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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.
Armor Ripper (Ex)Natural attackWhile raging, the beastmaster gains a +2 bonus on combat maneuver checks made to sunder with any of his natural attacks.
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.
Battle Roar (Su)Beastmaster 6, Intimidating Glare rage powerWhen the beastmaster successfully demoralizes an opponent using intimidating glare, he also deals 1d6 points of non-elemental damage to that opponent.
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.
Bloody Bite (Ex)Animal Fury rage power or natural bite attackThe beastmaster’s bite attack deals 1d6 points of bleed damage in addition to its other effects.
Bloody Fist (Ex)Barbarian 12While raging, the beastmaster may attempt to punch through an opponent’s flesh and rip out one of its vital organs. In order to do so, the beastmaster must confirm a critical hit against an opponent with a natural attack or unarmed strike. The beastmaster deals damage as normal for a critical hit and the opponent must succeed at a Fortitude save (DC 10 + half of the beastmaster’s level + his Strength modifier) or take 1d4 points of Constitution damage as one of its vital organs is ripped free from its body. This power can only be used once per rage.
Body Bludgeon (Ex)Barbarian 10While raging, if the beastmaster pins an opponent that is smaller than him, he can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A Tiny-sized creature deals 1d6 points of damage, a Medium-sized creature deals 1d10 points of damage, and so on. The beastmaster can make a single attack using the pinned opponent as part of the action he uses to maintain the grapple, using his highest attack bonus. Whenever the beastmaster hits using the pinned opponent as a weapon, he deals damage to his target normally, and the grappled opponent used as a bludgeon also takes the same damage he dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the beastmaster can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon.
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.
Damage Reduction (Ex)Beastmaster 8The beastmaster gains damage reduction 2/— whenever he is raging. A beastmaster can select this rage power up to three times. Its effects stack.
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.
Deathless Rage (Ex)Barbarian 12While raging, the beastmaster ignores the effects of being at 0 or fewer hit points until he has been at 0 or fewer hit points for 1 round, at which point the appropriate consequences for his current hit point total takes effect. Even death can be postponed this way, potentially allowing the beastmaster to survive if he receives sufficient healing before the round is up.
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 Eruption (Su)Beastmaster 16, Elemental Absorption rage powerWhile raging, the beastmaster can absorb energy from a single attack and unleash it upon his enemies once per rage. He does not make a saving throw against the effect but takes no damage from it. At any point during the remainder of his rage he can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inflicts damage equal to the damage from the attack absorbed by the beastmaster, but creatures within the area may make a Reflex save (DC 10 + half of the beastmaster’s level + his Constitution modifier) for half damage even if the original effect did not allow a save.
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).
Feast of Blood (Su)Barbarian 14, Bloody Fist rage powerAfter successfully ripping out a creature’s vital organ, the beastmaster may eat the organ within 1 minute of extracting it as a full-round action that provokes attacks of opportunity. Once the organ is consumed, the beastmaster recovers a number of hit points equal to the Hit Dice of the organ’s owner. In addition, the beastmaster gains any elemental immunities or resistances the victim had, though the effectiveness of these resistances is halved. This elemental resistance lasts for a number of rounds equal to half the Hit Dice of the creature whose organ was consumed.
Feasting Bite (Ex)Bloody Bite rage power and either Animal Fury rage power or a natural bite attackWhen the beastmaster confirms a critical hit with his bite attack, he regains a number of hit points equal to half the damage dealt. Activating this ability consumes 1 round of rage.
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.
Fierce Fortitude (Ex)Beastmaster 8The beastmaster gains a +4 bonus on saving throws against diseases and poison.
Fight Response (Ex)When a beastmaster with this rage power attempts a saving throw against a fear effect, he can enter a rage as an immediate action (as long as he would normally be able to enter rage). This consumes 3 rounds of the beastmaster’s daily allotment of rage rounds, but the beastmaster can maintain the rage each round on his turn normally. Any benefits from the beastmaster’s rage apply immediately, so he gains his bonus on Will saves against the effect that required the initial saving throw. Unlike most rage powers, this rage power’s effects are useful only when the beastmaster is not raging.
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.
Fueled by Vengeance (Ex)Beastmaster 6While raging, whenever the beastmaster deals melee damage to a creature that dealt damage to him since the end of his last turn, he adds 1 round to his remaining number of rounds of rage for the current day. The beastmaster can gain no more than 1 extra round of rage each round.
Gearbreaker (Ex)Smasher rage powerOnce per round while raging, whenever the beastmaster makes an attack against a construct, he can ignore an amount of that construct’s hardness equal to his beastmaster level. This ability must be used before the attack roll is made. This power stacks with hard hitter.
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 Life (Ex)While raging, if the beastmaster is reduced below 0 hit points, 1 hit point of lethal damage per beastmaster level is converted to nonlethal damage. If the beastmaster is at negative hit points due to lethal damage, he immediately stabilizes.
Guarded Life, Greater (Ex)Beastmaster 6, Guarded Life rage powerWhen using the guarded life rage power, 1 additional hit point of lethal damage per beastmaster level is converted to nonlethal damage.
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.
Penetrating Bite (Ex)Beastmaster 4, Animal Fury rage powerWhen using the animal fury rage power while raging, the beastmaster’s bite is able to pierce most resistances. At 4th level, his bite is treated as a magic weapon for the purpose of overcoming damage reduction. At 7th level, his bite is also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his bite is also treated as a chaotic weapon for the purpose of overcoming damage reduction. At 16th level, his bite is treated as an adamantine weapon for the purpose of overcoming damage reduction and bypassing hardness.
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 Grappler (Ex)As long as the beastmaster is raging, whenever he succeeds at a check to start a grapple, he can choose to deal damage as if he had also succeeded at a check to maintain the grapple. In addition, while raging, whenever the beastmaster succeeds at a combat maneuver check to maintain a grapple, he can choose to give himself, the target of his grapple, or both the prone condition as a free action while continuing to maintain the grapple.
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)The 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.
Rolling Dodge (Ex)The beastmaster gains a +1 dodge bonus to his Armor Class against ranged attacks for a number of rounds equal to the beastmaster’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the beastmaster has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
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.
Savage Intuition (Ex)The beastmaster’s bestial senses allow him to sense danger and become enraged before he even has time to consciously react to danger. When combat begins, if the beastmaster has rounds of rage remaining, he may automatically enter a rage without using an action at the start of the first round of combat (or at the start of the surprise round, if there is one), even if he is not otherwise aware that combat has begun.
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.