| Race |
| HP 107/107 | AC 25 (26 with shield) | F 15 R 13 W 19 [resolve] | Perc 17 | Stealth 2 | |
| Classes/Levels |
speed 25 | Active Conditions: |
| Gender |
NG Methodical Mind ???Half-Elf??? Cleric of Pharasma (Multiclass Sorcerer) 9 |
About Shakur Hektat
Shakur Hektat - Cleric 9
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NG, Medium, Human, Half-Elf, Humanoid
Perception +17; Low-Light Vision
Skills Deception +15 [T], Diplomacy +15 [T], Intimidation +15 [T], Lore: Thrushmoor Lore +11 [T], Medicine +19 [M], Nature +15 [T], Occultism +11 [T], Religion +19 [M], Survival +15 [T]
Str +0, Dex +2, Con +2, Int +0, Wis +4, Cha +4
Items +1 Padded Armor, Religious Symbol (Wooden), Crying Angel Pendant, Healer's Tools (Expanded), Healing Potion (Moderate), Darkvision Elixir (Moderate), Scroll of Remove Paralysis, Scroll of Enhance Victuals, Scroll of Restoration, Scroll of Heal, Scroll of Sanctuary, Wand of Bless, Wand of Heal (L1), Scroll of Mirror Image, Scroll of See Invisibility, Elixir of Life (Minor) (5), Necklace of Knives, Hammer, Manacles (Poor), Religious Symbol (Silver), Adventurer's Pack, Shootist Bandolier, Caltrops, Hunter's Bane, Yellow Sign Coin (9), Scroll of Object Reading (L2), Scroll of Remove Disease, Staff of Providence, Scroll of Restoration (L4)
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AC 25, Fort +15, Ref +13, Will +19 +Resolve
HP 107
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Speed 25 feet
Melee: +1 Dagger +14 (Agile, Finesse, Thrown 10 ft., Versatile S, Magical), Damage 1d4 (P)
Melee: Silver (Low-Grade) Dagger +13 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 (P)
Battle Medicine
Occult Known Spells DC 25, attack +15 3rd Slow (1 slots); 2nd Agitate (H+1) (Sig) (1 slots); 1st True Strike (1 slots); Cantrips Telekinetic Projectile, Ghost Sound
Divine Prepared Spells DC 27, attack +17 5th Breath of Life, Phantasmal Killer (H+1), Heal(x5) 4th Spiritual Weapon (H+2), Enervation, Vital Beacon; 3rd Heroism, Searing Light, Fear (H+2); 2nd Warrior's Regret, Charitable Urge, Blood Vendetta; 1st Fear, Bane, Ray of Enfeeblement; Cantrips Chill Touch, Stabilize, Light, Guidance, Shield
Focus Spells (2/2 points)
Death's Call Duration 1 minute - Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting ability modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain . These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.
Jealous Hex Range 30 feet; Targets 1 creature Saving Throw Will; Duration up to 1 minute - You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target gains an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save. At the start of each of your turns, the target can attempt another Will save, ending the effect on a success. Success The target is unaffected. Failure The condition's value is 1. Critical Failure The condition's value is 2.
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Class Feats Sorcerer Dedication, Basic Bloodline Spell, Basic Sorcerer Spellcasting, Channeled Succor
Ancestry Feats General Training: Armor Proficiency, Natural Skill (Nature, Survival), Sense Allies
Skill Feats Battle Medicine, Continual Recovery, Ward Medic, Advanced First Aid
General Feats Assurance (Medicine), Toughness
Additional Specials Anathema, Bloodline (Hag), Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Death), Resolve