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Personal
Name Aldar
Level 4
XP 0
Class Ranger
Race Halfling: When you make camp in the wilderness, you don’t need to consume a ration.
Alignment
Look
Bonds

  • Terse: force me to articulate what I’m thinking in front of strangers. 

  • Superstitious: persuade me to confront my overarching beliefs.

  • Self-sufficient: convince me to ask for help from someone else.


Strength +1
STR
14
Weak -1
Dexterity +2
DEX
17
Shaky -1
Constitution +1
CON
13
Sick -1
Intelligence +0
INT
9
Stunned -1
Wisdom +2
WIS
16
Confused -1
Charisma -1
CHA
8
Scarred -1
Armor
1
 
Hitpoints
21
Maximum: 21
Damage
1d8
 
Moves
Hunt and Track
When you follow a trail of clues left behind by passing creatures, roll+WIS.   • On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.   • On a 10+, you also choose 1: •Gain a useful bit of information about your quarry, the GM will tell you what •Determine what caused the trail to end
Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.   •Head • 10+: As 7–9, plus your damage • 7-9: They do nothing but stand and drool for a few moments.   •Arms • 10+: As 7-9, plus your damage • 7-9: They drop anything they’re holding. •Legs • 10+: As 7-9, plus your damage • 7-9: They’re hobbled and slow moving.
Animal Companion
You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species:   Badger (Stump)   Choose a base: Ferocity +1, Cunning +2, 1 Armor, Instinct +1   Choose as many strengths as its ferocity: Ferocious   Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning: Guard, fight monsters   Choose as many weaknesses as its instinct: Stubborn
Command
When you work with your animal companion on something it’s trained in   and you attack the same target, add its ferocity to your damage and you track, add its cunning to your roll and you take damage, add its armor to your armor and you discern realities, add its cunning to your roll and you parley, add its cunning to your roll and someone interferes with you, add its instinct to their roll
Familiar Prey
When you spout lore about a monster you use WIS instead of INT.
Camouflage
When you keep still in natural surroundings, enemies never spot you until you make a movement.
Blot Out the Sun
When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.
Gear
Coin: 44
# Item Weight
5 Rations 1
Leather armor (1 armor) 1
Hunter’s bow (near, far) 1
Spear (reach) 1
8 Arrows 2
Adventuring gear 1
1 Torch 1
Hagstone
Carry Weight max (STR+8): 22, current: 26
Dungeon World Character Sheet v1.0, made by Tillerz - Updated: 2022-09-05

Created by

sailorknightwing.

System

Dungeon World

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