panniz
panniz
Sheet
AC 15 · HP 11 · 35 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Core Ranger TraitsLevel 1
You gain proficiency with martial weapons, light armor, medium armor, and shields. You also choose three Ranger skills: Animal Handling, Perception, and Survival.
- Favored EnemyLevel 1
You always have Hunter’s Mark prepared. You can cast it without expending a spell slot twice per Long Rest. Wisdom is your Ranger spellcasting ability.
- SpellcastingLevel 1
You can cast Ranger spells. At level 1, you prepare two level 1 Ranger spells and regain expended spell slots when you finish a Long Rest.
- Weapon MasteryLevel 1
You gain mastery with the longbow and shortsword. Longbow attacks that deal damage can reduce a target’s Speed by 10 feet until the start of your next turn. When you hit with a shortsword, you can make an extra attack with another light weapon as part of the same action, subject to the weapon’s Nick mastery rules.
- Creature TypeElfHumanoid.
- SizeElfMedium.
- SpeedElf35 feet, from the Wood Elf lineage.
- DarkvisionElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only shades of gray.
- Elven LineageElfWood Elf. You know the Druidcraft cantrip. At character level 3, you gain Longstrider, and at character level 5, you gain Pass without Trace. Wisdom is the spellcasting ability for these lineage spells.
- Fey AncestryElfYou have Advantage on saving throws made to avoid or end the Charmed condition.
- Keen SensesElfYou have proficiency in Insight.
- TranceElfYou do not need to sleep, and magic cannot put you to sleep. You can finish a Long Rest in 4 hours through trancelike meditation.
- AlertCriminal
Panniz has the Alert origin feat. She adds her proficiency bonus to Initiative rolls and can swap her Initiative with that of a willing ally immediately after rolling, provided neither is Incapacitated. Her criminal training also grants proficiency in Sleight of Hand, Stealth, thieves’ tools, and a gaming set.
Spells
2 spellsSpellcasting. panniz casts with Wisdom (spell save DC 10, to hit with spell attacks).
1st level (2 slots): ,
Gear
14 itemsWeapons
- ScimitarA curved martial blade with a light, quick profile.
- ShortswordA light martial blade used for close combat and quick follow-up strikes.
- LongbowA martial ranged weapon with a long effective range.
- 2×DaggersBackup blades useful for throwing, distractions, and cutting cords.
Armor
- Studded Leather ArmorStudded leather armor suitable for travel through dense forest and urban alleys.
Tools
- Thieves’ ToolsA set of specialized tools for opening locks and disabling traps.
Gear
- 20×ArrowsAmmunition for the longbow.
- Druidic Focus, Sprig of MistletoeA sprig of mistletoe used as a druidic focus.
- Explorer’s PackA pack containing essential adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, rope, and waterskin.
- CrowbarA sturdy iron pry bar.
- 2×PouchesSmall containers for coins, keys, gems, and other portable valuables.
- Traveler’s ClothesPlain but durable clothing suited to blending into crowds.
Purse
- 23×Gold PiecesCoins saved from legitimate work, questionable work, and opportunities that were too good to ignore.
- 16×Gold PiecesCoins taken as the Criminal background’s starting funds.
Appearance
Panniz is a lean, sharp-featured wood elf with copper-brown skin, moss-green eyes, and dark auburn hair cropped unevenly at the jaw. A thin scar crosses her left eyebrow, and small silver rings decorate one pointed ear. She favors weather-stained studded leather, a hooded green cloak, and a longbow whose grip is wrapped in strips of stolen blue silk.
Mannerisms
Panniz constantly checks exits, windows, and shadows without appearing to look. She rolls a coin across her knuckles when thinking, pauses before answering personal questions, and calls everyone by a different nickname until they prove they deserve their real name.
Personality
Clever, suspicious, and irreverently practical, Panniz treats danger like a puzzle and authority like an invitation to misbehave. She is quick to mock pompous people, slow to trust kindness, and unexpectedly protective of anyone being exploited. Her humor is dry, her patience is short, and her conscience is considerably louder than she admits.
Ideals
Freedom. No guild, crown, temple, or cause has the right to own another person. Anyone who tries deserves to lose something important.
Bonds
She carries a stolen ledger containing evidence against the criminal guild that raised her. She intends to use it to free her former companions, even if doing so makes her the guild’s most wanted enemy.
Flaws
Panniz assumes every offer has a hidden hook, and she would rather ruin a trustworthy opportunity than risk being manipulated. She has a habit of stealing small, meaningless objects from people she dislikes, then forgetting where she put them.
Quirks
Background
Panniz grew up along the forest roads where elven caravans met human trade routes, learning early that a quiet footstep and a convincing lie could be worth more than a purse full of coins. She joined a small burglary ring that specialized in robbing tax collectors, corrupt merchants, and travelers who mistreated the woodland communities. Her talent for moving unseen eventually brought her to the attention of a ruthless guildmaster, who tried to turn her into an assassin and demanded she betray the only people who had ever treated her as family. Panniz refused. She sabotaged the guildmaster’s operation, stole a ledger exposing years of extortion, and vanished into the wilds before the guild could catch her. Now she works as a ranger, though she still approaches the profession with a thief’s instincts. She tracks monsters, bandits, and dangerous fugitives across the borderlands, accepting payment when it suits her and taking justice into her own hands when it does not. She claims she is loyal only to herself, but she keeps returning to the same roads, watching for old friends and enemies alike.
“She joined a small burglary ring that specialized in robbing tax collectors, corrupt merchants, and travelers who mistreated the woodland communities.”
- Background
- Criminal
Connections
Species
Elf
Media
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