AS A FISHER, you grew up in a not too rich family of fishers & traders. You were trained in fishing techniques for years now and have won 1d4 trophies for best catch of the year. One day, you unconsciously stole a dozen fishing rods worth 1 million gold pieces. You, were caught in the act when you woke up. So everybody in your hometown believes that you stole the rods intentionally. So, the mayor of your hometown, decided to exile you forever. As is, you decided to become an adventurerer. Nowadays, you rarely fish at all.
- Skill Proficiencies: Survival, Nature, History.
- Tool Proficiencies: Fishing Rod, Cook’s utensils, crossbow(any).
- Languages: Two of your choice.
- Equipment: A fishing rod, rope(hempen) 50 ft. , crossbow, crossbow bolts (20), clothes (common).
| d1 | Fisher |
|---|---|
| 1 | Fisher Speciality |
You have an excellent memory of ponds, lakes & rivers. Intern, you know what looks like anything suspicious around a body of water. You also can spot disturbances in water, which helps you prepare for battle faster than most people can. You start of with 5d4 times 10 GP.
Suggested Characteristics
Often not really known a lot by lots of people, you love meeting new people! As is, you tend to sell more fish to people you don’t know.
Instead of catching fish just for the family, you sell fish as well! You start of with 6d4 times 10 instead of just 5d4 times 10. As well, more inns & trading posts will know you! You also gain 5 GP for every fish you sell.
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