Abadar

Kareem Mansur's page

93 posts. Organized Play character for Deussu.


Full Name

Kareem Mansur

Race

Human (Qadiran)

Classes/Levels

Paladin (Sacred Shield) 1; HP 6/13; CMD 14; AC 19, t 10, ff 19; Fort +4 Ref +0 Will +2; Init +0, Perc +5

Gender

Male

Size

Medium

Alignment

Lawful Good

Deity

Abadar

Languages

Common, Kelish

Strength 16
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Kareem Mansur

Male Human Paladin (Sacred Shield) 1
Lawful Good Medium Humanoid (human)
Player Deussu (2206-16)
Xp 0
Faction The Exchange
Prestige/Fame 0/0
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Init +0
Senses Perception +5
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AC 19, touch 10, flat-footed 19; (+6 armor, +3 shield)
hp 13 (1d10+2+1)
Fort +4, Ref +0, Will +2
Special Defenses
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Speed 20 ft. w/ armor
Melee
. . Normal Spiked heavy steel shield +4 (1d6+3/x2)
. . Normal Longsword +4 (1d8+3/19-20/x2)
. . Normal Shortspear +4 (1d6+3/x2)
Ranged
. . Normal Shortspear +1 (1d6+3/x2, 20 ft)
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Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 14
Feats Shield Focus, Improved Shield Bash
Skills (ACP -7;4 sp/lv)
Diplomacy +7 (1), Knowledge (religion) +4 (1), Perception (+5 (1), Profession (merchant) +4 (1)

Traits:

Oathbound (Basic (Faith)) You have made a solemn oath, and you pursue that oath with headstrong determination. Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the second result even if it is worse.

Eyes and Ears of the City (Religion) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Tireless (Faction, bonus) You are accustomed to working long hours and weathering difficult conditions just to get the job done. You gain a +2 trait bonus on Constitution checks made to resist nonlethal damage from swimming, forced marches, starvation, thirst, and hot and cold environments. In addition, you gain 1 hit point.


Languages Common, Kelish
Special Qualities:

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Bastion of Good (Su): At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day. This ability replaces smite evil.


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On person Four-mirror armor (45 lb), spiked heavy steel shield (20 lb), longsword (4 lb), shortspear (3 lb), soldier's uniform (5 lb)
In backpack Paladin's kit (30 lb; a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol)
Wealth 48 gp
Encumbrance 77 lb. without backpack, 107 lb. with backpack (76 lb. light/153 lb. medium/230 lb. heavy)
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Notes
* Extra trait provided by Paths We Choose chronicle

Description:
Kareem Mansur is a tall, handsome man of Kelish origin, hailing from the grand empire of Qadira's capital Katheer. His well-groomed facial hair—moustache and beard alike—is a sign of precision and perfection. He wears an armor given to him as a gift by an eastern salesman, a four-mirror armor he wishes will do him well in the encounters to come, and protect from fatal wounds. That does not, however, mean he isn't planning on purchasing in a much more protective piece of full plate armor once he has enough investments to cover the costs.

He is one of Abadar's faithful, something that might strike odd considering his country of birth; Abadar is depicted as a Taldan human, and as such not that popular in the nation of Qadira. It is one of the reasons he left his home country to seek the Pathfinder Society; his allegiance to Abadar was too often criticized and put under pressure. Now part of the Society though, he can perform his duties as the upholder of law wherever they go, and conduct some trade on their journeys from one end of the world to another.

His armaments consist of basic weapons seen on almost any soldier; a longsword, a spear, and a dagger. Curiously though, those weapons seem clean and unused. His heavy steel shield—stylized with rings of gold, brown, and white with a key in the center—sports many spikes, is very worn and some of the spikes are chipped.