Dhutlo K’smani
Dhutlo burst into the world strangling a festering minnow. Eyes not even open, the little lizard cried and roared with life. The minnow was diseased, sick of something never before seen… and never seen again. Dhutlo grew up healthy in a thriving bog-settlement, maturing into the accomplished and haughty acolyte of the clan’s shaman B’xnamsa K’smani.
Level 1 Brawler + Oracle (Gestalt)
Basics:
- Race: Varanidae
- Pronouns: they / them
- Age: 19yo
- Appearance:
- Moss-green and navy-blue scale pattern
- Eyes like grey ice
- 6’7” tall
- Alignment: Neutral Good
- Hit die: 1d10
- Skills per level: 4 (4 base, 1 favored class, INT)
- Base attack bonus: +1 (+1 per level)
- Initiative: +3 (DEX)
- Languages:
- CMB: +4 (bab, STR)
- CMD: 16 (10, DEX, STR)
Wealth: 56gp
Health:
- HP: 13 (gain 1d10+CON+1 per level)
- Current HP: –
AC:
- Base: 18 (10, 4 armor, 1 natural, DEX)
- Touch: 13
- Flat-Footed: 15
Saves:
- Fortitude: +4 (2 base, CON)
- Reflex: +5 (2 base, DEX)
- Will: +3 (2 base, WIS)
Attributes:
- STR: 17, +3 (+2 racial)
- DEX: 16, +3
- CON: 14, +2 (+2 racial)
- INT: 8, -1
- WIS: 13, +1
- CHA: 15, +2 (-2 racial)
Skills:
Proficiencies:
- All simple weapons plus the handaxe, short sword, and weapons from the “close” fighter](https://www.d20pfsrd.com/classes/core-classes/fighter) weapon group.
- Light armor, medium armor, and shields excluding tower shields.
Special:
- Varanidae:
- Slow: A varanidae has a base speed of 20 feet, but their base speed is never modified by armor or encumbrance.
- Natural Armor: +1 natural armor bonus.
- Swim: Base swim speed of 30ft and a +8 racial bonus to Swim checks.
- Natural Attack (Bite): 1d3 slashing, piercing, bludgeoning. This bite is a primary attack, or a secondary if the individual is wielding manufactured weapons.
- Carrion Sense: Varanidae have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points.)
- Water Sense: Varanidae can sense vibrations in water, granting them blindsense 30 against creatures that are touching the same body of water.
- Low-Light Vision: Varanidae can see twice as far as races with normal vision in conditions with dim light.
- Hold Breath: Varanidae can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
- Brawler:
- Brawler’s Cunning: If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
- Martial Flexibility: Can use a move action to gain a combat feat not currently known for one minute. Can use this ability 3 + 1/2 brawler level (min 1) times per day.
- Martial Training: For the purpose of feats, magic items, and brawler levels count as fighter and monk levels too.
- Unarmed Strike: Gain Improved Unarmed Strike, eliminating AOOs from unarmed attacks. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon, and gains damage with additional brawler levels.
- Oracle:
- Mystery
- Oracle’s Curse
- Cold-Blooded Lizardfolk: You take a –4 penalty on saves against cold spells and effects, and whenever you fail such a saving throw, you are staggered for 1 round. You can survive without food four times longer than a typical creature of your species before you begin to starve.
- Orisons: 0-level divine spells are cast like any other spell, but they do not consume any slots and may be used again. (4 known)
- Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have CHA equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + CHA.
- 1: 2 known (+cure, +inflict), 4 per day (3 base, CHA)
- Burning Disarm: Causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). If the creature cannot drop the item, they get no saving throw.
- Shield of Faith: Grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
- Cure Light Wounds: Heal 1d8 + 1/lvl (max: +5) points of damage.
- Inflict Light Wounds: As a melee touch attack, inflict 1d8 + 1/lvl (max: +5) points of damage.
- Revelation
- Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.
- Feats:
- Traits:
- Guiding Spirit: Once per day as a swift action, you can look to your guiding spirit for advice, granting you advantage on the next d20 you roll. If the advantaged roll is a natural 20, you can use this ability an additional time that same day.
Equipment:
- Weapons:
- Unarmed:
- Attack: +4 (bab, STR)
- Damage: 1d6+3 (STR)
- Type: Bludgeoning
- Natural Attack (Bite):
- Attack: +4 (bab, STR)
- Damage: 1d3+3 (STR)
- Type: Bludgeoning, Piercing, Slashing
- Javelin (10x):
- Attack: +4 (bab, DEX)
- Damage: 1d6+3 (STR)
- Type: Piercing
- Boar Spear:
- Attack: +5 (bab, 1.5xSTR)
- Damage: 1d8+4 (1.5xSTR)
- Type: Piercing
- Note: If you ready a boar spear against a charge and your attack hits, you get a +2 shield bonus to your AC against that creature until your next turn.
- Armor:
- Hide Armor: +4 AC, +4 max DEX, -3 armor check penalty
- Misc.:
- Kit, Oracle’s: This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
- Tent, Medium