Loris Raknian

Rattlebones's page

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Full Name

Rattlebones

Race

Advanced Human

Classes/Levels

Mageknight (Martial) 10 / Barbarian (Berserker) 10 / Unchained Rogue (Bruiser) 10

Gender

Male

Size

M

Age

26

Alignment

TN

Languages

Aquan, Auran, Celestial, Common, Draconic, Giant, Gnome, Ignan, Infernal, Sylvan, Terran, Undercommon

Strength 26
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 20
Charisma 11

About Rattlebones

Combat Statistics:

HP 190 (20 + 90 + 40 Con + 10 feat + 30 FCB)
Spd 40ft
Initiative +2 (+2 Dex)
CMB +18 (+10 BAB, +8 Str)
Base Attack +10

Melee
dagger +18, 1d4+8/19-20x2
unarmed strike +20, 1d3+10/20x2
grapple +28, maintain grapple +30, 1d3+21/20x2

--Chokehold 7 rounds/round
--Opponent takes -4 penalty on next grapple check after taking damage

AC 27, touch 26, flat-footed 13 (10 base, +0 armor, +6 class, +4 Dex, +4 dodge, +1 natural ABP, +2 deflection ABP, +0 size)
CMD 30 (10 base, +10 BAB, +8 Str, +2 Dex) (+32 vs grappling)
Fortitude +22 (+7 base, +4 Con, +8 Str, +3 ABP)
Reflex +12 (+7 base, +2 Dex, +3 ABP)
Will +15 (+7 base, +5 Wis, +3 ABP)

+3 bonus on Reflex saves to avoid traps
+3 dodge bonus to AC against attacks made by traps
+2 Will saves against fear
+11 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects

DR 2/-
SR 21


Grappling:

ROUND 1
Swift Action: Bear Form

Free Action: Rage

Standard Action: claw +26, 1d6+16/20x2
--At 10th caster level your claw attacks gain the grab universal monster ability.
---Grab: If a creature with this special attack hits with the indicated attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
--Free Action: grapple +35
---As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple: 1d6+27/20x2
---In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.

Move Action: Pin, maintain grapple +42

ROUND 2

Standard action: Damage, maintain grapple +42, 1d6+27/20x2

Move action: Damage, maintain grapple +42, 1d6+27/20x2

Swift action: Damage, maintain grapple +37, 1d6+27/20x2

Immediate action: Limb Ripper

===

Grappled: Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled

Prone: The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.
https://www.d20pfsrd.com/Gamemastering/conditions/#Prone

Pinned: A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentrationcheck (DC 10 + grappler’s CMB + spell level) or lose the spell.
https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned

Choke Hold: Whenever you control a grapple against a creature, that creature is unable to breathe or speak, though they may hold their breath in response to being grappled. 7 rounds/round

Painful Flex: Opponent takes -4 penalty on next grapple check after taking damage.

Limb Ripper (slam): When you successfully maintain a grapple against a creature you have already pinned, you may expend your martial focus as an immediate action to attempt to remove a limb from them.

--If you remove a wing, the target loses a wing natural attack if it had any and cannot fly (creatures with 3 or more wings who lose a wing have their flight maneuverability reduced to clumsy and have their flight speed reduced by 1/2 for each wing which they are missing). 
--If you remove a tentacle, the creature loses all attacks and abilities related to that tentacle.  
--A character who has lost an arm incurs the following penalties: 
-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks; 
-8 penalty on grapple checks; 
Must make a caster level check at a -5 penalty to cast spells with somatic components; 
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm. 
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved. 
--A character who has lost a leg incurs the following penalties: 
-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion). 
Cannot run or charge. 
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers. 
Speed is reduced to 5 ft., and can no longer make a 5-ft step. 
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing. 
Creatures with more than 2 legs do not suffer these penalties, but instead lose 10 ft. from their movement speed and lose the benefits of being a quadruped if they had them.

In addition, the target suffers 1d6 points of bleed damage from the wound, +1d6 for every 4 points of base attack bonus you possess. A severed limb counts as an object one size category smaller than the creature it came from if using it as an independent object or improvised weapon. These penalties do not stack with other penalties for losing limbs. A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic. A character who has lost both legs is always considered flat-footed and prone, and can only move 5 ft as a full round action, without the aid of prosthetics or magic. (+3d6 bleed)

Strangler: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling. 


Raging Bear Form:

--Bear Form as swift action: Bite attack and two claw attacks (1d6 Large), low-light vision, scent, 40 ft. move speed, the benefits of being a quadruped, +3 natural armor bonus, 30 ft. climb speed, +4 size bonus to Strength, grab universal monster ability, Large size
--Rage as free action: +4 Str, +4 Con, +2 Will, -2 AC

HP 210 (20 + 90 + 60 Con + 10 feat + 30 FCB) 
Spd 50ft 
Initiative +2 (+2 Dex) 
CMB +23 (+10 BAB, +12 Str, +1 size) 
Base Attack +10 
Melee 
claw +26, 1d6+16/20x2
claw +24, 1d6+14/20x2
bite +24, 1d6+14/20x2
grapple +35, maintain grapple +42, 1d6+27/20x2

--Chokehold 7 rounds/round 
--Opponent takes -4 penalty on next grapple check after taking damage
--As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple. 

AC 31, touch 27, flat-footed 15 (10 base, +0 armor, +6 class, +4 Dex, +4 Con, +4 dodge, +4 natural, +2 deflection ABP, -1 size, -2 rage) 
CMD 35 (10 base, +10 BAB, +12 Str, +2 Dex, +1 size) (+37 vs grappling) 
Fortitude +26 (+7 base, +4 Con, +12 Str, +3 ABP) 
Reflex +12 (+7 base, +2 Dex, +3 ABP) 
Will +17 (+7 base, +5 Wis, +2 rage, +3 ABP)

+3 bonus on Reflex saves to avoid traps 
+3 dodge bonus to AC against attacks made by traps 
+2 Will saves against fear 
+11 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects

DR 2/- 
SR 21 


Artifact:

Bag of the Cosmos

Aura: overwhelming conjuration; CL: 20th; Slot: none; Weight: 5lb.

This sturdy leather bag is approximately 3 feet x 1.5 feet x 1.5 feet, with finely tooled geometric patterns covering its length. The opening is lined with a mithral frame, with two large bulbs forming a clasp to hold the bag shut. However, like a bag of holding, the interior dimensions are far larger than the outside would suggest. 

The bag of the cosmos acts as a bag of holding, but contains an extradimensional space approximately 10 x 10 x 10 miles. The bonded owner of the bag is capable of storing and retrieving objects from within the bag by mental command. An object or unwilling creature (with a successful touch attack) can be stored in a chosen area within the bag with a mental command. An object or specific creature can be removed with a mental command, and appoears in the hand of the bonded owner or in an adjacent space large enough to hold it.

Storing or retrieving objects or creatures Large size or smaller requires a swift action. Huge objects or creatures required a standard action. Gargantuan objects or creatures require a full-round action. Collosal or larger objects or creatures require 1 round per 30 cubic feet of dimension, rounded up. Unattended objects that are affixed to the ground, walls, or ceilings take twice as long to store, with a minimum of 1 full round, and usually take a portion or foundation or surrounding architecture along in the transportation. 

The inside of the bag of cosmos counts as a demi-plane, with the following characteristics:
-- Finite: 10 x 10 x 10 miles.
-- Objective directional gravity
-- Normal time
-- Conjuration magic within the bag is unaffected, but conjuration magic to summon or teleport in or out of the bag is nullified. Extradimensional spaces cannot be created within the bag.

The inside of the bag is featureless, with dimensional walls of dark gray and emitting light akin to a dim sky. The bag of cosmos can safely house living creatures, but breathable air, drinking water, and food must be provided from outside of the bag. 

If an extradimensional space is brought within the bag of cosmos, it is safely ejected to a space adjacent the bonded owner.

The creature bonded to this item can teleport the item to his waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function.

The bag of cosmos can only be destroyed by being consumed by a sphere of annihilation.


Equipment:

bag of the cosmos (--gp, 5lb), necklace of adaptation (9,000gp, 0.5lb), unfettered shirt (10,000gp, --lb), gauntlets of the skilled maneuver (grapple) (4,000gp, 1lb), gloves of shaping (10,000gp, --lb), ring of mind shielding (8,000gp, --lb), ring of sustenance (2,500gp, --lb), belt of mighty fists (furious, ghost touch, planar, quenching) (32,000gp, 2lb), thieves tools (50gp, 1lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), belt pouch (2gp, --lb), signet ring (5gp, --lb).

9,442.07 gp


Description:

Hair: Sandy Blond
Eyes: Blue
Skin: Caucasian
Height: 6'4" / 12'8"
Weight: 260lb / 2,000lb

You see a male human with slicked sandy blond hair and a clean-shaven face. His eyes are a deep blue, with small flecks of silver near the iris. His skin is fair and pale, with high cheek bones and a strong jaw, but criss-crossed with numerous scars. He is dressed in simple jerkin, trousers, and boots. He wears a dagger at his hip.


Background:

Rattlebones originally hails from the prime world of Greyhawk, on a continent called Oerik, in a region called the Flanaess, in a smaller region called Old Aerdy East, in a forest called Adri, in a village called Elversford. His home was the last house on the north side of the village, hard against the Harp River. You can't miss it.

His parents were lovely people. Unfortunately, being the last house in the village meant they were the first house when bandits came. After one night of blood and flame, a young orphan found himself wandering the forest aimlessly in search of help. After several hours and an enormous amount of luck, he was found by none other than Griffith Adarian, hierophant druid of the Adri Forest.

He was given shelter in Druid's Well and raised among adherents of the Old Faith. He grew into a brawny lad, and committed himself to learning the magic of skinchanging. He became a mighty warrior, and after several years has nearly single-handedly wiped out the bandit scourge from the Adri Forest. Now he is getting itchy and restless. He needs a new adventure, or a wife. Which may be difficult, since locals claim it would take a she-giant to settle him down proper!


Racial Abilities:

Advanced Human
Type: Humanoid (0 RP)
Size: Medium (0 RP)
Speed: 30ft (0 RP)
Ability Scores: +2 Str, +2 Wis (Flexible, 2 RP)
Languages: Common, Sylvan (Standard, 0 RP)

Advanced Strength +2 (4 RP)
Advanced Constitution +2 (4 RP)
Advanced Wisdom +2 (4 RP)

Elemental Immunity: fire (4 RP)
Elemental Immunity: acid (4 RP)
Elemental Immunity: cold (4 RP)
Elemental Immunity: electricity (4 RP)

Immunities: Members of this race are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities. (4 RP)

Spell Resistance, Greater: 11 + their character level (3 RP)

Spell-Like Abilities (CL 10th)
At will: see invisibility (4 RP)

Total: 41


Traits:

Reactionary: +2 initiative
Heedful Readiness: Once per day, you can add your Wisdom modifier to an initiative check.
Wisdom in the Flesh: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you. (Stealth)
Muscle of the Society: You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.

Mageknight Class Abilities:

Casting: Wisdom
CL: 5th
Spell Pool: 15

Resist Magic (Ex): A mageknight gains a natural resistance to magic as he focuses on its use in combat. A mageknight gains a +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects. This bonus increases by an additional +1 for every 4 levels thereafter, to a maximum of +5 at 17th level. (+3)

Stalwart (Ex): At 3rd level, a mageknight can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless mageknight does not gain the benefit of the stalwart ability.

Marked (Su): At 7th level, a mageknight who successfully deals damage with a weapon or natural attack to a target may, as a swift action, leave a magical mark on that target. The target suffers a -2 penalty to saving throws against the spells, spelllike abilities, and sphere abilities of the mageknight, and the mageknight gains a +2 bonus to saving throws against the spells, spell-like abilities, and sphere abilities of the target. This mark lasts for 1 minute. The mageknight may not have more than 1 mark active at a time; giving a second mark causes the first to be dismissed.

Combat Feat
(4): Toughness
(8): Extra Combat Talent (Unarmored Training)

Mystic Combat (Ex)
(2): Resilience of Soul - As an immediate action, you may spend a spell point to reroll a saving throw you just failed. You must take the second result, even if it is worse.
(6): Unbreakable - You may spend a spell point as a swift action to grant yourself DR equal to your mageknight level for a number of rounds equal to your casting ability modifier.
(10): Great Fall - When falling, you treat the distance fallen as being 10 ft shorter per mageknight level when determining the amount of damage you sustain. At 20th level, you may fall any distance without taking damage.

MAGIC TALENTS

[BEAR]
Bear Spirit: As a swift action, you may channel the spirit of the bear into yourself. This lasts for 1 minute per caster level. While you are thus channeling the spirit of the bear, you are considered to have the animal creature type in addition to your own creature type, and gain the benefits of the Endurance feat. If you already possess the Endurance feat, double all of its numerical benefits. While you are under the effects of the bear spirit, you have the ability to activate certain powers, bonuses, and abilities, known as bearacteristics. Talents marked (bearacteristic) grant you additional bearacteristics. If a bearacteristic grants a constant benefit, the benefit lasts until the end of the bear spirit channeling; refreshing the bear spirit ends, rather than refreshes, these bearacteristics. (5 minutes)

Bear Strength (bearacteristic): You may spend a spell point as a free action when making a melee attack roll. You gain a bonus equal to 1/2 your caster level (minimum 1) to your attack and damage roll. If using this ability in conjunction with making an unarmed strike, that attack does not provoke an attack of opportunity. (+2)

Bear Form: When you channel a bear spirit, you may spend a spell point to increase the power of the bear spirit so that you transform into a bear for the duration of the effect. This is a polymorph effect. When transformed into a bear, you gain the usual +10 bonus from polymorph to Disguise checks to pass as a bear, and you also lose your normal power of speech, although you gain the ability to speak and understand bears. You gain a bite attack and two claw attacks (1d4 Medium), and you gain low-light vision, scent, a 40 ft. move speed, and the benefits of being a quadruped. You gain a +2 natural armor bonus which increases by 1 per 5 caster levels. At 5th caster level you gain a 30 ft. climb speed and a +2 size bonus to Strength. At 10th caster level your claw attacks gain the grab universal monster ability, and you may choose to become Large size, which gives you +4 size bonus to Strength but a -2 penalty to Dexterity.

Beary Scary (bearacteristic): While you are channeling a bear spirit, you gain the ferocity universal monster feature. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Bears Love Honey (bearacteristic): As a standard action you may spend a spell point to heal yourself or a touched ally for 2d6 hit points, +1d6 for each Bear sphere talent you possess beyond the base sphere and this talent. (5d6)

Ursine Blow (bearacteristic): When using the bear strength bearacteristic and successfully striking a corporeal target, you may spend an additional spell point to compare the result of your attack roll to your opponent’s CMD. If your attack roll is higher, the target is knocked flying 10 ft. in a single direction of your choice and falls prone. The target cannot move closer to you than its starting square, and if an obstacle prevents the completion of the target’s move, it strikes the obstacle and each take 1d6 points of damage before the target falls prone in an adjacent space.

[WARP]
Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.

Create Gap: You bend space to create a gap in an otherwise solid object or wall. By spending a spell point, you can create a hole in an inanimate object up to a 5-ft. cube in size plus an additional 5-ft. cube per 4 caster levels placed in any configuration so long as it is contiguous. This hole does not damage the object or affect its structural integrity; since the created hole is formed of added space rather than removed space, everything in the affected area is still accessible, pushed to the nearest edge of the created gap. If the gap is created so that a creature would fall through it, they may make a Reflex save to safely move to the nearest edge of the hole. This hole lasts as long as you concentrate, though you may spend a spell point to allow a gap to remain for 1 minute per caster level without concentration. (10-ft cube)

Extradimensional Storage: You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space. You may take this talent two times; when taken a second time your extradimensional space may hold an additional 15 pounds per caster level, for a total of 25 pounds per caster level. In addition, you may place or withdraw an object from your extradimensional space as a move action instead of a full-round action. If the object would normally be worn or have to be donned in some way (such as armor or a magic ring), you may remove or don it as part of the same action as placing or withdrawing it from storage. (50 pounds)

[WRESTLING]
As a swift action, you may attempt to snag a target as a melee touch attack, latching onto part of their clothing, armor, or flesh and making them battered. If you are already holding a target, such as via the Scale Foe Athletics talent or via a successful grapple, they are also considered battered as long as the hold persists. If you do not grapple an opponent or perform a similar technique by the end of your turn, the snag automatically ends. Any time you initiate or maintain a grapple, you may apply 1 (slam) talent as an immediate action in addition to the normal benefits of initiating or maintaining a grapple. [Improved Unarmed Strike]

Choke Hold: Whenever you control a grapple against a creature, that creature is unable to breathe or speak, though they may hold their breath in response to being grappled. Each consecutive round they spend grappled by you counts as a number of rounds equal to your practitioner modifier against the total number of rounds they may hold their breath before they are forced to make Constitution checks to avoid suffocating. For every 4 points of base attack bonus you possess, each passing round counts as an additional +1 round when determining how long they can hold their breath. (7 rounds/round)

Inescapable Grasp: Whenever a creature attempts to magically escape a grapple with a teleportation or Warp effect, you may make a special combat maneuver check against their CMD as an immediate action. If successful, the escape fails and they provoke an attack of opportunity from you. At +10 base attack bonus, if you make a grapple attempt against a creature under the effect of a freedom of movement spell or similar effect, that effect is suppressed for the duration of the grapple.

Painful Flex: Whenever you use a successful grapple check to deal damage, you deal an additional +2 damage and the creature takes a -2 penalty on the next grapple check they make against you as long as it is made within 1 minute. For every 5 points of base attack bonus you possess, this damage and penalty increases by +2/-1 respectively. (+6/-3)

Limb Ripper (slam): When you successfully maintain a grapple against a creature you have already pinned, you may expend your martial focus as an immediate action to attempt to remove a limb from them; the creature must make a successful Fortitude save or have one of its limbs removed by you (arms, legs, tentacles, or wings), ending the grapple.
--If you remove a wing, the target loses a wing natural attack if it had any and cannot fly (creatures with 3 or more wings who lose a wing have their flight maneuverability reduced to clumsy and have their flight speed reduced by 1/2 for each wing which they are missing).
--If you remove a tentacle, the creature loses all attacks and abilities related to that tentacle. 
--A character who has lost an arm incurs the following penalties:
-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved.
--A character who has lost a leg incurs the following penalties:
-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 ft., and can no longer make a 5-ft step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing.
Creatures with more than 2 legs do not suffer these penalties, but instead lose 10 ft. from their movement speed and lose the benefits of being a quadruped if they had them.

In addition, the target suffers 1d6 points of bleed damage from the wound, +1d6 for every 4 points of base attack bonus you possess. A severed limb counts as an object one size category smaller than the creature it came from if using it as an independent object or improvised weapon. These penalties do not stack with other penalties for losing limbs. A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic. A character who has lost both legs is always considered flat-footed and prone, and can only move 5 ft as a full round action, without the aid of prosthetics or magic. (Fortitude DC 20, +3d6 bleed)


Barbarian Class Abilities:

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted, but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death. (26 rounds/day, +4 Str, +4 Con, +2 Will, -2 AC)

Primal Defense (Ex): While raging and wearing no armor, the berserker gains an armor bonus equal to his Constitution modifier (minimum 0). (+4)

Regenerate (Su): At 2nd level, a berserker gains fast healing 1 while in rage and conscious. This increases to fast healing 2 at 8th level, fast healing 3 at 14th level, fast healing 4 at 17th level, and fast healing 5 at 20th level. This healing may only occur if the berserker has taken at least a total amount of damage equal to twice his level in the last 10 rounds. (Fast healing 2, activates after 20 damage)

Fearless (Ex); At 3rd level, a berserker gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 3rd. (+2)

Scarred Flesh (Ex): At 5th level, whenever a critical hit or sneak attack is scored on the berserker, there is a 15% chance that the damage is negated and damage is instead rolled normally.

Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. (DR 2/-)

RAGE POWERS

(2): Superstition (Ex) - The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. (+4)
(4): Strength Surge (Ex) - The barbarian adds his barbarian level on one Strength check or combat maneuver check, or to his Combat Maneuver Defense when an opponent attempts a maneuver against him. This power is used as an immediate action. (+10)
(6): Raging Grappler (Ex) - As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.
(8): Clear Mind (Ex) - A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse.
(10): Eater of Magic (Su) - Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, he can reroll the saving throw against the effect (this is not an action). If he succeeds at the second saving throw, he is not affected by the spell, supernatural ability, or spell-like ability and gains a number of temporary hit points equal to the effect’s caster level (in the case of spell or spell-like abilities) or the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points last until damage is applied to them or 1 minute, whichever occurs first.


Unchained Rogue Class Abilities:

Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. (+5d6)

Trapfinding: A rogue adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. (+5)

Strength Training (Ex): At 1st level, a bruiser adds his Strength bonus (if any) on all Fortitude saves that he makes. At 3rd level, 11th level, and 19th level, the bruiser gains a bonus feat, chosen from the following list: Cleave, Cleaving Finish, Dazing Assault, Furious Focus,Great Cleave, Improved Cleaving Finish, Power Attack, or Stunning Assault. He must meet the feat’s prerequisites, if any. This ability replaces finesse training. (+8)

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). (+3)

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, he can also debilitate the target of his attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
---Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
---Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
---Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue 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 rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. 

Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. He gains the skill unlock powers for that skill as appropriate for his number of ranks in that skill. At 10th, 15th, and 20th levels, he chooses an additional skill and gains skill unlock powers for that skill as well.
(5): 
(10): 

Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. 

ROGUE TALENTS

(2): Stand Up (Ex) - A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.
(4): Combat Trick - Strangler
(6): Certainty (Ex) - The rogue chooses one of the skills he selected with rogue’s edge. Once per day, the rogue can reroll a skill check he just made with the selected skill and take the better result. He can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter. A rogue can select this talent multiple times. Each time, the rogue must choose a different skill. A rogue must have the rogue’s edge class feature before selecting this talent. (xxx, 2/day)
(8): Combat Trick - Unarmored Mastery
(10): Crippling Strike (Ex) - A rogue with this ability can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage.


Feats:

(Human) Extra Combat Talent (Wrestle)
(1) Extra Combat Talent (Choke Hold)
(1) Extra Combat Talent (Inescapable Grasp)
(1) Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
(1) Extra Combat Talent (Painful Flex)
(2) Unarmored Specialist: As long as you do not have any armor bonus to AC (such as from wearing armor, or from the spell mage armor) you gain a +2 dodge bonus to AC. At 10th level, this bonus increases to +4. (+4)
(3) Kraken Style: When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple.
(Rogue 3) Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
(4) Improved Unarmored Specialist: As long as you do not have any armor bonus to AC (such as from wearing armor, or from the spell mage armor), double your Dexterity bonus for the purposes of your AC. Anything that would cause you to be denied your Dexterity bonus to AC still causes you to lose the entire bonus.
(Rogue 4) Strangler: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.
(Mageknight 4) Toughness (+10 hp)
(5) Steel Soul: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus.
(6) Greater Grapple: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
(7) Weapon Focus (grapple)
(8) Greater Weapon Focus (grapple)
(Mageknight 8) Extra Combat Talent (Unarmored Training): When unarmored and unencumbered, you gain a +3 bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. (+6 AC)
(Rogue 8) Unarmored Mastery: Your mastery of unarmored combat is so great that even changes to your body do not impede you. You no longer lose the benefits of Unarmored Training when under any polymorph effect.
(9) Rapid Grappler: Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check at a –5 penalty.
(10) Extra Combat Talent (Limb Ripper)

Skills:

8 class + 0 Int + 1 human + 4 campaign + 2 background*

Acrobatics +15 [10 ranks, 3 class, 2 Dex]
Climb +21 [10 ranks, 3 class, 8 Str]
Disable Device +15 [10 ranks, 3 class, 2 Dex]
Handle Animal* +13 [10 ranks, 3 class, 0 Cha]
Knowledge (dungeoneering) +13 [10 ranks, 3 class, 0 Int]
Knowledge (local) +13 [10 ranks, 3 class, 0 Int]
Knowledge (nature) +13 [10 ranks, 3 class, 0 Int]
Knowledge (planes) +13 [10 ranks, 3 class, 0 Int]
Linguistics* +13 [10 ranks, 3 class, 0 Int]
Perception +18 [10 ranks, 3 class, 5 Wis]
Sense Motive +18 [10 ranks, 3 class, 5 Wis]
Stealth +18 [10 ranks, 3 class, 5 Wis]
Survival +18 [10 ranks, 3 class, 5 Wis]
Swim +21 [10 ranks, 3 class, 8 Str]
Use Magic Device +13 [10 ranks, 3 class, 0 Cha]

+5 on Perception checks to locate traps and on Disable Device checks
A rogue can use Disable Device to disarm magic traps
+3 bonus on Perception checks to avoid being surprised by a foe