Rage
Combat, Emotion, Stance
Prerequisites: Constitution
Requirements: You are not fatigued or demoralized.
Activation: 1 action (Swift)
Target: Self
Duration: 1 minute (Dismissible)
You gain +(Tier) temporary hit points upon activating this ability which last for the duration or until depleted.
While in guardian stance, you gain +(Tier) competence bonus to attack and damage rolls with melee and thrown weapons, +(1/2 Tier) competence bonus to Fortitude and Will saves (round up for Fortitude, round down for Will), but cannot willingly move from your current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry you). If you enter a defensive stance while on a moving vehicle you do not control (such as a wagon or ship), you can maintain the stance even if the vehicle moves so long as you do not move from the spot you activated this effect.
If you willingly move or allow yourself to move or fall unconscious, this stance immediately ends.
Afterward this effect ends, you are fatigued 1 for 1 minute.
Agile Guardian (+1): You can willingly move up to 2 spaces on your turn without ending your Guardian Stance. This upgrade can be applied multiple times, stacking its effect.
Indomitable Body (+1): While in this stance, you have advantage on all Fortitude saves.
Indomitable Will (+1): While in this stance, you have advantage on all Will saves.
Rage Power (+1): You gain a rage power from the list of Unchained Barbarian rage powers. Your effective barbarian level for the purposes of determining which you can choose is equal to 2 + double the number of rage powers you already have, or your actual level, whichever is lower. Your rage becomes a magical effect if you gain even one supernatural or spell-like rage power.
Recovered Rage (+1): Whenever you reduce a foe to 0 or fewer hit points while raging, you increase the remaining duration of your rage by 1 round. The foe must have a level at least equal to 1/2 your level. You cannot increase the remaining duration above 1 minute.
Tireless Guardian (+1): You become fatigued 1 for only 1d4+1 rounds after the stance ends. If you apply this upgrade a second time, it is reduced to 1 round.
Undying Guardian (+1): You gain (Tier) temporary hit points at the start of your turn every round for the duration of this stance. If you have 0 or less hit points, you gain (Tier) fast healing instead.
Universal Stance (+1): Bonuses from this stance apply to any attack and damage roll, not just melee and thrown weapons.
Bulwark (+1): While in guardian stance, you add your armor check penalty as a bonus to the DC of opponents attempting to Bluff him and Acrobatics checks to pass by him without provoking an attack of opportunity for moving through spaces he threatens.
Clear Mind (Ex): The stalwart defender 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 stalwart defender must take the second result, even if it is worse. This power can only be used once per defensive stance.
Enduring Reservoir (Ex): While in a defensive stance, whenever the defender suffers a critical hit from an opponent, she regains 1 round of defensive stance. The defender can gain no more than 1 extra round of defensive stance each round. [Source]
Fearless Defense (Ex): While in a defensive stance, the stalwart defender is immune to the shaken and frightened conditions. He must be at least 4th level before selecting this power.
Halting Blow (Ex): If a foe’s movement in the defender’s threatened area provokes an attack of opportunity and the stalwart defender successfully hits the foe with the attack, the foe’s movement ends immediately. The foe cannot move again until its next turn but can still take the rest of its action. A stalwart defender must have selected the bulwark power prior to selecting halting blow.
Immobile (Ex): While in a defensive stance, the stalwart defender adds his class level to his CMD against any bull rush, overrun, pull, and push combat maneuvers, as well as grapple attempts to move him. The stalwart defender must be at least 4th level to select this power.
Increased Damage Reduction (Ex): The stalwart defender’s damage reduction from this class increases by 1/—. This increase is always active while the stalwart defender is in a defensive stance. He can select this power up to two times. Its effects stack. The stalwart defender must be at least 6th level before selecting this defensive power.
Intercept (Ex): Once a round as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the stalwart defender can choose to have the weapon strike him instead of the intended target. The attack automatically hits the stalwart defender, regardless his AC or any miss chance in effect, and he suffers the normal consequences of the attack.
Internal Fortitude (Ex): While in a defensive stance, the stalwart defender is immune to the sickened and nauseated conditions.
Mighty Resilience (Ex): The stalwart defender automatically negates the additional damage of one successful critical hit or sneak attack, as well as other abilities or effects that rely on a successful critical hit or sneak attack (such as blinding from Blinding Critical or bleed from sneak attack). The stalwart defender takes only normal damage from the attack. This power may only be used once per defensive stance. The stalwart defender must be at least 6th level to select this power.
Rage Power: The stalwart defender can select one of the following rage powers as a defensive power: eater of magic, flight response, impelling disarm, renewed life, renewed vitality, savage intuition. The stalwart defender adds his class level to his barbarian level and uses his defensive stance ability in place of the rage ability to select a rage power and determine its effect. This defensive power can be selected more than once. Each time it is selected, the stalwart defender can choose a new rage power from the list. [Source]
Regenerative Defense (Ex): After using her renewed defense power until her current defensive stance ends, the stalwart defender gains fast healing 1. She regains hit points from fast healing at the start of each of her turns. A stalwart defender must have the renewed defense power before selecting this one. [Source]
Renewed Defense (Ex): As a standard action, the stalwart defender heals 1d8 points of damage + his Constitution modifier. For every two levels the stalwart defender has attained above 2nd, this healing increases by 1d8, to a maximum of 5d8 at 10th level. This power can be used only once per day and only while in a defensive stance.
Roused Defense (Ex): The stalwart defender may enter a defensive stance even if fatigued. While maintaining a defensive stance after using this ability, he is immune to the fatigued condition. Once this stance ends, he is exhausted for 10 minutes per round spent in a defensive stance.
Smash (Ex): While in a defensive stance, the stalwart defender may make an extra attack per round that is either a shield bash or a slam (even if he doesn’t normally have a slam attack). If used as part of a full attack action, the extra attack is made at the stalwart defender’s full base attack bonus �“5. The smash deals 1d4 points of damage (if the stalwart defender is Medium, or 1d3 if he is Small) plus half the character’s Strength modifier. The character can make this attack as part of the action to maintain or break free from a grapple; this attack is resolved before the grapple check is made. If the attack hits, any grapple checks made by the stalwart defender against the target this round are at a +2 bonus.
Unexpected Strike (Ex): The stalwart defender can make an attack of opportunity against a foe that moves into any square threatened by the stalwart defender, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per stance. A stalwart defender must be at least 4th level before selecting this power.