools
- LuteA six-stringed traveling lute with a repaired crack and geometric carvings.
- CrowbarA metal bar useful for forcing doors, windows, and stubborn locks.
- Gaming setA set of weighted pieces used for games of chance and coded signals.
Gear
- Entertainer's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Hooded lantern and oilA hooded lamp and two small flasks of oil.
- Common clothesCommon traveling clothes with red thread sewn into the cuffs.
Purse
- 16×Gold piecesLoose starting coin from saved wages and one discreetly acquired purse.
Appearance
A lean, broad-shouldered human man with warm brown skin, a narrow face, and alert hazel eyes flecked with gold. His black hair is cropped close at the sides and left longer on top, where it curls naturally over one brow. A thin scar crosses his left palm, and a faded ink mark shaped like a three-pointed knot circles his right wrist. He dresses in a well-maintained leather jerkin beneath a dark green traveling coat, with bright red thread sewn into the cuffs as a private sign of remembrance. His lute is plain at first glance, though its neck is carved with tiny geometric patterns and one repaired crack runs across its soundboard.
Mannerisms
Mosi angles his body toward the nearest exit without seeming to do so. When thinking, he taps a quiet three-beat rhythm against his thumb, then changes the final beat if he notices someone watching. He addresses guards as if they are old acquaintances and pauses before every promise, as though checking its weight.
Personality
Mosi is observant, quick-witted, and disarmingly sociable. He treats conversation like a card game, always watching for the hidden tell beneath someone's words. He is generous with food, stories, and second chances, but he dislikes pity and becomes theatrically cheerful whenever anyone gets too close to his grief.
Ideals
Information should belong to the people who need it, not to the powerful people who can afford to hide it. A lie is acceptable when it shields the vulnerable, but never when it merely protects the liar.
Bonds
He still carries the cracked lute once owned by his older brother, Tamu, who disappeared after refusing to participate in a robbery that would have harmed innocent families. Mosi intends to find out who ordered the job and bring Tamu home, if he is alive, or expose the truth if he is not.
Flaws
He cannot resist proving that he is the cleverest person in the room, even when silence would be safer. He also keeps secrets long after they stop protecting anyone, because admitting the truth feels too much like handing an enemy a weapon.
Quirks
Background
Mosi Kethari grew up above a cooper's shop in a crowded river district, the second son of a family that measured every meal against the week's honest wages. He learned early that a quick hand could lift a purse, but a well-timed joke could make the owner thank you for the privilege. By sixteen, Mosi was working as a runner and lookout for a loose association of burglars, smugglers, and counterfeiters. He became their reader of ledgers and locks, using his sharp memory to spot forged entries and his voice to distract guards. His first real song was not written for an audience. It was a coded verse used to warn a crew that a warehouse had been watched for three nights.
“He learned early that a quick hand could lift a purse, but a well-timed joke could make the owner thank you for the privilege.”
- Background
- Criminal
Connections
Species
Human
Media
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