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Fishing (1*, WIS, -1) (DSG):
The character with this proficiency is skilled in the art
of fishing, both with a hook and line
and with a net. For each hour
that the character spends fishing, he
can make a Proficiency
Check. Failure means
that no fish are caught. A successful check
means that at least one fish is caught.
To determine the number
of fish, subtract the character’s d20
roll from his Wisdom score.
One fish provides 1/2 of the daily rations
needed to feed a single
character. The DM can modify this amount
to reflect the sizes
and types of fish that are caught. Of
course, if an areacontains no
fish then none are caught, regardless
of the character’s rolls.
The DM can also modify the time required
for the Proficiency
Checks to reflect how many fish are in
the area. The check might
be made every turn, for example, in a
crowded pool, while it might
only be allowed after six hours of fishing
in an area where the fish
are few and far between.
* This proficiency requires a d20 roll
for success (Proficiency Check) each time it is used.
Fishing (WSG):
A character with proficiency in this skill is generally
more successful at netting or hooking
a substantial catch. See
the text on "Fishing" in the section on
Food
and Water for details
on how to determine the success of a fishing
attempt. <e>
Table 32: FISHING SUCCESS
Time of Day
Type of Area | Daytime | Night | Dawn/Dusk (Twilight) <> |
Poor | d4-2 | d4 | d4+2 |
Fair | d6-3 | d6-1 | d6+2 |
Good | d6-2 | d+2 | d8+2 |
When all is said and
done, fishing success depends primarily
on where the fishing attempt is made.
If the fish in a body of water
are abundant and hungry, even a totally
unskilled fisherman can
drop a hook and line or a net int othe
water and come up with
something. And if there simply are no
fish in the area, even the
most knowledgeable angler will come back
empty-handed.
Each entry on the table
represents a number generated by a
die roll, and in most cases a modifier
that is applied to that roll.
The resulting number represents how many
fish are caught in
one hour by one character with a baited
hook && line.
The use of a net will increase the take
to 50% more than the modified die roll.
If a negative modifier brings the die-roll
result to zero or lower,
no fish are caught regardless of the gear
being used.
A character with fishing
proficiency receives a +2 modifier
to his die roll in any fair or good AREA.
(If the AREA is a poor spot for
fishing to begin with, his prowess will
not help him.)
More than one character
can fish the same AREA at the same
time, but each extra member of the fishing
group has his die roll
modified by -1 cumulatively: -1 for the
second character, -2
for the third one, and so on. (A separate
roll of 1d6 is made for
each fisherman.)
It is possible for one
or more characters to fish the same spot
for more than one hour, but each character
must take a further -2
modifier to his die roll for each hour
beyond the first one spent in the
same spot. As long as at least one member
of the fishing
group catches at least one fish in any
given hour, the spot may
still yield more fish and characters can
stay longer in hopes of
increasing thier catch. But as soon as
each fisherman gets a result
of zero or lower in the same hour, the
spot is "fished out" and will
not yield any more fish for at least one
day.
Example:
Character A has proficiency in fishing; characters B
and C do not. All three
sit down at a good spot at night and try
their luck with hooks and
lines. During the first hour, character A
will catch 1d6+4 fish (counting
his proficiency bonus); character
B will bring in 1d6+1 (counting
the penalty for being the extra
member of the group); and
character C will catch 1d6 (because
he is the second extra member).
If they keep fishing for a
second hour, each one takes
a -2 modifier to his die roll: 1d6+2
for character A, 1d6-1 for
B, and 1d6-2 for C. During the third
hour, their die rolls decrease
by another -2; 1d6 for A, 1d6-3 for
B, and 1d6-4 for C. If they
continue to fish for a fourth hour, there
is a chance that the spot
will have become fished out since all
three characters are now
capable of getting results of zero or
lower.
The determination of
whether a fishing spot is poor, fair, or
good is basically up to the DM, but some
guidelines
may be helpful. A cool, fast-running mountain
stream is a good
spot for trout; a shallow and muddy pond
or lake is a good spot for
carp or pike; a clear, deep lake is a
good spot for bass. Thus, all of
these bodies of water will be good (or
at least fair) spots for fishing.
In general, fishing is better if it is
done from a boat moored in
the middle of a body of water than if
it is done from shore. A
swamp or bog is generally a poor place
for fishing; so is a stagnant,
shallow creek. In hot or sunny weather,
fish will congregrate
in places where they can be shaded by
trees or overhanging terrain;
such a spot will be fiar or good, while
an unshaded spot
nearby on the same body of water
will be a poor one.
* The use of a net will increase the take
to 50% more than the modified die roll.
* A character with fishing proficiency
receives a +2 modifier to his die roll in any fair or good area.
* More than one character can fish the
same area at the same time, but each extra member of the fishing group
has his die roll modified by -1 cumulatively:
-1 for the second character, -2 for the
third one, and so on.
* (A separate 1d6 roll is made for each
fisherman).
* It is possible for one or more characters
to fish the same spot for more than one hour,
but each character must take a further
-2 modifier to his die roll for each hour beyond the first one spent in
the same spot.