Desperate to finish the fight, you pour all your rage into one final blow. Make a Strike. If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10). After this Strike, your Rage immediately ends, and you are fatigued until you rest for at least 10 minutes.
You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success.
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
With a quick shot, you interfere with a foe in combat. You can use the Aid action with a ranged weapon you wield. Instead of being within reach of the target, you must be within maximum range of the target. An Assisting Shot uses ammunition and incurs penalties just like any other attack.
Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a
Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn’t trigger reactions.
This Strike has the following failure effect.
Failure The target becomes flat-footed until the end of your current turn.
You swipe at your opponent and grab at them. Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.
Hiding your gestures and incantations within other speech
and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell,
attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you
must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks)
against an observer’s DC, that observer doesn’t notice you’re
casting a spell, even though material, somatic, and verbal
components are usually noticeable and spells normally have
sensory manifestations that would make spellcasting obvious
to those nearby.
This ability hides only the spell’s spellcasting actions and
manifestations, not its effects, so an observer might still see a
ray streak out from you or see you vanish into thin air.