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Rage Powers

As a beastmaster gains levels, he learns to use his rage in new ways. Starting at 2nd level, a beastmaster gains a rage power. He gains another rage power for every two levels of beastmaster attained after 2nd level. A beastmaster gains the benefits of rage powers only while raging, and some of these powers require the beastmaster to take an action first. Unless otherwise noted, a beastmaster cannot select an individual power more than once. Some of the following rage powers are stances. Activating a stance rage power is a move action. A beastmaster can’t have more than one stance rage power active at a time. If he activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the beastmaster’s turn as a free action; otherwise, it lasts until the rage ends.

Table: Rage Powers

Rage PowerPrerequisitesBenefits
Accurate Stance (Ex)The beastmaster can focus his strikes. He gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the beastmaster has. This is a stance rage power.
Animal Fury (Ex)The beastmaster gains a bite attack. This is a primary natural attack that deals 1d4 points of damage (if the beastmaster is Medium; 1d3 if the beastmaster is Small) plus the beastmaster’s Strength modifier. If made as part of a full-attack action with manufactured weapons, the bite attack is made at the beastmaster’s full base attack bonus – 5, and he adds only 1/2 his Strength modifier to the damage roll. The beastmaster can make a bite attack as part of the action to maintain or break free from a grapple. If the bite attack hits, grapple checks attempted by the beastmaster against the target until the end of the round gain a +2 bonus.
Auspicious Mark (Su)The beastmaster has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark he possesses. As a swift action, he can call upon the spirits’ favor to increase any d20 roll he just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels he has. He can call on the auspicious mark after seeing the result of the d20 roll. This ability can be used only once per day.
Beast Totem (Su)Beastmaster 6, Lesser Beast Totem rage powerWhile raging, the beastmaster gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the beastmaster has attained.
Beast Totem, Greater (Su)Beastmaster 12, Beast Totem rage powerWhile raging, the beastmaster gains the pounce special ability, allowing him to make a full attack at the end of a charge. In addition, the damage from his claws increases to 1d8 (1d6 if Small) and the claws deal x 3 damage on a critical hit.
Beast Totem, Lesser (Su)While raging, the beastmaster gains two claw attacks. These attacks are considered primary attacks and are made at the beastmaster’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the beastmaster’s Strength modifier.
Bestial Climber (Ex)Beastmaster 6, Raging Climber rage powerWhile raging, the beastmaster gains a natural climb speed equal to his land speed.
Bestial Leaper (Ex)Beastmaster 6, Raging Leaper rage powerWhile raging, the beastmaster can take a move action to move and can take his normal standard action at any point during the move.
Bestial Swimmer (Ex)Beastmaster 6, Raging Swimmer rage powerWhile raging, the beastmaster gains a natural swim speed equal to his normal land speed.
Bleeding Blow (Ex)Beastmaster 8, Powerful Stance rage powerWhile in the powerful stance, the beastmaster can make an attack that causes his enemies to bleed profusely. Once per round, he can have one of his attacks deal an amount of bleed damage equal to half his bonus damage from powerful stance. This bleed damage bypasses damage reduction. This bleed damage doesn’t stack with itself.
Calm Stance (Ex)The beastmaster can enter a state of calm. While in this stance, the beastmaster doesn’t gain any benefits from rage other than the temporary hit points, but he doesn’t take any of the penalties from rage (including the penalty to AC and the restriction on actions he can take). Rounds spent in a calm stance still count against his total number of rounds of rage per day. This is a stance rage power.
Clear Mind (Ex)Beastmaster 8 When the beastmaster fails a Will saving throw, he can attempt another Will saving throw at the end of his next turn (using the original DC). If the second saving throw is successful, the beastmaster is treated as if he succeeded at the first saving throw, negating or reducing the effect as determined by the spell or effect. If this second saving throw fails, the beastmaster suffers the full effects of the spell or effect as normal.
Come and Get Me (Ex)Beastmaster 12While raging, as a free action, the beastmaster may leave himself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the beastmaster until the beginning of his next turn, but every attack against the beastmaster provokes an attack of opportunity from him, which is resolved prior to resolving each enemy attack.
Crippling Blow (Ex)Beastmaster 8Once per day when the beastmaster hits with an attack, he can deal 1 point of ability damage to the target’s Strength or Dexterity score. This damage increases by 1 point for every four levels the beastmaster has.
Deadly Accuracy (Ex)Beastmaster 4, Accurate Stance rage powerIf the beastmaster scores a critical threat while in the accurate stance, he applies double the accurate stance’s bonus when rolling to confirm the critical.
Eater of Magic (Su)Beastmaster 10, Superstition Rage rage powerWhen the beastmaster succeeds at a saving throw to resist a spell, supernatural ability, or spell-like ability, he gains temporary hit points equal to the spell’s level (in the case of spells or spell-like abilities) or 1/2 the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points disappear when the beastmaster’s rage ends, and they stack with his temporary hit points from rage but not with other temporary hit points gained from this rage power.
Elemental Absorption (Su)Beastmaster 12, Elemental Resistance rage powerOnce per day, the beastmaster can absorb the energy from a single attack that deals damage of the element type he resists with the elemental resistance rage power. He takes no damage from the attack and doesn’t attempt a saving throw. Instead, he increases the temporary hit points from his rage by an amount equal to 1/2 the damage he would have taken (ignoring his elemental resistance). If the beastmaster is at least 16th level, once before his rage ends, he can unleash the stored energy as a breath weapon in either a 60-foot line or a 30-foot cone. The breath weapon deals an amount of damage equal to the full amount the beastmaster would have taken from the absorbed effect. Creatures affected by the breath weapon can attempt a Reflex save for half damage (DC 10 + half of the beastmaster’s level + his Constitution modifier). He retains the temporary hit points from this ability even if he unleashes this breath weapon.
Elemental Resistance (Ex)The beastmaster gains resistance to one element type (earth, fire, ice, lightning, water, or wind) equal to 1/2 his beastmaster level (minimum 1). At 8th level, he gains limited immunity to the same type of element, as protection from elements. He can absorb 2 points of damage per level, and he applies his elemental resistance first. The element type is chosen when this rage power is selected, and it can’t be changed. This rage power can be selected more than once; each time, it applies to a different element type.
Elemental Stance (Su)Beastmaster 4When the beastmaster adopts this stance, he chooses an element type (earth, fire, ice, lightning, water, or wind). His melee attacks deal 1 additional point of damage of the chosen type. This damage increases to 1d6 points at 8th level. At 12th level, the beastmaster’s critical hits deal an additional 1d10 points of elemental damage of the same type (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 damage on a critical hit). This is a stance rage power.
Fearless Rage (Ex)Beastmaster 12The beastmaster is immune to the shaken and frightened conditions (but not the panicked condition).
Ferocious Hunting Pack (Ex)Beastmaster 12, Hunting Pack, Improved Hunting Pack rage powersThe beastmaster may spend 2 rounds of rage per round. If he does so, all members of the pack gain the benefits of his rage. Pack members also share the benefits of rage powers that are constant in effect, but gain no benefit from rage powers that require actions to activate, even if they are free actions.
Ferocious Mount (Ex)While raging and mounted, the beastmaster’s mount also gains the benefits of rage (including greater rage and mighty rage). While his mount is raging in this way, he must spend one additional round of rage per round. He can elect not to pay this cost, in which case his mount does not rage.
Ferocious Mount, Greater (Ex)Beastmaster 8, Ferocious Mount rage powerWhile raging and mounted, the beastmaster’s mount gains the benefits of any rage powers that are constant in effect when the beastmaster is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions.
Ferocious Trample (Ex)Beastmaster 8, Ferocious Mount rage powerWhile raging and mounted, the beastmaster’s mount gains the trample special attack. This attack inflicts 1d8 points of damage for a Medium mount, 2d6 for a Large mount, or 2d8 for a Huge mount, plus 1–1/2 times the mount’s Strength modifier. A successful Reflex save (DC 10 + half of the beastmaster’s level + the mount’s Strength modifier) halves this damage. Creatures in the mount’s path or that threaten squares it passes through may make attacks of opportunity against either the beastmaster or the mount, but not both.
Ferocious Trample, Greater (Ex)Beastmaster 12, Ferocious Trample rage powerA beastmaster’s mount can affect creatures up to its own size with its ferocious trample. In addition, it can make an overrun attempt as a free action against a creature that fails its Reflex save (or chooses not to save in order to take an attack of opportunity) against its trample.
Flesh Wound (Ex)Beastmaster 10Once per day, the beastmaster can avoid serious harm from an attack. He attempts a Fortitude save with a DC equal to the damage that would be dealt by the attack. If he succeeds, he takes no damage from the attack. If he fails, he takes half damage from the attack and the damage is nonlethal. The beastmaster must elect to use this ability after the attack roll is made, but before the damage is rolled.
Ground Breaker (Ex)Beastmaster 6The beastmaster can attack the floor around him as a full-round action. This attack automatically hits and deals damage normally. If the beastmaster deals more damage than the floor’s hardness, the space he occupies and all of the squares adjacent to him become difficult terrain. Creatures in those squares, except the beastmaster, must succeed at DC 15 Reflex saves or be knocked prone.
Ground Breaker, Greater (Ex)Beastmaster 8, Ground Breaker rage powerWhen using the ground breaker rage power, the beastmaster can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack.
Guarded Stance (Ex)The beastmaster can take on a more defensive posture. This grants him a +1 dodge bonus to his Armor Class for the duration of his current rage. This bonus increases by 1 for every four levels the beastmaster has. This is a stance rage power.
Hunting Pack (Ex)When the beastmaster enters a rage, he may select one willing creature to form a hunting pack with. Whenever at least two members of the same pack threaten the same target, that target is considered flanked by all members of the pack. This rage power may be taken more than once; each time, the beastmaster may select another willing creature to join the pack.
Improved Hunting Pack (Ex)Beastmaster 8, Hunting Pack rage powerWhen a creature flanked by at least two members of the pack makes an attack against a member of the pack, it provokes an attack of opportunity from all other members of the pack.
Inspire Ferocity (Ex)Reckless Stance rage powerWhile in the reckless stance, the beastmaster imparts the stance’s bonus and penalty to all willing allies within 30 feet of him.
Internal Fortitude (Ex)Beastmaster 8The beastmaster is immune to the sickened and nauseated conditions.
Intimidating Glare (Ex)he beastmaster adds his Strength modifier in place of his Charisma modifier on all Intimidate checks to demoralize a foe. He can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the beastmaster successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the beastmaster’s current rage.
Knockback (Ex)Once per round, the beastmaster can attempt a bull rush against one target in place of a melee attack, using his full CMB regardless of the attack it replaces. If the bull rush is successful, the target takes an amount of damage equal to the beastmaster’s Strength modifier and is knocked back as normal. The beastmaster doesn’t move with the target. This bull rush doesn’t provoke an attack of opportunity.
Knockdown Stance (Ex)he beastmaster can focus on toppling his foes. Once per round, he can make a trip attack against one target in place of a melee attack. If he succeeds, the target is knocked prone. This trip attempt doesn’t provoke an attack of opportunity. This is a stance rage power.
Lethal Accuracy (Ex)Beastmaster 16, Accurate Stance, Deadly Accuracy rage powersWhile in the accurate stance, the beastmaster’s critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5)
Low-Light Vision (Ex)The beastmaster’s senses sharpen, and he gains low-light vision.
Mighty Swing (Ex)Beastmaster 12The beastmaster automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. This ability can be used only once per day.
Night Vision (Ex)Darkvision racial trait, Low-Light Vision racial trait, or the Low-Light Vision rage powerThe beastmaster’s senses grow incredibly sharp, and he gains darkvision out to a range of 60 feet. If he already has darkvision, the range of that darkvision increases by 60 feet.
No Escape (Ex)The beastmaster can move up to double his base speed as an immediate action. He can use this ability only when an adjacent foe uses a withdraw action to move away from him. He must end his movement adjacent to the enemy that used the withdraw action. The beastmaster provokes attacks of opportunity as normal during this movement.
Overbearing Advance (Ex)While raging, the beastmaster inflicts damage equal to his Strength bonus whenever he succeeds at an overrun combat maneuver.
Perfect Clarity (Ex)Calm Stance rage powerWhile in the calm stance, the beastmaster can roll twice for any miss chances or Will saving throws to disbelieve illusions, taking the better result.
Powerful Stance (Ex)The beastmaster can focus his ferocity. He gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every four levels the beastmaster has. This is a stance rage power.
Primal Scent (Ex)Beastmaster 8, Scent ability rage powerWhen using scent, the beastmaster adds half his beastmaster level on Survival checks made to track by scent and on Perception checks to pinpoint the location of creatures he cannot see. If he pinpoints the location of a creature that has total concealment, he treats it as having concealment.
Protect Vitals (Ex)Beastmaster 8, Guarded Stance rage powerWhile in the guarded stance, the beastmaster gains an additional +4 dodge bonus to AC against attack rolls made to confirm critical hits.
Quick Reflexes (Ex)The beastmaster can make one additional attack of opportunity per round.
Raging Climber (Ex)The beastmaster gains a climb speed equal to half his base land speed. He can’t use this climb speed to climb any surface with a DC higher than 20. He also gains a +8 enhancement bonus on Climb checks.
Raging Leaper (Ex)The beastmaster is always considered to have a running start when attempting an Acrobatics check to jump. In addition, he gains a +8 bonus on Acrobatics checks to jump. Finally, if the beastmaster falls, he halves the total distance fallen for the purposes of determining damage taken from the fall.
Raging Swimmer (Ex)The beastmaster gains a swim speed equal to 1/2 his base land speed. He also gains a +8 enhancement bonus on Swim checks.
Reckless Stance (Ex)The beastmaster can attack with abandon at the expense of his defense. He gains a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every four levels thereafter. This is a stance rage power.
Reflexive Dodge (Ex)Beastmaster 6, Guarded Stance rage powerWhile in the guarded stance, the beastmaster can apply his dodge bonus to AC as a bonus on Reflex saving throws.
Regenerative Stance (Ex)Beastmaster 4The beastmaster can continually replenish his health. At the start of his turn, he regains 1 temporary hit point for every four levels he has (up to 5 hit points per round), but this cannot give him more than his maximum temporary hit points from rage. This is a stance rage power.
Renewed Vigor (Ex)Beastmaster 4As a standard action, the beastmaster heals 1d8 points of damage + his Constitution modifier. For every 4 levels the beastmaster has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day.
Renewed Vitality (Ex)he beastmaster ignores the effect of 1 point of ability penalty or ability damage per 2 levels he has (maximum 10). At 6th level, the beastmaster can also ignore 1 negative level per four levels he has. He takes the full effects of the ability penalties, ability damage, or negative levels once his rage ends.
Roused Anger (Ex)The beastmaster can enter a rage even when fatigued. If the beastmaster enters a rage while fatigued, he loses the fatigued condition and he does not gain temporary hit points from rage. Once this rage ends, the beastmaster is exhausted for 10 minutes.
Sharpened Accuracy (Ex)Beastmaster 8, Accurate Stance rage powerWhile in the accurate stance, the beastmaster ignores the miss chance for concealment and treats total concealment as concealment. He also ignores cover penalties except those from total cover.
Shove Aside (Ex)Whenever the beastmaster charges, he may push past one of his allies. That ally does not block the path of the charge as long as the ally is not adjacent to the target of the charge. This does not move the ally’s position; it simply allows the beastmaster to move past.
Shove Aside, Greater (Ex)Beastmaster 8, Shove Aside rage powerThis functions as shove aside, but it applies to any number of allies, so long as they are not adjacent to the target of the charge.
Smasher (Ex)Whenever the beastmaster attempts a sunder combat maneuver or makes an attack against an unattended object, he ignores 1 point of the object’s hardness per beastmaster level he has.
Sprint (Ex)Beastmaster 4, Swift Foot rage powerThe beastmaster adds 1/2 his speed to the distance he can move when he runs or charges.
Strength Stance (Ex)The beastmaster can summon mighty strength. He gains a +1 competence bonus on combat maneuvers and to his CMD. These bonuses increase by 1 for every 4 levels the beastmaster has. In addition, he gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance rage power.
Superstition (Ex)The beastmaster gains a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every four levels the beastmaster has. The beastmaster cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.
Swift Foot (Ex)The beastmaster gains a 10-foot enhancement bonus to his base speed. A beastmaster can select this rage power up to three times; its effects stack.
Taunting Stance (Ex)Beastmaster 12The beastmaster can leave himself open to attacks while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the beastmaster while he’s in this stance, but every attack against the beastmaster provokes an attack of opportunity from him, which is resolved prior to each provoking attack. This is a stance rage power.
Terrifying Howl (Ex)Beastmaster 8, Intimidating Glare rage powerThe beastmaster unleashes a terrifying howl as a standard action. All enemies that have been shaken by the beastmaster (usually through the Intimidate skill) within 30 feet must succeed at a Will save (DC 10 + half of the beastmaster’s level + his Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has attempted a save versus this ability (whether successful or not), it’s immune to this power for 24 hours.
Unexpected Strike (Ex)Beastmaster 8The beastmaster can make an attack of opportunity against a foe that moves into any square threatened by the beastmaster, regardless of whether that movement would normally provoke an attack of opportunity. The beastmaster can use this ability only when there are no other foes in a square threatened by the beastmaster.
Wild Hunting Pack (Su)Beastmaster 16, Hunting Pack, Improved Hunting Pack, Ferocious Hunting Pack rage powersIf a beastmaster enters his rage while in his beast shape, or changes form into his beast shape while he is in a rage, all pack members transform into the same shape as him. This transformation occurs as a reaction to the beastmaster entering rage or changing his form with beast shape and requires no actions from the pack.