Discoveries:
Dispelling Bomb - Any target that takes direct damage from a bomb, I can choose to have it not do damage and dispel instead using my alchemist level.
Fast Bombs - As many bombs as I have iteratives.
Bombing Weapon - Deliver Bomb damage through melee attack.
Rage Powers:
Beast Totem Lesser - 2 claw attacks
Beast totem - Natural armor
Beast totem Greater - Pounce
Elemental Rage Lesser - Swift action 1d6 elemental damage to all attacks made that round.
Elemental Rage - 1d6 elemental damage to all attacks while raging, stacks with lesser.
Superstition - Additional save against spells
Advanced Mutagens:
Feral Mutagen - 2 Claw attacks and a bite attack
Dual Mind - +2 to will saves, allows second will save if failed. If second will save is a success, transforms into Sir Harrow.
Class Features
Barbarian:
Rage - +4 Str and Con, +2 to will, -2 AC : 30 rounds/day
Uncanny Dodge & Improved Uncanny Dodge - Can't be caught flat-footed
Sixth Sense (Superstitious Barbarian) - +3 to Initiative, +3 Insight to AC
Keen Senses (Superstitious Barbarian) - Darkvision 60 ft.
Raging Drunk (Drunken Brute Barbarian) - Drink Potion or alcohol as move action that doesn't provoke while raging. If alcohol, prevents round of rage from being used up, but causes nausea after for a number of rounds equal to how many rounds alcohol was used for.
Alchemist:
Bomb - Pretty self Explanatory. 5d6 + 4
Rage Mutagen - +6 Str instead of +4 when using a str mutagen. Also: At the end of each turn that he takes hit point damage, the ragechemist must succeed at a Will saving throw (DC 15, or DC 20 if any of the damage came from a critical hit that turn) or take a –2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the mutagen ends and stack with themselves. If the penalty lowers the ragechemist’s Intelligence score to 0, the ragechemist is comatose until 1 hour after the mutagen expires.
Sturdy Rage - At 6th level, whenever a ragechemist uses his rage mutagen, he also gains a +4 bonus to natural armor, but the penalty on Will saving throws and to Intelligence for taking damage increases to –4.
Mutate - In stressful situations, such as combat in the form of taking damage or failing a fortitude save, Magister Jayne must make a DC 15 Will save, or automatically become enraged and release Sir Harrow. This DC is 25 on a critical hit or failed fortitude save. It adds +1 to the dc each time after that Magister Jayne takes damage. In the event of a failed fortitude save and a failed will save, Sir Harrow gains the opportunity to save against the fortitude save requiring effect again at the same dc.
Race
Human
+2 to any stat
Extra Feat
Spell resistance
Darkvision