Class Primalist Urban Bloodrager with Celestial Bloodline
+10ft movement
* Greater Urban Bloodrage (4+con+2/lvl rounds per day, gain +6 to str, Dex or con. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.)
* Angelic Attacks (At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.)
* Uncanny Dodge (At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.)
* Improved Uncanny Dodge (At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.)
* Restrained Magic (At 3rd level, an urban bloodrager can attune his spells so they are less likely to impact her allies or innocent bystanders. When the bloodrager casts a spell, she can grant a +2 bonus on the saving throw against that spell to any creatures he is aware of that are targeted by the spell or within the spell’s area. Any creature that receives this bonus and succeeds at its save is unaffected by the spell, as if it hadn’t been targeted or wasn’t in the area.)
* Lesser Beast Totem (2x 1d6 Claw attacks when raging )
* Lesser Elemental Rage (As a swift action, the barbarian can cause his melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. Special: This power can only be used once per rage.)
* Elemental Rage (+1d6 Elemental damage when raging)
* Beast Totem (While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.)
* Wings of Heaven (At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.)
* Greater Beast Totem (Pounce)
* Mighty Swing: 1/rage automatically confirm critical hit
* Clear Mind: 1/rage re-roll failed will save
* Tireless Rage: no longer fatigued after rage
Bloodrager Spells
Lvl 1 Spells: Shield, Celestial Healing, Stone Shield, Windy Escape, Bless, Shadow Trap, Mount, Endure Elements, Bless
Lvl 2 Spells: See Invisibility, Heroism, Spider Climb, Ablative Barrier, Resist Energy, Mirror Image, Glitterdust, Scorching Ray
Lvl 3 Spells: Infuse Self, Dispel Magic, Visions of Hell, Versatile Weapon, Suggestion, Haste
Lvl 4: Greater False Life, Boneshatter, Shocking Image, Holy Smite, Flash Forward
Bless (7th), resist energy (10th), heroism (13th), holy smite (16th).
Infuse Self Ganzi: 10min/lvl. +2 Str, +7 Acid/Sonic Resistance