When most barbarians rage, they draw upon nature’s ferocity, relying on the instincts of a mother bear protecting her cubs or a hungry lion on the hunt. Nature, however, is not always so blunt. Like snakes waiting patiently, then striking suddenly, some barbarians lose themselves to a state of absolute calm.
Beginning at 1st level, a barbarian can call upon inner reserves of awareness and tranquility, granting him additional combat prowess. Starting at 1st level, a barbarian can enter a state of serenity for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can enter serenity for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear’s endurance, do not increase the total number of rounds that a barbarian can enter serenity per day. A barbarian can enter serenity as a free action. The total number of rounds of serenity per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a state of serenity, a barbarian gains a +4 morale bonus to his Dexterity and Wisdom, as well as a +2 morale bonus on all saves. While in a state of serenity, a barbarian cannot cast spells, use Intelligence-based skills, or communicate.
A barbarian can end his serenity as a free action and is fatigued after serenity for a number of rounds equal to 2 times the number of rounds spent in serenity. A barbarian cannot enter a new state of serenity while fatigued or exhausted but can otherwise enter serenity multiple times during a single encounter or combat. If a barbarian falls unconscious, his serenity immediately ends, placing him in peril of death.
A barbarian who chooses a path of serenity over rage still gains a rage power at 2nd level and every two levels thereafter. They function in exactly the same way, but the barbarian calls them serene powers.
This ability replaces the rage class ability.
This ability replaces greater rage.
This ability replaces mighty rage.