Rage:: 26 Rounds per day. +2 (untyped) bonus to melee attack, melee damage, thrown damage, Will saves. -2 AC. Temp HP +3/HD
Fast Movement:: +10 feet.
Chosen Ally:: At 1st level, when entering a rage, an Ulfen Guard can choose an ally to protect as a free action. He must make this choice when beginning his rage and cannot change his designated ally while raging. Whenever he is adjacent to his chosen ally, he can choose to take a -1 penalty to AC to grant his ally a +1 dodge bonus to AC and Reflex saves.
Superstition:: +6 Competence bonus vs Spells & SLAs, but cannot be the willing target of any spell while raging. Must fail a saving throw to benefit.
Witch Hunter:: +3 damage vs creatures with Spells or SLAs (SU abilities do not count.) If he confirms a critical vs a creature with an ongoing beneficial spell effect, the effect is suppressed for 1 round.
Ghost Rager:: Deal normal damage to incorporeal creatures even with non-magical weapons. Also, gain a Morale bonus to Touch AC equal to the saving throw bonus from Superstition (+6)
Winter Rage:: As a standard action, the barbarian can bellow a 20-foot cone of frigid, snowy air. Until the beginning of the barbarian’s next turn, creatures moving through the cone move at half speed.
Extreme Endurance:: At 3rd level, the invulnerable rager is inured to either hot or cold climate effects as if using Endure Elements. In addition, the barbarian gains 1 point of cold resistance for every three levels beyond 3rd. This ability replaces trap sense.
Alert Guardian::May enter rage as an Immediate action even when flat-footed or surprised
Guarded Thoughts:: At 2nd level, if the Ulfen Guard fails a saving throw against a charm or compulsion effect, he immediately receives an additional save with a +5 circumstance bonus if the effect would compel him to attack his chosen ally. The guard can use this ability any number of times, but only once per effect.