Skip to content
CreatePricing
Fisher - AI-generated fantasy Character

Fisher

Human · Fighter · Level 2 · Soldier

Fisher

Fisher is patient with repetitive work and impatient with explanations.
AC17
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 20 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge65 years, inferred from the tally marks on his arm
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • InsightWIS
  • IntimidationCHA
  • PerceptionWIS
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Gaming set,
Land vehicles

Languages

Common,
Orc

Features

9 features

Bonus 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 items

Weapons

  • Longsword
    Martial melee weapon with the Sap mastery property.
  • 8×
    Javelin
    Simple melee weapon with the Slow mastery property.

Armor

  • Chain mail
    Heavy armor, AC 16. Defense Fighting Style raises Fisher’s AC by 1 while he wears it.

Tools

  • Gaming set
    A gaming set chosen to represent his soldier’s camp recreation.

Gear

  • Dungeoneer’s Pack
    A pack of practical supplies for underground or wilderness travel.
  • Clothes and insignia of rank
    His soldier background’s travel and service equipment.
  • 2×
    Broken fishing rods
    Two broken rods kept as a reminder of the boat and river.
  • Container of worms
    A small container still holding the worms he carried on the boat.
  • Fisher’s clothes
    His 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

Counts small objects under his breath, then loses track and starts again.
Keeps his broken fishing rods even though they are useless.
Offers bait to fish but never keeps the catch.
Sometimes checks the tally marks on his arm as if expecting the number to have changed.

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.”
From their backstory
Background
Soldier

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Fisher into a sheet

A high-res, share-ready sheet you can post or print.