Panniz
Panniz
Sheet
AC 16 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Ranger ProficienciesLevel 1
Panniz is proficient with light armor, medium armor, shields, simple weapons, and martial weapons.
- Favored EnemyLevel 1
Panniz has a favored enemy type, chosen as aberrations. She has advantage on Wisdom (Survival) checks to track aberrations and on Intelligence checks to recall information about them. She also learns one language of her choice, Deep Speech.
- Natural ExplorerLevel 1
Panniz is especially familiar with one natural environment, forests. When traveling for an hour or more in this terrain, she gains the benefits of Natural Explorer, including ignoring difficult terrain, remaining alert to danger, moving stealthily at a normal pace, finding more food, and learning details about the surrounding area while tracking creatures.
- DarkvisionElfPanniz can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, but cannot discern color in darkness.
- Keen SensesElfPanniz is proficient in the Perception skill.
- Fey AncestryElfPanniz has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TranceElfPanniz does not need to sleep and can finish a long rest in 4 hours by meditating deeply.
- Elf Ability Score IncreaseElfDexterity increases by 2.
- DiscoveryHermit
Panniz discovered a unique and powerful truth during her seclusion, a secret concerning an ancient woodland shrine and a spreading blight that twists beasts and plants alike. She can resume a life of solitude or seek out others to help preserve and protect this knowledge.
Gear
10 itemsWeapons
- 2×ShortswordA versatile martial weapon that deals 1d6 piercing damage and has the finesse and light properties.
- LongbowA ranged martial weapon that deals 1d8 piercing damage, has a normal range of 150 feet and a long range of 600 feet, and has the ammunition and two-handed properties.
Armor
- Scale mailMedium armor made of interlocking metal scales. It gives an armor class of 14 plus Dexterity modifier, to a maximum of +2.
Tools
- Herbalism kitA kit containing tools and ingredients for identifying and preparing medicinal herbs, including clippers, mortar and pestle, pouches, vials, and reference notes.
Gear
- 20×ArrowsAmmunition for the longbow.
- Explorer's packA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to its side.
- Scroll caseA small case containing a map, a chart, or an important written discovery from Panniz's seclusion.
- Winter blanketA simple blanket suitable for sleeping outdoors.
- Common clothesPlain, practical clothing worn beneath armor or while traveling incognito.
Purse
- 5×Gold piecesStarting currency from Panniz's background.
Appearance
Panniz is a slender wood elf woman with russet-brown skin, long black hair threaded with copper beads, and bright green eyes flecked with gold. A jagged scar crosses her left eyebrow, and her hands are stained with the permanent traces of herbs, charcoal, and bowstring wax. She wears weathered scale mail beneath a moss-green cloak, with a carved antler clasp and a bundle of dried plants hanging from her belt.
Mannerisms
Panniz pauses before answering questions, often studying the speaker as though evaluating animal tracks. She cleans her fingernails with a small thorn, speaks to plants under her breath, and rarely sits with her back to an open doorway.
Personality
Panniz is observant, irreverent, and fiercely self-reliant. She has a dry sense of humor and a habit of treating social customs as curious wildlife behavior. Beneath her aloofness, she is deeply compassionate toward wounded animals, outcasts, and anyone threatened by forces they cannot understand.
Ideals
Freedom. No crown, temple, or council has the right to command the wild or decide who deserves to live within it.
Bonds
The forest shrine where Panniz made her discovery must be protected, and she will risk almost anything to save the woodland that raised her.
Flaws
Panniz assumes that anyone who claims authority is either ignorant, corrupt, or both. She would rather disappear into the wilderness than admit she needs help, and her refusal to abandon a doomed creature can place an entire group in danger.
Quirks
Background
Panniz was born beneath the boughs of an ancient forest where her people measured time by the flowering of trees rather than by calendars. She learned to move silently through fern beds, read the tracks of foxes and owls, and recognize the healing properties of nearly every plant within a day’s walk of her home. Though she was never patient with elven ceremony, she possessed an instinctive understanding of the living wilderness and became a capable scout and hunter before reaching adulthood. Her life changed when she found a forgotten shrine buried beneath the roots of a lightning-struck ash tree. Inside, she discovered evidence that a strange blight was spreading through the forest, altering animals and poisoning sacred springs. Panniz withdrew into a remote hut for several years, studying the disease, tending wounded creatures, and recording every sign of its advance. Her solitude ended when the blight reached the edge of her homeland. Now she travels beyond the forest, carrying her notes, bow, and herbal remedies, seeking allies who can help her stop the corruption. She is willing to disregard tradition, authority, and good manners if doing so keeps the wild places alive.
“Her life changed when she found a forgotten shrine buried beneath the roots of a lightning-struck ash tree.”
- Background
- Hermit
Connections
Species
Elf
Media
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