Melee
+1 Furious Spear +17/+12/+7 (2d6+9/20x2)
Ranged
+1 Furious Spear +17/+12 (2d6+6/20x2)
Raging Rhino Charge: move 10', throw spear +23 (2d6+10) 20' range inc., reform spear 10'+ melee charge +20 (4d6+22)
plus free action grapple check d20+23
(full rd action or readied action vs foes within 20-80')
Pinning Strike: Maintain Grapple as std action d20+19 to do (3d6+9/20x2), pin d20+26 as move action.
(rage and power attack not included)
Wingclip: +17 to hit, no damage, std action, DC21 Fort save or immobilized for 6 rds.
*Shirt of Immolation: Whenever the wearer is grappling (whether on the offense or defense), this shirt automatically bursts into flame, dealing 1d6+10 points of fire damage every round to anyone grappling the wearer. The flames do not harm the wearer and last one round (though it continues to burn if the wearer is still grappling after one round). The shirt burns for a maximum of 10 rounds per day. These rounds do not need to be consecutive.
*Nightmare Boots: When the wearer runs or charges, smoke issues up from the boots, acting as concealment (20% miss chance) when the wearer provokes attacks of opportunity while making those actions. Secondly, three times per day, as a swift action, the wearer can make the boots smoke, which grants her concealment until the end of her turn. Lastly, once per day, when the wearer hits a creature with a melee attack, she can command the boots to ignite. When the boots ignite, all creatures within a 5-foot radius take 2d6 points of fire damage. A DC 13 Reflex saving throw halves the damage.