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Fisher - AI-generated fantasy Character

Fisher

Human · Fighter · Level 2 · Soldier

Fisher

He is curious, irreverent, and hard to startle for long.
AC17
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

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

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set,
Land vehicles

Languages

Common,
Dwarvish,
Halfling

Features

15 features

Bonus action

  • Second WindLevel 1

    Fisher can take a Bonus Action to regain 1d10 + 2 Hit Points. He can use this feature twice, and regains one expended use when he finishes a Short Rest and all uses when he finishes a Long Rest.

Always on

  • Savage Attacker

    When Once per turn after hitting with a weapon

    Once per turn when Fisher hits with a weapon, roll the weapon's damage dice twice and use either result.

  • Resourceful

    When After a Long Rest

    Gain Heroic Inspiration after finishing a Long Rest.

  • Skillful

    When Character creation

    Gain proficiency in one skill of your choice; Fisher's additional human skill is Insight.

  • Versatile

    When Character creation and Initiative

    Gain one additional Origin feat; Fisher's additional feat is Alert. Add proficiency bonus to Initiative, and after Initiative is rolled, Fisher can swap his Initiative with a willing ally in the same combat.

  • Fighter ProficienciesLevel 1

    Fisher knows how to use simple and martial weapons, and light, medium, and heavy armor and shields.

  • Fighting StyleLevel 1

    Fighting Style feat: Defense. While wearing armor, Fisher gains a +1 bonus to Armor Class.

  • Action SurgeLevel 2

    Once on his turn, Fisher can take one additional action, except the Magic action. He regains this ability when he finishes a Short or Long Rest.

  • Tactical MindLevel 2

    When Fisher fails an ability check, he can expend a use of Second Wind to add 1d10 to the check. If the check still fails, the use is not expended. He can use this feature after seeing the d20 roll but before the effects are determined.

  • ResourcefulHumanFisher gains Heroic Inspiration when he finishes a Long Rest.
  • SkillfulHumanFisher gains proficiency in one additional skill, chosen here as Insight.
  • VersatileHumanFisher gains one additional Origin feat, chosen here as Alert.
  • TraitHumanHuman speed is 30 feet.
  • Human languagesHumanCommon and two other languages, chosen here as Dwarvish and Halfling.
  • Savage AttackerSoldier

    Origin feat: Savage Attacker. Once per turn when Fisher hits a target with a weapon, he can roll the weapon's damage dice twice and use either roll against the target.

Gear

11 items

Weapons

  • Greatsword
    Two-handed martial melee weapon.
  • Flail
    Martial melee weapon.
  • 8×
    Javelin
    Thrown melee weapons, each dealing 1d6 piercing damage.
  • Spear
    A simple melee weapon selected from Soldier background equipment.
  • Shortbow
    A martial ranged weapon.

Armor

  • Chain mail
    Heavy armor, 16 AC before the Defense fighting style bonus. Requires Strength 13 to avoid the speed penalty.

Tools

  • Gaming set
    A gaming set chosen as part of Soldier training.

Gear

  • Dungeoneer's Pack
    Contains practical adventuring supplies.
  • 20×
    Arrows
    Ammunition for the shortbow.
  • Worm tin
    A keepsake from his lost time on the river, stained with old bait.
  • Fishing line
    A short length of fishing line he salvaged after leaving the boat.

Appearance

A fit, solidly muscled human man with short gray hair and a short beard and mustache, carrying himself with the easy, weathered appeal of a silver fox. He wears combat boots, cargo pants, a sleeveless shirt, and a fisherman's vest beneath practical armor. Old combat scars mark his arms and body, and flogging scars cross his back. Tally marks tattooed on one arm are the only evidence he has found of his age. A snake tattoo lies unnoticed on his left shoulder blade. When he waits, he settles his weight as if balancing on a boat deck, knees loose and feet set apart.

Mannerisms

He braces his feet as though the ground might shift beneath him. His voice is low and dry, with clipped phrases; when rattled, he holds his breath for a beat, then lets it out in a slow, controlled hiss.

Personality

He is curious, irreverent, and hard to startle for long. He treats danger like rough water: something to lean into rather than argue with. He is unexpectedly patient when waiting for a bite, but bristles at being told to wait by a person.

Ideals

Freedom. No one gets to own his choices again, not a commander, not a captor, and not even the past he cannot remember.

Bonds

The broken fishing rods are gone, but he keeps a length of line and one worm tin. He feels responsible for the unseen hands that once punished him, and wants to learn what he did, though he cannot say whether he hopes to apologize or settle the score.

Flaws

He treats uncertainty as an insult and will take reckless action rather than admit he has no idea what is happening. He mistakes kindness for an attempt to control him, and his empty stomach never warns him when he should rest.

Quirks

Counts invisible fish bites under his breath, then stops at a different number each time.
Keeps a worm tin even though he has never felt hungry enough to eat.
Calls any stretch of still water 'the river' until corrected.

Background

Fisher woke on a little boat with two fishing rods and a container full of a hundred worms. He remembered nothing before that. He cast line after line into the river. The fish never swallowed the bait, but they always bit, tugging hard enough to make the rods feel alive in his hands. He never ate a catch. He told himself he simply wasn't hungry. After what he guessed was a month, both rods broke, and he finally left the water behind. The river gave him no answers, only a shore and the strange feeling that he had once known how to take orders and give them. His scars suggest a soldier's life, including flogging marks that speak of punishment rather than glory. He has no memory of the battles, the offense, or the people who might have stood beside him. The tally marks on his arm led him to count himself as sixty-five. He doesn't know that he is dead, or that the river was a passage through an afterlife. He travels now with the stubborn curiosity of a man who believes his life must still be waiting somewhere ahead.

“The fish never swallowed the bait, but they always bit, tugging hard enough to make the rods feel alive in his hands.”
From their backstory
Background
Soldier

Connections

Species

Human

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