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r Filament Strand (standard; at-will) Range 20; +6 vs. Reflex; Target is grabbed and pulled 4 squares
r Reel (minor; at will) Only grabbed targets can be reeled in; +6 vs. Fortitude; the target is pulled 4
squares
Stonehue Carapace- A cave fisher that starts its turn with cover also has total concealment from
nonadjacent enemies.
Cave Fisher Tactics: Cave fishers are intelligent enough to avoid fights they cannot win . . . unless they
are hungry. When pressed into combat, cave fishers prefer the high ground. From this vantage they can
fire off their filaments and drag their prey to them. Also, when at a distance or behind cover, their
stonehue carapace makes locating them difficult. Most times, cave fishers will have already extended
their filaments. These sticky hazards are subtle traps for the unwary and sure death to those to weak to
escape.
Cave Fisher Lore: A character knows the following information with a successful Nature check.
DC 15: A cave fisher is sneaky predator. They often leave an adhesive filament out as a snare to catch
the unexpected. They rarely attack bands of monsters or adventurers unless desperate.
DC 20: Cave fisher filaments can be made into a light, strong, and nearly invisible rope if processed with
an alchemical solution
Trap- While wandering through a large passage, you are suddenly close line yourself on a sticky strand
Trap- This sticky filament is normally stretched across a corridor or cavern in hopes of catching bats or
Dungeoneering: A skilled dungeoneer can also detect the strands with a DC 22 check.
Trigger: When an unaware character wanders into a square through which a strand passes, the strand
attacks.
Attack Standard Action Melee Targer: One creature Attack: +6 vs. Reflex