TEXT: Bad to the Bone
  Horrible Hybrid 
  Classes
  Volume I
  #121
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, 
  Chris Pramas, and Robert J. Schwalb.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Player Paraphernalia #121 Bad to the Bone Horrible Hybrid Classes Volume I © 2017, 
  The Knotty-Works; Author: John Buckley.
  d20pfsrd.com. © 2010, John Reyst.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and 
  does not endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo 
  Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks 
  of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ 
  pathfinderRPG/compatibility for more information on the compatibility license. Some rights reserved.
  
  1
  Player Paraphernalia #121
  By The Knotty-Works
  Welcome to issue one hundred and twenty-one of  
  the Player Paraphernalia series, short supplements 
  designed to offer players new options for use with 
  the Pathfinder RolePlaying Game (©Paizo, Inc.).
  This inssue introduces two new hybrid classes. 
  Not just your cut-of-the-mill hybrid classes, but 
  ones designed horribly. Either they have no real 
  special uniqueness to them or—on the surface—
  the classes do not seem to make sense joined 
  together. The first class—the cutter—combines 
  the rogue’s sneak attack with the fighter’s bonus 
  combat feat track. The second class—the rune 
  rager—combines the barbarian’s rage with the 
  wizard’s spell-casting ability. While they may 
  appear generic, they are by no means overpowered 
  nor are they flavorless.
  The CuTTer
  Assassins, cut throats, soldiers of fortune, 
  all are trained in the art of effectively and 
  efficiently dispatching opponents quickly 
  with the a single stroke of the blade. The 
  cutter prefers to take his opponent unaware 
  or while distracted from others, putting his 
  knowledge of anatomy and superior skill at 
  handling a blade to good use.
  Role
  Cutters prefer to surprise opponents to 
  facing them directly in combat. While 
  trained extensively in many forms of 
  combat and nearly as skilled as other bold 
  warriors, cutters understand their 
  own mortality more than most, 
  and prefer to quickly end an opponent to 
  trading blows.
  Alignment
  Cutters may be of any alignment.
  Hit Die
  d8.
  Parent Classes
  Fighter and Rogue.
  Starting Wealth
  5d6 X 10 gp (average 175 gp) plus one 
  outfit worth 10 gp or less.
  Class Skills
  The cutter is skilled in Acrobatics, Bluff, 
  Climb, Craft (any), Intimidate, Knowledge 
  (dungeoneering), 
  Knowledge 
  (local), 
  Perception, Profession, Ride, Sense Motive, 
  Survival, Swim, and Use Magic Device.
  Skill Ranks per Level
  6 + Int modifier.
  Class Abilities
  The cutter gains the following class abilities 
  as it progresses in level.
  Weapon and Armor Proficiencies
  The cutter is proficient with simple and 
  martial weapons as well as the hand  
  crossbow and double crossbow. He is 
  
  2
  proficient with light and medium armor, but 
  not with shields.
  Bravery (Ex)
  Beginning at 1st level, the cutter gains a 
  +1 bonus to Will saves versus fear and fear 
  based effects. This bonus increases to +2 
  at 6th level and an additional +1 every four 
  levels thereafter (maximum of +5 at 18th 
  level.
  Sneak Attack
  The cutter gains the ability to strike an 
  opponent for extra damage at 1st level 
  while wielding a melee weapon. If the  
  cutter’s opponent is denied its Dexterity 
  bonus to AC or if the cutter is flanking 
  it, the cutter causes an additional 1d6 
  points of precision damage. This damage 
  increases by 1d6 points of damage at 3rd 
  level and every odd level thereafter to 
  a maximum of 10d6 at 19th level.
  The cutter may only apply this damage 
  to lethal attacks, if the cutter attempts to 
  cause nonlethal damage with a lethal 
  weapon, he may not apply the additional 
  damage granted by this ability. Targets  that 
  are not susceptible to precision damage 
  are not vulnerable to this damage as well 
  as those immune to flanking attacks when 
  flanked by the cutter.
  Bonus Feat
  At 2nd level, the cutter gains a bonus 
  combat feat and an additional combat 
  feat every even level thereafter.  The cutter 
  must meet any prerequisites for the feat 
  chosen.
  At 4th level and every four levels thereafter, 
  the cutter may change out an existing 
  combat feat for another feat he acquired 
  as a bonus feat. He may not swap a feat 
  Cutter Progression Table
  Level
  Base 
  Attack
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  1
  +0
  +2
  +2
  +0
  Bravery +1, sneak attack +1d6
  2
  +1
  +3
  +3
  +0
  Bonus feat, evasion
  3
  +2
  +3
  +3
  +1
  Sneak attack +2d6
  4
  +3
  +4
  +4
  +1
  Bonus feat, uncanny dodge
  5
  +3
  +4
  +4
  +1
  Sneak Attack +3d6
  6
  +4
  +5
  +5
  +2
  Bonus feat, bravery +2
  7
  +5
  +5
  +5
  +2
  Sneak attack +4d6
  8
  +6/+1
  +6
  +6
  +2
  Bonus feat, cutter training
  9
  +6/+1
  +6
  +6
  +3
  Sneak attack +5d6
  10
  +7/+2
  +7
  +7
  +3
  Bonus feat, bravery +3
  11
  +8/+3
  +7
  +7
  +3
  Sneak attack +6d6
  12
  +9/+4
  +8
  +8
  +4
  Bonus feat, improved uncanny dodge
  13
  +9/+4
  +8
  +8
  +4
  Sneak attack +7d6
  14
  +10/+5
  +9
  +9
  +4
  Bonus feat, bravery +4
  15
  +11/+6/+1
  +9
  +9
  +5
  Sneak attack +8d6
  16
  +12/+7/+2
  +10
  +10
  +5
  Bonus feat, cutter training
  17
  +12/+7/+2
  +10
  +10
  +5
  Sneak attack +9d6
  18
  +13/+8/+3
  +11
  +11
  +6
  Bonus feat, bravery +5
  19
  +14/+9/+4
  +11
  +11
  +6
  Sneak attack +10d6
  20
  +15/+10/+5
  +12
  +12
  +6
  Bonus feat, master strike
  
  3
  that is a prerequisite for another feat, and it 
  must be a combat feat.
  At 6th, 12th, and 18th levels, the cutter may 
  choose a rogue talent in place of a combat 
  feat. He must meet any requirements for 
  the rogue talent, treating his class level as 
  his effective rogue level. If the cutter has 
  levels in another class that grants rogue 
  talents, his class levels stack in regard to any 
  requirements for the rogue talents chosen.
  Evasion (Ex)
  At 2nd level, the cutter suffers no damage 
  versus area based attacks that grant a 
  Reflex save to reduce the damage by half. 
  The cutter cannot be wearing anything 
  heavier than light armor or carrying 
  anything heavier than a light load.
  If the cutter is helpless or denied his Dexterity 
  modifier, he loses the benefits of this ability. 
  Uncanny Dodge (Ex)
  The cutter gains an intuitive edge that 
  grants him the ability to avoid immediate 
  threats beginning at 4th level. The cutter 
  cannot be caught flat-footed, nor does he 
  lose his Dexterity modifier to his AC when 
  being attacked by an invisible attacker. 
  If he is immobilized or otherwise denied 
  his Dexterity modifier (such as being 
  successfully feinted by the opponent), 
  the cutter immediately loses access to this 
  ability.
  If the cutter gains uncanny dodge from 
  another class, he automatically gains the 
  improved uncanny dodge feature instead.
  Cutter Training (Ex)
  At 8th level, the cutter gains a +1 bonus 
  to hit and damage while wielding any 
  onehanded slashing or piercing weapon. 
  This bonus also applies to any combat 
  maneuvers 
  made 
  with 
  the 
  weapon 
  wielded by the cutter. This bonus increases 
  to +2 at 16th level.
  Improved Uncanny Dodge (Ex)
  At 12th level, the cutter may no longer 
  be flanked, except by those much more 
  skilled than himself.  Unless the attacker 
  has at least four or more levels that grant 
  it uncanny dodge and improved uncanny 
  dodge.
  If the cutter has levels in another class that  
  grants uncanny dodge and improved 
  uncanny dodge, the class levels stack 
  when determining the whether or not the 
  attacker can actually flank the cutter.
  Master Strike (Ex)
  At 20th level, the cutter’s sneak attack not 
  only causes an extreme amount of damage, 
  he can use it to cause an additional effect 
  to an opponent once every 24 hours. The 
  cutter may choose to cause the target 
  to suffer an additional amount of bleed 
  damage equal to ½ his class level or 
  paralyze the target for a number of rounds 
  equal to ½ his class level. The target 
  is allowed a Fortitude saving throw 
  
  4
  with a DC equal to 10 + ½ the cutter’s class 
  level + his Intelligence modifier. Creatures 
  immune to precision damage are immune 
  to the effects of this ability as well.
  The rune rager
  Magic is not just the province of the civilized 
  or cultured.  Many societies have individuals 
  that study the ways of magic and ways 
  to infuse and forge their own auras to 
  spectacular effect.  The rune rager revels 
  in his bestial nature, harnessing his inner 
  reserves to savage effect while enhancing 
  his own abilities with his magical aura.
  While many would think his reactive and 
  wild nature would hinder the rune rager’s 
  ability to seriously study or focus on 
  the minutia of the magical arts, he finds the 
  means to aid in his arcane pursuits by less 
  conventional methods, including the use 
  of body art and small talismans of wood, 
  bone, and metal.
  Role
  The rune rager is a full blooded spell caster, 
  he studies spells and then casts them 
  when needed to deal with his enemies or 
  strengthen his allies or himself.  However, 
  there are times that his emotions get ahead 
  of him, overriding his natural inclinations of 
  self-preservation to charge into battle and 
  tackle the enemy head on.  It is during 
  these times that his magical knowledge 
  may give him and edge and possibly save 
  his life from certain destruction.
  Alignment
  Rune 
  ragers 
  cannot 
  be 
  lawful, 
  but 
  otherwise there are no other restrictions to 
  his alignment.
  Hit Die
  d8.
  Parent Classes
  Barbarian and Wizard
  Starting Wealth
  2d6 X 10 gp (average 70 gp) plus one outfit 
  worth 10 gp or less.
  Class Skills
  The rune rager is skilled in Acrobatics, Climb, 
  Craft (any), Fly, Intimidate, Knowledge 
  (arcana), Knowledge (nature), Perception, 
  Ride, Spellcraft, Survival, and Swim.
  Skill Ranks per Level
  4 + Int modifier.
  Class Abilities
  The rune rager gains the following class 
  abilities as it progresses in level.
  Weapon and Armor Proficiencies
  The rune rager is proficient with simple 
  weapons as well as the battleaxe, 
  
  5
  handaxe, longbow, shortbow, starknife, 
  throwing axe, and warhammer.  He is 
  proficient with light armor, but not with 
  shields.  
  While casting arcane spells, the rune 
  rager does suffer the normal chances of 
  arcane spell failure when casting spells 
  with somatic components.  However, the 
  chance of arcane spell failure is reduced 
  by a percentage chance equal to ½ his 
  class level to a minimum of 0%.
  Fast Movement (Ex)
  The rune rager gains 10 ft. bonus to his land 
  speed as long as he isn’t wearing anything 
  heavier than light armor or carrying nothing 
  heavier than a light load.
  Rage (Ex)
  Beginning at 1st level, the rune rager 
  learns to harness his inner reserves to 
  let forth a torrent of aggression and rage 
  for a number of rounds per day equal to 
  his Constitution modifier + 4.  Temporary 
  bonuses to his Constitution do not add to 
  the total number of rounds granted per 
  day.  He gains two additional rounds each 
  level thereafter, and the number of rounds 
  per day is renewed each day after 8 hours 
  of rest, though these do not need to be 
  consecutive.
  The rune rager enters and ends a rage as 
  a free action.  While raging, the rune rager 
  gains a +4 morale bonus to his Strength 
  and Constitution as well as a +2 morale 
  bonus to any Will saves.  At the same time, 
  the rune rager is more reckless and suffers a 
  -2 penalty to his Armor Class.
  The rune rager gains additional hit points 
  from the bonus to his Constitution, and 
  points gained are lost once the rage 
  Rune Rager Progression Table
  Level
  Base 
  Attack
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Spells Per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  +0
  +2
  +0
  +2
  Fast movement, rage
  3
  1
  —
  —
  —
  —
  —
  2
  +1
  +3
  +0
  +3
  Rune power
  4
  2
  —
  —
  —
  —
  —
  3
  +2
  +3
  +1
  +3
  Uncanny dodge
  4
  3
  —
  —
  —
  —
  —
  4
  +3
  +4
  +1
  +4
  4
  3
  1
  —
  —
  —
  —
  5
  +3
  +4
  +1
  +4
  4
  4
  2
  —
  —
  —
  —
  6
  +4
  +5
  +2
  +5
  Rune power
  5
  4
  3
  —
  —
  —
  —
  7
  +5
  +5
  +2
  +5
  5
  4
  3
  1
  —
  —
  —
  8
  +6/+1
  +6
  +2
  +6
  Improved uncanny dodge
  5
  4
  4
  2
  —
  —
  —
  9
  +6/+1
  +6
  +3
  +6
  5
  5
  4
  3
  —
  —
  —
  10
  +7/+2
  +7
  +3
  +7
  Rune power
  5
  5
  4
  3
  1
  —
  —
  11
  +8/+3
  +7
  +3
  +7
  5
  5
  4
  4
  2
  —
  —
  12
  +9/+4
  +8
  +4
  +8
  Greater rage
  5
  5
  5
  4
  3
  —
  —
  13
  +9/+4
  +8
  +4
  +8
  5
  5
  5
  4
  3
  1
  —
  14
  +10/+5
  +9
  +4
  +9
  Rune power
  5
  5
  5
  4
  4
  2
  —
  15
  +11/+6/+1
  +9
  +5
  +9
  Superior uncanny dodge
  5
  5
  5
  5
  4
  3
  —
  16
  +12/+7/+2
  +10
  +5
  +10
  5
  5
  5
  5
  4
  3
  1
  17
  +12/+7/+2
  +10
  +5
  +10
  Tireless rage
  5
  5
  5
  5
  4
  4
  2
  18
  +13/+8/+3
  +11
  +6
  +11
  Rune power
  5
  5
  5
  5
  5
  4
  3
  19
  +14/+9/+4
  +11
  +6
  +11
  5
  5
  5
  5
  5
  5
  4
  20
  +15/+10/+5
  +12
  +6
  +12
  Mighty rage
  5
  5
  5
  5
  5
  5
  5
  
  6
  ends.  While raging, the rune rager cannot 
  use any Charisma, Dexterity, or Intelligence 
  based 
  skills 
  (except 
  Acrobatics, 
  Fly, 
  Intimidate, or Ride) or any ability that 
  requires concentration.  As soon as the 
  rune rager ends his rage, he immediately 
  becomes fatigued for a number of rounds 
  equal to twice the number of rounds spent 
  raging.  The rune rager may not enter a 
  new rage while fatigued or exhausted.  If 
  the rune rager becomes incapacitated—
  including unconsciousness or death—the 
  rage immediately ends. 
  This feature counts as the barbarian’s rage 
  class feature in regards to feat prerequisites, 
  abilities, magic item requirements, and 
  spell effects.  If the rune rager has levels in 
  another class that grants rage, his effective 
  class level is the combination of all classes 
  with this feature to determine the total 
  number of rounds per day that he may 
  rage.
  Spells
  The rune rager casts arcane spells drawn 
  from the sorcerer/wizard spell list.  The rune 
  rager must have an Intelligence of 10 + 
  the level of the spell in order to learn and 
  cast the spell.  He is limited to the level of 
  spells and the number of spells per day 
  he may cast as listed on the rune rager 
  progression table.  The rune rager does 
  gain bonus spells per day based upon 
  his Intelligence score as given from 
  the Ability Modifier and Bonus Spells table 
  found within the Pathfinder Roleplaying 
  Game Core Rule BookTM.
  Any saving throws associated with spells 
  cast by the rune rager have a DC equal 
  to 10 + the spell’s level + the rune rager’s 
  Intelligence modifier.
  The rune rager does gain cantrip spells 
  (0-level spells) beginning at 1st level.  Unlike 
  other spells, cantrips do not consume a spell 
  slot once cast, so that all prepared cantrips 
  may be cast as desired by the rune rager.
  The rune rager must prepare his spells 
  ahead of time by studying his rune book 
  and spending an hour studying the runes 
  after getting 8 consecutive hours of sleep or 
  meditation (that grants the same benefits 
  of sleep).  Only spells found within his rune 
  book may be prepared.  The rune rager 
  begins with all cantrips found with the Core 
  Rule BookTM and two 1st level spells.  He also 
  gains additional 1st level spells equal to his 
  Intelligence modifier as well.
  The rune rager gains two additional spells 
  chosen from the sorcerer/wizard spell list 
  each time he gains a new level.  These 
  spells must be of a level that he may cast 
  based on his new level as listed in the rune 
  rager progression table.
  The rune book is a loose term that may 
  apply to either a physical tome, tattoos 
  inscribed on the rune rager’s own 
  
  7
  body, or small fetishes inscribed with runes 
  or a combination thereof.  A physical tome 
  follows the constraints of a normal spell 
  book.  Fetishes inscribed with spells have 
  an effective weight of ½ lb. per spell level 
  (fetishes with cantrips have no appreciable 
  weight) and are not magical items in and 
  of themselves and do not take up magic 
  item slots.
  Rune ragers may inscribe rune spells from 
  studying other arcane spells from a normal 
  spell book while wizards cannot scribe spells 
  into their spellbooks from the rune spells 
  found on the rune rager or in his rune book.
  Tattoos 
  are 
  not 
  magical, 
  but 
  are 
  permanently engraved upon the rune 
  rager’s body.  They can be magically 
  removed by the Erase spell, though the 
  rune rager is allowed a Will save to resist 
  the effect.  Rune ragers may change one 
  previously transcribed tattoo at any level 
  they gain a new spell level to a new spell 
  that they have learned and are able to 
  cast.  Once the tattoo is changed, it cannot 
  be altered back to the original rune without 
  magically removing it first.
  The rune rager is limited to a total number 
  of spell level rune tattoos equal to his class 
  level plus his Constitution modifier.   The rune 
  rager may choose to automatically add 
  one or both spells gained through achieving 
  a new class level as a tattoo.  Otherwise, 
  adding a new tattoo (or replacing a tattoo 
  that was magically removed) requires the 
  same cost and time as adding a new spell 
  to a wizard’s spellbook.
  Fetishes 
  may 
  be 
  anything 
  of 
  the 
  approximates size and weight based on the 
  spell inscribed upon it, though commonly 
  made from natural materials including 
  bone, wood, or crudely worked metal.  If 
  the fetish is lost or destroyed, the rune rager 
  must fashion another one, casting 50 gp 
  per spell level of the spell inscribed and 
  it takes one day to create the fetish.  The 
  rune rager may craft new fetishes from 
  spells stored in his rune book with the 
  same cost as replacing an existing 
  fetish.  The rune rager may create new 
  fetishes with new spells using the normal 
  rules for researching spells used for wizards.
  Rune Power
  Beginning at 2nd level and every four levels 
  thereafter, the rune rager gains access 
  to abilities that link his raging fury with his 
  arcane aura, known as rune powers.  The 
  rune rager may only choose a particular 
  rune power once unless the description 
  specifically states otherwise.  Some rune 
  powers may require the rune rager to 
  possess other rune powers as well.
  Augmented Flesh (Su)
  The rune rager may expend a spell as a 
  free action to gain damage reduction 
  equal to the level of the spell sacrificed.  
  The damage reduction lasts for a number 
  of minutes equal to 3 + the rune rager’s 
  Constitution modifier.
  Familiar (Ex)
  The rune rager gains a familiar with all 
  of the benefits normally granted by the 
  connection to such a creature.  The rune 
  rager may only have one familiar at a time.  
  If a familiar is dismissed, lost, or killed, the 
  rune rager may replace it one week later 
  through a special ritual that costs 200 gp 
  per rune rager class level.  If the rune rager 
  gains a familiar from another class, his 
  class levels stack in regards to the familiar’s 
  abilities and stats.
  Fetish Focus (Su)
  The rune rager learns to harness the inherent 
  energies of his fetishes.  When casting a 
  spell from a fetish on his person, he uses 
  the fetish in place of any required material 
  components or focus that cost 1 gp or less 
  without consuming the fetish itself and any 
  DCs related to the spell’s effect gains a +1 
  bonus.
  However, if the rune rager loses the fetish 
  or does not have it in his possession after 
  he prepared its spell, the rune rager must 
  make a successful concentration 
  check to cast the spell.
  
  8
  Fetish Mastery (Su)
  The rune rager must have the Fetish Focus 
  rune power before he may choose this 
  rune power.  The rune rager may cast any 
  spell he has prepared from a fetish while 
  he is in a rage, though he may not cast it 
  defensively and he automatically fails any 
  concentration checks.  Once per day the 
  rune rager may cast a single spell that has 
  been inscribed on one of his fetishes on his 
  person without preparing it ahead of time.  
  He may not apply any metamagic feat 
  effects to the spell, though he may cast it 
  while raging.
  Indomitable Spirit (Ex)
  The rune rager may sacrifice a number of 
  rounds of rage to gain a bonus to a single 
  saving throw as an immediate action.  The 
  bonus cannot exceed ½ his class level.
  Metamagic Tattoo (Su)
  The rune rager may inscribe a tattoo, 
  capturing a metamagic effect that may 
  be applied to any prepared spell he has 
  tattooed 
  upon 
  himself 
  by 
  increasing 
  the effective level of the spell based on 
  the metamagic effect.  This rune power 
  consumes a number of available spell levels 
  that the rune rager may inscribe upon his 
  body equal to the effective level increase 
  required for the metamagic feat.
  The rune rager may take this rune power 
  multiple 
  times, 
  selecting 
  a 
  different 
  metamagic feat to inscribe on his body 
  each time.  The rune rager must meet any 
  prerequisites for the feat, but does not 
  actually have to have the feat to take the 
  power.  This power is not the same as the 
  feat and cannot be used as a prerequisite 
  for taking other metamagic or other feats 
  except other metamagic tattoos.
  Rage Funneling (Su)
  The rune rager may extend his rage by 
  expending a spell level slot as a free action 
  for a number of additional rounds equal 
  to the spell sacrificed.  If the rune 
  rager ends the rage before the extended 
  duration, the additional rounds are lost.
  Raging Focus (Ex)
  The rune rager learns to focus his primal 
  aggression though his arcane aura.  The 
  rune rager may sacrifice a number of rounds 
  worth of rage equal to ½ his class level as an 
  immediate action to gain a morale bonus 
  equal to the number of rounds sacrficed to 
  any concentration checks while casting a 
  spell.
  Rage Powers
  The rune rager may choose a rage 
  power 
  normally 
  restricted 
  to 
  
  9
  barbarians.  The rune rager treats his class 
  level as his effective barbarian level in 
  regards to any prerequisites for the rage 
  power.  If the rune rager has levels in 
  another class that grants rage powers, his 
  class levels stack in regards to the rune 
  rager’s effective class level.  The rune rager 
  may choose this power more than once, 
  selecting a different rage power each time.
  School Adept
  The rune rager may choose a single school  
  (or sub-school) of magic when choosing this 
  power.  The rune rager gains one of the 1st 
  level powers of the chosen school, treating 
  his class level as his effective wizard level to 
  determine the effects of the power.
  School Expertise
  The rune rager must have the School Adept 
  power before he may choose this rune 
  power.  The rune rager gains the second 
  1st level power granted from the school of 
  magic chosen for the School Adept rune 
  power.  The rune rager treats his class level 
  as his effective wizard level for any class 
  dependent requirements for the power.
  School Mastery
  The rune rager must be at least 8th level and 
  have the School Expertise power before 
  he may choose this rune power.  The rune 
  rager gains the school power normally 
  granted at 6th or 8th level.  The rune rager 
  treats his class level as his effective wizard 
  level for any class dependent requirements 
  for the power.
  Tattoo Focus (Su)
  The rune rager learns to harness the inherent 
  energies of his tattoos.  When casting a 
  spell from one of his tattoos, he uses the 
  tattoo in place of any required material 
  components or focus that cost 1 gp or less 
  without consuming the tattoo itself and 
  any DCs related to the spell’s effect gains 
  a +1 bonus.
  However, if the tattoo is removed after he 
  prepared its spell, the rune rager must 
  make a successful concentration check to 
  cast the spell.
  Tattoo Mastery (Su)
  The rune rager must have the Tattoo Focus 
  rune power before he may choose this 
  rune power.  The rune rager may cast any 
  spell he has prepared from a tattoo while 
  he is in a rage, though he may not cast it 
  defensively and he automatically fails any 
  concentration checks.  Once per day the 
  rune rager may cast a single spell that has 
  been inscribed on one of his tattoos on his 
  person without preparing it ahead of time.  
  He may not apply any metamagic feat 
  effects to the spell, though he may cast it 
  while raging.
  Uncanny Dodge (Ex)
  The rune rager gains an intuitive edge that 
  grants him the ability to avoid immediate 
  threats beginning at 3rd level.  The rune 
  rager cannot be caught flat-footed, nor 
  does he lose his Dexterity modifier to his 
  AC when being attacked by an invisible 
  attacker.  If his is immobilized or otherwise 
  denied his Dexterity modifier (such as being 
  successfully feinted by the opponent).
  If the rune rager gains uncanny dodge from 
  another class, he automatically gains the 
  improved uncanny dodge feature instead.
  Improved Uncanny Dodge (Ex)
  At 8th level, the rune rager may no longer 
  be flanked, except by those much more 
  skilled than himself.  Unless the attacker 
  has at least four or more levels that grant 
  it uncanny dodge and improved uncanny 
  dodge.
  If the rune rager has levels in another class 
  that grants uncanny dodge and improved 
  uncanny dodge, the class levels stack 
  when determining the whether or not the 
  attacker can actually flank the cutter.
  Superior Uncanny Dodge (Ex)
  At 15th level, the rune rager adds ½ his class 
  level to any concentration checks made 
  while casting defensively.  This bonus 
  
  10
  stacks with any other bonuses granted by 
  feats, magical effects, etc.
  Greater Rage (Ex)
  At 12th level, when the rune rager enters 
  a rage, he gains a +6 morale bonus to his 
  Strength and Constitution score and a +3 
  morale bonus to any Will saves.
  Tireless Rage (Ex)
  At 17th level, the rune rager no longer 
  becomes fatigued when ending his rage.
  MIghty Rage (Ex)
  At 20th level, when the rune rager enters 
  a rage, he gains a +8 morale bonus to his 
  Strength and Constitution score and a +4 
  morale bonus to any Will saves.
  new FeaTs
  Extra Rune Power
  You have poured over the runes, rewarding 
  your skill and efforts to master your own 
  energies by granting you even more power.
  Prerequisites: Rune Power class feature.
  Benefits:  You may choose an additional 
  rune power as long as you meet any 
  requirements for the power.
  
  Other Knotty Works 
  Pathfinder compatible 
  products
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 121 - Bad to the Bone - Horrible Hybrid Classes, Vol 1.pdf