Tall and broad shouldered Farg is rather imposing, his massive tusks and oddly shaped horns as well as the dark sheen of fur that covers his face and body indicate his orcish and fiendish heritage. Farg recently acquired a nasty looking Spirit Oni Mask which makes him look even more gruesome.
Farg was born into a tribe of Half orcs roaming the southern reaches of Varisia. When he was expelled from his clan due to his demonic heritage he went to Korvosa where he quickly joined the Szcarni Cartell. After dealing in illicit matters he was chosen to join the Pathfinders to make better use of his varied skill set. Within the Szarni Farg's goals are to earn many riches and rise to power and one day himself become venture captain.
Farg is easily defined by one word, at least if you ask Farg: awesome! Ever since learning to cast Heroism on himself Farg bathes in his own awesomeness for 100 minutes per day and hopes others enjoy it just as much as he does. While being brutal, scrupulous and condescending having Farg on your team might be annoying at times it's always a blast.
Farg can kick ass like the big guys, unlock chests like the small guys and know stuff like the smart guys! A true Pathfinder through and through!
CN Tiefling Archaeologist 5/Relic Channeler Medium 1/Savage Technologist 1
Farg’s listed stats assume he is channeling the champion spirit
Init +2 Perception +13, Darkvision, Speed 40ft
HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 (25 while raging) CMB: +9 BAB: +4
FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)
Usually all saves are +5 from Heroism and Luck
MW Fauchard +11 1d10+10 (19-20/x2)
Claw/Claw/Bite/Gore +12 1d4+10 (20/x2)
MW Comp. Shortbow +8 1d6+7 (20/x3)
Heroism+Rage+Luck adds +7 to hit and +5 damage to all attack modes
STR 19 
Adopted: Tusked: Gain a bite attack (1d4 secondary)
Fate's Favored: Luck Bonuses are at +1
Spirit Focus (Champion)
Spells Known Bard
1st - 5 per day
Cure Light Wounds
2nd- 3 per day
Detect Psychic Significance
Maw or Claw: Gain two claw attacks that deal 1d4 damage. These attacks are primary natural attacks.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet
Skilled: Tieflings gain a +2 racial bonus on Disable Device and Perception
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. A tiefling with this trait gains resistance 5 in the chosen energy type (cold) and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Demon-Spawn (Pitborn): +2 Str +Cha -2 Int
Archaeologists's Luck: 6* per day gain +2 Luck Bonus to Saving throws, Skill checks, Attack and Damage rolls as a swift action.
Bardic Knowledge: Add half your class level to Knowledge Skill checks
Clever Explorer: add half your class level to Perception and Disable Device.
Trap Sense +1
Rogue Talent: Combat Feat: Power Attack
Lore Master: Take 10 on any Knowledge Skill check. Once per day take 20.
Spirit bonus +1 (Applies to attack, damage, STR based skills and Fortitude)
Seance Boon: You gain a +2 bonus on all non-spell damage rolls.
Spirit Power (lesser) traded out for 2 extra uses of Spirit Surge
Spirit Surge 1d6 (5 uses per day after 4 uses apply influence penalty)
Rage +4 to STR, DEX and WIL (12 rounds per day)
Favored Class Bonus: 1 Skill 2 Skill 3 HP 4 skill 5 HP 6 – 7-