Fisher
Fisher
Sheet
AC 17 · HP 20 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Second WindLevel 1
When Bonus action
Fisher can expend one of his two uses to regain 1d10 + 2 hit points as a bonus action. He regains one use on a Short Rest and all uses on a Long Rest.
Always on
- Action SurgeLevel 2
When On his turn
Fisher takes one additional action on his turn, except the Magic action. Once used, it recharges after a Short or Long Rest.
- Tactical MindLevel 2
When After failing an ability check
After failing an ability check, Fisher can expend a Second Wind use to add 1d10 to the check. The use is not expended if the check still fails.
- Fighting Style: DefenseLevel 1
Fisher gains a Fighting Style feat. He has chosen Defense, which grants +1 AC while he is wearing armor.
- Weapon MasteryLevel 2
Fisher has mastery with two kinds of weapons of his choice. He has chosen the longsword and javelin, and can use each weapon’s mastery property.
- ResourcefulHumanFisher gains Heroic Inspiration whenever he finishes a Long Rest.
- SkillfulHumanFisher gains proficiency in one skill, chosen here as Perception.
- VersatileHumanFisher gains an additional Origin feat, chosen here as Alert.
- Military RankSoldier
Military Rank: Fisher can recognize military authority and is generally welcome among soldiers who still acknowledge his former rank. He can invoke that status to request simple aid or temporary shelter from soldiers and military-aligned institutions, though they are not compelled to risk their lives for him.
Gear
9 itemsWeapons
- LongswordMartial melee weapon with the Sap mastery property.
- 8×JavelinSimple melee weapon with the Slow mastery property.
Armor
- Chain mailHeavy armor, AC 16. Defense Fighting Style raises Fisher’s AC by 1 while he wears it.
Tools
- Gaming setA gaming set chosen to represent his soldier’s camp recreation.
Gear
- Dungeoneer’s PackA pack of practical supplies for underground or wilderness travel.
- Clothes and insignia of rankHis soldier background’s travel and service equipment.
- 2×Broken fishing rodsTwo broken rods kept as a reminder of the boat and river.
- Container of wormsA small container still holding the worms he carried on the boat.
- Fisher’s clothesHis usual clothes: combat boots, fisherman’s vest, cargo pants, and sleeveless shirt.
Appearance
A 65-year-old human man in a sleeveless shirt, fisherman’s vest, cargo pants, and scuffed combat boots, with practical chain mail worn over his clothes when expecting a fight. Old combat scars cross his arms and torso, and flogging scars stripe his back. Tally marks cover part of one arm. A snake tattoo lies on his back left shoulder blade, unseen by him. He pauses as if listening for a sound beneath the conversation, and his eyes keep returning to exits, windows, and any nearby water.
Mannerisms
Before answering, Fisher takes a quiet breath through his nose and lets the pause stretch. In a room, his attention moves first to the doors and windows, then to the nearest water. He speaks in a low, clipped voice, as if every sentence should fit in a ration tin.
Personality
Fisher is patient with repetitive work and impatient with explanations. He is willing to follow a plan until it stops making sense, then changes course without apology. He is not cruel, but he rarely understands why other people expect him to grieve, hunger, or fear the same way they do.
Ideals
Freedom. No rank, rule, or remembered duty gets to decide what he does next. He will help when he chooses, and walk away when he chooses.
Bonds
The broken fishing rods are the only things he remembers possessing. He keeps their pieces and feels compelled to find the river again, though he cannot explain why.
Flaws
He cannot leave a question alone once it has lodged in his mind, even when pursuing the answer puts others at risk. He also mistakes pain and punishment for proof that he has earned a place among people.
Quirks
Background
Fisher remembers nothing before waking on a small boat in the middle of an endless-seeming river. There were two fishing rods, a container holding a hundred worms, and no other person in sight. The fish never swallowed the bait, but they always bit. He kept casting, then releasing each catch. He never tried to eat one. He took that for a practical choice, though hunger never seemed to trouble him. The rods eventually broke, and after what he guessed was a month, he left the riverbank to find out what lay beyond it. His body tells a history his mind cannot retrieve. The scars on his arms and torso resemble the ordinary record of battle, while the flogging marks speak of punishment in a soldier’s life. He found tally marks on his arm and counted them as years: sixty-five. He has no memory of earning the snake tattoo over his left shoulder blade. He travels as a fighter because danger makes a kind of sense to him, and soldiering feels familiar even when every detail is missing. Fisher does not know he is dead, or that the river was part of an afterlife. He treats each strange discovery as a problem to solve, and each answer as a reason to keep moving.
“There were two fishing rods, a container holding a hundred worms, and no other person in sight.”
- Background
- Soldier
Connections
Species
Human
Media
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