Class: Level 8 Barbarian (Invulnerable Rager Archetype, Favoured)
Alignment: Chaotic Good
Weight: 1 tonne
Skin: Red with black stripes
Eyes: Pure red eyes
Str: 24/7(+4 from Racials + 2 from Points)/30/10 While Raging
Dex: 16/3(-2 from Racials)
Con: 20/5(+2 from Racials) 28/9 While Raging
Cha: 8/-1(-2 from Racials)
HD: 8d12+40(+8 from favoured class, +8 from Toughness) HP: 152 / 184 While Raging.
DR: 4/- Resistances: Fire +7
Speed: 40 ft.
AC: 16, Touch: 13, Flat-footed: 12 (+3 Armour, +3 Dex, +1 Deflection, -1 Size) / 15, 9, 11 While Raging / 12, 6, 8 While Reckless Abandon
Base Attack Bonus: 8, CMB: 16, CMD: 29 / CMB: 19, CMD: 32 While Raging
Fort: +11(+6 from Base, +5 from Con Mod) / +15 While Raging
Ref: +5(+2 from Base, +3 from Dex Mod)
Will: +5/(+2 from Base, +3 from Wis Mod) / +7 While Raging
Escape Artist: +3
Sense Motive: +3
2 Slams +16 1d6+9 x 2 Bludgeoning and Magic
While Power Attacking
2 Slams +13 1d6+15 x 2 Bludgeoning and Magic
2 Slams +19 1d6+12 x 2 Bludgeoning and Magic
While Power Attacking with Reckless Abandon
2 Slams +19 1d6+18 x 2 Bludgeoning and Magic
Bracers of Armor +3 = 9,000g
Amulet of Mighty Fists +2 = 20,000g
Ring of protection +1 = 2,000g
Large Backpack 4g
Potion of Cure Light Wounds x9 = 450g
Wand of Cure Light Wounds x2 = 1,500g
Outsider Native (Infernus): 3 RP
Large: 7 RP
Normal Speed: 0 RP
Ability Score Modifiers
Specialized (+2 Str, +2 Con, -2 Cha): 1 RP
Xenomorphic (Infernal): 0 RP
Defense Racial Traits
Energy Resistance (Fire): 1 RP
Offense Racial Traits
Reach: 1 RP
Slam: 1 RP
Senses Racial Traits
Darkvision 60 ft. : - RP
Weakness Racial Traits
Negative Energy Affinity: -1 RP
Total 13 RP
Reactionary: +2 on Initiative
Killer: Deal additional damage equal to weapon's critical hit modifier when scoring a successful critical hit with a weapon. This additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.
Fast Movement (Ex): +10 to movement speed when wearing no armour, light armour, medium armour, not carrying heavy load.
Rage (Ex): +6 Str, +8 Con, +2 Will Saves, -4 AC, 23 rounds per day
4 Rage Power (Ex);
Reckless Abandon: While Raging can trade -3 to Armour for +3 on Attack Rolls
Quick Reflexes: While Raging, gain one additional attack of opportunity.
Lesser Beast Totem: While Raging, gain two claw attacks, deal 1d8
Beast Totem: While Raging gain +3 Natural Armour
Invulnerability (Ex): Gain DR/- equal to half barbarian level. DR is doubled against nonlethal damage.
Extreme Endurance (Ex): Endure Elements Hot, +2 Fire Resistance.
Special Spell Power:
Infernal Power: Take Over spell style but only with infernal parts because of ancestry.
Dargus was born from a nomadic tribes of Grends from the cold icey tundra north. All the Grend children must be tested through the trials of might, the trials determining if the Grend is strong enough to stay and be an asset to the tribe. Unfortunately Dargus was not strong enough and failed the trial, being forced to become banished from his tribe from a very young age, until proven mighty enough. Most children banned from the tribe are presumed to die for the harsh elements usually overcome them, but Dargus was ... "lucky". Close to the icey grip of death, Dargus went childish berserk and ran in a random direction till he would die, but his choice of direction led him to a camp. The camp, however, was a slaver camp, and he was spared from death to become a slave in the gladiatorial arenas. Learning at a very young age to kill or be killed, he had to use his own body as a weapon to strive and survive.
Dargus never lost a match to the point where the masters of the gladiator ring wanted him to die for business. They tried killing in a public match against un-even odds, but that failed. Then came the assassins over night, that too failed. Not understanding that assassins was not part of the arena business, Dargus was contempt, but the arena masters were not. Then the masters gave him gold to let him buy off his freedom, but not understanding the common language, he returned the next day back into the ring ... with a couple of dead guards. Never understanding the system, or the arena masters desires, they chained him up and sold him to slavery, again.
Wesley Aker, the master of the guild Midnight Drake, was on a stroll and noticed Dargus was for sale, but no one bought him due to fear. Aker took pity on the poor soul, and bought Dargus to train him up the right way in his guild, the non "KILL EVERYTHING THAT MOVES!" way. After years of training, and a lot of trips to the local healer, Dargus was beginning to understand that life wasn't all about killing, it was about having good times, having friends and family, and being a someone to be helpful. He looked upon the people in Midnight Drake as a family and a tribe, the qualities in life that he thought he would never have.