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Kesh the Unmoored - AI-generated fantasy Character

Kesh the Unmoored

Tabaxi · Rogue · Level 1 · Sailor

Kesh the Unmoored

Kesh is quick-witted, dramatic, and relentlessly observant.
AC14
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 9 · 30 ft., climb 30 ft.
AlignmentChaotic GoodGenderNonbinaryAge24 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Navigator's tools,
Vehicles (water)

Languages

Common,
Tabaxi,
Thieves' Cant

Features

9 features

Always on

  • ExpertiseLevel 1

    Choose two of the character's skill proficiencies, or one skill proficiency and proficiency with thieves' tools. The proficiency bonus is doubled for any ability check using either chosen proficiency. Chosen proficiencies are Stealth and Perception.

  • Sneak AttackLevel 1

    Once per turn, the character can deal an extra 1d6 damage to one creature hit with a finesse or ranged weapon attack if they have advantage on the attack roll, or if an enemy of the target is within 5 feet of it and the character does not have disadvantage on the attack roll.

  • Thieves' CantLevel 1

    The character knows the secret mix of language, code, and signals used by rogues to conceal messages and communicate covertly.

  • DarkvisionTabaxiAccustomed to life at night, the character can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, treating darkness as shades of gray.
  • Feline AgilityTabaxiWhen the character moves on their turn in combat, they can double their speed until the end of the turn. Once used, this trait cannot be used again until the character does not move on one of their turns.
  • Cat's ClawsTabaxiThe character has climbing speed equal to their walking speed. Their claws are natural weapons that deal 1d4 slashing damage on a hit.
  • Cat's TalentTabaxiThe character has proficiency in the Perception and Stealth skills.
  • LanguagesTabaxiThe character can speak, read, and write Common and Tabaxi.
  • Ship's PassageSailor

    The character can secure free passage on sailing ships for themselves and companions, usually in exchange for helping crew during the voyage. Captains may refuse, but the character can usually call upon a network of sailors and dockside contacts.

Gear

12 items

Weapons

  • Rapier
    A light, finesse martial weapon suitable for precise strikes.
  • Shortbow
    A ranged martial weapon with a quiver containing 20 arrows.
  • 2×
    Daggers
    Small blades useful as backup weapons or tools.
  • Belaying Pin
    A stout wooden club once used aboard ship to discipline unruly rigging and unruly sailors.

Armor

  • Leather Armor
    A light suit of armor made from supple leather.

Tools

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

Gear

  • 20×
    Arrows
    A quiver containing 20 arrows.
  • Burglar's Pack
    A pack containing gear for infiltration, travel, and breaking into places.
  • Silk Rope
    A 50-foot length of sturdy silk rope.
  • Lucky Charm
    A tiny brass fishhook worn as a lucky charm, despite Kesh's refusal to approach actual fish.
  • Common Clothes
    Plain but well-maintained clothing suitable for dockside work and travel.

Purse

  • 10×
    Gold Pieces
    Starting money retained from the sailor background.

Appearance

A tall, powerfully built tiger Tabaxi with orange fur, black stripes, a white muzzle, and bright green eyes. One ear is nicked from a shipboard accident, and a faded blue scarf is wrapped around the neck to keep stray fur, dust, and suspiciously feline-looking objects away from the nose. The character wears weathered leather armor beneath a dark sailor's coat, with twin daggers at the belt and a rapier balanced for quick, theatrical flourishes. Despite an intimidating feline appearance, the face is often caught in expressions of absolute panic whenever water or another cat is nearby.

Mannerisms

Kesh sniffs the air before entering any room, keeps their feet lifted when crossing puddles, and uses exaggerated hand gestures when explaining danger. When frightened, their fur puffs out, their tail lashes violently, and they release a piercing scream before attempting stealth.

Personality

Kesh is quick-witted, dramatic, and relentlessly observant. They narrate their own movements as if performing in a grand theater, insist that every puddle is an ambush, and become intensely focused when solving a puzzle or planning a burglary. Beneath the bravado is a loyal and anxious traveler who would rather face a locked vault than admit they need help.

Ideals

Freedom. No one should be trapped by fear, duty, or a captain's orders. Every person deserves the chance to choose their own shore.

Bonds

Kesh is determined to recover Captain Varo's stolen brass compass and return it to the only sailor who ever trusted them near an open deck. Kesh also feels responsible for a young deckhand who still believes the character was carried away by a wave.

Flaws

Kesh panics theatrically at the sight, sound, smell, or even mention of water, often screaming first and asking questions later. They are also convinced that anyone who owns a cat is either secretly dangerous or irresponsibly confident.

Quirks

Carries a folded oilskin map labeled 'Places With Absolutely No Water.'
Refuses to say the word 'bath' and calls it 'the cleansing ambush.'
Apologizes to furniture after climbing on it to avoid floor-level puddles.
Keeps a running tally of cats encountered and has never recorded a neutral encounter.
Screams whenever water is visible, then immediately insists the scream was a tactical warning.

Background

Kesh the Unmoored was born aboard a river barge whose crew believed that a tiger Tabaxi would bring courage to dangerous waters. Instead, Kesh developed a spectacular and immediate terror of water. The first time a wave splashed across the deck, Kesh screamed so loudly that three sailors abandoned their cards, one dropped an anchor line, and the captain accused the river of being haunted. A later incident involving a wet fishing net and a crate of ordinary house cats convinced Kesh that the world was conspiring personally against them. The doctors called it an allergy. Kesh calls it proof that cats and water are both predators in disguise. Kesh eventually left the barge after discovering that nimble paws, sharp eyes, and a talent for appearing where nobody expected could be more useful on dry land. They became a dockside burglar and courier, slipping through warehouses, climbing rigging only when absolutely necessary, and charging a premium for jobs that involved bridges, fountains, rain, or bathhouses. Their sailor's experience gave them contacts across the coast, while their rogue training taught them to solve problems without needing to touch the terrible, shimmering menace known as water. Kesh now travels in search of the person who stole their former captain's lucky brass compass, a theft Kesh considers both a professional insult and a debt that must be repaid.

“Instead, Kesh developed a spectacular and immediate terror of water.”
From their backstory
Background
Sailor

Connections

Species

Tabaxi

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