Saerwen Character in Dungeon World: The Graal Seekers | World Anvil
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Saerwen

Elven Ranger
She is wild looking, with sharp brown eyes, wild dreadlocks, khaki loose travelling clothes.
Played by Kimberly M.
HP 17 / Armor 1 Damage d8
STR 08 -1
DEX 15 +1
CON 09 +0
INT 13 +1
WIS 16 +2
CHA 12 +0
Animal Companion: Macy, the Wolf.
Ferocity +1, Cunning +2, Instinct +1, AC +1.
Keen senses, guard, hunt, frightening.   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
Man’s Best Friend: When you allow your animal companion to take a blow that was meant for you, the damage is negated and your animal companion’s ferocity becomes 0. If its ferocity is already 0 you can’t use this ability. When you have a few hours of rest with your animal companion its ferocity returns to normal.   Hunt & 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.
  Equipment: (16 / 19 Encumbrance)
  • Pearl Necklace of Light (Casts a soft light in darkness. Weight 1)
  • Piece of amber with a piece of antler inside it.
  • Fine spun violet gown with acorns and vines embroidered at the neck, and fine lace cuffs.
  • Adventuring Gear (5 uses, 1 weight)
  • Dungeon Rations (5 uses, 1 weight)
  • Leather armor (1 armor, worn, 1 weight)
  • Hunter's Bow (Near, Far, 1 weight)
  • Short Sword (Close, 1 weight)
  • 14 Arrows (6 weight)
  • 5 Poisoned Arrows (2 weight)
  • 6 Envenomed Arrows (2 weight)

Physical Description

Special abilities

When you Undertake A Perilous Journey through wilderness, whatever job you take, you succeed as if you rolled a 10+.

Social

Contacts & Relations

Viviann the Mirthful has no respect for nature, so I have no respect for her.   Timothy does not understand life in the wild, so I will teach him.   Emberlash is a friend of nature, I will be a friend of his.

Social Aptitude

Whatever task is assigned her, she will fulfill – Saerwen is dedicated and stubborn, more of a rules follower than rebel.
Alignment
Neutral: Gain XP when you help an Animal or Spirit of the Wild.
Species
Children