--------------------------
CLASS ABILITIES
--------------------------
Rage(1 action) You begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier and enter a state of pure rage that lasts for 3 rounds. While you are raging, you are affected in these ways:
• Gain a +2 conditional bonus to damage rolls with melee weapons and unarmed Strikes. The bonus is halved if your weapon or unarmed Strike is agile. This bonus increases by 1 at level 3 and every 4 levels thereafter.
• Take a –1 penalty to AC.
• You can’t use actions that have the concentrate trait unless they also have the rage trait. The Seek basic action gains the rage trait while you’re raging.
After you have stopped raging, you lose any remaining temporary Hit Points from using the Rage action, you can’t use Rage again for 1 round, and you are fatigued for 1 round. You can’t voluntarily stop raging. If you stop raging before its usual duration expires, you are fatigued and can’t Rage again until after the end of your next turn.
Spirit RageWhen you are raging, you can make your conditional bonus to damage deal negative or positive damage, rather than your weapon or unarmed attack’s usual damage type (you choose which type each time you Rage). If you choose to do this, your weapon or unarmed attack affects material and incorporeal creatures and objects equally. This makes your weapon overcome incorporeal creatures’ resistance to physical attacks (as the ghost touch property rune). If you choose to deal negative or positive damage, your Rage action gains the divine and necromancy traits, plus the negative or positive trait, as appropriate.
Raging intimidationWhile you are raging, any Demoralize action you use gains the rage trait. As soon as you meet the appropriate prerequisites of the skill feats Intimidating Glare and Scare to Death, you gain these feats. Scare to Death also gains the rage trait while you Rage.
[b]Fatigued] You’re tired, and expending energy makes you worse off.
You’re hampered 5 (5 less movement speed). You take a –1 conditional
penalty to AC and saving throws; each action you use during
an encounter increases the penalty by 1 until the start of
your next turn. For example, if you use 1 Stride action and
2 Strike actions on your turn, the conditional penalty would
increase by 3 to a –4 penalty, which would reset to –1 at
the start of your next turn. The penalty increases after each
action you spend, so if you triggered an attack as a reaction
to the first action you used, you’d take a –2 conditional
penalty to AC against that attack.