Born in the Hold of Belkzen, the half-breed Drax always struggled to survive among his savage kin, and prove himself as a warrior among them. His speed gave him an edge and led him to embrace a fighting style that meshes both strength and finesse. He learned the use of the kukri, a wickedly-curved blade that is used to strike deeply at vital organs, and he gained the favor of an orc shaman who groomed him for a position of leadership, marking him with symbols of dread Gorum.
Drax's life changed when a Chelish platoon on business of their own passed through the area. Drax, leading a patrol, ordered an ill-advised ambush against the Chelish soldiers... resulting in the destruction of his patrol. The pure-orcs themselves were destroyed wholly, being deemed too intractable for slavery, but Drax himself was seen as having the potential to fetch a nice slave price, and was in time sold in Egorian to the world of underground fighting pits. Though he chafed at his slavery, he had no objections to the violence this new life demanded, and rose quickly in the hierarchy of the gladiator arenas, becoming an eagerly-anticipated performer for his battle savagery.
Eventually he was to be set to fight against a Pathfinder who had also been enslaved. The Pathfinder took a pre-emptive approach: she offered to try and break them both out. Drax agreed to her offer, and the two staged a bloody jailbreak, managing to instill a wide-spread revolt among the other fighting slaves and causing chaos throughout.
The Pathfinder in question told Drax that his skills might be of use in the Society. Knowing that returning home would only see him punished for his failure as a patrol leader, Drax grudgingly decided to try the life... It hasn't always been a perfect fit, as his default response to everything is still "stab it," and the constraints and restraints of Pathfinder missions are not always welcome to him, but his skill as a warrior has made him useful enough-- primarily in an extended exploration of a place called the Emerald Spire. But he's finally being sent out on other missions...
Drax the Destroyer
Male half-orc barbarian (unchained) 1/fighter (two-weapon fighter) 7/rogue (knife master) 1
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +8
AC 22 (23* with both blades drawn), touch 15, flat-footed 19 (20*) (+7 armor, +1 deflection, +3 Dex, +1 luck)
hp 97 (9 HD; 1d8+7d10+1d12+39)
Fort +13, Ref +10, Will +5 (+2 vs. fear)
Defensive Abilities defensive flurry
Speed 45 ft.
Melee The following attacks all assume Power Attack is on; I will always Power Attack unless I specifically say otherwise- +1 ghost touch adamantine kukri +13/+8 (1d4+15/15-20) or
. . +1 kukri +13/+8 (1d4+15/15-20) or
. . cold iron kukri +12/+7 (1d4+14/15-20) or
. . dagger +11/+6 (1d4+12/19-20) or
. . lucerne hammer +11/+6 (1d12+18) or
. . sap +13/+8 (1d6+12 nonlethal) or
. . silver light mace +11/+6 (1d6+12)
Breaking down of TWF stuff:
Due to Drax's archetype, things change when he full-attacks with both blades; accordingly:
AC goes up by 2 (Defensive Flurry)
Attacks (PA on):
Main hand first attack: +1 ghost touch adamantine kukri +12 (1d4+16/15-20)
Off hand first attack: +1 kukri +12 (1d4+16/15-20)
Iterative main hand: +1 ghost touch adamantine kukri +7 (1d4+16/15-20)
Same thing but with rage (PA on):
Main hand first attack: +1 ghost touch adamantine kukri +14 (1d4+18/15-20)
Off hand first attack: +1 kukri +14 (1d4+18/15-20)
Iterative main hand: +1 ghost touch adamantine kukri +9 (1d4+18/15-20)
Ranged sling +11 (1d4+6)
Special Attacks rage (7 rounds/day), sneak attack +1d8 (with kukris), twin blades
Str 22, Dex 16, Con 16, Int 7, Wis 8, Cha 7
Base Atk +8; CMB +13; CMD 29
Feats Combat Reflexes, Double Slice, Endurance, Improved Critical (kukri), Power Attack, Tribal Scars, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (kukri), Weapon Specialization (kukri)
Traits auspicious tattoo (shoanti), killer
Skills Acrobatics +15 (+19 to jump), Appraise -2, Bluff -2, Climb +10, Diplomacy -2, Disable Device +8, Disguise -2, Escape Artist +2, Fly +2, Heal -1, Intimidate -2, Perception +8, Ride +2, Sense Motive -1, Stealth +7, Survival +3, Swim +9, Use Magic Device +2
Languages Common, Orc
SQ fast movement, hidden blade, orc blood
Combat Gear jingasa of the fortunate soldier, oil of bless weapon, oil of magic weapon, potion of barkskin +2, potion of cure moderate wounds (2), potion of fly, potion of invisibility, potion of jump, potion of lesser restoration, potion of mage armor (2), potion of protection from evil, potion of remove blindness/deafness, potion of touch of the sea, wand of cure light wounds, wand of cure light wounds, wand of mage armor (50 charges), acid, alchemist's fire, antiplague, antitoxin, holy water, weapon blanch (silver) (2); Other Gear +1 glamered mithral agile breastplate, +1 ghost touch adamantine kukri, +1 kukri, cold iron kukri, dagger, dagger, lucerne hammer, sap, silver light mace, sling, sling bullets (20), clear spindle ioun stone, belt of giant strength +2, cloak of resistance +2, eyes of the eagle, feather step slippers, golembane scarab, ring of protection +1, swarmbane clasp equipped, wayfinder, crowbar, earplugs, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, wrist sheath, spring loaded (2), 67 gp, 7 sp, 7 cp
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Flurry +2 (Ex) +2 AC vs. melee when making a full-attack with both weapons.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Hidden Blade +0 bonus on Sleight of Hand checks to conceal a light blade.
Ioun stone (clear spindle) Sustains bearer without food or water.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Killer Add weapon's critical modifier to its critical bonus damage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 7 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Swarmbane clasp Weapon/natural att deal full dam to swarms, and immune to the distraction ability of swarms.
Twin Blades +1 (Ex) +1 to hit and damage when making a full attack with both weapons.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.