FisherCreature 0
Source Pathfinder NPC Core
Perception +6 (+8 to spot fish)
Languages Common
Skills Lore +8, Lore +6, Athletics +7, Nature +4, Survival +4
Str +3, Dex +2, Con +1, Int +0, Wis +2, Cha +0
AC 14; Fort +7; Reflex +6; Will +4;
HP 15
Speed 25 feet
Spear
+7 (+2, -3) to hit 1d6+3 PiercingSpear
+6 (+1, -4) to hit (thrown 20) 1d6+3 PiercingFist
+7 (+3, -1) to hit (agile, nonlethal, unarmed) 1d4+3 BludgeoningFishing Line
+6 (+1, -4) to hit 1 Bleed + 1 Piercing+2 Bonus on Perception to Spot FishFishhooked
While it has persistent bleed damage from the fisher's fishing line Strike, a creature has a fishhook embedded in it. The creature can't move farther away from the fisher (though it can move laterally). The fisher can reel the creature in as a single action with the attack and manipulate trait, attempting an athletics check against the creature's Fortitude DC. On a success, the creature takes 2d4 slashing damage and is pulled 10 feet closer to the fisher (double the damage and distance on a critical success).
More than just hobbyists, fishers catch fish and other seafood with the intention of selling most of or all of their catch.
Society is built upon the backs of laborers.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.