Paskel Zorri
Paskel Zorri
Sheet
AC 13 · HP 21 · 25 ft.Saving throws
Skills
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationWIS
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Druid Circle, Circle of the ShepherdLevel 2
You gain the Speech of the Woods feature, allowing you to communicate with beasts and understand them. You also learn Sylvan. You gain the Spirit Totem feature, allowing you to summon a spirit in an unoccupied space within 60 feet as a bonus action. The spirit creates a 30-foot-radius aura for 1 minute and grants benefits based on its form.
Always on
- Druid Cantrip
When Action
You cast a druid cantrip using Wisdom for the attack roll or saving throw. The cantrip deals extra damage equal to your proficiency bonus when applicable.
- Wild ShapeLevel 2
When Action
You transform into a beast form you have seen, following the Circle of the Moon restrictions for maximum challenge rating, swimming speed, and flying speed at your level.
- Spirit TotemLevel 2
When Bonus action
You summon a bear, hawk, or unicorn spirit in an unoccupied space within 60 feet. Its aura lasts 1 minute or until you lose concentration.
- DruidicLevel 1
You know Druidic, the secret language of druids. You can leave hidden messages in Druidic that only other druids notice and automatically recognize.
- SpellcastingLevel 1
You can cast druid spells using Wisdom as your spellcasting ability. You can use a druidic focus as a spellcasting focus.
- Ability Score Improvement or FeatLevel 3
Your proficiency bonus is added to the damage of your druid cantrips.
- Speech of the WoodsLevel 2
You can speak with beasts and understand them, and you can communicate simple ideas to them. You learn Sylvan.
- LuckyLightfoot HalflingWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- BraveLightfoot HalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessLightfoot HalflingYou can move through the space of any creature that is of a size larger than yours.
- Naturally StealthyLightfoot HalflingYou can attempt to hide when obscured by a creature at least one size larger than you.
- Halfling ability score increaseLightfoot HalflingDexterity increases by 2 and Charisma increases by 1.
- DiscoveryHermit
You discovered a unique and powerful insight during your secluded life. Your insight concerns the living relationship between beasts, plants, weather, and the unseen spirit of the forest. You can identify safe natural remedies and recognize when the balance of a local ecosystem has been disturbed.
Spells
7 spellsSpellcasting. Paskel Zorri casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): ,
2nd level (2 slots): , ,
Gear
9 itemsWeapons
- ScimitarA simple curved blade used by druids and suitable for cutting vines or defending against predators.
Armor
- Wooden shieldA wooden shield painted with a spiral mushroom pattern. It is usable because it is not made of metal.
- Leather armorA nonmetal protective covering made from layered barkcloth and treated hide.
Tools
- Herbalism kitA small kit containing dried herbs, bandages, salves, and a mortar and pestle.
Gear
- Explorer's packIncludes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Druidic focusA sprig of mistletoe bound with red thread and a tiny owl feather, used as a druidic focus.
- Common clothesA plain set of durable travel clothes with several pockets sewn into the lining.
- Winter blanketA thick woolen blanket that smells faintly of pine smoke.
Purse
- 5×Gold piecesCoins saved from occasional herb sales and reluctant favors.
Appearance
A compact lightfoot halfling man with weather-browned skin, an uneven fringe of dark curls, and large hazel eyes that seem perpetually distracted by distant birdcalls. His patched green-gray cloak is stitched with seed packets, feathers, and scraps of shed animal fur. He carries a crooked walking staff, a round wooden shield painted with a spiral of mushrooms, and a small brass bell tied to one boot. His hands are usually stained with soil, crushed leaves, or berry juice.
Mannerisms
He pauses in the middle of conversations to identify nearby birds by their calls. When nervous, he squats instead of standing, as if preparing to hide in a shrub. He addresses plants as if they are elderly neighbors and gives every animal he meets a solemn opportunity to refuse his friendship.
Personality
Paskel is gentle, intensely observant, and almost impossible to hurry. He is awkward around civilized conversation but completely at ease with frightened animals, poisonous fungi, and unsettling things found under roots. He often says something profound immediately after saying something socially disastrous.
Ideals
The forest is not scenery. It is a community, and every creature has a place in it, even the ones that make mistakes. Protection matters more than comfort.
Bonds
The spring beneath the oldest roots must remain untouched. Paskel would risk his life to protect it and the owl lineage that first led him there.
Flaws
Paskel assumes that every problem can be solved by waiting quietly near it until nature reveals the answer. He is easily manipulated by anyone who shows kindness to an injured animal, and he becomes defensive, evasive, or bizarrely literal when he realizes people are laughing at him.
Quirks
Background
Paskel Zorri grew up at the edge of a halfling village where the orchards ended and the old forest began. He was never good at village work. He dropped baskets, tangled fishing line around his own ankles, and once apologized to a scarecrow for frightening it. Animals, however, treated him differently. A nervous mare let him braid her mane during a thunderstorm, foxes followed him home, and a dying owl showed him a hollow tree where the forest's oldest roots drank from an underground spring. When loggers began cutting paths toward that spring, Paskel left the village and became a hermit beneath the trees. An aging druid named Otxa Vell taught him Druidic, the names of medicinal plants, and the patient art of listening without expecting an answer. Paskel eventually learned that the forest was not asking for a champion. It was asking for someone strange enough to notice what everyone else ignored. Now he travels its borders, protecting nesting grounds, guiding lost creatures, sabotaging illegal traps, and attempting diplomacy with people who are often more frightened of him than of the things he protects.
“He dropped baskets, tangled fishing line around his own ankles, and once apologized to a scarecrow for frightening it.”
- Background
- Hermit
Connections
Species
Lightfoot Halfling
Media
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