The Insane Cultist (Human variant barbarian 1/rogue1, CR2)

Bright feathers, beads and various small animal bones cover this thin, savage looking humans neck and shoulders while a fine chain shirt, slick with fresh, blood protects his chest. A headdress consisting mostly of a bovine skull displays more dangling, bright animal feathers and all over his body you can see ritual scarification and self inflicted injuries. The man shrieks in a language you cannot understand and raises two glistening, deeply curved blades from his back, a thick froth forming from under the jaw of his head covering just as he rushes towards you, howling in what can only be the cry of a mad man.

Insane Cultist, Variant Barbarian1/Rogue1, CR2

HD: 2 (19 hp) (1d12+1d6+4)

Speed: 30ft, Init: +1

AC: 15 (T11, FF14) (+1 Dex + 4 chain shirt under robes), when raging: AC 17(T11)

Saves: Fort +4, Ref +3 (+5 during frenzy), Will +0

Attacks: Masterwork kukri +4 (1d4+2/18-20)

Attacks (during frenzy): Masterwork kukri +6 (1d4+4/18-20) or masterwork kukri +4/+4 (1d4+4/18-20)

Special Attacks: Whirling Frenzy (10 rounds, +4 Str, +2 AC, one extra attack in a round at his highest base attack bonus, all attacks this round take a -2 penalty, so it also affects attacks of opportunity the barbarian might make before his next action)

Sneak Attack +1d6

Mad Foam Rager (during rage or frenzy, delay effect of a spell/attack until the end of your next turn)

Diehard (If reduced to -1 to -9 hit points, you may remain conscious and take a single action each round. You may roll each round to stabilize, and if you fail that roll, you lose 1 hit point. If you reach -10 or fewer hit points, you die. If you become stabilized, you are disabled until you are raised above 0 hit points)

Abilities: Str 14 (+2) Dex 13 (+1) Con 15 (+2) Int 10 (+0) Wis 9 (+0) Cha 8 (-1)

Skills: Bluff +3, Climb +7, Hide +4, Intimidate +4, Jump +7, Listen +5, Sleight of Hand +5, Swim +6

Feats: Mad Foam Rager (from PHB 2), Extend Rage (from CW and EBCS)