Obligation (Ex)
At 1st level, a high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.
Right Hand (Ex)
At 1st level, a high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.
This ability replaces the bonus feat gained at 1st level.
Defender’s Reflexes (Ex)
At 2nd level, a high guardian gains Combat Reflexes as a bonus feat, and he can use his Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round. If he already has Combat Reflexes, he instead gains Stand Still as a bonus feat.
This ability replaces the bonus feat gained at 2nd level.
Unassailable Allegiance (Ex)
At 2nd level, a high guardian gains a +1 bonus on Will saves against compulsion spells and effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd.
This ability replaces bravery.
The soul stone grants the living monolith a +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels.
A living monolith can invoke the power of his soul stone 3 times per day as a swift action, enabling him to grow in size as if using enlarge person (even if he is not a humanoid).
Blood of Life (Su)
A spelleater’s blood empowers him to slowly recover from his wounds. At 2nd level, while bloodraging a spelleater gains fast healing 1. At 7th level and every 3 levels thereafter, this increases by 1 (to a maximum of fast healing 6 at 19th level). If the spelleater gains an increase to damage reduction from a bloodline, feat, or other ability, he is considered to have an effective damage reduction of 0, and the increase is added to this effective damage reduction.(fast healing 2)
This ability replaces uncanny dodge and damage reduction.
Spell Eating (Su)
At 5th level, a spelleater can consume spell slots for an extra dose of healing. As a swift action, the spelleater can consume one unused bloodrager spell slot to heal 1d8 damage for each level of the spell slot consumed.
This ability replaces improved uncanny dodge.
Rage: 22 rounds
Spells:
1:2 magic missle, long arm, mount, burning hands, pro from evil
2:1 mirror image, see invis, pyrotechnics
Disruptive Bloodrage (Su)
At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
Arcane Bloodrage (Sp)
At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.
Greater Arcane Bloodrage (Sp)
At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.