Fishing: Difference between revisions

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Created page with "You can have a maximum of 4 catches per hour; 32 for a day. The DM rolls your skill check (Survival or whatever you deem the best option), adding bonuses from equipment, bait, and potions. Bait is used up whether you catch something or not. Then you will need to match a 4d6 roll result before the timer runs out. On success you have hooked your catch. Then roll 1d6; on a 1 the line breaks and the catch is gone, otherwise you have caught it. ==== Equipment, etc. ==== R..."
 
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On success you have hooked your catch. Then roll 1d6; on a 1 the line breaks and the catch is gone, otherwise you have caught it.
On success you have hooked your catch. Then roll 1d6; on a 1 the line breaks and the catch is gone, otherwise you have caught it.


==== Equipment, etc. ====
=== Equipment, etc. ===
Reinforced Rod (+1, 10 gp)
{| class="wikitable"
 
!Name
Scarab Fishing Rod (+2, 50 gp)
!Price
 
!Bonus
 
!Notes
Fishing Bobber (+1, 25 gp)
|-
 
|Reinforced Rod
Fisherman's Pocket Guide (+1, 100 gp)
|10 gp
 
| +1
High Test Fishing Line (unbreakable, 15 gp)
|
 
|-
Tackle Box (50% chance to save bait, 20 gp)
|Scarab Fishing Rod
 
|50 gp
 
| +2
Bug Net (1 gp)
|
 
|-
Golden Bug Net (10 gp)
|Sitting Duck's Fishing Pole
 
|200 gp
 
| +3
Apprentice Bait (+0, 1 sp)
|
 
|-
Journeyman Bait (+1, 1 gp)
|Golden Fishing Rod
 
|???
Master Bait (+2, 5 gp)
| +4
 
|
 
|-
Fishing Potion (+1 for 8 hours, 25 gp)
|
 
|
Sonar Potion (see what’s on the line for 8 hours, allows one re-roll per catch, 50 gp)
|
|
|-
|Fishing Bobber
|20 gp
| +1
|
|-
|Fisherman's Pocket Guide
|100 gp
| +1
|
|-
|High Test Fishing Line
|25 gp
|
|No chance of line breaking
|-
|Tackle Box
|15 gp
|
|50% chance of bait not getting used
|-
|
|
|
|
|-
|Bug Net
|1 gp
|
|Allows catching of bait
|-
|Golden Bug Net
|10 gp
|
|Better at catching bait
|-
|
|
|
|
|-
|Apprentice Bait
|1 cp
|
|Can't fish without bait
|-
|Journeyman Bait
|1 gp
| +1
|
|-
|Master Bait
|5 gp
| +2
|
|-
|
|
|
|
|-
|Fishing Potion
|25 gp
| +1
|8 hour duration
|-
|Sonar Potion
|50 gp
|
|Allows you to see what's on the line and reroll, 8 hour duration
|}


[[Category:Rules]]
[[Category:Rules]]

Latest revision as of 10:55, 2 January 2025

You can have a maximum of 4 catches per hour; 32 for a day.

The DM rolls your skill check (Survival or whatever you deem the best option), adding bonuses from equipment, bait, and potions. Bait is used up whether you catch something or not.

Then you will need to match a 4d6 roll result before the timer runs out.

On success you have hooked your catch. Then roll 1d6; on a 1 the line breaks and the catch is gone, otherwise you have caught it.

Equipment, etc.

Name Price Bonus Notes
Reinforced Rod 10 gp +1
Scarab Fishing Rod 50 gp +2
Sitting Duck's Fishing Pole 200 gp +3
Golden Fishing Rod ??? +4
Fishing Bobber 20 gp +1
Fisherman's Pocket Guide 100 gp +1
High Test Fishing Line 25 gp No chance of line breaking
Tackle Box 15 gp 50% chance of bait not getting used
Bug Net 1 gp Allows catching of bait
Golden Bug Net 10 gp Better at catching bait
Apprentice Bait 1 cp Can't fish without bait
Journeyman Bait 1 gp +1
Master Bait 5 gp +2
Fishing Potion 25 gp +1 8 hour duration
Sonar Potion 50 gp Allows you to see what's on the line and reroll, 8 hour duration