Seshathi Mtembe
Seshathi Mtembe
Sheet
AC 11 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Sneak Attack
When Once per turn when conditions are met
When you have advantage on an attack roll using a finesse or ranged weapon, or when an enemy of the target is within 5 feet of the target, make a precise strike for an extra 1d6 damage once per turn, provided you do not have disadvantage.
- Thieves' CantLevel 1
You have proficiency with thieves' tools. You can communicate in a secret mix of jargon, hand signals, and coded phrases understood by other rogues.
- Sneak Attack, 1d6Level 1
Your combat training allows you to deal extra damage with a precise strike. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll, or if an enemy of the target is within 5 feet of it, provided you do not have disadvantage on the attack roll. The attack must use a finesse or ranged weapon.
- ExpertiseLevel 1
Your proficiency bonus is doubled for any ability check you make that uses either of your chosen proficiencies. Chosen proficiencies: Deception and Investigation.
- TraitHalf-ElfDarkvision, 60 feet
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep
- TraitHalf-ElfSkill Versatility, proficiency in two additional skills
- TraitHalf-ElfLanguages, Common, Elvish, and one additional language
- False IdentityCharlatan
You have created a second identity that includes documentation, established acquaintances, and disguises. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or handwriting you are trying to copy.
Gear
11 itemsWeapons
- RapierA light, finesse melee weapon with a narrow blade, suitable for precise attacks.
- ShortbowA ranged weapon with a quiver of ammunition.
- 2×DaggerBalanced backup blades, easily concealed.
Armor
- Leather ArmorLight armor made from supple leather.
Tools
- Disguise KitA kit containing cosmetics, wigs, prosthetics, and other materials for disguises.
- Forgery KitInk, parchment, seals, and implements for reproducing documents.
- Thieves' ToolsTools for manipulating locks, traps, and other delicate mechanisms.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackA compact pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Fine ClothesA set of plain but adaptable clothing used for his false identities.
- Coin pouchThe remaining coin from his chosen starting package and charlatan work.
Appearance
A lean, medium-height half-elf with warm brown skin, dark hazel eyes, and thick black hair usually tied back with a faded blue cord. His hands are unusually distinctive, with ink-darkened fingertips, tiny calluses along the thumbs, and nails kept meticulously short from years of handling locks, cards, seals, and concealed blades. He smells faintly of citrus oil, lamp smoke, and old paper, a combination he insists is an expensive cologne. His clothing is well-cut but repeatedly repaired, favoring muted greens, cream, and rust-red accents. His smile arrives easily, though it rarely reaches his eyes.
Mannerisms
He punctuates explanations with tiny flourishes of his fingers, as though dealing invisible cards. When nervous, he polishes an already-clean signet ring and speaks about himself in the third person for one sentence. He laughs half a beat too late at his own jokes when the subject has become painful.
Personality
Seshathi is charming, observant, and almost offensively quick with a joke. He treats embarrassment as a weapon, volunteering an absurd version of the truth before anyone can discover the real one. He is generous toward frightened people, children, and anyone being bullied by someone richer or stronger. He flirts reflexively, apologizes creatively, and becomes intensely practical whenever someone else's safety is at stake.
Ideals
A safer world is not built by saints waiting for permission. It is built by people willing to cheat monsters, embarrass tyrants, and make decency look more profitable than cruelty.
Bonds
Nalia and Thandiwe are the quiet center of every decision he makes. He keeps a tiny wooden printing type bearing the first letter of Thandiwe's name, and sends money and anonymous warnings whenever he can. He is also bound to the old neighborhood printer who helped them escape, though he pretends the debt is merely financial.
Flaws
He turns every sincere moment into a joke, especially when someone asks about his daughter. He cannot resist improving a lie after it has already worked, and he sometimes risks innocent people by trying to control every detail of a deception. Deep down, he believes that if Thandiwe ever learns the truth, she will see him as exactly the coward he fears he is.
Quirks
Background
Seshathi grew up between two kinds of belonging. His elven mother taught him patience, observation, and the value of saying less than one knows. His human father taught him charm, quick arithmetic, and the profitable art of making a stranger feel clever. From them he inherited neither a stable home nor a useful family name. He learned early to move between neighborhoods, accents, and expectations, first as a courier, then as a cardsharp, and finally as a maker of convincing papers for people who needed to become someone else for an evening. He fell in love with Nalia, a printer's apprentice whose laugh could make even his worst jokes seem intentional. Their brief life together ended when Seshathi's debts and one particularly foolish con brought danger to their door. He vanished before bounty hunters could find them, leaving Nalia with their infant daughter, Thandiwe. He tells people he abandoned them because he is a coward, then turns the confession into a joke before anyone can ask what it cost him. Now he adventures under a rotating collection of names, using every stolen coin, exposed criminal scheme, and ruined tyrant to make the world a little less dangerous for the child he was forced to leave behind. He does not know whether Thandiwe will ever forgive him. He means to earn the chance to ask.
“His elven mother taught him patience, observation, and the value of saying less than one knows.”
- Background
- Charlatan
Connections
Species
Half-Elf
Media
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