Sesháth
Sesháth
Sheet
AC 15 · HP 9 · 30 ft., climb 20 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Magical TinkeringLevel 1
When When touching a Tiny nonmagical object
Create a minor magical effect in a mundane object, including light, a sound, an odor, a message, or a small visual mark. Up to three effects can be maintained at once.
- SpellcastingLevel 1
You use Intelligence as your spellcasting ability. You can prepare artificer spells from the artificer spell list, and you use tinker's tools or another set of artisan's tools as a spellcasting focus.
- DarkvisionTabaxiYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- 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.
- Cat's ClawsTabaxiYour claws are natural weapons that deal 1d4 slashing damage on a hit. You can use them to climb difficult surfaces without needing an ability check.
- Cat's TalentTabaxiYou have proficiency in Perception and Stealth.
- LanguagesTabaxiYou can speak, read, and write Common and one other language.
- ResearcherSage
When you attempt to learn or recall lore, you often know where and from whom the information can be obtained, even if you do not know the information yourself.
Spells
5 spellsSpellcasting. Sesháth casts with Intelligence (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , ,
Gear
13 itemsWeapons
- Light crossbowA compact ranged weapon suitable for firing bolts.
Armor
- Scale mailMedium armor made from overlapping metal scales. It imposes disadvantage on Dexterity (Stealth) checks.
Tools
- Thieves' toolsA set of tools for opening locks and disabling traps.
- Tinker's toolsA set of tools used for repairs, small mechanical work, and artificer spellcasting.
- Small knifeA small knife used for cutting parchment, cord, and food.
- Calligrapher's suppliesA set of calligrapher's supplies used to copy records and authenticate documents.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packA pack containing a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- InkA bottle of black ink.
- QuillA writing quill.
- Letter from a dead colleagueA letter from a dead colleague posing an unanswered question.
- Common clothesPlain common clothing suitable for travel and research.
Purse
- 10×Gold piecesUnspent starting money from his scholarly background.
Appearance
Sesháth is a tall, rangy male tabaxi with smoke-gray fur, narrow black stripes, and a long tail kept carefully wrapped around one ankle when he is standing still. He smells faintly of lamp oil, hot metal, and bitter mint, an odor he does not seem to notice. His hands are broad and heavily callused, with darkened claw tips, tiny solder burns, and permanent stains beneath the fur around his fingers. He wears practical scale mail beneath a leather tool harness, and his amber eyes rarely blink when someone else is speaking.
Mannerisms
Sesháth rarely answers immediately. He watches the speaker for several seconds, then gives the shortest response that can be technically correct. When irritated, he silently tightens one of the screws on his tool harness. He sits behind others whenever possible and appears without making an audible footstep.
Personality
Quiet, watchful, and unnervingly patient. Sesháth prefers to remain just behind the person in charge, where he can observe mistakes without being asked to participate. He is not needlessly cruel, but he treats most relationships as systems of leverage, maintenance, and eventual failure. His rare jokes are delivered in the same flat tone as his warnings.
Ideals
Order. Knowledge becomes useful only when it is catalogued, controlled, and placed in the hands of someone disciplined enough to use it properly.
Bonds
The first workshop that trusted his judgment was destroyed after its master refused to sell a dangerous invention. Sesháth keeps the workshop ledger and intends to restore its name by uncovering who profited from its ruin.
Flaws
He assumes that anyone who speaks at length is either hiding incompetence or trying to sell him something. Once he has decided that someone is foolish, he finds it almost impossible to revise that judgment.
Quirks
Background
Sesháth was born among a traveling tabaxi caravan, but he spent most of his adult life in the back rooms of workshops, archives, and military supply houses. His curiosity was patient rather than enthusiastic. He learned to repair mechanisms by taking apart things that were not his, then learned history by reading the records of people who had punished him for doing so. Eventually, a provincial magistrate noticed that Sesháth could identify counterfeit seals, tampered locks, and faulty siege components without being told what he was looking at. The magistrate kept him employed for decades, first as an examiner, then as an inconveniently reliable adviser. Sesháth remained in that position long after younger artificers had replaced him in public demonstrations and official ceremonies. He preferred this arrangement. He became the person seated behind the important person, quietly correcting calculations, replacing defective parts, and pointing out which oath had been improperly worded. His current travels began when he discovered that several respected historical accounts had been deliberately altered to conceal the theft of an experimental arcane device. He does not know who ordered the alteration, but he knows the device still exists. He intends to find it, understand it, and decide who deserves to possess it.
“His curiosity was patient rather than enthusiastic.”
- Background
- Sage
Connections
Species
Tabaxi
Media
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