Fish Mannsonürin

Paladin and Hero... KIA against the Thieves Guild of Duelest.


Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.

Class: Paladin (favoured) Experience: 2155
Race: Human Wealth: 10.641.3.5
Alignment: Lawful Good Companions: Brinsop (pseudodragon) & Patrick (light warhorse)

Skills: Diplomacy +7, Handle animal +7, Perception +4, Profession (sailor) +3, Ride +6, Sense Motive +4.
Languages: Common, Elven and Sylvan.

Strength 14 +2 Intelligence 12 +1
Dexterity 15 +2 Wisdom 11 +0
Constitution 12 +1 Charisma 17 +3
Combat Statistics:
Hit Points: 19 Hit Dice: 2d10+3 Armour Class: 17 (flat-footed 15, touch 12)
Attack (greatsword): + 5 (2d6+5, 19-20 x2) Attack (longbow): + 4 (1d8+2, x3) 110ft
Saves: Fortitude +7
Reflex +5
Will +6

  • Heirloom Weapon.

    + 2 trait bonus on the Sunder combat maneuver when using Götterdämmerung.

  • Rich Parents.

    Your starting cash increases to 900 gp.

  • Power Attack.

    (Swap BAB for damage).

  • Quick Draw.

    (Free Action to draw a weapon).

Class Features:
  • Aura of Good.

    Can overwhelm evil creatures who detect good.

  • Detect Evil.

    As per the spell except:p At will, no need to concentrate for 3 rounds and 60ft range.

  • Smite Evil 1/day.

    Swift Action. Lasts until chosen foe is dead or ability is renewed by resting. If target is evil, gain Charisma Bonus to attack rolls and AC against that creature. Also add paladin level to all damage rolls made against the target. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level. Smite Evil attacks automatically bypass any DR the creature might possess.

  • Divine Grace.

    Fish gains a bonus equal to his Charisma bonus (+ 3) on all Saving Throws.

  • Lay on Hands.

    Fish can heal wounds by touch 4/day. He can heal 1d6 hit points of damage. Using this ability is a standard action, unless the he targets herself, in which case it is a swift action.
    Alternatively, he can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage. This requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Composite Longbow with mighty +2 and a Quiver of Arrows.
Explorer’s Outfit and Fine Elven Outfit.
Backpack with Compass, Flint & Steel, Whetstone and Waterskin inside.
Saddlebags held by Patrick with Bedroll, Tent, Soap and 15 day’s Trail rations. Patrick also has a Military Saddle.
2 Flawed Rubies.
2 Cure Light Wounds, 1 Cure Poison and 1 Haste potion.

*Legacy Weapon detailed below.


Horse (combat trained) CR 1
XP 400
N Large animal
Init + 2; Senses low-light vision, scent; Perception + 6

AC 11, touch 11, flat-footed 9 (+ 2 Dex, –1 size)
hp 15 (2d8+6)
Fort + 6, Ref + 5, Will + 1

Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception + 6


CR 1XP 400
NG Tiny dragon
Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6

AC 16, touch 14, flat-footed 14 (+ 2 Dex, + 2 natural, + 2 size)
hp 15 (2d12+2)
Fort + 4, Ref + 5, Will + 4
Immune paralysis, sleep; SR 12

Speed 15 ft., fly 60 ft. (good)
Melee sting + 6 (1d3–2 plus poison), bite + 6 (1d2–2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)

Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Base Atk + 2; CMB + 2; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Diplomacy + 5, Fly + 15, Perception + 6, Sense Motive + 6, Stealth + 19 (+ 23 in forests), Survival + 6; Racial Modifiers + 4 Stealth (improves to + 8 in forests)
Languages Draconic; telepathy (60 ft.)

Poison (Ex)
Sting—injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a + 2 racial bonus.

Götterdämmerung (The Twilight of the Gods):

Non-legacy Game Statistics: +1 Greatsword; Götterdämmerung grants an additional + 1 damage.
Omen: Götterdämmerung glows from red to yellow in colours perfectly mimicking the twilight to come that day when wielded by a paladin who is using the Smite Evil ability.

Wielder Level Penalty Abilities
5th - -
6th -4 hit points + 2 Longsword
7th - -
8th -1 to fortitude saves No Escape for the Wicked
9th -1 to fortitude saves and -2 hit points -
10th - + 2 Ghost Touch Longsword
11th - -
12th -2 hit points + 3 Ghost Touch Longsword
13th -1 to fortitude saves -
14th - Banish Abominations
15th -2 hit points -
16th -2 hit points + 3 Holy, Ghost Touch Longsword
17th - -
18th -1 to fortitude saves & -2 hit points + 4 Holy, Ghost Touch Longsword
19th -2 hit points -
20th -2 hit points The Hero’s Devastation

Legacy Rituals:
Trial by Enemy – Fish must single-handedly defeat a creature or foe of evil alignment. The chosen enemy must have a challenge rating equal to, or higher than, his level. Cost: 2’500gp & 500xp; Feat Gained: Least Legacy (Götterdämmerung).
Requiem – Fish must spend a week out at sea, alone. He must spend the entire time without any land in sight. Cost: 12’500gp & 1’100xp; Feat Gained: Lesser Legacy (Götterdämmerung).
A Hero Beyond Doubt – Fish must accomplish a deed by which he is recognised and regarded as a hero by an entire population or nation. Cost: 40’500gp & 1’700xp; Feat Gained:Greater Legacy (Götterdämmerung).

No Escape for the Wicked: Once per day with a gesture from Götterdämmerung, Fish can use hold person as the spell. The DC to resist is 13 + his Charisma modifier.
Banish Abominations: Once per day with a gesture from Götterdämmerung, Fish can force a creature back to its native plane as the dismissal spell. The DC to resist is 14 + his Charisma modifier.
The Hero’s Devastation: Once per day when Fish scores a hit with Götterdämmerung, he may choose to destroy the enemy utterly as the disintegrate spell. The DC to resist is 16 + his Charisma modifier.


Fish Mannsonürin’s earliest memory is of the waterside. His name was not Fish back then, and nobody he had spoken to could tell him what it was. Not that Fish had asked. He had thought about asking, more than a few times, but he always decided he would rather leave it alone. Better not to stir the grave. Still, Fish remembered his father who was a fine fisherman. His mother had died during his birth, but his father had never held anything against him. Fish’s last memory of his father was on the day of his death. Before Fish’s father had set out his boat into the grey morning drizzle, Fish had asked him if he could buy a pastry on the way back into Tillious. His father then tussled his son’s hair, clapped his cheek and said “Fish, you are going to have to die anyway.” He laughed and Fish giggled while he ran back into town. It is still hard for Fish to relate why that was one of the most comforting thoughts he had ever known.

After he was orphaned, Fish wandered lost. As vague as that is, the memory of childhood has been difficult for Fish to pull back. Fish remembers the streets of Tillious and the tall pine’s of the southern forest as one rolled ball of sensation. His father had told him to always follow the river, that’s what he must have done. Perhaps it was because they found him alive and alone in the forest, despite his age, that the elves had said Fish was a child of consequence.

The elven retreat was a small place, but the hunter’s community was filled with kind folk. It was very easy for a distraught child to find comfort quickly there. It alarmed the elves how briefly human children grieve when provided with their basic wants and needs. On several occasions they questioned whether they should return him, but each party they sent could find nobody willing to take the child, and so they took the extraordinary step of adopting him. When they had found him, restricted by his age and trauma as he was, he could say only one word: Fish. Therefore, Fish became the child’s name. Mannsonürin simply indicated his race,as if he had any need of being identified as different.

There was nothing really for Fish to complain about, he was much better off even than he had been in amongst his adopted kin. The truth was, however, that he was human and they were not. He learnt and grew at a rate that was so rapid it was alarming for the elves to witness. The rituals and expectations placed upon a child were very different, and, no matter what they tried, the elves felt they could not raise the boy right.

The elf sages saw in Fish’s mortality something unique. His quickened development related the brevity and intensity of human life better than any of their books ever could have. The elves understood the search for meaning in life from a human perspective for the first time and vowed to make certain of Fish’s impact upon Bas-Tyra; he would find worth in his brief existence. They understood that the mortal drive for endeavour was required for the greatest acts of heroism. So it was that they would forge the sword Götterdämmerung and give Fish his destiny and purpose.

At the age of thirteen, Fish was told of the sword and his destiny, though not that it was crafted for him. He was told that they had foreseen his heroism, and that grave evil would be settled upon the world if he did not rise to meet it. He has trained all of his life to meet that fate.

Fish Mannsonürin

The Dying Oak JohanChill