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Sesh Shazik - AI-generated fantasy Character

Sesh Shazik

Halfling · Rogue (Thief) · Level 20 · Criminal

Sesh Shazik

Sesh is gracious, observant, and disarmingly patient.
AC13
HP103/103
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 103 · 25 ft.
AlignmentNeutral EvilGenderMaleAge46 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Gaming set,
Disguise kit,
Forgery kit

Languages

Common,
Halfling

Features

38 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action

    Sesh takes the Dash, Disengage, or Hide action as a bonus action.

  • Thief's ReflexesLevel 17

    When On his turn, while not surprised

    Sesh can make a second bonus action, which must be Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    Sesh can use a bonus action to make a Dexterity, Sleight of Hand, or thieves' tools check, or use an object that normally requires an action.

  • Supreme SneakLevel 9

    Sesh can use an object as a bonus action even if it normally requires an action. He can also use magic items without meeting their class, race, or level requirements, and can ignore requirements for attuning to or using them.

  • Fast HandsLevel 3

    Sesh can pick up, move, or use an object as a bonus action, and can perform delicate manipulations with exceptional speed.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker Sesh can see hits him

    Sesh halves the damage from an attack that hits him, using his reaction.

Always on

  • Sneak Attack

    When Once per turn when Sesh hits with a qualifying weapon attack

    Sesh makes one weapon attack with a finesse or ranged weapon against a creature he can see. Once per turn, he can deal an extra 10d6 damage if the attack qualifies for Sneak Attack.

  • Stroke of LuckLevel 20

    When When he misses with an attack or fails an ability check

    Sesh turns a missed attack into a hit or treats a failed ability check as a natural 20.

  • Rogue ProficienciesLevel 1

    Sesh gains proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. He is proficient in Dexterity and Intelligence saving throws.

  • Sneak Attack, 10d6Level 1

    Once per turn, Sesh deals an extra 10d6 damage when he hits with a finesse or ranged weapon attack and has advantage on the attack, or when an eligible enemy is adjacent to one of the target's enemies. He does not need advantage if he has another qualifying condition, and he cannot use Sneak Attack if he has disadvantage.

  • Roguish Archetype, ThiefLevel 3

    Sesh chooses the Thief archetype. He gains proficiency with the disguise kit and forgery kit.

  • Second-Story WorkLevel 3

    Sesh can climb faster than normal, and climbing no longer costs extra movement. He can make a running jump after moving only 5 feet.

  • Ability Score ImprovementLevel 4

    Sesh increases two ability scores by 2 total, or one ability score by 2 and another by 1. These increases are already reflected in his final scores.

  • ExpertiseLevel 6

    Sesh gains expertise in Deception and Investigation, doubling his proficiency bonus for checks with those proficiencies.

  • Ability Score ImprovementLevel 8

    Sesh increases two ability scores by 2 total, or takes a feat. These increases are already reflected in his final scores.

  • Supreme SneakLevel 9

    Sesh has advantage on Dexterity, Stealth checks if he moves no more than half his speed on the same turn.

  • Ability Score ImprovementLevel 10

    Sesh can choose a third ability score to increase by 2, or take a feat. This increase is already reflected in his final scores.

  • Reliable TalentLevel 11

    Sesh's proficient ability checks cannot result in a roll lower than 10 on the d20.

  • Use Magic DeviceLevel 13

    Sesh gains the ability to use his Thief's Reflexes feature.

  • Slippery MindLevel 15

    Sesh gains proficiency in Wisdom saving throws.

  • Ability Score ImprovementLevel 12

    Sesh increases two ability scores by 2 total, or takes a feat. These increases are already reflected in his final scores.

  • Ability Score ImprovementLevel 16

    Sesh increases two ability scores by 2 total, or takes a feat. These increases are already reflected in his final scores.

  • Ability Score ImprovementLevel 19

    Sesh increases two ability scores by 2 total, or takes a feat. These increases are already reflected in his final scores.

  • ElusiveLevel 18

    Attacks against Sesh cannot have advantage while he is not incapacitated.

  • Thief's Tools of the TradeLevel 3

    Sesh gains proficiency with the disguise kit and forgery kit through his Thief training.

  • Second-Story WorkLevel 3

    Sesh can climb without extra movement and gains improved jumping capability.

  • Naturally StealthyLevel 1

    As a lightfoot halfling, Sesh can attempt to hide when obscured by a creature at least one size larger than him.

  • LuckyLevel 1

    Sesh can reroll a natural 1 on an attack roll, ability check, or saving throw, but must use the new result.

  • BraveLevel 1

    Sesh has advantage on saving throws against being frightened.

  • Halfling NimblenessLevel 1

    Sesh can move through the space of any creature larger than him.

  • LuckyHalflingReroll a natural 1 on an attack roll, ability check, or saving throw, using the new result.
  • BraveHalflingAdvantage on saving throws against being frightened.
  • Halfling NimblenessHalflingMove through the space of any creature larger than you.
  • Naturally StealthyHalflingHide when obscured by a creature at least one size larger than you.
  • Ability Score IncreaseHalflingDexterity increases by 2 and Charisma increases by 1.
  • SizeHalflingSmall.
  • SpeedHalfling25 feet.
  • Criminal ContactCriminal

    Sesh can reliably find a criminal contact who can provide information, arrange introductions, pass messages, or offer limited assistance, though the contact will not risk their life for him.

Gear

10 items

Weapons

  • Rapier
    A finely balanced martial finesse weapon used for precise strikes and discreet killings.
  • Shortbow and 20 arrows
    A compact ranged weapon with a quiver containing 20 arrows.
  • 2×
    Daggers
    Balanced blades kept in sheaths at his belt and inside his coat.

Armor

  • Leather armor
    Light protective armor concealed beneath ordinary clothing.

Tools

  • Thieves' tools
    A compact set of picks, tension tools, files, and probes for opening locks and disabling traps.
  • Gaming set
    A set of loaded dice, marked cards, and small gaming pieces used for gambling and cheating.

Gear

  • Burglar's Pack
    A small pack containing a bedroll, tinderbox, rations, waterskin, rope, and other standard adventuring supplies.
  • Crowbar
    A sturdy iron bar useful for forcing doors and levering chests.
  • Dark common clothes with hood
    A hooded dark common outfit suitable for blending into alleys and taverns.

Purse

  • 15×
    Gold pieces
    Money concealed in several separate pockets rather than carried in one purse.

Appearance

Sesh Shazik is a compact, wiry lightfoot halfling with weathered olive skin, narrow gray-green eyes, and black hair worn in two short braids behind his ears. A thin scar cuts across his upper lip. He dresses in a fitted dark leather coat over muted traveling clothes, with soft boots, hidden pockets, a rapier at his hip, and a pair of well-balanced daggers. His smile is warm enough to invite trust and sharp enough to make people regret giving it.

Mannerisms

Sesh speaks softly and leans closer when making threats, as though sharing a confidence. He rolls a coin across his knuckles while thinking, pauses before saying names, and habitually checks windows, hands, and exits whenever he enters a room.

Personality

Sesh is gracious, observant, and disarmingly patient. He remembers servants' names, notices who is being ignored, and gives compliments that sound sincere because he has studied exactly what each person wants to hear. Beneath the charm is a cold pragmatist who prefers manipulation to violence, not from mercy, but because violence attracts witnesses.

Ideals

Power. Freedom belongs to whoever can take it and keep it. Laws are simply agreements made by people who already possess what they want.

Bonds

He keeps his mother's old brass key, though he no longer knows what lock it was made for. He intends to find that lock and learn whether she left him an inheritance, a warning, or both.

Flaws

Sesh treats loyalty as a temporary arrangement and assumes everyone has a price. He cannot resist humiliating someone who has underestimated him, even when silence would be safer. When cornered, he lies first, lies better, and only then considers whether the truth might have helped.

Quirks

He gives every lock he opens a private name.
He never sits with his back to a door, even in friendly homes.
He collects keys that no longer fit any known lock.
He quietly counts steps between street corners.
He whistles three descending notes before committing a lie.

Background

Sesh Shazik was born among the lightfoot halflings of a crowded river district, where small hands and smaller bodies were useful in places larger folk could not reach. His mother ran messages for smugglers, his uncle altered ledgers, and Sesh learned early that a polite face could open more doors than a crowbar. He began as a pickpocket, graduated to burglary, and eventually became the quietest member of a crew that specialized in stealing evidence from corrupt magistrates and replacing it with something more profitable. The crew ended when Sesh sold them out to a crime lord who promised him protection and a share of the operation. The promise lasted three months. Since then, he has worked alone, cultivating contacts in prisons, counting houses, gambling dens, and noble households. His reputation is not that he is the fastest thief or the deadliest killer, but that he always knows where the exits are and never attempts the same deception twice. He adventures because great ruins contain unclaimed leverage, ancient secrets can be sold many times, and every powerful person eventually possesses something Sesh believes should belong to him.

“His mother ran messages for smugglers, his uncle altered ledgers, and Sesh learned early that a polite face could open more doors than a crowbar.”
From their backstory
Background
Criminal

Connections

Species

Halfling

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