Half-orc (P), Invulnerable Rager (P) 14th, Alchemist (P) 1st
Medium Humanoid (Human, Orc) with 761,049 XP
Alignment: Chaotic Neutral [Gruumsh]
Hit Dice: 14d12+56, 1d8+4 (158 hp)
Initiative: +5
Speed: 50' (10 sq) (light enc.)
Space/Reach: 5 ft./5 ft.
AC: 30 (+10 Armor, +3 Dex, +4 Natural Armor, +3 Deflection), Touch 16, Flat-Footed 27
Saves: Fort +18, Ref +12, Will +7
Abilities: Str 23, Dex 16, Con 18, Int 11, Wis 10, Cha 8
Base Att/CMB/CMD: +14 / +20 / 36
Single Attack:
Adaman. Furious Acidic Greataxe +2: +23 melee (1d12+11+1d6 Acid/20/x3)
Adaman. Furious Acidic Greataxe +2: +19 melee (3d12+23+1d6 Acid/20/x3)PA VS
Adaman. Furious Acidic Greataxe +2: +24 melee (3d12+33+1d6 Acid/20/x3) Raging PA VS

Full Attack:
Adaman. Furious Acidic Greataxe +2: +23/+18/+13 melee (1d12+11+1d6 Acid/20/x3)
Adaman. Furious Acidic Greataxe +2: +25/+20/+15 melee (1d12+13+1d6 Acid/20/x3) Raging

==| FEATS |==
Brew Potion, Throw Anything, Reactionary Trait, Wpn Focus: Greataxe, 
Power Attack, Extra Rage, Vital Strike, Furious Finish, Improved Vital Strike, 
Raging Brutality, Devastating Strike.

==| SKILLS |==
Acrobatics +19+8, Appraise +0+1, Bluff -1, Climb +15, Cr:Alchemy +10+1, Diplomacy -1, 
Disguise -1, Escape Art +2, Fly +2, Heal +0, Intimidate +10, Kn:Nature +10, Linguistics +4, 
Perception +11+1, Ride +2, Sense Mot +0, Stealth +2, Survival +12, Swim +9.

Spells per Day: (1; save DC 10+spell level): 
Enlarge Person.

ARMOR WORN: Mithral Breastplate +4, Adaman. Furious Acidic Greataxe +2, Ring of Sustenance, 
Potion Belt, 3xPotion of CSW, Potion of Invisibility, Basic Equipment Gear, Alchemist's Kit, 
Alchemist's Lab (portable)

Amulet of Natural Armor +4, Handy Haversack, Gauntlets of Ogre Strength +4,Boots of Striding & Springing, 
Ring of Evasion, Ring of Protection +3, Belt of Physical Might CON/DEX +4, 
Cloak of Resistance +3

==| Languages (x6) |==
Common, Orc, Abyssal, Draconic, Gnoll, Giant

==| Racial Traits: Half-orc (P) |==
barbarian favored class: Increase Rage rounds per day by +14
Orc Blood: For all effects related to race, a half-orc is considered an Orc
Weapon Familiarity: Proficient with Greataxes and Falchions and treat any weapon with 
the word 'orc' in its name as a martial weapon
Orc Ferocity: 1/ day, when you are brought below 0 HPs but not killed, you can fight on 
for one more round as if Disabled.
 At the end of your next turn, unless brought to above 0 HPs, you imm. fall unconscious 
and begin dying

==| Class Features: Invulnerable Rager (P) 14th |==
Rage Rounds per Day: 54
   • Greater Rage (Ex): +6 STR/CON, +3 morale bonus on Will saves, -3 to AC
7x Rage Powers:
   • Roused Anger (Ex): Enter rage even if fatigued. Immune to the fatigued condition 
while raging. Once ended, exhausted for 10 min/rnds raging
   • Renewed Vigor (Ex): 1/day, while Raging, heal 3d8+4 as a std action
   • Knockdown (Ex): 1/rage, make a Trip attack vs one target in place of a melee attack. 
If successful, the target takes +6 damage and is knocked prone. This does not provoke an AoO
   • Quick Reflexes (Ex): While Raging, get one additional AoO per round
   • Increased Damage Reduction (Ex): Gain DR 3/— while raging
Fast Movement (Ex): +10' to Land Speed
Invulnerability (Ex): Gain DR 7/—. This DR is doubled vs nonlethal damage
Extreme Endurance (Ex): You are inured to Hot climate effects as if using the 'Endure Elements'
 spell. In addition, gain Resistance to Fire 4

==| Class Features: Alchemist (P) 1st |==
Brew Potion (Ex): Gain 'Brew Potion' as a bonus feat
Throw Anything (Ex): Gain the 'Throw Anything' feat as a bonus feat
Alchemy (Su): Use Craft: alchemy to identify potions as if using detect magic
   • Allows for 3 types of magical items: Extracts, Bombs, and Mutagens
Extracts (Su): Extracts behave like spells in potion form, as such they can be dispelled 
using your level as the spell level.
   • An extract immdiately becomes inert if it leaves your possesion, reactivating as soon 
as it returns to your keeping
   • You can draw and drink an extract as a std action
   • An extract, once created, remains potent for 1 day before becoming inert.
   • Mixing an extract takes 1 minute of work
Bombs (Su):    1/day   < O >
   • Bombs are unstable, must be used within 1 rnd of creation or they go inert
   • Creation requires a small vial with an ounce of liquid catalyst (created in alchemy lab,
 which can be restocked as per a spell component pouch)
   • Creating and throwing a bomb is a std action that provokes AoO
   • Detonation (throwing) is a std action that uses the 'Throw Splash Weapon' special 
attack (CRB p202), with a range increment of 20'
   • On a hit, the bomb inflicts 1d6+0 fire damage, and splash damage is 1 points of 
fire damage, REF DC10 for half
Mutagen (Su):
   • Brewing time is 1 hour for a dose, can only have one dose active at once.
   • Imbibing the mutagen is a std action that lasts for 10 minutes
   • STR Mutagen: +4 to Strength, +2 Nat. Armor, -2 to Intelligence
   • DEX Mutagen: +4 to Dexterity, +2 Nat. Armor, -2 to Wisdom
   • CON Mutagen: +4 to Constitution, +2 Nat. Armor, -2 to Charisma

==|  Conditional Bonus - Invulnerable Rager (P) Class  |==
+4 Will saves vs Enchantement when Raging [Indomitable Will]

==|  Conditional Bonus - Alchemist (P) Class  |==
+1 to Craft (alchemy) to create an alchemical items [Alchemy]

==|  Conditional Bonus - Half-orc (P) Race  |==
+2 to Appraise & Perception vs hidden objs, traps & secret doors [Scavenger]
+2 to Appraise & Perception determine if food is spoiled [Scavenger]
+2 to Appraise & Perception to identify a potion by taste [Scavenger]

==|  Conditional Skill and Synergies  |==
+8 on Acrobatics checks made to jump [Base Speed]

Draghkar lived a hard life, having to fight every day to get the things he needed just to live. Living on the streets from a young age, he had to fight other undesirables for nourishment and this fighting made him strong. While living on the streets and off whatever was left before, he found that liquids and other things mixed together would make him stronger and more deadly, despite several times nearly killing himself with poison instead of a potion.

This discovery, as well as his anger at how his fellow orcs and half-orcs are treated, gave him the edge he needed to get the few scraps from others. Eventually, he grew tired of living off scraps and decided to seek work as a fighter. He found several jobs as bouncers for various bars and taverns, picking him over others for his for his intimidating appearance. He did this long enough to get himself some better weapons, armor, and supplies then moved on to other jobs.

One day there was a dispute between Draghkar and another individual and they wished to settle it in a trial by combat. This was a turning point for Draghkar when he realized that he could further his skills AND get better supplies in fighting others to the death. After this point, he was more than happy to cause a problem with others he thought he could take, in order to get their armor and weapons to help better himself. He’d also jump in to champion for others as well, not so much to help the person, but in order to kill the other person and collect their equipment.

Eventually, he decided to move onto bigger and better things and went to the big city to find work suitable for someone like himself.